Batman: Arkham City Guide / Walkthrough

The World’s Greatest Detective has been out for months now, but many gamers have yet to explore Gotham City. This guide will help you get the most out of the game, and teach you how to solve the puzzles and battle the thugs.

When Rocksteady released the first Arkham Asylum in 2009, it was widely praised for its presentation, containing the same kind of creepy atmosphere as that of the famous Batman: The Animated Series – and it was just the first of many games that would be based on DC Comics super-heroes. Rocksteady would go on to create the most popular Batman game of all time, Batman: Arkham City, which arrived in 2011. In the game, the Dark Knight faces off against the Joker and his motley crew of supervillains.

Extremephobia has put up a Batman: Arkham City Guide and Walkthrough. Note: If you’re searching for a particular section or anything else, use CTRL + F on your keyboard.

Preface ————————————————————————————————————————————— This is my Batman: Arkham City Walkthrough. Please be patient as this is currently a work in progress. I’m currently working on improving it and adding as much information as possible.

x010x is the version number. ———————- Version:1.3 14 November 2011 Work on the puzzles and sculptures is going well. The format has been improved.

Date: November 8, 2011 Version: 1.2 More riddler sculptures, mostly.

Date: October 23, 2011 Version: 1.1 In virtually every area, improvement has been achieved. To some extent, all elements of the guide are present.

Date: October 19, 2011 Version: 1.0 The walkthrough is finished, however it still needs to be polished. Collectibles are still on my to-do list. Challenges must yet be completed.

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$0.00 338 Pages 134,000 Words 600,000 Hits 338 Pages 134,000 Words 600,000 Hits

I don’t expect to get paid for my guides, but every little amount helps me create the next one, so please contribute if you think I did a good job.

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Preface…………………..x000x Version…………………x010x Contents Table of Contents ………….x100x Controls …………..x200x X360…………….x210x PS3…………………….x220x PC ………………..Unavailable

Prologue………………..x310x Walkthrough………………..x300x x311x Bruce Wayne………….. Batman………………….x320x Courthouse…………….x321x The Pursuit of the Shooter……x322x Church………………..x323x ……x324x Joker’s Funhouse …………..x330x The Steel Mill x331x Waste Exchange…………. …………..x332x Loading Bay ……x333x Locating the Doctor ……x334x Smelting Chamber x335x…………..finding Joker Catwoman…………….x337x Loading Bay……..x336x Loading Bay……..x336x Loading Bay……..x336x Loading Bay……..x336x Loa The Joker’s Quest………….x340x The Museum……..x350x The Jammers……..x351x GCPD Outdoors………….x341x GCPD………………….x342x GCPD………………….x342x GCPD………………….x342x GCPD………………….x342x GCPD………………….x342x GCPD………………….x342x GCPD…… Return to the Museum……x353x The Subway…………….x352x x354x Gladiator Pit…………. ……..x355x Torture Chamber Armory………………………………x357x War Room…………….x356x x358x Iceberg Lounge…………. The League of Shadows……x360x Solomon Grundy…..x359x Solomon Grundy…..x359x Solomon Grundy…..x359x Solomon Grundy…..x359x Solomon Grundy….. Old Gotham…………….x361x Wonder Tower Foundation…x363x Wonder City…………..x364x Demon’s Blood…………..x365x Ra’s Al Ghul…………..x366x Return to the Streets….x367x Return to the Streets….x368x Mr. Freeze…………….x371x The Chase…………….x372x The Cure…………….x370x The Cure…………….x370x The Cure…………….x370x The Cure…………….x370x The Cure…………….x370x The Cure…………….x370 Returns from the Steel Mill……..x373x ……x374x Smelting Chamber Battle of the Joker Boss……..x375x Catwoman………………x376x 10……………..x380x Protocol ……x381x Chasing Choppers ……..x382x Processing Center x383x Wonder Tower Foundation Immortality……………..x390x Clayface……………..x391x Epilogue………………..x3xxx Wonder Tower…………..x384x Observation Deck…………..x385x Immortality……………..x390x Clayface……………..x391x Clayface……………..x391x Clayface……………..x391x Clayface……………..x391x Clayface……………..x391x Clayface……………..x

Riddles…………………..x400x Side-Missions……………..x500x x600x Augmented Reality Training ………..x700x Physical Challenges Combat………………….x710x Predator………………..x720x Gadgets…………………..x800x Legal…………………….x900x Thanks………………….x910x Contact…………………x920x

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360 x 210x

Combat ——— LT – Aim Baterang, (tap) fast Baterang RT – Aim Baterang, (tap) rapid Baterang LB Crouch – Detective Vision LB Crouch LB Crouch LB Crouch LB Crouch LB Cro grapnel (RB) (if escape is available) L3 – The main camera R3 – Left Analog Zoom – Right Analog Move – Look Switch devices using the D-Pad. a – (double tap) B – stun X – Strike Y – Counter Evade B – stun X – Strike Y – Counter

Away + Y (hold) – Blade Dodge Away + Y (hold) for all attacks – Blade Dodge Takedown B > X (repeat) – Beat down B > A > A – Aerial Attack B > B > B – Ultra stun

Combo Takedown (B + Y) Bat Swarm (A + X) Whiplash Multi Ground Takedown (A + B) Disarm and Destroy with Whip Trip X + Y Ground Takedown (RT + Y)

LT + Y – Quick Batclaw LT + Y > X – Batclaw Slam LT + B – Quick Charge (REC)Quick Caltrops LT + X – Quick Explosive GelQuick Bolas RT > RT – Quick Freeze

———————————————————————————— LT – Aiming device LB – Detective Mode RT – Deploy gadget/hang down/crouch RT – Deploy gadget/hang down/crouch grapnel/escape RB R3 – Center Camera L3 – Zoom R3 – Zoom Left Analog – Move Right Analog – Look D-Pad – choose a device X – Glide Kick/Drop Attack/Knockout Smash A – Glide B – Drop down (during takedown) Y – Y – Y – Y – Y

RT + A – Enter grate/corner cover

RT + A – Enter grate/corner cover

PS3 x210x [1] [2]

NOTE: I only played the X360 version of the game, so some of them may be wrong. Please correct me if I’m wrong.

—————— Detective Vision (L2) Crouch (R2) L1 – Aim Baterang, fast Baterang (tap) Grapnel (R1) (if escape is available) Zoom (L3) R3 – Center Camera Left Analog – Move Right Analog – Look D-Pad – Change Gadgets X – X – X – X – X – X – X – X – X – X (double tap) Square – Strike triangle – Counter Evade O – stun

Away + triangle – Blade Dodge Away + triangle (hold) – Blade Dodge Takedown O > square (repeat) – Beat down O > X > X – Aerial Attack O > O > O – Ultra stun

Combo Takedown: O + triangle Bat Swarm (X + square) Multi Ground Takedown – Whiplash X + O Disarm and Destroy with Whip Trip square + triangle Ground Takedown (R2 + triangle)

L1 + triangle – Quick Batclaw L1 + triangle > square – Batclaw Slam L1 + O – Quick Charge (REC)Quick Caltrops L1 + square – Quick Explosive GelQuick Bolas R2 > R2 – Quick Freeze

———————————————————————————— Detective Mode (L2) R2 – Hang down/crouch/deploy gadget L1 – Aiming device grapnel/escape (R1) X – Glide O – Drop down square – Glide Kick/Drop Attack/Knockout Smash L3 – Zoom R3 – Center Camera Left Analog – Move Right Analog – Look D-Pad – select gadget Y – Glide O – Drop down square – Glide Kick/Drop Attack/Knockout Smash (during takedown) Takedown (triangle)

R2 + X – Entry grate/corner cover

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NOTE: In this tutorial, I’ll assume you have Catwoman. Please skip any sections that you do not need.

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Jump into Catwoman’s boots after the sequence. You’ll be handed control right in the midst of a battle, so be cautious. However, as long as you aim at your opponents and press the attack button, this is a very easy battle (X or [] depending on console). Keep an eye out for opponents that have tiny lightning bolts around their heads, indicating that they are attacking. To block and counter attack, press the counter button (Y or triangle) whenever that occurs. Simply stomp on these scumbags.

After that, go to the top of the stairs and unlock the safe.

Bruce Wayne is a fictional character who appears in the x311x x311x x311x x311x —————————- When you recover control, use the left analog stick to move left and right to knock the chair over. When the guard attempts to assault you, you must defend yourself. This is the start of a very lengthy mini-tutorial on countering. If you just obey the guards’ instructions, you will ultimately be assaulted by prisoners. As best you can, fend off these assaults. At this point, you have the option of attacking them yourself.

This section is more akin to a normal battle. Even if you’re still bound, you may attack and counter, and you’ll ultimately be set free. Using assaults and counterattacks, defeat the remaining opponents. After then, go to the trash and climb up the ladder when you mention anything about finding Alfred. At the top, sprint ahead and leap over the air ducts (while holding A). Follow the ducts around to the broken ladder and then up to the roof through the ladder at the top.

Continue jumping up one ledge at a time until Alfred appears. When your presentation is over, turn right and you should see a towering structure with ACE written in large letters running down the side. To leap over and grasp the exposed ledge, form a line. Grab it and loop around to the building’s side. In a kind of navigation lesson, you’ll keep circling the structure. You’ll ultimately reach a ladder and the summit if you follow the button instructions.

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After you’ve dressed, you’ll attempt to hack a signal. For information and flavor audio, you may listen to any of the Green nodes, but you’ll want to use the sticks to move your mouse to the yellow circle. Hold the A button to decode the signal and listen in after you’ve arrived.

After you’ve finished listening to the message, return to the ladder you just climbed, and in the distance, you should see what seems to be a courthouse, which it should. Make your way along the rooftops until you’re within striking distance. To glide, hold the A button and run off one of the buildings. You should notice a little blue Bat emblem over the heads of the opponents in front of the building if you get near enough. This is your objective, which you may alter by gliding differently. Once you’ve chosen an opponent, use the strike button to kick them in the face and start a battle.

These foes may have bats, but it doesn’t make them any different. It simply indicates that you should be cautious when they strike since their assaults do more damage and may lead you to get dazed. If you get your combo counter high enough, you’ll be asked to execute a takedown move by pressing two buttons at the same time. As a result, one of the enemies will be taken out of the battle right away. Keep the combo meter full to increase your chances of a takedown. After you’ve gotten rid of them, go inside. Yes, via the main entrance.

The Building of the Courthouse – x321x —————————————————————————————————————————————- Once inside, climb the steps to the top and turn right to gaze into the building’s core via the massive glass window. After the cutscene, turn right to find a ladder. You may either climb the ladder or utilize your grappling hook. When you reach the top, Batman will suggest shooting the guard with the pistol. To squat and close in on the guard, hold the right trigger. To execute a quiet takedown, press the counter button while you’re behind him. Look down and stand near the edge once he’s down. The gliding kick symbol should be visible. Select an opponent and press the strike button to drop down and attack them.

This battle isn’t as terrible as it seems. The most of the attackers leave, leaving you to face a much smaller number than you had outside. You’ll be OK if you keep your wits about you. Watch the cutscene once you’ve finished the battle.

x322x —————————————————————————————————————————————————————————————————————-

x322x —————————————————————————————————————————————————————————————————————-

Climb back up to the ledge the guard was on using the grappling hook. Drop the ladder and dash back into the corridor. Rather of returning to the bottom of the stairs, go through the door with the green exit light beyond. You can use the grappling hook to climb up to the flag pole and the roof once you’re outdoors. Listen to the lads below for some lighthearted conversation. When you’re finished, turn left and you’ll be able to see your destination. It’s a tall, slender tower with crimson flags spanning the length of it. Make your way over to one of the gargoyles and take a seat on top of it. There are just three guards, so drop down on them. After you’ve dealt with them, go to the large door.

————————————————————————————————————————————————————————— You will be assaulted after you get through the main entrance. Simply wait and strike when the time is right. Once you’ve done that, you’ll be asked to drop smoke pellets and then utilize your grappling hook once all of the talking has finished. Follow the steps in that sequence. This is the start of your first stalker section. This one isn’t too difficult (no moving parts). When asked, choose detective mode. The grappling hook may be used to swing to any of the glowing gold gargoyles. Make your way up to the junction. You may then take out the opponents on each side from there (one by the scaffolding and one in the confessional). Simply glide behind each one and then perform a takedown. A takedown is possible via the confessional’s rear door. Return to the gargoyles and drop down from the one behind the final two foes after they’ve been defeated. Approach them from behind and press the takedown button to eliminate both of them at once.

Now that the chamber is secure, return to the front entrance and look to your left for a door that goes to the bell tower (Batman will mention going up there when you are near it). After passing through the door, head right up the wooden steps and you’ll be able to grapple up through an archway. Enter the tower and grapple your way up from ledge to ledge, then use the trap door to climb up a ladder (it will glow gold in detective mode).

When you enter the next room, use the evidence tracker to examine the sniper weapon. When you’re finished, Joker will speak to you and say something about a boom. Make a right and sprint to the window. To leap out of the window, double-tap the evade button twice.

Joker’s Funhouse is a place where you can have a good time. – x324x ——————————————————————————————————————————————- You should travel approximately south-east from here. You’ll be headed towards the bridge to the industrial area if you follow the map (click back/select to open it). You’ll be notified when the Augmented Reality training is available as you go. Feel free to explore it if you want a better grapnel (the gun that shoots the grapple hook). Cross the bridge into Joker’s amusement park. If you see a green arrow, you’re on your way in the correct direction. The Steel Mill is your ultimate destination (which is a chimney with giant statues attached). Once you’ve located it, grapple your way to the top of the chimney and you’ll be able to enter.

The Steel Mill – x330x | =======================================================================================================

x331x ——————————————————————————————————————————————————————- You’ll be poised on a slender wire. Glide across to the side ledge and follow the corridor around. A trickling water pipe will lead you to a low gap. You should sprint towards it and press the crouch button. To go to the opposite side, you’ll have to slip through the hole. As you pass through the pipes, you’ll ultimately come to a railing that seems to be on fire. If you approach Batman, he’ll tell you that you’ll be cooked alive. Switch to detective mode and gaze straight ahead. Across the gap, there will be a hatch. You may choose your Batclaw by pressing up on the directional pad. Aim and fire at the hatch, then press the A button repeatedly to open it.

Drop down and over to the railing. Drop over the cliff as you approach the middle. Climb up and then slide to the left. Turn left and continue on your way. You’ll return to the middle part, but this time you’ll be able to grab the rail ahead of you. Do so and cross the center. Turn right when you run out of rail and jump to the next one. To go to the opposite side, use this. Follow this platform around and activate detective mode at the end. You’ll see that the floor is blue with a “Pow!” sign in the center. Then aim and fire your explosive gel on the blue surface (left on the directional pad). To explode it, back away from it and follow the instruction prompts. Drop down into the void.

Crouch beneath the pipes and go ahead. Do not step into the steam/water-spouting pipes. Instead, take out your baterang and strike the button above and to the right of the hole in the wall with it. You’ll instinctively squat. Simply follow this crawl area until you can peek inside an inmate’s room. Take a right here and follow the route until you reach some pipes that are spouting fire. The flames will go down in a second or two, allowing you to cross. But hurry, since the flame will soon return to its original size. Take a left just beyond the flames.

x332x – Loading Bay —————————- You’ll go into the main chamber, but you’ll be in the vents underneath it. Make your way through the vents and out the other side. You’ll be able to stand after you’ve arrived. Turn right, then squat and turn left. Continue along the route until you reach a set of steam pipes and three green buttons on the opposite side. To turn off the steam, you must rapidly press all three of these buttons. Instead of aiming, press the aim button to fast throw. Retrace your steps back to the middle chamber, crawling beneath the metal stairs. You’ll go into a squarish space from where you may access the main chamber. You may really enter above with a takedown and eliminate an opponent straight away from this location.

About 8 opponents make up the group above. The majority of them are unremarkable, but keep an eye out for flying items. An opponent may sometimes take a milk box or a brick from the side and hurl it at you. Keep an eye out for this and avoid it if necessary. Aside from that, the remainder of the opponents are very straightforward, with none of them even wielding a weapon.

x333x – x333x – x333x – x333x – ————————————— Exit the room via the west-facing entrance. There’s nothing noteworthy in the following area right now, so go through the next set of doors. When you reach a chamber, Batman will tell you that he needs to find another route out, so turn left. You should notice a door with a huge red button next to it if you follow the conveyor belt. To open the door, press the button and crouch underneath it. Grapple up to the ledge after hopping off the belt. Enter the larger chamber and grapple your way up to the observation position for another stalker segment.

Although this is a brief game, you will not be instructed what to do. Simply go from vantage point to vantage point until you’re behind the enemy lines (there are only three). Drop behind the lone adversary and perform a quiet assassination. Then take a double takedown on the opponents on the other side of the stairwell. Return to the top of the steps and, for good measure, leap through the window. Simply cross to the next room’s door (or play with the giant Harley statue for fun).

Chamber of Smelting – x334x ——————————————————————————————————————————————- Six guards are stationed in the next room. Crouch down, sneak up behind them (they’ll be right in front of you), and execute a double take down on the first two. Ascend to a higher vantage point. You’ll have two opponents wandering about and two in the corner with the doctor at this point. After you’ve defeated the two outside, one of the two within will emerge. You may either drop down and sneak up behind him for a quiet takedown or wait for him to walk under a viewpoint and perform a takedown from there to get the first two. Because they are pretty far apart, neither should be an issue. Once they’ve left, go to the adjacent vantage point and wait for the room’s occupant to emerge. You can execute an inverted takedown if he goes straight beneath it. You can perform a gliding kick on the final man through the window if you swing over to one of the other viewpoint points. Just make sure you finish him off while he’s down. To release the doctor, go over and press A.

x335x – x335x – x335x – x335x ——————————- Turn left after exiting the tiny room where the doctor was. You should notice a shutter door with a motor above it if you go through the middle of the room (it will be gold in detective mode). Remove your new toy from its location on the directional pad, then press RB/R1 to fire an electric charge. Note that you may want to press RT/R2 instead in certain instances to have the opposite effect (in this case, it would close the door instead of open it). Enter the tiny chamber and repeat the process above the next door, which will expose a door behind it. With the A button, you just stroll through this one. Climb to the top of the ledge and into the air duct.

Drop down behind these men and open the vent. You may practice utilizing the gun’s quickfire stun assault or perform a quiet takedown. Keep in mind that it just temporarily stuns them and isn’t permanent. These men are nothing, and there are only four of them, so do anything you want with them. You should be in a familiar room after you’ve finished. Simply turn around and look for the door. Continue rearward via doors until you reach the previous loading bay location, where Harley Quinn will speak to you through the huge Joker Mouth on the wall.

x336x ————————————————————————————————————————————————————————————- A generator is located on the other side of the room (glows gold). On a box, it’s shaped like a cylinder. To swing the huge hook in the center of the room forth and backward, you’ll need to alternate the two distinct electric shocks. You’ll eventually send it through the Joker’s Mouth’s door. Pull it out again, then climb up through the new hole.

Fight! If you use the fast shot on the huge man, he will have a spasm, causing his hammer to swing in a large circle. In a one-on-one battle, it may seem silly, but it’s a fantastic technique to get the fight started. After a few hits with that, you should only have one or two opponents remaining apart from him. Keep a safe distance from him and keep an eye out for his massive leaping strike. Close in on him three times and then double press the evade button to leap over him once it’s just the two of you. Hit him no more than three times before evading him once more. Rinse and repeat till he’s no longer alive. Recover your footing and try again.

x337x ————————————————————————————————————————————————- Now you get to travel as Catwoman, which is vastly different from the combat styles (though not hard to adjust for). She can still sprint and leap, but she just has a whip that does not retract in place of the grapnel. This implies you can grab anything and swing, but you’ll have to climb up the side of the building afterwards. This is really very easy, needing just a few repetitions of the same button. If you look before you jump, you may aim in the direction you want to climb. However, if you time your jumps precisely such that you make a smooth ascent to the top, you will be awarded with experience (in the upper left). Make your way to Catwoman’s house in the northeast. A Bat Signal will appear over your location.

There is a gated space on the west side of Catwoman’s roof that you may enter. Climb down through one of the upper gates and hang from the ceiling if you are close enough. You may drop straight from here for a battle takedown if you go over the top of the opponents below. The opponents are basic, but this is a good place to practice whipping. To attack an opponent with a whip that knocks them down from a long distance, use the LT button. After that, go to Catwoman’s window and press A to receive your Caltrops.

Continue to the northeast (follow the green marker on your compass at the top). You’ll shortly encounter an enemy-infested building (you’ll hear them before you see them). These opponents aren’t very dangerous; just kill them and go to the tower in the river through the damaged bridge. Crossing just beyond the bridge should be done with caution since there are opponents with firearms up here. If you’re cautious, you can sneak up behind them and take them down quietly. Make the most of your abilities to climb around the sides of buildings. If you’re caught, use your whip to take them down and then perform a ground takedown to finish them out swiftly and without taking too much damage.

After they’re clear, climb the steps to the catwalk, where you may hang down to the underbelly and crawl along. You’ll come across a Riddle statue, so take it and go ahead until you’re asked to return to the top. You will now be on the other side of the closed gate. You’ll engage in a small battle with just five or so opponents in the following chamber. The most essential aspect is that they behave like zombies, which doesn’t affect how you battle them as much as it does how they look. A poison will fill the room after you complete them (not a Neurotoxin). Climb through the opposite side after jumping to the ceiling.

Once you get to the top, you’ll be met with a somewhat bigger number of opponents. Just remember to keep your wits about you; there’s plenty of room to fight. There are about 8 opponents in this area. After you’ve cleaned them out, there’ll be more poison, another leap to the ceiling, and a last climb around to the top, where you’ll face even more foes. One of the plants on the wall can sometimes throw fireballs at you, which makes this location unique. Try to move the battle forward as quickly as possible to reduce the amount of bullets it receives, and keep an eye on it when it does fire.

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Turn left and climb up this path. Continue ahead and attempt to locate a high location where you won’t have to worry as much about being fired at. You’re on your way to the GCPD Building, which is located just east of the Amusement Mile, to the north of your present position. If you’re wondering why the numbers going up while looking for a cold spot are a good thing, it’s because it’s already a negative number, but the negative sign was placed in an inconvenient location, making it difficult to see. Or maybe I’m the only one who has had this idea.

GCPD Outdoors – x341x ——————————————————————————————————————————————————— When you arrive, keep an eye out for roving guards. Because they all have firearms, take them out one by one when they’re alone. Use your smoke pellets if you are found. The smoke pellets may even be enough to kill out the opponents in the vicinity if you are quick (rather than just running).

After you’ve cleared the area, there’s a ringing phone in front of the building that you may answer to begin a side quest. Turn around to the side of the building’s front. With your Electric Charge, you will be able to open a shutter door. You’ll have to perform a running slide beneath the door since it will only open a little amount. Turn right inside and go to the double doors. You’ll steal the radio’s encryption key and play another hacking game on Penguin’s radios. After you’ve found the yellow circle, press and hold the A button. Simply go through the two doors now.

GCPD – x342x ——————————————————————————————————————— Continue ahead until the ceiling above you opens up. You may then cling to a ledge. You’ll discover a vent at the end of the path if you keep running. Climb inside and you’ll be transported to the massive center chamber, where you’ll face your first true Stalker battle.

In this section, there are five opponents. The front two will most likely be the simplest to remove. One of them will be facing the front entrance and will not turn, while another will be facing a separate doorway along the same wall and up some steps. Wait until they’re alone before dropping down for a quiet takedown. There are two more that loop around either side of the room after you’ve gotten those two. You may need to explosively gel the glass first, but an inverted takedown through the glass is possible. Just be patient and wait for him to go under the surface. If you take out one of the guards, the other two will most likely investigate. Wait till they emerge from under the surface. When they’re finally out, take out your baterang and strike one guard while gliding kicking the other. You should knock down both opponents, then finish them off with a ground takedown.

Return to the building’s entrance after a short discussion. You’ll be imprisoned, and you’ll have to download the unlock codes. Drop down through the grate on the floor and into the next chamber. Return to the top of the stairs and use detective mode to locate the unlock panel on the wall. Choose a Cryptographic Sequencer from the drop-down menu. To begin the actual hacking minigame, target the panel and fire (RT/R2).

You want to spin the sticks to clear all of the letters such that each column only has one letter. The left stick is used to control the left group of letters, while the right stick is used to control the right bunch. Slowly turn the left stick until the first column is reduced to a single letter. Continue spinning and, one by one, the remaining letters should fall into position. Once you’ve mastered the left group, keep the analog stick in place and repeat the procedure with the right analog stick and word. The doors should open once you have both words. Return to the outdoors. To get out, open the shutter and slip beneath the same way you did previously.

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Climb to the top and then turn west. The Museum is located in the city’s westernmost section. Keep an eye out for armed guards whenever you get close to a structure. Drop in front of the museum and dispatch the guards. They shouldn’t pose any significant difficulties. After you’ve cleared them out, go to the gate’s security panel. To open the gate, hack it and then pass through the entrance.

You’ll encounter a new opponent type after you enter the museum. These adversaries use knives and cannot be defeated in the same way that regular opponents can. When they strike, press the left stick and the counter button together to take a step back and avoid their attack. Unlike regular counters, where you just hit the counter whenever they have the indication over their heads, knives require you to timing when they are attacking and strike it for each stroke they make at you. You don’t counter if you successfully avoid a swing. In other words, the opponent receives no harm.

The good thing about opponents with knives is that if you knock them down, they will drop their knives, transforming them into normal foes that may be dealt with in the same way as any other. In situations like this, I recommend being aggressive against opponents that carry knives, since this will reduce the number of enemies you have to deal with. Do it right now to deal with these jerks as soon as possible.

Try to hack the panel in here by jumping through the window on the right. You’ll be informed you can’t do that, and you’ll have to go outside and look for the jammer.

Jammers are a group of people who make noise. ————————————————————————————————————————————————————— The jammer is located on the top of this particular structure. It may be found above the northern wing. Climb high to have a better view of the jammer, then drop down to battle the foes. While none of these adversaries have weapons, they may get weapons from the green stack of boxes against the wall. If you hear a siren, it indicates that someone is attempting to remove a weapon. This individual should be your first focus since if they get a weapon out, the fight will be over in no time.

Break each of the screens on the jammer as quickly as you can. There are three of them. But hold on! There’s more! The other jammer is located to the museum’s north-east. It’s worth watching in detective mode. Because of the low-lying buildings around it, you might end up approaching this building from a lower level rather than a higher one. Before attempting to take down the enemy, it may be better to walk around it and climb higher. There are a total of four of them. Two are in close proximity to the jammer and can be taken out with a baterang and glide. The other two will rush after you, and if you leave, you can probably do the same to them to clear the area fast. Disable this jammer in the same way you did the previous one.

x352x ————————————————————————————————————————————————————- There seems to be one more. You wish to get to the Subway station in the south. It is possible to enter without removing any of the guards. The entrance is located on the west side of the building. To go inside, just drop down on the far side of the glass and jump the barrier. Do a double takedown on the guards who are chatting about reading as you descend the stairs. Take the steps down and turn right at the bottom to continue down more stairs. This should take you to the metro station. You’ll find a vent on the rear left that you may remove. You really want to get a hold of the nearby train. As you go alongside the trains, you’ll ultimately have to slip under some pipes, leap over others, and finally smash down some boards obstructing an archway (with a basic attack). A pair of men should be chatting about Solomon Grundy. Climb on the next train and crouch under the pipes.

Turn right and slip behind the group of people who are gazing at Solomon Grundy’s artwork. Take down the left two in a double takedown and you should only have one adversary remaining. Turn left after disposing of him. A shuttered door will be present. It should be opened and slipped beneath. You’ll eventually reach a stalker part. While you could attempt to sneak past the guards to get what you want, I find it simpler to simply jump into the grates. Enter the grate and follow it all the way around to the other side. Someone will eventually emerge from the tracks and go behind some crates, obscuring everyone else’s view. Wait for him to emerge from behind the crates, then execute a quiet takedown. It’s just a question of allowing the guards to come in and investigate, which will effectively separate them from the rest of the group. They typically arrive in pairs, so all you have to do is wait for them to split, then grab one down and jump back into the grate. Rinse and repeat as needed.

After that, go over to the last jammer and smash it (on the far side of the train car). You may just return the way you came after you’ve finished with it. Just keep an eye out for any foes you may have left outside. If you use your grapnel once you’re outdoors, you’ll very certainly return to the museum.

Go back to the Museum – x353x ———————————————————————————————————————————————————- Return inside and enter via the same window you exited by before. You should have no difficulty hacking the panel this time. Return down the hall to the railing and hack it. Climb up to the viewpoint spots by turning left. You’ll notice a pair of thugs tormenting someone below, but there’s a new opponent type down there before you interfere. It’s a kind of armored foe. To inflict damage, you must first stun them using the B button. Then assault them as though they were any other person. Be aware that this individual wields a knife (they didn’t want this to be a simple task). Despite the fact that there are only three opponents, the battle will be extremely diverse, so remain on your feet. An armored knife thug, a knife thug, and a normal man are the three of them. You’ll be alright as long as you dodge when required. I strongly advise you to acquire the Knife Counter Takedown as soon as can since it will make dealing with the armored knife guys a lot simpler.

Your exit is just to the right of the policeman. Continue down the corridor and through the solitary door on the left. You are now unable to accomplish anything on either side of the hallway. Turn right up ahead to examine the gate that won’t open. You’ll be instructed to utilize a baterang with a remote control (control is inverted by default). You’ll want to toss it up and over the fence, then down to the button. Continue down the hall to the left and through the door.

x354x Gladiator Pit ——————————- This is a large battle with at least 20 opponents. However, it’s a rather straightforward battle with little variety. In fact, you could definitely go through this battle with just one or two hits if you simply attack. You’ll have to deal with a Titan after you’ve emptied the area of the little fry. This is a little less difficult than AA. You don’t have to play chicken; all you have to do is do a three-hit stun and then attack the Titan as you want. You can climb on his back and ride him once you’ve done enough damage. He possesses a ground pound attack and a charging attack. Use him to do as much damage as possible to the next set of tiny opponents. You’ll get bucked off eventually, at which time I’ll clear the remainder of the lesser opponents. They are frail and will succumb quickly. You’ll be able to finish up on the Titan pretty soon after they’re gone.

After Penguin has left, go to the gate under the stairwell. To strike a button on the wall, you’ll need to toss a baterang over or through (it’s feasible) the barrier on the right. Because the slope going back down was too steep, I found it simpler to toss the baterang through a gap in the fence rather than over it. This will activate a gate under the left stairwell. Pass through it and you’ll see a lift nearly right front of you. To get inside, run and jump over the fence, then blast the generator to get it to go up. You want to sprinkle some explosive gel on the ceiling at the very top. Go down, explode, then return to the top and exit the elevator.

Chamber of Torture – x355x ————————————————————————————————————————————- Continue ahead and you’ll shortly come across another destructible barrier. Blow it up, go through, and out the left-hand door. After watching the cutscene, go down to the ice to save the policeman. Slowly walk to avoid breaking the ice. It’s because you’re going too fast if you hear a beeping sound. Return down to locate the other two once he’s free. Make your way to the right side of the room to meet Penguin’s buddy. When you activate detective mode, you’ll see golden light hooks strewn around the area, as well as something dangling from the ceiling. Grab and tug this item using the batclaw. It will float down into the water, forming a raft. With the batclaw, shoot it and drag it towards you. To drag the raft towards them, get aboard and use the batclaw on any of the hooks in the chamber. Float over to the cop’s platform and shoot at the hook behind him. The second guard is a little more difficult, but not by much. You’ll need to go near to him if you’re going to rescue him from the raft.

x356x – War Room ———————— To get to the War Room, you must pass the Torture Chamber to the south side. To get near enough to grapple up to the entryway, you’ll need to use the raft to go to the ice, then cross and utilize the raft on the other side. You’ll come across a corridor with several thugs, including an armored thug, after you’ve climbed up. In front of you is a security door, so search for the panel on the left to hack it. Once you’ve mastered it, I like to start the battle with a baterang just to be safe (for taunting you). Clear out these thugs and make your way through the door.

x356x – War Room ———————— To get to the War Room, you must pass the Torture Chamber to the south side. To get near enough to grapple up to the entryway, you’ll need to use the raft to go to the ice, then cross and utilize the raft on the other side. You’ll come across a corridor with several thugs, including an armored thug, after you’ve climbed up. In front of you is a security door, so search for the panel on the left to hack it. Once you’ve mastered it, I like to start the battle with a baterang just to be safe (for taunting you). Clear out these thugs and make your way through the door.

x356x – War Room ———————— To get to the War Room, you must pass the Torture Chamber to the south side. To get near enough to grapple up to the entryway, you’ll need to use the raft to go to the ice, then cross and utilize the raft on the other side. You’ll come across a corridor with several thugs, including an armored thug, after you’ve climbed up. In front of you is a security door, so search for the panel on the left to hack it. Once you’ve mastered it, I like to start the battle with a baterang just to be safe (for taunting you). Clear out these thugs and make your way through the door.

x356x – War Room ———————— To get to the War Room, you must pass the Torture Chamber to the south side. To get near enough to grapple up to the entryway, you’ll need to use the raft to go to the ice, then cross and utilize the raft on the other side. You’ll come across a corridor with several thugs, including an armored thug, after you’ve climbed up. In front of you is a security door, so search for the panel on the left to hack it. Once you’ve mastered it, I like to start the battle with a baterang just to be safe (for taunting you). Clear out these thugs and make your way through the door.

Grundy, Solomon – x359x —————————————————————————————————————————————- Solomon Grundy is a difficult opponent to deal with, but you must keep an eye on him. He possesses a high-flying strike that can reach almost anyplace. Because it is fast, you must dodge as soon as it appears. He can also spin the chains in a large circle, which is his second primary strike. You have more time to prepare, but you must timing your dodge as the balls pass you by.

To beat him, you must place explosive gel on each of the three color-changing pads and then set them off. You should be asked to utilize the fast detonate and quick spray options. Notice how Batman jumps a bit during the rapid spray? This is also a dodge, and it will work against Solomon’s strikes. Simply dodge as needed and detonate the bombs. After you’ve eliminated all three, you may go after Solomon. To begin the following step, go pound on him.

Phase 2 is identical to Phase 1, but you must strike the pads on the ground when they are open, which is not always the case. You should also be warned that he may from time to time release a little creature onto the ground. With a fast baterang, this is readily addressed. Follow the same steps as the last battle, but be cautious to avoid his strikes. Pound on him once more once you’ve destroyed all three. You must go up and “Finish Him” after he is on his back.

And by that, I mean that you should begin Phase 3. Phase 3 is identical to Phase 2, but he strikes the ground, creating a shockwave that may hit you almost anywhere, and he does it often. You must also keep an eye out for the smaller creatures, since they will attack you much more quickly. Destroy the three pads again, then strike Solomon Grundy one more time to finish him out.

The fourth phase begins with you being fired at. Simply dodge to the left and right while moving ahead. When you’re close enough to strike, go for it since he has no defenses. This will be finished in no time.

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Leave the museum and go north-northeast. You’re looking for the Ace Chairman’s Building, which is immediately south of Park Row. You could also just follow the blood trail there, but this should save you time. Bandages should be found on the NE corner of this structure. When asked, scan them and then pursue the Ninja. You’ll trail her for a while before catching up to her. Wait for her to attack you as the battle begins, then counter to place the tracker on her. Make a jerk of yourself in front of a buddy.

You’re on the hunt for the assassin once again, but this time you’ll be a long distance away. To go to your objective, follow the arrow and the box all the way around the city to the Southwest section of the Industrial zone. You’ll come upon a Subway Maintenance Access that you should use. Because there are a few guards with weapons at the top, it may be better if you try to glide and then dive bomb down.

The Drainage System ——————————————————————————————————————————————————— Once you’ve entered the sewers, just continue the route until you reach a large gap. Drop down and eliminate the guys here, but be cautious since one of them is armored and there isn’t much space to move. Make advantage of your dodge to leap over opponents and get some breathing room. After you’ve dispatched them, go down the tunnel and turn right. Pick up the line launcher while crouching beneath the gate. To cross the river, you’ll want to aim and fire, but as you reach the junction, you’ll want to release your aim and re-aim. You should aim left and then fire one more. You’ll be sent in a 90-degree angle as a result of this. Take a left after landing. Take a right down the corridor and you’ll be standing on wooden planks above a gang of criminals. To get past the woods, use a takedown.

This battle is a bit more complicated. There are no armored opponents, but there are weapon boxes and milk crates placed around the area that attackers will attempt to hurl at you. For this battle, it might be quite a challenge. Anyone attempting to get a firearm should always be your first focus. If you need to, take them out first with devices. You may bypass the men with the boxes behind them if you keep going; else, you need go after them.

There is a panel on the Southeast wall that has to be cleaned out after they’ve been cleared out. It can be hacked. You’ll find yourself in a familiar location after passing through the gate you just unlocked. This is the location of the final jammer. A door in the northeast corner of the chamber, near the jammer, allows you to continue your hunt for the assassin. Pass through the door, cross the river with the line launcher, and then grapple up to the ledge above. Walk ahead after passing through the top door.

x362x ————————————————————————————————————————————————————- Walk through the hole in the wall, turn left, and use the line launcher to start moving across, then perform a second launch halfway across to the right. You should attempt to line it up as perfectly as possible so that you may contact with the armored man on the second line. To spare yourself some effort, knock him down and perform a ground takedown. Once he’s down, use the weapons to swiftly locate the opponents. One of them should be on the room’s front row. Just keep hammering and moving at this point, and you’ll be alright. In this chamber, enter via the double doors.

The Wonder Tower Foundation is a non-profit organization dedicated to – x363x ——————————————————————————————————————————————————————- You’ve entered a new stalker phase. This level isn’t all that terrible. Ascend the gargoyles and loop around until the center shaft is nearly between you and the captive. The guy with the jammer pack will come around beneath you after a minute. Simply do an inverted takedown on him. Then go around in a circle so you can view the captive. You should take out the one that remains by the captive while the other investigates the corpse. Return to the top and wait for more individuals to arrive. With a baterang, you should be able to hit one and then gliding kick the other. Do two takedowns on them, then wait for the final man to appear and take him down as well. Return to the intern and speak with her after they’re all taken care of. Return to the main chamber and go to the north-facing door.

x364x ———————————————————————————————————————————————————- By igniting the generators on the ground, you may go to the following several rooms. You’ll be assaulted by Ninjas in the end. Because they have blades, you must treat them as though they were adversaries with knives. Because they all carry swords, it pays to be aggressive in this instance. They shouldn’t be too challenging. Strikes and evades should be used liberally. After they’ve cleared the area, there’s a section of floor that may be demolished using explosives. To locate it, go into detective mode and look near the projection wall. Then use an electrical charge to blow it open.

Enter Wonder City and make your way to the far-off entrance. Examine the various computers to get access to their video memory once you’ve taken a closer look at the entrance. You’ll be ambushed by two ninjas in the middle of the street after you’ve inspected a couple of the robots. The same thing will happen with a few more robots. However, the fight may take place in the center of the street, which is a pretty safe location. Strikes, counters, dodges, and takedowns will help you swiftly finish these battles. After you’ve inspected all of the devices, go to the large entrance, where the hidden door is located close to the left. You’ll be assaulted if you don’t examine it to locate the switch. When you’re ready to counter, the door will open.

You’ll eventually come to a ladder if you continue down the tunnel and turn. Ascend and descend. Take a step forward and walk in the direction of the light. You’ll be led down some steps and through a door eventually. Follow him through the door and drink from the chalice as he instructs.

x365x – Demon’s Blood ——————————- This part seems to be difficult, but they really instruct you on how to do it. Simply follow the blue arrows. When it falls, dive bomb it until it rises, then climb. Except for the big blue crystal plateau, make sure you don’t touch anything else while completing this. When you land on a plateau, be cautious because clay ninjas may attack you. They’re similar to normal ninjas, except they have more counter options and operate on a smaller area. You should dive bomb into a whirling orange-yellow vortex if you come across one.

You’ll find yourself in a room after entering the second vortex. To see Talia, go through the door and up the stairs. Go through the next set of doors to have a conversation.

Ra’s Al Ghul is a fictional character created by Ra’s Al Ghul – x366x —————————————————————————————————————————- You’ll be assaulted first by clay demons. Fight them in the same way you fought the others. After you’ve vanquished them, Al Ghul will emerge from the sand in a massive form. You want to hit him with rapid electrical charge blasts, but you have to get past his revolving wall of troops. It’s not as difficult as it seems. Simply keep shooting and it will pass. The only real difficulty is avoiding his other strikes while doing so. Simply dodge anytime you notice an assault heading your way. They move quickly, and you can’t afford to waste time. You’ll be assaulted after this, and you’ll need to keep pressing the counter button.

At this point, you’ll have some discussion, but then you’ll be assaulted. By a slew of adversaries. Keep pounding on the counter button until all of the indications have disappeared. This will provide you with an excellent combo counter to begin with, and you can then just go about pounding on all of the opponents. If you don’t eliminate all of the opponents quickly enough, the sequence where you have to defend against numerous attacks will start again with whatever foes are left. Ra’s Al Ghul will reappear in his gigantic form after you’ve cleared them all. He’ll attack you again if you don’t destroy this form as you did previously. Press the counter button once more.

You must use the reverse Baterang on him once you complete the battle. To lock on, press RB/R1 while holding the aim button. To end up here, release the button to toss the baterang.

Back on the Streets – x367x ——————————————————————————————————————————————————- You’ll have to return the same way you arrived. Until you return to the metro, it should be quite quiet. Unfortunately, it seems that getting rid of the guards is simpler than sneaking past them. When you enter the subway, take the left-hand gargoyle (so you’re above the tracks). The guard with the jammer pack will eventually approach you, and you may drop down and kill him. Return to the rafters after doing so. So they don’t locate you, shift around a bit.

This is a difficult place to clean up. They have infrared goggles, so be cautious where you remain, but it shouldn’t be too much of a problem if you utilize your baterang (don’t use it too frequently or they’ll locate you) and take downs well. If they locate you, just remember to move around a lot. When you’ve cleared this region, make your way to the southwest. When you pass through the shutter door, you’ll be confronted by a new foe. This one comes with a shield. Simply stun them and hit evade twice to beat them. This will knock them out and remove their shield, reverting them to regular foes. You must dodge them or take down their shields since their assaults cannot be resisted in any manner.

Continue walking until you reach the subway station. To enter the area, you’ll have to crawl via a vent, and there will be a huge number of opponents above you. This is a difficult battle. You’ll face a few protected foes as well as a slew of guys with bats and pipes. You should also keep an eye out for thrown weaponry. To save yourself any hassle, use the takedown on the armored man. Then attempt to locate and defeat the protected opponents. Even if someone else ultimately picks up the shield, they may halt your flow, so keep the shields out of the battle as much as possible. Then deal with the smaller guys until someone else comes along with a shield and takes him on. When in doubt, just avoid until you have some space between you and the other person.

Returning to the Streets – x368x —————————————————————————————————————————————————- Get some elevation and go northeast from here. Quincy Sharp is not difficult to locate. This phase is a bit difficult since he’s surrounded by five thugs. If you have a weapon deactivator or a disarming boomerang, now is the ideal time to use them. Deactivate two weapons, boomerang a third, drop on a fourth, and then attack the fifth, and the guns should be out of the fight fairly fast. After then, it’s just a normal battle. If you don’t have them, sneak up on someone and utilize the smoke pellets to your advantage. In any case, question Quincy Sharp thereafter.

You’ll be heading to the GCPD after a little amount of chatting. Head there, but be cautious since many of the roofs now have armed guards. In many instances, gliding across the streets is actually safer than gliding over roofs. Riding choppers is another secure option since they do not check each other. Go to the GCPD (east) and look for a perch. Below you, there is a horde of foes. Drop down on one of the normal opponents to take him down immediately, then stun the armored man and the two shields with a barrage of stuns. On this fight, be sure to dodge a lot and don’t worry too much about combat flow; just try to get it down because this isn’t an easy battle.

After you’ve removed them, just activate the door as usual to defrost the bottom. Then just slip beneath as you would usually. Enter the building via the main entrance. You won’t be able to sneak up on Mr. Freeze here, so simply enter through the front door.

The Cure – x370x | =============================================================================================

‘Mr. Freeze,’ I say. – x371x ————————————————————————————————————————- This is a very straightforward battle. Set traps for Mr. Freeze to stun his suit, then attack him while he’s stunned. The only issue is that you can’t stun the suit again in the same manner, so you’ll have to stun him five times. You just must remain hidden in order to place your traps and avoid being annihilated by his Freeze beam. Also, keep an eye out for his flying drones. They’ll attempt to track you down and smash into you, but typically all you have to do is place anything between you and them and they’ll crash.

Begin the fight by enticing him towards one of the magnets. Keep your electric charge cannon out of his line of sight and aim it towards the magnet. When he comes close enough, fire the magnet at him, and he will be shocked. Run up to him while he’s kneeling on the ground and pound on him until his suit is damaged (noticed in the top right) and his suit begins to beep. After that, flee and hide.

Second, if he follows you up to one of the high sides, flip over the railing and hang on for a ledge takedown OR go behind him and execute a gliding kick from behind if he remains below. You can’t accomplish both of them if you finish one. Either of them will leave him speechless. After that, strike him for damage and flee.

Third, do a behind-the-back takedown. Simply kneel and move up behind him in whatever manner you want. To stun him, hit him with a takedown.

Fourth, go to the chamber where the cables are entangled in the water. There’s a button on the inside. When Freeze goes into the water, hit it to stun him, but don’t attack him until the voltage has died down.

Fifth, there is a destructible wall in this same area, off to the right (if you are still in the room). Go ahead and apply explosive gel on it as you wait for Freeze to enter the room. Then dash behind the wall and slip beneath it. You may go back inside the room if he comes out. Simply wait for him to approach the wall and detonate the explosives. This will be your last stun. Go ahead and kill him. You’ll have to shatter his bubble after his bar is depleted. Punching him in the face a few times should suffice.

——————————————————————————————————————————————————————— Proceed to the exit as usual, except that it is closed. Turn around and sprint down the corridor to the gate. Although the gate is partly open, the pipes are obstructing the path. You want to hurl your new frozen bombs towards the pipe’s entrance, obstructing it. You may now just slip through. To leave the building, go through the door on the other side. Keep an eye on what’s going on and rush to the rescue.

Head west, but do it slowly so you can see the sniper guns’ beams. Keep an eye out for them around the accident scene and follow them back to the source. Two to the right and two to the left are required. Before rescuing the reporter, sneak up behind them and take them down. Because the sniping groups can see each other, be cautious while taking out either group. If you’re fast enough, they won’t have time to obtain a clean shot. Go speak to the reporter now that they’re out of the way.

It’s up to you how you get there, but you’re going to the Steel Mill’s southwest corner. Be cautious since there are sniper rifle-wielding guards everywhere, and they only grow denser as you reach the Industrial District. It’s entirely up to you whether you move quickly or leisurely to eliminate all of the guards. In any case, when you get near enough, Oracle will offer you a waypoint that will take you straight to your destination. A tiny stalker portion is located outside. Two snipers are stationed here, one on a very high tower and the other on a lower tower. Simply acquire the high tower sniper first, followed by the low tower sniper.

After then, it’s a stroll in the park. Simply wait for the opponents to emerge from their hiding places and utilize your baterang and takedowns. They should fall quickly. Inside, make your way. Freeze the first man inside, then attempt to eliminate the other two. It’s a very straightforward fight, although they do have a knife and a shield, so keep an eye out for them.

——————————————————————————————————————————————————————————————————— Water may be seen if you look down over the railing. To construct a raft, throw a cryo bomb into the ocean and then climb aboard. Pull your raft along with the batclaw, but be careful to release go and duck before hitting the wall. When you reach the opposite side, use the bat claw to drag yourself towards the saws, then leap up to the ledge above. Make a fresh raft on the opposite side, using the rings around the perimeter to keep the saw in the center at bay. Bring the raft to the other side and exit.

Climb to the top and look out the window. To begin the battle, glide through the window. One hand should be on your baterangs, while the other should be on your counters. Those are going to save you a lot of trouble in this battle. Use the baterangs to attack anyone attempting to get weapons and to counter anything they hurl at you, which will be a lot. Also, keep an eye out for the armored man. He’s the only one of his kind here.

“And why did it all come to a head in a church!” Best line I’ve ever heard!

Do a takedown on the unarmored man via the lone entrance in the room. Then just shock the armored man and dispatch him. You may release the man if you wish, but if you stay too long, he’ll attack you. Make a hole in the wall and go a rafting trip. Drag yourself away from the saws using the anchor points on the wall, then use the other up ahead to pull yourself under the wall. You’ll need to drag yourself back the way you came and off to the side on the opposite side of the wall. To go over to the opposite side, get off the ice and onto dry ground, then use the line launcher.

Take a right and build another raft from there. Climb up the ledge in front of you. This section is a bit challenging. You must toss a remote control baterang through the hole in the door ahead, then have it fly past the sparking voltage in the next room before turning around and striking the panel in the tiny caged in chamber. It takes a few attempts and some experience to get the hang of it. On the opposite side, build a raft and keep an eye out for a ledge to grapple up to on the right. Look for a security panel once you arrive. If you do that, a draw bridge will appear for you to cross. Take a right after crossing the drawbridge. Make your way to the double doors and through them.

Smelting Chamber – x374x ————————————————————————————————————————————————————- This is a challenging environment. You should wait for someone to go beneath the gargoyle you started under before proceeding. Climb to the top and watch for an inverted takedown. Begin hopping about after you’ve captured him. There’s no beautiful way to do it, so simply wait for individuals to distance themselves from the rest of the group before dropping down on them. You may use the fire extinguishers to sneak down and take someone down without being seen. To pass past this area, you’ll have to utilize all of your techniques.

After you’ve cleared the chamber, look to the northeast for a shuttered door. Open it and cross to it using the rails. Go inside and open the next door. Climb through the vent to the next chamber. To enter inside the chamber with the guard, go to the far end of the room and utilize the conveyor belt. You may get inside one of the boxes (MGS?) and be carried around invisibly by the conveyor belt. However, it will not transport you out of the room, so ride to the finish and do a quiet takedown on him. To locate Harley Quinn, climb up to the cliff above. For a side task, speak with her. Then follow in her footsteps.

Take the door on your right after going beneath the tiny door into the next room. If you can, disable the guns of the two snipers at the doorway in the next chamber. Then you may just approach the three men on the ground and take them out. Clean them up, then jump up and take out the snipers who will attempt to fire at you ineffectively. Stick to the arrows on the ground.

x375x – x375x – x375x – x375x – x375x – ————————————- He’s a pushover after a few punches. Then you have to battle the men that come in to assist you. Regrettably, he tosses all sizes at you. This fight features a one-armed man, a Titan, as well as tiny people and the Joker. While on the go, try to clean up the tiny guys as much as possible. I strongly advise you to use the Electric Charge on the Hammer man. Go for the Titan when it’s only the two huge men and the Joker. Use the Super Stun on him, then assault him until you can ride him. Use him to take down the lone wolf. Rep till the Titan is dead, then take out the one-armed man, and lastly the Joker. Throughout the battle, keep an eye out for railway cars that appear out of nowhere. They are capable of causing significant harm.

x376x – Catwoman ———————— Climb onto the catwalk by moving ahead. You’re on your way to Park Row. On your way to your goal, you’ll come across a few men. You have a gun guard, an armored guard, and a shielded guard. Concentrate on the gunman, then the shield-wielding individual. Whenever the armored man attacks, he is easily countered. Go into the sewer after you’ve dealt with them. Run down the sewer and enter the vault of seized items. Go into the next room and, when she finishes talking to herself, climb onto the ceiling and exit. You’re looking for three guards to pick their pockets (not take them down).

Return to the control room and open the door with the computer. Return to the vault entrance and clean up the area. Simply isolate your opponents and eliminate them. In stacks where boxes are missing, be careful to utilize the shortcuts.

Examine the plant and briefcases as you enter the vault entrance. You’ll have to fend for yourself. The one opponent wears armor and the other has a shield, but they are otherwise unremarkable. There are a total of six. Just be sure you make the most of the space available to you.

Now take your briefcases and go. You’ll have to choose between rescuing Batman and escaping with the briefcases when you’re nearly out of time. You get to make the decision. While there is an incorrect option, it is an intriguing one to do at least once and will not take much time. Go rescue Batman when you’re ready. You’ll instantly find your way to the Steel Mill if you crawl via the vent.

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x381x ———————————————————————————————————————————————————————————————————- Make your way outdoors after you’ve regained control of Batman. Start scanning choppers after a lengthy conversation. You’ll eventually locate the one you’re searching for. Grab the command code and grapple up to it. From here, follow the signs to the Wonder Tower all the way around the city. While you get the opportunity, catch a ride on a helicopter since you are quite safe when connected to one. You should get to the middle level of Wonder Tower (the one with the two Snipers). Deal with them as you see fit, then go ahead and open the door. Enter the building.

x382x Processing Center ————————————- Continue down the corridor and through the closed door. Drop to the lowest level and leave via the other shuttered door on the other side of the room. Turn left and exit the hallway via the door at the end. Drop down and confront the next foe.

The stun baton opponents aren’t difficult to comprehend, but dealing with them may be a headache. Stun opponents cannot be defeated in any manner, and attacking them from the front will stun you. Jumping over them and striking them from behind is the only method to inflict harm to them.

Take care of these three foes. You’ll be attacked by another set of opponents once you’ve finished with them, and you won’t be able to respond. Pay it everything back after you’ve regained control. They’ve been thoroughly beaten. This category has a little bit of everything, so be cautious. Be on the lookout for a pistol, shield, and stun batons, as well as thrown goods. When you finish this wave, the following one will appear without weapons, but one of the opponents will be armored, and there will be lots of weapons on the ground. Make short work of them before they can get their hands on any firearms. Bounce the bozos and make your way to the side via the manhole cover.

The Wonder Tower Foundation is a non-profit organization dedicated to – x383x x383x x383x x383 ———————————————- Proceed ahead and through the gap in the earth. You’ll eventually reach a ledge. Line Launch south and fire at a 90-degree angle to the left at the second gap. To blast a hole in the earth, place explosives on the ground. Drop in and introduce yourself to the intern in the adjacent room. She’ll inform you about all the guards in the open room beyond (which you’re presumably already aware of).

This stalker zone is very harsh. Use it on the two snipers on each end if you can disable a couple of guns. The gargoyles in the inner ring are the most prominent features. Use them aggressively, but after you’ve eliminated someone, return to the outer ring of gargoyles and you should be alright. Keep in mind that the enemy are using thermal goggles. You should be alright if you are patient and remain on the outside ring. But don’t forget that some of these Gargoyles may also be used offensively. When the room is clear, decode the elevator. Be careful that there may be many right answers, but only one is correct.

—————————————————————————————————————————————————————————— Another panel within the elevator must be hacked in order for it to move. At the top, walk outdoors and jump through the ceiling; opponents will be waiting to ambush you (don’t wait too long, or they’ll unlock the door). While the glass takedown seems to be the superior option, I’d recommend knocking out one of the two stun baton guards instead since it would put you in a better position. This should be a quick battle if you move about and utilize takedowns on the stun and armored guards. Another switch to open the gate is located to one side of the elevator. Climb through the door after hacking it. Slide around to the rear of the structure and grapple up above from the antenna.

Turn left when you reach the landing and leap to the pipe on the building’s side. Follow it around as far as you can, then straight up and out to the side to grapple again. Return to the building’s main entrance and climb the ladder into the elevator shaft. Cross the bridge and land on the other side (down one level). Take a right and you’ll find yourself outdoors again, this time with a massive antenna. After that, go out and tightrope walk on the wire. You’ll be able to grapple up on top of the caged in walk way you just came from about halfway down the wire, and from there you’ll be able to grapple straight up above you.

You’ll be just outside the elevator shaft now, and there will be another panel to hack at the rear of the room, to the left. That will unlock a door far above you if you hack it. To access the door with the grapnel, you must be exactly beneath it. Once you’re up there, go down the hall until you reach a dead end. An air vent may be seen on the right side, a few ways up. Take the lower route via the vent, which will take you outdoors. You can reach the gargoyles from here.

x385x Observation Deck ———————————————————————————————————————————————————————- Begin the fight by hanging from one of the ledges on the outside and performing a ledge takedown. Make use of whatever neutralizing equipment you have (deactivate weapons, sonic baterangs). In the chamber, there are two ladders; they always go up one and down the other. The greatest position for me was next to the up-and-down ladder. Dr. Strange can see you and will point you out if you go through the center of the room, so be aware of that. Almost all of the nasty labor will have to be done on the ground, so use crawl spaces and cover as much as possible. You should be able to catch a guard alone at that location and execute a quiet takedown if you are patient. There are only five remaining, no matter how you go about it (assuming you took out the guard by the ledge).

Climb the ladder and walk to Strange’s door after you’re done. After that, confront Dr. Strange by hacking the panel with an amazing password.

=========================================================================== ====================== Take the path indicated by the marker. When you get to around 50 meters, be cautious since there will be snipers all over the place (about 10 or so). Take your time dispatching each sniper. You should pay close attention to the lasers and where they are pointing. Start from the outside, high above, and make your way in to your waypoint, and then down. Again, be very cautious about who you invite out. There should be no lasers near the adversary you’re pursuing, and you may want to pause for a while to ensure that no lasers sweep over him. If it’s safe to do so, sneak up on them with a quiet takedown. You shouldn’t perform anything except quiet takedowns since anything else will attract a lot of attention and you won’t be able to return to a vantage position alive. Drop behind the remaining two snipers near the entrance and take them out after you’ve unraveled virtually all of the shooters. Enter the building.

Clayface – x391x x391x x391x x391 ———————— Right away, Batman informs you what you need to do to beat Clayface. Attain him with ice bombs. To go through one, press RT/R2 twice. Continue to throw them at him while dodging his assaults. He has a few attacks, but they are all brutally apparent as they approach. On the first swing, his blade strike is close in, but on the second, it covers nearly the whole region. He also possesses a Hammer strike that can crush you, an overhead jump that can span the whole floor, and an above swing that you may avoid or counter (the normal indication will appear over his head during this). He also has another move in which he transforms into a ball, which may be difficult to dodge if you’re too near to him, so maintain your distance.

As a result, you’ll be dodging quite a bit. You should simply pound him with explosives in between evading. His life bar will eventually run out, and he will be frozen. Go ahead and beat up on him a little. He’ll thaw out eventually and resume his assaults. He’ll be more aggressive than previously and absorb less damage, but he’ll only have one new attack this time. He’ll whirl around and fire clay fragments at your feet. Just keep avoiding it and doing what you did before.

The third phase is completely different from the previous two. You’ll be fighting tiny clay monsters rather than Clayface. Two bars may also be seen in the top right corner. The monsters you’re battling are represented by the orange bars. Clayface will emerge from the huge pool of clay once that has vanished. You must use freeze blasts to put ice in his mouth. If you don’t get it the first time, it will cause him to slow down, making it much simpler for you to get it in his mouth the second time. The blue bar will be lowered as a result of this. However, the more damage you do to Clayface, the more minions he’ll send your way.

The main challenge here is that the minions have such a long range that you must be extremely careful while combating them. Rather of attacking them, it may be a good idea to do exactly that. Put four ice blasts in his mouth and he’ll be dead in no time.

***End***

Is it the case…

x3xxx – x3xxx – x3xxx – x3x ———————— Return to your residence. When you arrive, enter the cage like you did previously and go to your window. Then the battle will begin. They’re a very straightforward foe. Take them out of the house and visit the museum. When you get to the museum, there will be a few men in front of you, one with a shield. Deal with them, then go inside and deal with the dinosaur display crowd. Knives will be carried by a few of them.

Run down the corridor, into the gladiator chamber, and through the door. There are a lot of opponents here, including a few with shields and knives, as well as hammers and hurled weapons. There aren’t any Titans or weapons, so just keep moving and utilizing your takedowns and you’ll be good.

Pass through either door, up the stairs, and out the top door. You’re about to enter the torture chamber. Swing below the catwalk and to the right. Climb inside the enclosed chamber via the grate. Then leap to the catwalk above and follow that route around to the north wing, where the armory is located. You may descend down, and a few opponents will be waiting for you just down the corridor. They’re carrying firearms, so move quickly. Thankfully, there are only three of them.

To begin a stalker segment, enter the armory. Because you can’t get rid of all the guards in this part, it’s intriguing. They continue to reappear. Two-Face is the only genuine target you have. You must approach him in a different manner depending on where he is.

If he’s on the bridge (as he usually is), you should cross and hang out on the ledge, waiting for a ledge takedown. If he’s strolling between the two balconies at the entryway, you’ll need to wait for a clean shot before sneaking up behind him. On the bottom level, you may also find him. He’ll stroll all the way around the Mammoth in the middle. It’ll be difficult to catch him here, but if you can slip around behind him for a quiet takedown, the battle will be much simpler to finish.

I’ve found that going to the back of the room, close to the Mammoth’s back end, is the most effective approach. Climb up the bridge’s ledge to the right side and prepare to execute a ledge takedown. Drop down, turn 180 degrees, then sprint ahead and left into the alcove after you’ve completed it. A vent should be installed here. Climb through it, then turn left and sprint all the way to the finish, where you may climb up into the vent. Come out the other side and attempt to go back up to the Gargoyles and inside the chamber. With any luck, Two-Face will return to the bridge, and you’ll be able to repeat the process. If it’s more convenient (for example, while he’s on the lowest level), you may employ a pouncing assault.

After you’ve done with him, you’ll be able to return to Batman and explore the city, solving puzzles and completing side-quests.

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Rid dles x400x ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Park Row x410x

**Statues**

———————————————————————————— Turn around and gaze up halfway down the stairwell to the holding room. This statue should be placed over the first-floor entryway.

Look up from the rear door to observe where an electrical line is arching. Take a quick left, down the steps, turn right at the bottom of the stairs, and go towards the cell in the rear corner. Go over the bars and into the rear fuse box. This will disclose a trophy in the cell adjacent to calendar guy.

**Riddles**

1st row, 1st riddle ———————- Park Row is a neighborhood in New York City. Catwoman’s House is located just north of the Courthouse. Examine her space.

1st row, riddle 2 ———————- Park Row is a neighborhood in New York City. On the map, there is an ally west of the words “Park Row.” This is the same ally you went to for Identity Theft after following the bleach trail. The Mad Hatter’s home is just across the street from a pub called “The Stacked Deck.” When you enter his home, you’ll see a copy of Alice in Wonderland on the right corner of the table. Examine it.

1st row, puzzle ———————- Park Row is a neighborhood in New York City. Activate detective mode and gaze south from the top of the Courthouse flag pole to see a question mark. Align and scan the two pieces.

2nd row, riddle 2 ———————- A damaged bridge portion is located east of the courthouse on Park Row. You can see where the bridge would have continued if it hadn’t collapsed underneath it. Signs mentioning sibsidence may be seen on one side of the gate. Examine these.

3rd row, puzzle ———————- Park Row is a neighborhood in New York City. Head south from the Courthouse, down the street, and through the gate. Turn right just after passing through the gate, and you should notice a structure with a sign that says “Strange Minds.” Examine the sign.

3rd row, 3rd riddle ———————- Park Row – If you turn east from the courthouse, you should see the theater at the next junction. You should scan a poster that reads “The Terror” on the wall beside the theater if you turn left.

1st row, puzzle ———————- a courthouse In the courtroom, enter via the rear entrance. A boxed-in desk with a gavel and two pistols sits immediately to your left. Look over the firearms.

3rd row, puzzle ———————- Park Row is a neighborhood in New York City. On the map, immediately east of the words “Ace Chemical Building,” there is an alley. When you enter the lane, look for a street sign on a lamppost that reads “Crime Alley.” Examine it.

1st row, puzzle ———————- a courthouse Descend the stairwell into the holding area. Calendar Man is in one of the two cells. Examine him.

5th row, 3rd riddle ———————- Park Row is a neighborhood in New York City. A massive sign may be seen at the very top of the Ace Chemical Building. Examine the Symbol.

**Destructible**

———— Park Row A camera may be found around the corner to the right of the theater. It is located in the right-hand corner (as you walk away from the theater).

———— Park Row A camera may be found around the corner to the right of the theater. It is located in the right-hand corner (as you walk away from the theater).

Amusement Mile x420x

**Statues**

GCPD ——————————————————————- The first cell of the east-west hallway may be hacked and entered. Enter the cell and demolish the left wall to gain access to the next cell, where you may claim your statue on the cot.

On a table to the left of the entrance into the Morgue. The statue is right in front of you.

Throw a remote controlled baterang through the electrical arching by the ceiling from the steps near the morgue (by the backdoor entrance to the GCPD), then have the baterang fall down, beneath the gate. Make it go along this corridor and then turn right to proceed up the North-South holding cell corridor. This corridor has just one cell, and the only method to get into it is via the top right window. Allow the electric baterang to pass through the window and strike the fusebox at the rear of the room, which will unlock the cell door. Obtain the trophy.

Just over the entrance door is this statue. You must first go out into the corridor, then grapple your way up to the rafter region above the corridor. Return above the main door and you’ll find a statue in a cage with a button next to it. Turn around and there’s a button on the left and one on the right where the junction is. All three must be triggered without hitting the ground in between. Because you can’t tightrope on the line launcher here, you’ll have to be precise with your timing. Begin with any of the other switches (not the one by the cage). Stand on it, then line launch over to the other one, dropping down just a fraction of a second early to land on the button. Then line launch back the way you came, then perform a second line launch at a 90 degree angle (needs the line launcher upgrade) and press the B button as soon as you start heading towards the cage and the switch to land on the switch. Again, getting the time right will take some effort, but after you’ve hit all three buttons without hitting the ground, you’ll be able to grasp the statue.

Walk around this level by taking the steps from the parking lot up to the roof. There are a few of destructible walls on the front near the grates you may wander around beneath. Destroy both before crawling through the vent on the other side. This will lead you around the corner to a statue.

Vehicle Access GCPD —————————- Return to the GCPD’s front entrance and slip beneath the shutter as normal. Rather of going in the entrance, take the ramp down and demolish the wall here to get access to a statue.

Turn left from the last statue and you’ll be able to view the statue from a location that you can’t reach from here. A destroyable wall may be found on the right wall of that location. Outside the GCPD, go to the buildings to the northwest. You should be able to see the boarded up section on the wall if you look down from the roof. To break through, you must glide into it. If necessary, dive bomb. It may take a few of tries to get it right, but once you do, you can just pick up the statue.

This is a statue of Catwoman. Catwoman may leap up and ascend over the river to the opposite side from where you acquired the previous monument as Batman, and you should see the pink statue dead ahead.

Away from the GCPD ———————— There will be a tiny booth outside the building in the southwest area, and you may be able to see the trophy inside, but you must walk to the building to the west and get as near to the booth as possible. From here, you’ll need to utilize an improved Sequencer to hack the gate, then return across and through the booth’s front entrance.

A little arch on the east side of the structure, right below the rear door entry, leads nowhere, and a trophy hangs upside down from the keystone of the arch. Make use of the batclaw.

From the GCPD, go west and beneath the broken bridge. A vent and a button should be placed against the building to the north. When you press the button, three question marks appear on the building to the west. Fences obstruct the two markers on each side, so you’ll have to spin to collect them. I suggest starting with the two on either side and then moving on to the center one last. Make liberal use of the boost feature with the Remote Controlled Baterang on all three.

Looking northwest from the GCPD roof, you’ll see a building with a huge GOTHAM sign on it. A trophy may be found in the nook under that sign. To acquire the statue, glide from the GCPD, beneath the trophy, and press the button on the wall. Then wall glide off of that and grapple up to the statue.

Gotham Casino is a casino in New York City. ——————- A hut holding the trophy will be located on the roof’s northernmost portion.

A tiny enclosed space with a trophy will be located on the west side of the building. You must slide beneath the caged area, which will cause the trophy to flip down, and then press A while sliding to catch it mid-slide.

A button will be located on the building to the west of the Gotham Casino (which seems to be connected to the Casino on the map). To open the trophy cage, glide from this button to the button slightly north east, then turn right and glide to the last button.

You may have seen what seemed to be another of those cage mazes from the last prize. Take a left and go east. After walking over a fence platform, you’ll descend. You’ll notice a flooded alley if you turn around. Launch the line over the tightrope and then swing up to tightrope walk on it (requires upgrade). To your right, you’ll notice the trophy and a generator if you go all the way to the finish. To activate the generator, you’ll need to shoot high. Activate it and then return to the top, where you began.

Drop down the east side of the building till you reach a tiny balcony with a boat and a payphone. Turn left once you’re inside. Turn around after standing on the button in the corner. Launch the line all the way down the corridor and through two destructible barriers. It’s best if you land close to a statue.

—————————————————————————————————— Beyond the green line on the north side of the chart is a little pocket that juts out westward. It’s seen from the shattered bridge’s edge. To construct a raft, stand on the bridge and unleash a Freeze Blast. Jump down to it and then use the Disruptor (upgrade required) on the room’s turret. Then, using the batclaw, drag yourself over to the ledge and take the prize.

This structure, located just north of the GCPD, features a sign that says “Gotham Sea Pier.” A girder with a Riddler button and a statue may be found on the roof’s SW side. You should see three lighted up question marks just above the water level if you stand on the button and gaze south. To get access to them, get off the button. Create an ice raft by placing explosive gel on each question mark, then return to the button. Trigger the explosive gel while standing on it, then grab the prize.

This structure, located just north of the GCPD, features a sign that says “Gotham Sea Pier.” Another Riddler button and trophy may be found on the roof’s highest point. Simply stand on the button and grab the prize with the batclaw.

A billboard may be seen on the building next to Poison Ivy’s. A door that would normally go inside the building is just next to the billboard, but it has been blocked up. To open it, use Explosive Gel.

Cranes may be seen east of where the Bridge begins its journey to the industrial area. A collection of buttons with fence between them and a statue may be found if you gaze down from the northernmost crane. This crane also has an Augmented Reality Training attached to it. You’ll need the grapnel boost for this. Press the first button, then grabnel boost up and over the crane, spin around, and dive bomb the next statue. Before turning back, it’s a good idea to gain some distance. Before you dive bomb, attempt to aim nearly straight down to line this up, and then dive bomb onto the next button when you’re pretty confident you’ve lined it up. Repeat for the last time, then claim your prize.

Use the REC to lift the crane’s hook from the same crane above the buttons. A trophy will be placed on the ball above the hook. Collect it with the batclaw.

A little platform (it’s jutting out of the water at an angle) lies just east of the crane from the previous two sculptures. There will be a button under the roof. Watch the pattern that appears when you stand on it. When the gate opens, press the five question marks in the specified sequence. 1,3,5,2,4 is the first pattern. 4,3,1,5,2 is the second pattern. 3,2,1,4 is the third pattern.

A vent system with a pair of question marks is located above Bane’s building (just north of the crane). The key is to press both switches at the same time, but with your Remote Control Baterang timed to go through when the vents are open. Toss the Baterang right as the vent opens and boost it so it lands on the first mark. The vents will then shut, but when they reopen, they will remain open, enabling you to reach the second mark at your own pace. The cage on the left will open if you hit both.

There will be a number of side chambers in the room with Bane (immediately south of the GCPD). As soon as you enter the main area, turn right and you’ll find a counter with a chamber beyond it that you can’t access. There is a trophy there; all you have to do is use the batclaw to get it.

A tiny fenced in area with Red Buttons will be on the east side of Bane’s building, on the exterior of the structure. If you step on the buttons, the trophy cage will really shut. You want to shift slightly to the right without stepping on the buttons or launching the line over. You should aim for the crane’s legs in the distance. If you’re having trouble hitting it, move Batman about until you’re near enough.

A roof projecting out towards the GCPD may be seen from the north side of the Bane Building. To construct a raft, throw a Freeze Blast into the water and use the batclaw to drag yourself under the roof. A panel on the right side may be hacked. Then just drag yourself inside and get your prize.

This trophy is located just under the bridge that leads to the industrial area. To construct a raft, throw a Freeze Blast beneath the center of the bridge and then aim up with your batclaw.

A building with a button on the very top will be located just west of the bridge. Another button may be seen on the side of another building if you look south. Leap off the first button and glide into the second, then press the glide button again to jump off and glide in the other way as you hit the second button. Across from this one, there is another statue against the wall. Once you’ve glided inside this one, use the grapnel to draw you back up to the roof by pressing the glide button in the other direction (towards button two). You only have 7 seconds to win the trophy, which is why you had to glide leap off of button three.

This statue may be seen on the same structure as the previous trophy, but on a lower part of the roof to the south. Let’s get started. There will be a caged section that you must crawl across, which is packed with mines. It is feasible to go through without any more health, but you must first know where you are heading. It’s really very easy; just keep turning right. It’ll be a lot simpler if you can use the disruptor to disable the explosives, but it’s not required.

A button puzzle will be located on the northern part of the old structure, near the AMU in Amusement Mile. It IS as simple as it seems. To get the trophy, just walk over the three buttons.

On top of the GCR building, just east of the bridge leading to the industrial area. A caged region may be found on the bottom level, and you must use the REC to get the ball to the end of the labyrinth. To pull the ball, just step on the button near the labyrinth and fire at the generator, then step off the button and shoot it again. It’ll finish, and all you have to do now is wait for the generator to turn off and the ball to pass through the green gated area.

A set of six question marks may be seen on the building with the AMU of the Amusement Mile on it, on the corner closest to the church. You must strike them all at the same time. Cover the bottom three with Explosive Gel, then climb up the building adjacent to the church. Throw baterangs at the top three marks as quickly as possible, then use the explosive gel to obtain all six. Claim your reward by jumping down.

A normal building is located north of the Olympus and west of the GCPD. There is a vent space on the roof that can be cut open. The gate will slide open for you if you hack it.

GCR Structure —————— This award may be seen on the building’s antenna. It’s at the same level as the letter C.

A caged trophy with a button can be found on the roof’s northern and lowermost sections. The color of the button changes between red and green. To open the cage, you must step on it while it is still green.

Olympus of Gotham City —————————- A balcony may be seen underneath the lighted sign as you approach from the west. Drop to the balcony and rip the wall apart there (just punch it).

**Riddles**

1st row, 1st riddle ———————- Casino Gotham – Three parts of the building protrude from the east side of the structure. Look to the north side of the southernmost piece, where there will be a massive billboard for “The Flying Graysons” CANCELLED.

1st row, riddle 2 ———————- The Krank Co. Toys building is located just south of the GCPD. You want to look at the huge sign and the bear.

1st row, puzzle ———————- The Gotham City Olympus is located southeast of the Gotham Casino. A statue with a blue lightning bolt in its palm stands above the sign. The blue bolt is what you’re looking for. If you’re having difficulty, scan it while gliding to get a better look.

1st row, puzzle ———————- Three water towers may be seen from the Gotham Casino if you gaze south. A motor (still on the roof) is located under the right-most water tower, above what seems to be a door but has no shutter. The shutter must be CLOSED. The question mark is represented as a dot on this shutter. A structure with a billboard can be seen immediately north of this location. On the little elevated piece of roof on the opposite side of the billboard, stand. The top of the mark is on the rear of the billboard. Turn on detective mode, then align the billboard portion with the dot on the shutter in the distance.

3rd row, riddle 2 ———————- Vehicle Access – GCPD Line launch over the river to where Catwoman’s statue is/was after acquiring the second statue from here. Turn left after landing and you should find a handful of parking spaces. Examine James Gordon’s location.

1st row, puzzle ———————- Look ENE when standing on top of the GCPD. You should be able to see an island out in the distance. Zoom in to view Arkham Asylum, complete with enormous plant overgrowth. Examine this.

4th row, riddle 2 ———————- Roof GCPD – The Bat Signal will be located on the roof’s north side. Scrutinize it.

1st row, puzzle ———————- Go to Poison Ivy’s building, which is located northwest of the GCPD. It consists of two structures linked by a catwalk. If you look in the water between them, you should see what seems to be a floating bed from a distance. It’s a confinement cell, really. Examine this.

5th row, puzzle 2 ———————- A mound of hay and a mask may be found at the very top of the bridge going to the Industrial District. Examine this.

**Destructables**

COMPUTER TYGER ——————— Looking northwest from the GCPD, you’ll see Ivy’s tower to the right, a water tower to the left, and the computer on the same roof portion as the water tower, but just to the left against a wall. It can be hacked.

============================== ===================================================================================== **Statues**

**Riddles**

3rd Row, Riddle 2 ———————- District of Industry – There will be a pay phone adjacent to a building at the Steel Mill’s front gate (by where AR training Advanced 1 is) and a guy leaning on the pay phone. The guy has passed away. Examine him.

**Destructables**

===============================================================================================================

**Statues**

———————————————————————————————————— Turn left as soon as you enter the subway from the Industrial District and you will notice electricity. You must toss your baterang through the electricity and then do a U-turn with it (remember to let go of the aiming button before pressing it again). Take the first left after the U-turn and follow it all the way to the finish. You’ll need to get over a fence and through a tiny hole before angling down to strike the fuse box on the rear wall. This will unlock the gate, allowing you to approach the statue.

Head ahead from the industrial area entrance, across the gap, and then turn left. You’ll reach another chasm, and the statue will be visible on the opposite side. Launch yourself over to it.

Drop down to the bridge below from the location of the previous statue. Climb to the top of the railing and build an ice raft in the water below. Jump off the raft and you’ll find two statues under the bridge. Collect one with your batclaw.

*Instead of utilizing the ice raft, jump up on the railing and climb down to the lower side of the bridge to get the pink statue.

Take the only way you can from the bridge and turn left at the junction. This wall should be destructible, and beyond it will be a door that you must slip beneath. Three statues and a button may be found on the far side of the chamber. When you press the button, the door behind you closes. Grab the three statues on the wall and throw a baterang towards the dot of the Question Mark. The pipes on each side of the chamber will begin to open up soon. To shut these pipes, use the Freeze Blast fast throw. Do likewise for the first two, then the next two, and finally the last two on the far side. The door will then open and you will be able to exit.

*After you’ve left the area were the three prior statues were, there will be another gate straight front of you to slip through. Directly front of you is a pink statue on the ceiling. To get it, you’ll need to be Catwoman.

You’ll need to line up twice from where you can view the previous Catwoman statue. Line Launch once straight ahead, then perform another Line Launch to your right when you reach to approximately where the Catwoman statue is, and you should fall right on the statue.

———————————————————————————————————— You should notice this monument to your left after exiting the Subway Access. When you get close to the trains, turn left and you’ll notice some steps going up. You can climb them, but not the ladder. Climb under the grate or smash your way through the boarded-up wall. In any case, after you’ve reached the (previously) blocked off section, continue down the steps until you reach the statue.

Climb to the top of the southernmost gargoyle, then turn left while using detective mode. You should be able to see a destructible wall. You want to glide through the wall from the gargoyle to the statue.

This statue may be seen hanging upside down from the top of the westernmost subway vehicle. To acquire it, you’ll need to utilize your batclaw.

Go all the way to the west end of the northern terminal platform but don’t use the stairs. A statue should be visible via a vent tucked under the stairwell. Crawl through it and take it.

If you glance up while admiring the prior statue/vent, you should be able to glimpse a room via a gap right below the stairwell. You may fire your REC through a circular hole in the fence here. Aim through the hole and attempt to strike the fuse box on the far wall, then go to the left and retrieve your statue in that chamber (which is now open).

A chamber may be found on the west end, right below the gargoyle. To get a statue, enter the chamber and hack the panel here.

*This statue may only be acquired by Catwoman and is located right above the shutter leading to the Subway Tunnel.

Turn right into the northern tunnel of the Subway Terminal, which leads to Wonder Tower. There’s a shutter there; open it, slip beneath it, and take the statue.

There is a gap you must pass in the tunnel that leads to Wonder Tower. There will be a frozen statue in the water underneath you. You can’t get this statue from range, so you’ll have to build a raft near it, fall upon it, and pick it up.

As you gaze north in the tunnel that goes to Wonder Tower, there is a statue on the wall. You must first construct an ice raft exactly underneath it, after which you must hack the panel from the ice raft (requires gadget upgrade). You must then return to the ledge and do a Line Launch at the statue before tightroping walking to it (requires line launch upgrade).

———————————————————————————————————— A wall may be demolished at the far east end of the Southern tunnel. If you do so, you’ll be sent to another Death Trap chamber. Under the door, slide. You should be ready to act swiftly. The panel will be hacked, causing a countdown to begin and the floor to become electrified. You must utilize the Line Launcher and then press RB to swing up on it to tightrope walk as soon as the countdown begins (requires Line Launcher upgrade). Simply sit on the wire until the floor returns to normal, then pick up your figurines.

This is in the tunnel to the south. Climb up on the vehicles and follow them all the way to the west as far as you can if you’re coming from the Subway Terminal. You’ll eventually get to a point where debris has obstructed your route and a tiny gap exists between you and the following vehicle (which is burried under the rubble). The monument sits on the rails between these two vehicles.

On the east side of the north tunnel (accessible via a destructible wall), there is a button on the rails. Step on the button, and it will illuminate three buttons inside the subway vehicle ahead of you. All three switches are located in the car’s ceiling, and after you’ve activated the first, you only have 8 seconds to activate the next two. To activate the switch, you just need to press the question mark, not the dot. To do so, you’ll need to make excellent use of the Remote Baterang and its boost.

Begin at the Subway Station and work your way through the Subway Tunnel. On the east side, there’s a panel you may hack in between the rails (you must have the TYGER encryption). When you slash the panel, two doors appear. Inside the train, there will be a statue if you enter via the left door.

Station of the Subway ——————— Go via the right entrance on the north side of the station on the lowest level. You’ll come upon a vent on the left. You’ll discover a statue at the end of the tunnel if you go through it.

A statue may be found at the Station end of the vent that connects the Subway Tunnels and the Station. It’ll be the only way to get off the main route. In first person, it’s a lot simpler to see.

*Enter the room to the east on the top level. On a desk, this Catwoman statue will be displayed.

Turn right from the previous statue to find a vent. Pull the vent open and make your way to the next chamber. Blow a hole on the floor and dive below to retrieve the statue.

Two modest rooms will be located on the top level near the south entrances. One of them is now obstructed. To enter the chamber, you must hack the panel. Do that in order to get your prize.

**Riddles**

1st Row, Riddle 1 ———————- Access to Subways – Head ahead and across the first gap from the Industrial District entrance. If you turn left, you’ll come to another gap (with a statue on the other end if you haven’t already acquired it). Launch a line over the chasm. There is a piece of ground here that may be destroyed. Dismantle it and fall into the hole. A huge collar with a chain will be on the table in this room. Examine this.

2nd Row, Riddle 1 ———————- Tunnels in the Subway – Enter from the Subway Terminal and go a short distance up the southern tunnel. You may also enter the final railway car that you can walk on. You’ll see one of the windows is still intact when you go through the vehicle. It is, in reality, a mirror. When you activate Detective Mode, you should see a dot on the mirror and a question mark reflected on the wall behind you. Scrutinize the dot until it becomes a complete question mark.

3rd Row, Riddle 1 ———————- Train Station – A Vicki Vale Show poster will be displayed in the northwest corner of the station’s bottom level. Scrutinize the poster.

Riddle 1 (Row 4) ———————- Tunnels in the Subway – A Titan tank should be located at the exit going to the Subway Terminal. A large mural of Solomon Grundy should be seen on the wall to the left of the tank. Examine this.

Riddle 1 (Row 5) ———————- Subway Station – Follow the wall to the left from the entrance that leaves the room to the north. A poster that reads “Visit Santa Prisca” should be placed just before the end of the wall. Scrutinize this poster.

**Destructables**

Access to the Subway ——————- Hurdle over the pipe in front of you when you arrive from the Industrial District, and there should be some chattering teeth right before the hole in the ground.

Take the first left after continuing along the preceding hall. Before the next gap (which you’ll line launch over), there should be more teeth on the ground.

After the previous set of teeth, move down to the bridge below and then ahead. At the junction, make a right and slip under the gate. At your feet, there should be additional teeth.

The crossroads right before you descend into the Subway Terminal has the final set of teeth in this region.

Subway Station ———————- Turn around shortly after entering the terminal through Subway Access and you should notice the teeth near the barrels.

Chattering teeth may be found at the foot of the steps on the west side of the northern level.

A pair of teeth should be on the ground at the southern exit to this section (where you must open a shutter with the REC).

These teeth may be found right before the entrance to Wonder Tower Fondation in the tunnel going to Wonder Tower.

Tunnel of the Subway ——————- In the northern tunnel, near some pipes you must slide beneath, you’ll discover this on top of one of the vehicles.

Just before you ascend through the vent into the Subway Station, this is at the western end of the southern tunnel.

Station of the Subway ——————— Teeth may be found on the lowest level, between the rails, on the west end.

There are two rooms on the upper level, near the south entrance. A dead corpse will be chattering teeth on the floor in the room to the right.

The Bowery – x450x | =====================================================================================================

**Statues**

——— Bowery A building with a labyrinth on it is across from the museum and to the south. This is also the location where you may switch between characters. On the roof are two generators, a switch, and a ball in the cage. To move the ball, use the generators. You can move the ball in all four directions since each generator may travel in two directions. Inside, the switch will open two gates. All you have to do now is get the ball to the opposite side of the labyrinth and collect the trophy.

Turn north from the museum’s entrance and you’ll see a monument straight ahead and over the railway lines.

**Riddles**

1st Row, Riddle 1 ———————- Simply look up to the top of Wonder Tower.

Riddle 2 (Row 1) ———————- Looking at the museum’s main door, turn right and follow the wall. Wanted Posters for Bruce Wayne should be found on the museum’s wall near the subway entrance. They’ll be a slew of them. Examine them.

2nd Row, Riddle 1 ———————- Standing in front of the hat store in riddle 3/1, go east, then north at the next corner. After crossing a small bridge, turn left to find Sal Maroni’s Italian Restaurant. Scrutinize the sign. As far as the map is concerned, this is connected to the same structure as the Hat Shop.

—————————————————————————————————————————— Starting at Sal Maroni’s Restaurant on riddle 2/1, go north until you reach the building’s corner. Turn east and gaze down to the ground level to see a store selling puppets and magic props. Examine the puppet’s sign.

3rd Row, Riddle 1 ———————- Looking east from the Museum, you should notice a lit-up sign advertising “Live Nudes.” A “Hat Shop” sign is just to the right and beneath that sign. If you zoom in, you can scan it from here.

3rd Row, Riddle 2 ———————- A news van may be seen along the city’s southern wall, on the street closest to the Restricted Area. A door with the TYGER emblem and the words “Inmate Behavioral Analysis Unit” is located south of the news van, barring road access to the remainder of Gotham.

Riddle 1 (Row 4) ———————- On the map, east of “The Bowery,” there are two buildings connected by a short bridge. A billboard featuring Quincy Sharp will be placed on the top of the northern building. It will be on the building’s southern side.

Riddle 2 (Row 4) ———————- Continue through Wonder Tower until you reach the courtyard with the massive Dr. Strange television broadcast. To the left of the big TV is a door that leads to the guard you may recall from the AC trailer. Examine his whole physique.

Riddle 1 (Row 5) ———————- From the Bowery, enter Wonder Tower. This necessitates using the TYGER encryption to get into the second-floor door (as you would during the story). Continue up the corridor and through that door to the next, which you must unlock with the REC. Instead of falling down, proceed to the gate on the other side of this level. To unlock the gate, you’ll need to hack a panel inside the chamber beyond, which will need the Sequencer upgrade. Look into the first window after opening the door. Activate detective mode to view the dot on the window sill in this room and the remainder of the mark on the far side window. Arrange them in a row.

Riddle 2 (Row 5) ———————- There is a plaque on the balcony right before the door you hack to enter Wonder Tower. On the south end of the balcony, there is a plaque that says, “Mayor Quincy Sharp officially opens Arkham City. On the 19th of November, one “The sign’s corner is also shattered. Examine the sign (may need to zoom in).

3rd Riddle, Row 5 ———————- Proceed to the street immediately east of the Museum. Continue north along the street, but keep an eye out for mines. Look towards the gate to the north when you reach the final part that is still beneath the roof. A banner over the gate proclaims, “Sale On! Crazy Prices!” Look at that sign (may need to zoom in).

**Destructables**

——— Bowery Take a peek south from the top of the Ace Chemical building. You should be able to locate a computer on the top of the building in front of you. Break into the computer. (It’s not a destructible, but it’s important to locate since it exposes the locations of all the destructibles in the region.)

Steel Mill – x460x | ========================================================================================================

**Statues**

————————————————————————————————————————————— The east entrance of the Loading Bay leads to the Freight Elevator. After passing through the entrance, turn left and look for a circular door on the wall. Pull it open with the Batclaw.

The east entrance of the Loading Bay leads to the Freight Elevator. Hack the panel and open the doors with your sequencer. While the left elevator is being lifted, stand above it and raise it (you may clear the opponents if you want), then go into the right shaft and jump down beneath the left elevator. You may take the statue by grappling up to the right elevator (half of the level is gone) from here.

**Riddles**

1st Row, Riddle 1 ———————- Bay of Loading – Climb to the top of the Joker’s Fun House. Turn right from the chair where the Joker was gazing out the window, and you should see Harley Quinn’s former outfit on a dummy. Examine this.

2nd Row, Riddle 1 ———————- Line of Production – You’ll discover a cell in this section after passing through the door from the Smelting Chamber, and it should contain the two one-armed opponents you battled before. Examine them.

**Destructables**

**Destructibles** **Statues** **Riddles**

**Destructibles** **Statues** **Riddles**

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Side Missions x500x ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Watcher in the Wings —————————— He’ll be across the street and to the left (south) of the GCPD headquarters. He’ll speak with you and then leave a sign on the ground. Scrutinize it.

You’ll also run across him on the roof of one of the buildings to the south of the courthouse. Look to the right from the courthouse steps to the building across the street. On the corner closest to you, he should be.

In the Industrial District, he may also be seen on top of the ferris wheel. It’s near the water in the district’s eastern section. Climb to the top and speak with him.

He may also be seen in the Bowery, northeast of Catwoman. He’ll be on the building’s northwest corner, and he’ll leave another symbol on the ground. The map will then open up, and Batman will see that the icons are aligned. This puzzle’s solution is as follows:

There should be 5 circles in total. Three of them are extremely close to one other and should be at the top of the chart. Four of the circles will represent encounters with the observer. The top middle circle will be on the right side of the Church, the upper left circle will be south of the courthouse, the upper right circle will be just west of the GCPD, the lower left circle will be just north of the Bowery subway entrance, and the bottom right circle will be just north of the Steel Mill’s east side. This will disclose the 5th location, which is near the church. Go there, and then gaze to the northwest for the last sign on the wall. Scrutinize it.

It’s worth noting that the Watcher may not arrive until you’ve finished this section’s narrative. [3]

Filmed in the Dark ———————— A distress beacon will be sent from a structure on the Amusement Mile. A political prisoner may be found on top of a building southwest of the GCPD. If you talk to him, he’ll be shot. Enter detective mode and examine the area where the bullet hit to find out where it came from. Return to the industrial area on the line and search the crime site for a gunshot casing. After that, you’ll have to wait for Oracle to contact you and inform you that another murder has occurred.

This will be in the Park Row area’s northeastern section. A damaged bridge is east of the courthouse, and the new corpse is on that bridge. Look for another gunshot hole surrounding the corpse. In evidence mode, scan it and then follow the trail eastward. A tripod may be found on the corner closest to the body of the structure where the path terminates. Look for proof on the tripod. You’ll have to wait for Oracle once more after that.

The third victim is located on a street to the northwest of Park Row and southwest of the courthouse. You’ll really hear some goons discussing it, and you’ll have to remove them before looking for proof. Follow the bullet hole all the way to the wall. Because the shot ricocheted off of here, there will be another hole where the line stops. Consider this while planning a structure between the church and the courtroom. Some of the snow has melted on the corner closest to the victim. Take a look at it.

One of the three hatches on top of the NE sub station will have a PDA behind it. To find out where Deadshot is, hack his PDA. Then you have three minutes to go to his location, which is north of the Museum. You’ll have to battle Deadshot once you arrive. When he looks away, stay low and go from cover to cover. Wait for him to turn aside when you’re near to him, then rush him and assault him. Just keep hitting him till he collapses. The mission has been completed.

———————————————————————————— This may be seen on one of the buildings to the southwest of the Courthouse. The location will be noted on your map. It’s mostly a combat mission. When you first start battling, stay away from the usual foes and concentrate on the glowing man (who will remain nameless so as not to spoil). Until you kill the main character, the common foes will spawn indefinitely. If you don’t strike him as soon as he arrives, he’ll launch a lightning assault at you. Once struck, he will vanish for a little while before reappearing, so keep a look out for him.

Do a ground takedown on him after you’ve struck him a few times to complete the mission.

—————————————————————————————— You have been cautioned that this will include solutions to Riddles.

You’ll be given a Riddle if you go to the church. The answer is Organ, therefore look towards the rear of the room for an organ. Return to the Courthouse and Two-location. Face’s After you’ve taken out the thugs, you’ll be faced with a numerical problem. The numbers must be arranged such that the bottom number is 275 and the right number is 325.

Following that, you’ll be given a word problem to solve. The solution is a well guarded secret. After that, he’ll disclose the next place. Go to the indicated building and look for a wall with a question mark near the street at the bottom of the building. You’ll be able to punch through the wall if you look at it closely. Listen to the Riddler as you pass through the door. Turn around and there will be a question mark on the wall. To open the next door, throw a baterang at the question mark’s dot.

You may use the line launcher to go to the safe tile across the area, or you can hurl baterangs at the various question mark switches to expose a route in the next level. In either case, after you’re on the opposite side, lift the platform with a baterang on the switch on your left (as you face the entrance). Rescue the captive by gliding down to him.

If you haven’t collected enough prizes and riddles at this time, you won’t be able to identify the next captive location. Continue looking for statues and solving puzzles until you’re told you may use the Enigma Machine. When you open it, the answer to the puzzle is “darkness.”

Check the rear of the building for another fake wall on your route to the waypoint. It will be marked with a question mark. To break through, approach it and examine it. Jump down upon the button inside to begin a shell game. It’s not necessary to keep track of the shells. Turn on detective mode to find out where he ends up. Under the left shell [3], the second captive will be held. It’s time to go find some more mysteries.

Alliance in Peril ———————— Near the GCPD, you will get a distress beacon broadcast. Just south of the GCPD, there is a flare. Head to the roof, eliminate the gang on the helipad, and then return to the building to speak. Your goal is to destroy the six Titan tanks that are strewn around the city. All of them will be marked on your map.

This container lies west of the Steel Mill in the Industrial District, and it may be defended by a few opponents, perhaps armored. It should, however, not be a difficult task.

It’s immediately inside the rear entrance of the Steel Mill. Outside, do the mini-stalker sequence, then enter, turn left, and it should be there.

The Wonder Tower Foundation is the region with the large predator area in the center and the elevator shaft that leads to Wonder Tower. The Titan Tank is waiting for you to empty the room on one of the sides (east, I think). You could, of course, forgo cleaning the room and just blow it up and leave.

Subway Tunnels – This tank sits next to the wall painting of Solomon Grundy and is near the exit that goes to the Subway Terminal.

Bowery – Just outside the Subway, go east and then right (you’ll think you’re in the southern part of the Subway Station, but you’re really above it) to find the Titan tank.

Enter the museum and make your way to the War Room. The Titan tank is in the room’s southwest corner, but to get to it, you must walk around the right side and behind the gate.

Return to Bane once you’ve located all of these items. A gang of thugs will interrupt your conversation. Take them out, but keep an eye out for Bane, who may strike you if you get in his path. After the Thugs have been dispatched, destroy Titan’s last six tanks. The mission has been completed.

Theft of one’s identity ——————— This quest begins slightly southwest of Wonder Tower. On the ground floor, you’ll see a corpse. Examine the corpse first, and then the blood around. Follow the blood trail around the building’s rear and speak with the prisoner there.

The second victim was found near the courthouse to the southeast. On the north side of the collection of buildings, you’ll see an alley in the center of them (visible on the map). To locate the victim, descend into the Alley. Examine the corpse first, then the knife lying close.

The third victim was discovered in an alley south of the Ace Chemical building. He’ll be standing in the center of the street. Examine the corpse before moving on to the bleach around his foot. Follow the bleach path to the alley immediately west of the “Park Row” marker on the map. You’ll receive a waypoint for just northeast of the courthouse if you interrogate the man there.

It’s a bit difficult to locate the location you’re searching for. Drop down into the designated alley. From Catwoman’s apartment, look down the alley, descend down, and turn left to the end of the alley. There will be a door here that you may enter. When you enter the home, you’ll see a personal diary on the table. Pay attention to it. There is a panel near the crib that may be used to escape the trap. To open the gate, hack it and leave. The mission has been completed.

———————————————————————————————————— Nora’s building is at the northwest corner of the blue circle on the map, slightly east of the bridge leading to the Industrial District. It’s also the same location where you may change into Catwoman. Throw a freeze grenade into the water from the bridge to create a raft, and you should notice an anchor you may use to pull you closer to the destructible wall. Blow the wall down and drag the raft inside the structure. Climb up onto the ledge and enter through the door.

Climb through the vent to the next chamber. It’s a battle in the only other room in the building. There are 10 opponents in this room, two of them are equipped with armor, two with shields, and two with knives. There are also two weapon chests and a lot of items to toss. You must be extremely aggressive with your takedowns and baterangs in this battle. Make sure you keep going and look for Nora after you’ve cleared the area. Return to Mr. Freeze in the GCPD, you’ll be instructed. To accomplish the task, do so.

——- Zsasz You begin this assignment in the GCPD, but you don’t accomplish anything until you get your first call from the Museum. The initial call will allow you a minute to go to the city’s northern section.

Monarch Theater – This phone will take you two buildings north of the Steel Mill. Keep this in mind while travelling to avoid accidentally entering the restricted region.

Head north from the Sionis Steel Mill’s front gate to the Industrial District. The phone has to be close to the ferris wheel. This phone will transport you to the GCPD building’s front door.

GCPD – You’ll be able to get a call here later. This will take you all the way to the Museum across town.

East of the Courthouse, beneath the bridge, is Park Row. This phone will take you to the Industrial District’s northeastern section, east of the Catwoman building.

Amusement Mile – There should be a phone beside the building directly in front of you if you walk out of the GCPD and follow the street in front of it to the T-intersection. This phone will connect you to a location west of the courthouse.

Park Row – At the intersection of Park Row and Bowery on the map, west of where it says Park Row and north of where it says Bowery. Goes to the Bowery’s SE corner of the Catwoman building.

Bowery – The Bowery’s southernmost point, which runs right up to the Restricted zone. This will lead you to the Steel Mill’s northwest corner.

Zsasz may be found north of the Steel Mill and slightly south of the bridge if you’ve completed all of these tasks. Once entering the building, go to the next door and turn right to find a vent on the wall high above. Pull it down with the batclaw, grapple up, and ascend through the vents.

When you get to the opposite side, take the easy route until you reach a few pipes that you can slip through, but don’t. Wait for the water level to increase before throwing a Freeze Blast on the opposite side and sliding through. Wait for the water to recede before grappling your way to the other side. Jump over the saw, then build a raft and pull yourself across using the anchor points. Climb the opposite side and approach Zsasz from behind. Perform a takedown through the window.

———————————————————————————— Details may be found in the following section (x600x).

Hideaway in the Mountains ———————- This task is really very simple. A door may be seen on the northeastern side of the museum. You’ll have to kill a few opponents first, but after you’ve done that, approach the door and ask to be allowed in. When you talk to the policeman inside, he’ll offer you an update for the Disruptor that enables you to set mines off or have them activate when guards go by. The task is completed after you get the update.

Warmth and Coolness —————— When you return to the Steel Mill, Harley Quinn gives you this assignment. She’ll be imprisoned on the Assembly Line. For this assignment, speak with her.

Travel to the Steel Mill and then to the Loading Bay as you like. You wish to open the shutter door facing east in the loading bay. When you open the door, you should see a pair of elevator shafts in the next room. Hack the panel and open the doors with your sequencer. While the left elevator is being lifted, stand above it and raise it (you may clear the opponents if you want), then go into the right shaft and jump down beneath the left elevator. From there, grapple up to the ledge and eliminate the two opponents. Continue on to the next room.

In the next area, you’ll find a jumbled up bunch of foes. Even though this isn’t a stalker area, I’d disable two of the three weapons in the chamber and then freeze the armored man if you have the ability. This makes the battle a lot simpler. Simply go for the room’s only active pistol and take him out. You’re down to a fairly typical bunch now. Simply perform a takedown on the armored man once he’s free, and you’ll be done with this bunch in no time.

To your left, in the next section of the chamber, you should notice the box with the new gadget (it will glow gold in detective mode). The task is now complete.

Violent Behavior ———————— You just have to rescue Politcal Prisoners who are being assaulted around the city for this assignment. As long as you’re close enough, you’ll hear them screaming for assistance, and a little marker should show on the map. For the most part, this is quite straightforward. Just remember to save them as you come across them so you don’t have to look for them later. I don’t think there’s a fixed amount of them, so simply keep walking till you locate one. When you try to rescue someone, there is typically just one opponent holding him against a wall, making it extremely simple to sneak up on him. Just keep an eye out for enemy spawning that appear out of nowhere.

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ AR Training x600x ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

——————————————————————————— The first exercise consists of just gliding across the five circles. Simply take off and glide, turning left and right as necessary.

—————————————————————————— This level necessitates the use of a dive bomb. Glide through the first ring, then press RT/R2 to dive bomb straight to the bottom while still above the second. You should strike the others if you hit one.

——————————————————————————— This is a bit of a challenge. Fly above the ring column and dive bomb, but as soon as you reach the bottommost ring, revert to a normal glide and continue ahead and slightly right to the next ring. Make sure you pull back on the stick after you dive bomb so you can ascend a little bit. To complete, you must pass through this ring and one more beyond it.

—————————————————————————— So fly over to the first column and dive bomb, then draw up and go on to the second column. The objective is to reach a height high enough to dive bomb through the second set of rings. After then, all you have to do is glide across a few rings beyond the column (which will be slightly left of this column).

1st Advanced Level ———————— This seems easy at first, but it quickly becomes a nightmare. By pressing A, you must glide off the sign and draw back on the stick to create the first ring. To hit the fourth ring, dive bomb through the following two rings and let go close to the earth. Getting the fifth is a difficult task. When you let off the dive bomb, just pull back on the analog stick approximately half way so you don’t go into the ground or into the wall above you. After then, you must keep flying through the tunnel without colliding. Because the curving pipes are easy to smash into, even if you believe you won’t, try going lower rather than higher.

To master this, you’ll need a lot of practice.

2nd Advanced Level ———————— Begin gliding towards the first ring, then dive bomb as soon as you reach it to pass through the ring’s bottom section. You should really level out a bit earlier, since this will help you maintain greater control while you’re inside. Go inside and hang a left after hitting the second ring. Avoid hitting the barriers, and before the final ring, there’s an island in the center. Make sure you don’t fall on it by mistake.

3rd Level Advanced ———————— This is comparable to Advanced Level 1 in terms of difficulty. I begin towards the rear of the crane to give me more time to orient myself. Approach the first ring by jumping off the back. Dive bomb through the first ring, then let go of the dive bomb and correct yourself when you’re approximately halfway to the water. Then it’s simply a matter of coasting through the tunnel. The only thing that makes this one more difficult is that if you fail, you’ll be released with a gang of thugs, so pay attention.

4th Advanced Level ———————— You must glide ahead, dive bomb, and perform a 180 at the same time, level out, and cruise backwards to do this. To accomplish this, glide towards the first ring but begin spinning left just before you Dive Bomb. When you’re approximately halfway through your turn, stop pressing left and swiftly pull back on the stick to halt the dive bomb. If you can go under the bridge, you’re good to go.

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Physical Challenges x700x ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Gadgets x800x ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Grapnel – this is what you’ll utilize to travel about. You may either aim it where you want it or just shoot it and it will pull you up to the closest vantage point. You can slingshot yourself over a building by double pressing and holding the A/X button while being pushed up after you acquire the upgrade by completing the augmented reality training. It takes a while for the boost to kick in, but once it does, you may utilize it to keep floating over the city.

Aside from the grapnel, the baterang is one of the most often used tools. It may be used to strike switches, stun opponents in battle, and take down several enemies at once. Simply toss it at one target and glide kick the other, and they’ll be out of the fight with a couple of ground takedowns.

This is exactly what it sounds like: a remote control baterang. You toss it and then direct it to where you want it to go. Controlling it requires some effort, as the controls are reversed from the start. Keep in mind that a single button push may cause it to speed up, slow down, or do a U-turn. It’s not very helpful in battle and is only utilized a few times during the narrative, so don’t sweat it if you don’t know how to use it. Its usage as a reverse baterang is much more important. To trigger the Reverse Baterang, hold RB/R1 instead of RT/R2.

While it may seem to be a worthless technique at first, it may be utilized to great success in diverting someone’s attention. It’s not excellent for fighting since it takes a long time to latch on to its victim, but it’s fantastic for predator portions. It may often reroute a large gathering of people, enabling you to swiftly sneak up on one and execute a quiet takedown. Keep in mind that the guards will be on high alert and nervous following this, which means they’ll periodically glance over their shoulder to check if you’re around, so be fast if you’re going for a quiet takedown.

Sonic Baterang – While the sonic baterang isn’t very helpful in battle (it lacks a shortcut), it may be quite handy in predator missions. Its initial purpose is to attract attention by creating a noise. This will attract the closest opponent to it, enabling you to deal with him anyway you choose. It will also cause cardiac monitors to malfunction, making a target seem to be dead. Finally, you may add an explosive to this device when you improve it, allowing you to wipe out any opponent that approaches it. The sole drawback is that the explosion prevents any future sonic baterangs from being used.

Batclaw – this has a lot of fighting potential. During battle, it may yank an opponent or yank a weapon from their grip. Otherwise, it’s utilized for moving about, opening some mounted items on walls, grabbing distant Riddler statues, and breaking certain wall objects.

Remote Electrical Charge – This device may be used to control a wide range of electrical equipment, including shutters and magnets. Toggle one shot button to turn the gadget one direction (for example, pull on a magnet) and the other shoot button to turn it the other way (in this case, push). It’s also a good fighting weapon. Shooting it at an opponent will stun them, while shooting it at one of the one-armed foes will force them to spasm and swing their weapon in a circle, hitting all enemies around.

Mr. Freeze’s weapons are deactivated with the disruptor in the tale. When you improve it, you’ll be able to use it to disable opposing guns, making a tough battle much easier. It takes a long time to activate each time you use it, and once you’ve used it twice, you’ll have to wait a long time to use it again, thus this is best utilized before a battle rather than during one.

Lock Blast – This may be used to freeze an opponent in place during battle, and they will stay frozen until you or someone else breaks them free. It may also be used as a mine during predator portions, and when thrown into water, it forms an ice raft that can be utilized to traverse specific areas. This is an excellent method to eliminate a tough opponent from a battle early. It must first be upgraded before it can be used as a mine.

Freeze Cluster Grenade – Similar to Freeze Blast, but with a somewhat different impact, this device fires a cluster of freeze bombs that may paralyze several opponents’ legs. While it freezes several opponents, just their legs are frozen, leaving them free to strike you. This implies that the Freeze Blast is much more efficient against a gun-wielding foe, while this is more effective against a bunch of melee foes.

Explosive Gel – Explosive gel is mainly used to break down walls and other obstacles in order to obtain access, but it may also be used to press buttons or engage in battle. You may use the Quick Gel shortcut in battle to dump some on the ground and then hit it again to activate it. The cool part is that a little marker will emerge on the left side of the screen, indicating how many opponents are on the gel. You may use it in the same way as Predator, or you can place it on the other side of the barrier and fire a piece of wall or ceiling at them.

The Line Launcher is a horizontal grapnel-like tool. It’s mostly utilized to bridge gaps in confined spaces. It may be upgraded twice. The initial improvement enables you to fire it while using it, enabling you to travel at a 90-degree angle from where you were going. The second improvement enables you to come to a complete halt on the line and tightrope walk over it. This tool will be utilized for a lot more than just answering riddles and collecting prizes.

Smoke Pellets – The main purpose of smoke pellets is to distract gunmen. It may also be used to confuse a large number of opponents in normal battle. It may enable you to take down a few of melee opponents before the fog clears. However, you’ll hardly never need to utilize it against melee opponents. The game will even urge you to use them if an opponent with a gun begins firing at you. If you do so, you’ll be able to quickly dispatch your assailant and flee the scene.

The Cryptographic Sequencer is only used for two purposes. The first time you use it, you’ll line up a pair of lines on a particular location or set of coordinates to hack into various radio channels. During the riddler challenges, this is often utilized. It will be used for the second time to hack a panel. Panels may be found all throughout Arkham City. Some may require the use of unique encryption codes that you can only get as you advance through the city. When a panel is hacked, it may cause anything to happen, such as a door to open or a lift to move. This is utilized a lot in the game, especially while looking for riddler prizes. It comes with two upgrades: one that makes hacking panels simpler, and another that extends the range so you can hack devices from a greater distance.

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Batman: Arkham City Guide / Walkthrough Help Guide. The highly anticipated sequel to the one of the most critically-acclaimed games of 2008, Batman: Arkham City, is here, and Arkham City is bigger than ever. Arkham City is filled with tons of new content, and this Batman: Arkham City Guide / Walkthrough will show you how to beat the best of the best!. Read more about batman: arkham city walkthrough riddler hostages and let us know what you think.

Frequently Asked Questions

How do you complete Arkham City?

You need to find and collect all of the Riddler trophies in order to complete Arkham City.

How long is the campaign in Batman Arkham City?

The campaign in Batman Arkham City is about 10 hours.

How many missions are in Arkham City?

There are a total of ten missions in Arkham City.

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