Batman: Arkham Knight FAQ/Walkthrough

       Batman: Arkham Knight FAQ/Walkthrough by sokkus

Version 1.0, Last Updated 2015-08-12

Table of Contents

Introduction
Gameplay Basics
Combat
Predator Mode
Enemy Types
Gadgets
The Batmobile
Detective mode
Exploration
Gathering Experience and Levelling Up
Walkthrough
Prologue
Evening the Odds
Scarecrow's Hideout
Locate Scarecrow
ACE Chemicals Hostage Rescue
ACE Chemicals Mixing Chamber
Finding Oracle
Track the Arkham Knight and Lower Mercy Bridge
A Detour to Pinkney Orphanage
Track the Arkham Knight and Investigate the Crash Site
Miagani Tunnel Network
A Chat with the Penguin
The First Watchtower
Stagg Enterprises Airship Alpha
Disable Stagg Airship Beta's Defences
Stagg Enterprises Airship Beta
Return to Scarecrow's Safe House
Escorting Ivy
Countermeasures – Part 1
Disable the Founders' Island Radar Network
Disable the Founders' Island Missile Launcher
Return to Panessa Studios
Panessa Studios - Sound Stage B
Panessa Studios - Sound Stage C
Panessa Studios - Sound Stage A
Seismic Activity
Repair the Batmobile
Countermeasures – Part 2
The Cloudburst
Finding Gordon
Arkham Knight HQ
Return to the Clock Tower
Assault on GCPD HQ
Surrender
Countdown to Knightfall
Epilogue: Knightfall
Most Wanted Missions
The Perfect Crime
The Line of Duty
Riddler's Revenge
Campaign for Disarmament
Gotham on Fire
Heir to the Cowl
Creature of the Night
Armoured and Dangerous
Gunrunner
Occupy Gotham
Own the Roads
Two-Faced Bandit
Friend in Need
Lamb to the Slaughter
Collectibles Location Guide
Bleake Island Collectibles (Includes: GCPD HQ, Oracle's Clock Tower, Dr Langstrom's Lab)
Miagani Island Collectibles(Includes: Wayne Tower, Pinkney Orphanage)
Founders' Island Collectibles (Includes: Pretty Dolls Parlor)
Port Adams Subway Collectibles 
Stagg Airships Collectibles
Panessa Studios Collectibles
Arkham Knight HQ Collectibles
AR Challenges Guide
Combat Challenges
Predator Challenges
Batmobile Race Challenges
Batmobile Combat Challenges
Batmobile Hybrid Challenges
Achievement/Trophy Guide
Miscellaneous
Contact Me
About Me
Special Thanks
Version History
Legal
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Introduction

Why hello there! Welcome to my guide to Batman master Rocksteady's latest foray into the incredible Batman Arkham series – Batman: Arkham Knight. As opposed to the previous titles which took part in Arkham Aslyum and Arkham City, Arkham Knight is the first game in the series to actually take part in Gotham City. Whilst its gameplay is quite reminiscent of the previous games in the Batman Arkham series, Arkham Knight puts some new and interesting spins on the formula and gives you a Batmobile to play around with to spice things up a little! 

This guide will provide you with a walkthrough from beginning to end helping with strategies to get you through all the tricky combat areas, detail each enemy type and how best to confront them, help you to find and complete each of the Most wanted side-missions, unlock all of those achievements/trophies and collect all of the games 315 Riddler collectibles.

If you see any errors, have a question, a tip or an alternate strategy for a section of the guide please head to the contact section and flick me an email to let me know!

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Gameplay Basics

Combat

Combat is inevitable in Batman: Arkham Knight and like the previous games in the series, for the most part; it is a patient game of beating enemies into submission when you see an opening whilst countering the frequent incoming attacks.

Melee – Melee attacks are Batman's bread and butter for dishing out the damage. In Arkham Knight, players can also pick up melee weapons dropped by enemies to increase standard melee damage for a short time.
Stun – Batman can stun enemies by throwing his cape into their face or hitting them with a Batarang, a splash of Explosive Gel or a Smoke Pellet. In a stunned state, regular enemies are susceptible to takedowns and Brutes (the larger enemy types) are vulnerable to taking melee damage.
Counters - When you engage in battle with enemies, as they perform an attack, you will see a blue icon flash above their heads. Pressing the counter button at this particular moment will allow you to perform a counter attack. Counters can be performed against up to three enemies simultaneously if they attack at the same time.
Quick-fire Attacks – As Batman's arsenal of gadgets increases, so too does his number of quick-fire gadget attacks that can be used during combat. Each of the gadgets on offer has a quick-fire mode. These are explained in more detail in the Gadgets section below.
Takedowns – Take down attacks are finisher moves that will instantly knock out one of the opposing enemy combatants. There are a plethora of takedown opportunities available but most require that you build up a combo meter on the left hand side of the screen before being able to unleash them. Takedowns include:
Ground Takedowns
Batmobile Assisted Takedowns
Dual Takedowns
Environmental Takedowns
Special Takedowns
Predator Mode

Essentially predator sequences require you to hunt down and stealthily dispatch Thugs/Soldiers in certain areas. Usually the enemies in these locales are heavily armed and attempting a head on fight is a one way ticket to the previous checkpoint. Unfortunately, once a few enemies are taken out, enemies will become clued in to your presence and will change up patrol patterns and behaviours to try and trip you up. As such is important to use the environment to your advantage and make the most of your gadgets to move around, sneak up on, distract or takedown enemies.

As with the previous series titles, predator sequences occur relatively frequently throughout the game during the main storyline, in some of the more involved ‘Most Wanted' missions and there is even a couple of AR Challenges dedicated to them.

Enemy Equipment

To make things a little trickier during predator sequences, the enemies will often have some special abilities or use gadgets which seem to be added progressively through the story to make things increasingly little trickier for us, especially towards the end of the game. The gadgets that the enemies can employ include:

Detective Mode Scanner – This device can be used by enemies to detect your location if you keep Detective Mode on for too long. Fortunately whilst one is active, a warning bar will appear in the centre of the screen and fill up to let you know how much time you have. With the proper upgrades it is possible to disable this with the Disruptor gadget.
Detective Mode Scrambler – This device essentially renders Detective Mode unusable. You'll need to hunt down and take out the enemy holding it to use Detective Mode again. With the proper upgrades it is possible to disable this with the Disruptor gadget.
Incendiary Grenades – When enemies either spot you, find bodies near or suspect that Batman is hiding in subterranean vents, they will drop incendiary grenades into them. This will damage you if you are too close and will damage the grating that they dropped it into, making it inaccessible.
Proximity Mines – When enemies with proximity mines are aware of your presence, they can start laying mines. It is possible for them to plant mines both at ground level and on the vantage points above predator areas. Due to their proximity trigger, they will explode if you get too close, causing Batman damage and alerting nearby guards to your position. With the proper upgrades it is possible to disable this with the Disruptor gadget.
Sentry Turrets – After your presence has become known, in some predator areas enemies will be able to set up Sentry Drones. These can be targeted with the Remote Hacking Device and blinded temporarily. It is possible to sabotage the Sentry Turret storage containers with the Disruptor gadget so that they take out the first enemy that attempts to access it.
Boa Drones – In addition to the aforementioned gadgets, Thugs/Soldiers can also control Boa Sentry Drones. These will fly about the predator area and attack if they see you. It is possible to blind them temporarily with the Remote Hacking Device, or more usefully you can take over control of them by downloading the codes from Drone Controllers by using the Remote Hacking Device.
Hiding Places & Distractions

To make the most of our time in predator sections, it is best to stay hidden and pick your targets wisely. This usually requires patiently watching enemy patrol patterns/behaviours with Detective Mode and doing your best to take down isolated enemies as to not alert others. Fortunately there are numerous ways to hide from enemies or create distractions to do just this.

Vantage Points – Most areas have vantage points or other cables/girders or other manner of high up locations from which you can observe the area. Quickly transitioning between these with the Batclaw is a good way to lose enemy attention if detected. Vantage points can also be used to perform inverted takedowns.
Tunnels – Most predator areas feature at least some underground ventilation tunnels. These are fantastic for getting around the areas undetected and often feature wall grates that can be used to transition to vantage points above behind walls. In addition to being sneaky, they also double up as locations from which you can perform silent take downs. If enemies become aware of your presence in tunnels however, they will damage them with incendiary grenades.
Gratings – Multi-levelled predator areas more often than not feature at least one grating that will allow you to quickly transition between floors. This is a great way to avoid detection or to sneak up behind unsuspecting enemies.
Weak Walls – Weak walls can be destroyed with Explosive Gel to take down enemies in close proximity on the opposite side. Weak panels/glass windows on walls/roofs can also be used to attack enemies on the far side of or beneath said obstacle.
Distractions – The Remote Hacking Device is extremely useful once you obtain it and can be used in most predator sections to create distractions. These include the hacking of generators, security consoles, automated equipment and some doors. The Voice Synthesizer can also be used to direct enemies about predator areas and the Remote Electrical charge can also be utilised on generators present in a couple of the zones to electrify pools of water. Using the Explosive Gel or Batarangs can also create noise distractions, luring enemies to the location.
Enemy Types

The enemy types in Batman: Arkham Knight should be familiar to most players who have played one of the Batman: Arkham games previously. For the most part the enemy types remain essentially unchanged with a few new additions. These enemies include:

Thugs/Soldiers

These fellows are by far the most numerous of the enemy types that you encounter during Arkham Knight. They are the weakest enemy type in the game and will more often than not roam around the streets or be guarding specific rooms in decent sized groups. Thugs/Soldiers are pretty much Batman fodder and as such do not have too much in the way of defence.

The vanilla variants will be affected by all quick-fire gadgets, combo takedowns, counters and melee attacks without issue, making them fairly easy to deal with. They can however get a little trickier when additional variations come into play as the game progresses. These variants include:

Melee weapons – The Thugs/Soldiers are able to pick up baseball bats, planks of wood and other objects in the environment and use them as a melee weapon. This will slightly increase the damage that they are able to do. It is also possible for them to pick up crates, and other smaller objects to use as projectiles.
Guns –In some fights, the Thugs/Soldiers will be armed with guns from the get go, other times there may be weapon crates in the area that they can access during combat to pick up guns. Enemies with guns are very dangerous in combat and as such need to be prioritised as they can cause significant damage in a hurry. Attacking them will cause them to drop their weapons, but it is always a good idea to keep an eye on the gun for the duration of the fight as any enemy will be able to pick it up. If you are unable to get to an armed enemy before they start shooting, you can drop a smoke pellet
Stun Sticks – Stun Sticks are as much of a pain in the behind in Arkham Knight as they have been since their first appearance in the series. An enemy brandishing a stun stick must be attacked from behind. If the enemy is hit front on, you'll receive an electric shock, take damage and lose your combo.  It is a good idea to vault over these enemies and attack them from behind.  Hitting them with a blast from the Remote Electrical Charge gadget will render the stun stick temporarily useless.
Shields – Shields are introduced towards the end of the game and enemies holding them cannot be attacked at all without Batman first performing an aerial attack to dislodge the shield. This requires that you hit the B/Circle button and then hit the jump button twice whilst holding in direction of the enemy which will knock them down. As with the melee weapons, shields dropped by enemies can be picked up by any other enemies in the area, so keep an eye on them and try to prevent additional enemies from using them.
Combat Experts

Combat Experts resemble the ninja-like enemies that we encountered in Batman: Arkham City. These guys are tougher than regular Thugs/Soldiers as they can dodge using short range teleports, will occasionally counter your attacks and pull off joint attacks by jumping off each other or nearby walls which can be performed from long range as well. Finally they are equipped with swords which will do much more damage than a melee attack, fortunately you can perform blade dodge takedowns if you are brave enough. If not, stay vigilant and be ready to roll, dodge and counter!

Medics

Medics are about as strong as your regular Thug/Soldier but they have a few special abilities than make them annoying. As a mainly support class enemy, they can be hard to target as they'll run around the area whilst other enemies attack you. They have the ability to revive up to three enemies that you have previously knocked out back to full health, forcing you to fight them all over again. 

Towards the pointy end of the game, the Medics will also be granted the ability to give enemies an electrical charge which will persist over their armour and will damage you if you attack said enemy. We'll need to use the quick-fire Batclaw to remove the charge before attacking them again.

During most fights, it is in your best interests to attempt to single out and knock out the Medics first before moving on.

Brutes

The Brutes in Arkham Knight are pretty much the same as those previously encountered in Arkham City, Arkham Origins and Arkham Asylum.  They are large, heavily armoured versions of Thugs that and can deal some serious damage with their attacks. Unfortunately our usual attacks will have no effect on them (although melee weapons that you can pick up will). Instead, you'll need to hit your stun button (B or Circle) until you see stars above their head – at this point you can attack and damage them as per usual.

The most effective way to take down a Brute is via use of environmental takedowns – look for glowing blue objects in the environment, lure them in close, stun them and then perform the takedown to eliminate them in a hurry.

As with the Thugs/Soldiers, there are a number of Brute variations that add to the difficulty of taking them down somewhat. Those variants include:

Knives – Similar to the Combat Experts, when equipped with knives, Brutes can do much more damage than a melee attack, fortunately you can perform blade dodge takedowns if you are brave enough.
Stun Sticks –As with the Thugs/Soldiers, any Brute holding a stun stick must be attacked from behind. If the enemy is hit front on, you'll receive an electric shock, take damage and lose your combo.  It is a good idea to vault over shock brutes, hit them with a stun immediately and then attack at will. Hitting them with a blast from the Remote Electrical Charge gadget will render the stun stick temporarily useless.
Shields – Shields are introduced towards the end of the game and enemies holding them cannot be attacked at all without Batman first performing an aerial attack to dislodge the shield. This requires that you hit the B/Circle button and then hit the jump button twice whilst holding in direction of the enemy which will knock them down. You can then stun and pummel the Brutes in the standard way.
Miniguns – Brute Minigunners will only occur during predator sequences and can do a ridiculous amount of damage. To deal with them, you need to sneak up and attack them to trigger a QTE sequence during which you'll need to hit the counter button to avoid several attacks whilst you land as many melee strikes as you can.
Gadgets

It wouldn't be a proper Batman game without an array of gadgets and Arkham Knight does not disappoint. In addition to the standard returning gadgets, there are a couple of sexy new additions to Batman's arsenal as well as some new uses for old devices. The gadgets in Arkham Knight include:

Batarang

The good old Batarang has a number of uses, has several upgrades and comes in both a standard and remote-controlled variant. In general, they are used to stun enemies for a short period of time during both regular combat or during predator sequences.

Standard Batarangs can be used to create noise distractions. Hit a wall or a window near an enemy to have them go and investigate – this allows you to sneak by or to take them down quietly.
Standard Batarangs can be upgraded via Waynetech points to target up to three different enemies simultaneously.
The quickfire Batarang can be used in the midst of combat to temporarily damage and stun opponents. Both the amount of damage that they cause and the duration of the stun effect can be upgraded using Waynetech points.
The reverse Batarang Waynetech upgrade allows the Remote-controlled Batarang to hit enemies form behind, meaning they are less likely to see it coming, it will do additional damage and potentially knock enemies out.
In addition to providing finer control over the direction and movement of the Batarangs, Remote-controlled Batarangs can be used to press switches that would ordinarily be out of reach.
Batclaw

The Batclaw is batman's useful handheld grappling hook that has several uses both in and outside of combat to play around with.

The Batclaw allows batman to grapple to any point at which it can attach within a certain range. This can both be used outside whilst exploring the city or in indoor areas when transitioning to and from vantage points.
The Batclaw can be used to grapple across or up to wall mounted vents.
The Batclaw can also be used to pull down locked vents and some, limited weak walls.
In combat, the Batclaw can be used to temporarily pull an enemy off balance. With Waynepoint upgrades it is possible to disarm enemy weapons or even pull an enemy all the way to batman for a quick stun attack.
The Batclaw can also be upgraded to allow for a Batclaw combo takedown move which can instantly knock out enemies.
Explosive Gel

Batman's Explosive Gel has been in every Batman Arkham game so far and it should come as no surprise that it also makes a comeback in Arkham Knight. As with the other gadgets on offer, the Explosive Gel has applications for use both in and out of combat that include:

The most common use for the Explosive Gel outside of combat it to destroy weakened walls and floors.
Destroying a weak wall with an enemy nearby will have the effect of knocking them out.
Explosive Gel can also be detonated to create noise distractions.
As a quick-fire gadget, you can place and detonate Explosive Gel during combat.
The quick-fire Explosive Gel can be upgraded using Waynetech Points for an instant knockout effect (only ever a single enemy) and stun capabilities.
Waynetech Points can also be used to increase the range and stun duration of the quick-fire Explosive Gel.
Line Launcher

Although it played a fairly large role in several of the previous Batman Arkham titles, it's not as loved in Arkham Knight. In fact whilst you'll get it early on, the game only forces you to use it in one small section in the entire game. Having said that it has a number of uses:

The Line Launcher will shoot a rope out in both directions from where you deploy it, allowing you to cross large hazards (such as fans) from above.
It can also be used mid-flight to create a small rope walkway between two walls or buildings (depending on where it is deployed).
From these rope ‘bridges' you can perform silent takedowns on unsuspecting Soldiers/Thugs.
Smoke Pellet

The Smoke Pellet has been around since Batman: Arkham Asylum and is one of those great gadgets that is able to get Batman out of a jam real quick. Aside from the obvious, it also has a range of uses which include:

Dropping a Smoke Pellet on the spot will shroud Batman in, you guessed it, Smoke! This will obscure the view of attacking guards and armed enemies will not be able to shoot, allowing you to make a quick escape to a vantage point.
Whilst obscured in smoke, you can also attack enemies as they will be temporarily stunned and as they are unable to see you will not attack back either.
Waynetech Points can be spent to increase the duration and range of effect of the Smoke Pellets.
Remote Hacking Device

The Remote Hacking Device has been around from the very start of the series and in addition to hacking into password locks, the latest iteration of the gadget in Arkham Knight has some much appreciated additional functionality. It can be used to do the following:

Hack security panels by locked areas to start a password mini-game that will ultimately unlock doors.
Hack objects such as generators, mechanical arms to create distractions.
During predator scenarios, we can hack enemy Drone Operators to hijack control of their Boa Drones. We can then use them to attack other enemies in the area.
Can be used to hack Sentry Guns, Gunships and Drones to temporarily blind them, allowing you to pass by them undetected.
Waynetech Points can be spent to increase the duration of the blinding effect on enemy Drone units.
Disruptor

You'll be handed the Disruptor around 1/3 of the way through the game and boy is it a handy tool to have. Not only does it retain the ability to disable firearms from the previous titles in the series, it also has numerous Waynetech upgrades that can be applied to make it one of the best overall gadgets in the game.

Targeting enemy firearms with a single Disruptor shot will cause the weapon to jam when used, shooting them with two Disruptor blasts will have them backfire and knock out the Thug holding it.
With Waynetech Upgrades you can also shoot the aerial Drones with the Disruptor, grab their attention and when they start to shoot, they will instead explode.
Additional Wayntech upgrades will allow the Disruptor to knock out Medics in the process of reviving, disable Detective Mode Scanners/Jammers and disable stun sticks to make things easier.
The Disruptor can also be used to remove camouflage armour with the appropriate upgrade.
You can also sabotage enemy weapon and Sentry Gun crates using the Disruptor which will then electrify and knock out the first enemy that attempts to access it.
The Disruptor is used as a tracking device in the Most Wanted mission ‘Gunrunner'.
Voice Synthesizer

This is one of the new gadgets in Arkham Knight and we'll pick it up at around halfway through the game. At certain points during the game, you'll have to undertake a brief mini-game in which you can listen to and synthesize the sample of certain character's voices. We can use these samples for a number of purposes including:

The Voice Synthesizer can be used to pen voice-locked doors in several locations in the game.
Using the Voice Synthesizer we can order specific groups of Thugs and Soldiers around either into distractions/traps/takedowns or to inadvertently open gates for us.
Freeze Blast

Having first been introduced in Arkham City, the Freeze Blast also makes a comeback in Arkham Knight. Note that unlike all of the other gadgets in the game, this one is entirely optional and is not required to complete the main campaign at all but you should definitely grab it due to its use in numerous Riddle collectibles and its great predator/combat implications). It can be found in the main lab area of Panessa Studios where you meet Robin for the first time.

It has a number of uses including:

Throwing the Freeze Blast into the end of a pipe shooting super-heated steam will block it, allowing you to get past.
Throwing a Freeze Blast at an enemy in combat will have them freeze solid for a short period of time.
With Waynepoint Upgrades you can increase the duration of the freeze effect.
It's also possible to upgrade the Freeze Blast with a proximity mine effect.
Another upgrade enables a cluster effect in which three smaller Freeze Blast grenades are thrown instead of one and can impact multiple enemies.
Remote Electrical Charge

Unlike other gadgets in the game, this one will not be given to you automatically. We'll need to pick the Remote Electrical Charge up from the ‘Evidence Room' in the GCPD precinct building behind a smashable glass case. Although the game does not really require us to use it for anything before the ľ mark in the game, we can pick it up at any time… Which you should do as its quick-fire gadget effects in combat are fantastic!

The Remote Electrical Charge can be used for the following:

Restore power to or take power from generators that are used to power lifts, doors and electrify puddles.
The Remote Electrical Charge can be used to overcharge stun sticks, making them temporarily unusable.
It can also be used as a quick-fire gadget to stun and knock down enemies.
A Waynetech Point upgrade enables you to shoot a charged Remote Electrical Charge blast that will hit one enemy and stun others in close proximity.

The Batmobile

By far the largest addition to Batman: Arkham Knight is the inclusion of Batman's best known method of transportation – the Batmobile and your ability to take control of it. The vehicle itself is very fast and boasts a number of features that shouldn't come as any surprise when looking at a super hero with a utility belt as big as Batman's.

There are two different modes of Batmobile operation – Driving and Battle modes. Depending on the mode that is currently in use, the abilities that it has at its disposal will change.

Driving Mode

Driving mode is simply that – the ability to drive at high speeds around Gotham City in a massive sports car/tank hybrid. This mode allows the Batmobile to handle in a similar fashion to the majority of games involving driving with the standard accelerate/brake controls. Driving mode has a number of useful functions and features which include:

GPS – GPS routes will appear on the roads leading to a waypoint or your next active objective marker.
Ejector seat – By double pumping the jump button whilst in the Batmobile, you'll trigger the ejector seat, launching Batman high into the air.
Immobiliser - The ability to lock on and fire disruptors to disable enemy cars whilst in pursuit.
Dodge/Shunt – By hitting the jump button and a direction, players can side-swipe/shunt enemy cars that are nearby or dodge ta short distance to the side to avoid incoming fire.
Afterburner – The afterburner is a rocket booster that allows the Batmobile to pick up speed, hitting jumps with the Afterburner active can allow the Batmobile to cover large distances and cross gaps that would otherwise be inaccessible.
Battle Mode

The Batmobile's Battle Mode gives up the speed of Driving mode and trades it off for much finer control over the vehicle, with it essentially hovering on the spot and being able to manoeuvre front and back, side to side and to turn on the spot. It also allows Batman to unleash his vehicles weaponry much easier and with increased accuracy. Battle mode has a number of useful functions and features which include:

Power Winch – The Power Winch can be used to shoot and attach to anchor points in the environment. These allow the Batmobile to pull down some weak walls, scale the walls of some buildings and even power up generators.
Tracking Mode – Similar to Detective mode on foot, tracking mode allows players to follow certain tire patterns that meet a specific criteria.
Sonar – The Batmobile also has a sonar pulse which can detect underground objects. This is only used briefly during the campaign and not used again afterwards.
Dodge/Shunt – By hitting the jump button and a direction, players can side-swipe/shunt enemy cars that are nearby or dodge ta short distance to the side to avoid incoming fire.
Machine Guns – The vehicle mounted machine guns are one of two core weapons on the batmobile and whilst weaker than the tank shells, are highly effective against the Dragon Drones (small flying helicopters) and for shooting down incoming missiles.
Tank Shells – This is the Batmobile's primary weapon and can be used to inflict a great deal of damage on enemy armoured units and is also able to destroy some weak walls. It has a short cooldown that prevents Batman from spamming the attack button.
Missile Barrage – The missile barrage is a powerful special attack that when triggered will launch missiles that will automatically lock on and destroy Drone Tanks in the area. There are four increasingly powerful levels of Missile Barrage with the ability to lock on and insta-kill 1, 4, 7 and 10 enemies respectively.
Drone Hack – Later in the game, you are given the ability to initiate a Drone Hack. This enables you to switch an opposing armoured unit into a temporary ally.
EMP – The EMP is also granted to the Batmobile towards the end of the game and can be used to send out a quick electrical pulse which will disable any armoured units within the blast radius for a short time.
Detective mode

Detective mode is a vision mode similar to those seen in the newest Tomb Raider and more recently in The Witcher III: Wild Hunt that allows Batman to see important objects in the environment. In detective mode generally the following are observable:

Enemies

Blue enemies are unarmed or equipped with melee weapons.
Red enemies are equipped with firearms and should be approached with caution.
Green enemies are Riddler associates and can be interrogated for collectible locations.
Drones, sentry turrets and other mechanical enemies will appear in orange.
Orange indicates objects you can interact with during predator mode – gratings, floor hatches, wall vents, vantage points, cables etc.
Orange can indicates control/computer panels and cabling leading to objects that they control such as turrets, fans, etc.
Light blue indicates destructible walls or windows that can be destroyed with Explosive Gel.
Environment

Exploration

Gotham City is broken down into three major islands: Bleake Island, Miagani Island and Founders' Island with several smaller areas outside of these areas such as the pair of Stagg Airships floating off Founders' Island, the ACE Chemicals compound and the Lady of Gotham statue which are also available for exploration.

On the world map, areas of interest in terms of gameplay are marked with icons that reflect the type of task associated with them. These include: Mission starting locations, side-missions, major locations, side-tasks and collectibles.

Waypoints

During missions you'll receive objective markers that act as waypoints showing you exactly where you need to go to continue. On the world map you can also set your own custom waypoint which will appear on the mini-map when you return to regular gameplay. You can then follow said waypoint to any destination of your choice.

Whilst waypoints are active, during gameplay it will appear in the sky in the form of the famous Bat Signal which you can make out from almost anywhere on the map. As you get closer, a small square will appear to direct you to the more precise location.

Co-ordinates

In addition to icons showing where you need to go, you can also see the specific co-ordinates of locations in the world map. The co-ordinates are listed just beside the compass on the lower right hand portion of the map for more precise locational information. We'll be using these co-ordinates extensively in the collectibles near the end of the guide.

Batmobile

In addition to be a hybrid tank/sports car (which is cool in itself), the Batmobile also happens to be one of the quickest and most efficient ways to get around Gotham City. With waypoints active on the map, the Batmobile will also show you the fastest way to your destination by handily providing a GPS route to follow.

Batclaw, Grapnel Boost and Gliding

Whilst the Batmobile is arguably the faster method of getting around Gotham, my personal favourite way to go is using the Batclaw/Grapnel Boost combination. Using the Batclaw to grapple a section of building and then pumping the action button as you approach the target will have Batman build up speed and launch into the air beyond the grapple point. At this point you can then glide for quite long distances at relatively high speed to observe the city from above…. Plus it makes you feel like Batman for real!

It is possible with this technique to glide, grapple and Grapnel Boost your way around Gotham for as long as you like before touching the ground. This is especially useful for crossing between islands more quickly or when you are scoping the city for secondary points of interest such as collectibles, Most Wanted mission locations and Riddler Informants.

Gathering Experience and Levelling Up

Similar to the other Batman Arkham games, Batman Arkham Knight features a levelling system. Undertaking and completing combat scenarios (both on foot and in the Batmobile) will earn experience points (XP) which can be accumulated to earn levels. Upon levelling, players will be rewarded with a Waynetech Point. These points can then be invested in one of six skill trees to unlock enhanced abilities, alternate attack types and some general bonuses.

In addition to XP farming in Batman: Arkham Knight you'll also be able to earn Waynetech Points via the following:

Completing Most Wanted missions
Completing set scores on AR Challenges.
Completing the training AR Challenges.
Skill Trees

Upon collecting Waynetech Points you can explore the various available skill trees to choose upgrades to existing techniques, abilities and gadgets. The trees include the following:

Batsuit
Combat
Gadget Tech
Gadget Skill
Batmobile
Batmobile Weapons
Walkthrough

Prologue

The first thing that we'll need to do at the start of the game is to press on the directional buttons when you see the joker's face in the centre of the screen. Continue to do so until the game moves on with business.

After another short scene, we'll take control of a policeman in a diner. We'll head up to the counter and after a moment or two be interrupted. Make your way to the far, left corner of the diner and approach the fellow who appears to be smoking. Hit the interact button next to him for a scene.

When you regain control, you can move around a little and shoot some of the monsters in the area if you like. After a short time, this scene will also draw to a close.

Batman time! We'll start at the top of a relatively high building and we'll see the Bat Signal in the distance – this will act as our waypoint marker for mission objectives and for custom waypoints that we place on the map. As such, make your way over there practicing your gliding and using your Batclaw. When you arrive, you'll get another tidbit of story action.

Note: At this point you'll unlock the Character Bio: Oracle

Evening the Odds

Objective: Rescue the missing Police Officer

Following our chat with Gordon, make your way over to the next objective marker in the distance. Approach from a rooftop to view the scene below – there is a policeman we need to rescue by the police car in the roundabout and he's surrounded by a group of Thugs below.

Drop down and take them all out, you can also use a glide kick to start proceedings if you like. The combat remains relatively unchanged from the previous three Arkham titles, so use this fight to re-familiarise yourself with the melee combat and countering. There are five Thugs here with a pair of melee weapons scattered between them.

After dispatching all of the Thugs, approach the policeman and hit the interact button next to him for a scene. During the scene, hit the button prompt that appears on-screen to summon the Batmobile.

Note: At this point you'll unlock the Character Showcase: Batmobile.

Note: At this point you'll unlock the achievement/trophy 'Enter the Knight'.

Objective: Interrogate the driver of the military vehicle for information on Scarecrow.

We'll now be in control of the Batmobile. Follow the GPS route that appears on the road to find and catch up with the car that nearly hit us at the roundabout. Unfortunately it will fire RPGs at us intermittently, watch out for the holographic lines that appear (this indicates its firing line) and avoid them as you pursue the car. As you get close, wait for the reticule on the screen to turn orange before firing an immobiliser. Repeat three times until the car stops.

Exit the Batmobile and walk up to the injured soldier to interrogate him.

Scarecrow's Hideout

Objective: Investigate Scarecrow's Hideout

Now that we have a bit more information, it's time to go and explore Scarecrow's hideout. Make your way over to the next bat Signal marker and climb to the top of the building. Find the skylight on the roof to look through and observe the enemies inside the room below.

From the skylight, you'll want to perform a takedown on one of the enemies below before using your hand to hand combat techniques to clear the rest of the room. There are nine Thug enemies in total that you will need to subdue and one of them is armed with a firearm – try to knock him down first and keep an eye on the weapons so that you can prevent taking ranged damage as you fight.

Approach the glass cage when it is safe to do so for a scene.

When we return outside, the game will prompt you to bring up your quick gadget menu. From here you'll want to summon the Batmobile.

Activate the Batmobile's battle mode and we'll need to fight off a group of six tanks. Fortunately, the battle mode function allows the bat mobile to move forwards/backwards and side-to-side. You can even thrust a short distance in any direction by hitting the action button.

Our goal here is to destroy the enemy tanks and whilst shooting them is fairly easy, the trickiest thing to do is to avoid incoming fire. As tanks prepare to shoot, a white holographic line will appear to show you where they are aiming and when this turns red it means that their shot will hit you when they shoot – so you'll want to move out of the line of fire before that happens!

There are six Drone Tanks in total and they are all Rattlers – the basic form of Drone Tank in the game. Rattlers are the weakest and most common type of Drone Tank you'll encounter in Arkham Knight. A single shot to its turret should be sufficient to destroy it.

After destroying all of six Drone Tanks, you'll need to park the Batmobile on the space indicated.

Note: At this point you'll unlock the Character Bio: Poison Ivy.

Objective: Run Battle Mode weapon energy system diagnostics.

We'll now need to make our way to the glowing Wheel icon nearby and run a short training simulation that will run you through the basics of the Batmobile's battle mode and how to charge up your missile barrage special attack. The game will essentially walk you through it, but it's a useful skill to remember as it will make life in the Batmobile a lot easier.

Note: This is the first of 6 AR Training Challenges and the only one that is required to complete the game. It's a good idea to complete them all though as you'll earn a Waynetech Point for each successfully completed.

After completing training we can move on.

Objective: Destroy the squadron of drone tanks occupying Panessa Studios

Following our Batmobile primer, we'll need to follow the GPS marker to the next location. Here you'll find a large number of Drone Tanks milling about. There are twelve in total, all Rattlers - a perfect opportunity to test out the various levels of missile barrage! If things get a little tricky, don't be afraid to back off down a street a little ways to break line of site and force the tanks to funnel in after you one at a time to make shooting them easier.

Objective: Take Ivy to the GCPD lockup

Make your way over to the next objective marker to find the GCPD building. Drive down into its car park and at the end, park in the spot indicated. A scene will play.

Note: At this point you'll earn the achievement/trophy ‘Trail of Fear'.

In the GCPD precinct, our aim is to speak with Gordon, but before you do you are free to do a bit of exploring. We can speak to the various police around the area, explore the evidence area to find a Riddler Trophy and a museum of sorts featuring objects from various super-villains that we have fought previously in the series to date – interact with these for a bit of brief dialogue. The most important piece of evidence in this room though is the Remote Electrical Charge gadget behind the display opposite the entrance. Smash the glass and grab it if you wish.

Note: The Remote Electrical Charge gadget is required later in the game, but no one will stop you if you come in and grab it early!

Head over and speak with Gordon when you are ready to continue with the story. He'll give you a rundown on what's going on in Gotham, also introducing a couple of the Most Wanted side-missions that are currently available.

Note: At this point you'll unlock the Most Wanted mission ‘Riddler's Revenge'.

Note: At this point you'll unlock the Most Wanted mission ‘The Perfect Crime'.

Note: At this point you'll unlock the Most Wanted mission ‘The Line of Duty'.

Use the mission select screen when prompted to select your next objective. We'll continue with the main story in this walkthrough, but walkthroughs to all of the Most Wanted missions can be found in the Most wanted section after the main guide.

Note: At this point you'll unlock the Character Bio: Aaron Cash.

When you are ready to leave, exit through the door marked ‘Maximum Security' and walk through the holding cells back to the Batmobile. Hop in and exit the building.

Locate Scarecrow

Once we are back outside drive on over to the Clock Tower using the GPS route marked on the road for the quickest route.

Note: At this point you'll unlock the Character Bio: Lucius Fox.

Objective: Meet Oracle at the Clock Tower to help locate Scarecrow

When you arrive, have Batman grapple his way to the roof and use Detective mode to locate the secret entrance up here. Interact with the hatch to enter the tower.

Inside the tower, you'll need to activate your Detective Mode and search the area. Interact with the small bust of the gentleman on the bookshelf next to the portrait to find a retinal scanner that when activated will alter the rooms somewhat.

Use the computer console in the middle of the room to continue.

Objective: Use the Panessa Studios antenna to pinpoint Scarecrow's location.

Use your grapple to get back up through the hatch we entered from. We'll now need to make our way over to the Panessa Studios building over to the east of our current location.

Once we reach the roof of the studios, interact with the circuit board that is marked with the objective indicator to attach a Remote Access Device. Unfortunately, this won't do much for us and we'll have to find another way to utilise it.

Objective: Collect the Power Winch for the Batmobile.

After speaking with Lucius, the Power Winch upgrade will appear by the lighthouse just to the southeast of the movie studios. Head over to the objective marker at ground level and either drive your Batmobile onto it, or stand on it and summon the Batmobile to trigger a brief scene showing the upgrade being fitted.

Objective: Power up the Panessa Studios antenna with the Batmobile Power Winch.

As soon as you regain control of the Batmobile, you'll be facing a sign with an anchor point on it. Enter the Batmobile's battle mode and use the indicated button to fire your Power Winch at it. Once attached, drive backwards, away from the sign to pull it down.

Now that the sign is gone, back a little further down the ramp we are on to get a run up. Speed up the ramp and then hit the Afterburner button to launch the Batmobile across the gap onto a nearby rooftop (don't worry if you miss, it's just a short trip back up to the ramp again).

Once on the rooftop, immediately enter battle mode for better control and look for a small raised section of roof with an anchor point on it just to the right of where we landed. Use the Power Winch to pull this up to create a larger ramp and then use it to reach the next level of the rooftop.

Follow the set route across the rooftop here to the left and utilise the narrow passages making sure to use battle mode for finer control. When you reach the very end on the far Western side of the roof, you'll be facing the studio and see an anchor point.

Hit the anchor point with the Power Winch and then drive off the rooftop to swing across to the other building. Climb the wall to access the balcony. We'll now be able to drive over to the panel where we inserted the Remote Access Device earlier.

Fire your Power Winch at the panel and a small, blue meter will appear in the bottom right hand corner of the screen. This introduces a mini-game of sorts - we need to rev the Batmobile's engine by pumping the accelerate button so that the needle stays within the orange segment on the meter. Once the orange section reaches the top a scene will play.

Note: At this point you'll unlock the Character Bio: Robin. 

Objective: Use the antenna at the Falcone Shipping Yard to locate Scarecrow.

Head over to the next objective marker to the south. As you arrive, you'll find that Scarecrow's men are guarding the antenna.

At this point, the game will give you a quick tutorial on some of the basics of Predator sections – which entail taking down a group of armed enemies whilst remaining undetected. We'll want to do as the game suggests this time around and use Detective Mode to scout the area - there are five baddies and they are all inside the building here, and armed.

From one of the vantage points, throw a Batarang into the rooftop to make a noise. This will cause a pair of enemies to exit the sheltered area. When they split up, drop down and sneak up behind each of them for a silent takedown. Make sure that you return to a vantage point between takedowns to reconfirm enemy locations!

Once both enemies have been dealt with, a short scene will play.

Objective: Collect the new Batsuit.

Head over to the marked location to retrieve a new Batsuit. This unlocks the remaining five AR Training sequences (‘Summon, Eject and Glide', ‘Fear Multi-Takedown', ‘Predator Fundamentals', ‘Throw Counter' and ‘Grapnel Boost MKII') on this rooftop. These are good to undertake for a refresher into the game's controls for returning players or for learning the basics for newcomers. , Although they are entirely optional, completing them all will allow you to earn yourself some Waynetech Points so it's a good idea to give them a go.

With the new equipment on (and training complete if you felt like it) return to the rooftop building with the thugs inside. Enter the grating on the floor leading beneath the wall. Crawl into the shelter so that you are below the Thugs inside.

We can now initiate a Fear Takedown – a QTE of sorts that allows us to eliminate up to three enemies at once. Successfully pull this off to clear the room.

Note: At this point you'll unlock the Character Showcase: Batsuit V8.03.

After speaking with the hostage, make your way to the electrical panels on the side of the room. Attach a Remote Access Device to continue.

Exit the building and you'll be thrust into a short mini-game. Here we'll need to control the two antennas to find Scarecrow's location. One antenna is assigned to each of the control sticks and we'll need to re-position each so that they face the small island-type area that protrudes from the far east side of the city.

When you have successfully located Scarecrow, your objectives will update.

Note: At this point you'll earn the achievement/trophy ‘Frequency of Fear'.

ACE Chemicals Hostage Rescue

Objective: Rendezvous with Gordon at the ACE Chemicals plant.

Now that we've discovered our next port of call, we'll need to fly over to the bridge leading to the ACE Chemicals facility. Here we'll cop a story scene when we arrive.

Objective: Rescue the ACE Chemicals workers to get information on Scarecrow.

Grapple your way up to the wall above the gate leading to the ACE Chemicals plant. We'll transition into detective mode at this point and Batman will point out what we need to do next – clearing out a few armed soldiers.

You'll also want to note the courtyards below filled with Drone Tanks. Land in this area with batman and he'll be shredded to pieces in an instant – as such we'll need to keep to the rooftops until we can get the Batmobile into the area.

Note: At this point you'll unlock the Character Bio:Arkham Knight.

Predator Section 01

After the scene, you can either leap to the adjacent rooftop with the grating leading down to the platform below, or glide down and enter the floor grates here. There are five enemies in total and until you raise suspicions, two will stay together right in front of the terminal we need to access whilst the other three will patrol the area.

To make things easy, follow the patrollers using the below floor grates or the overhead cables and perform silent takedowns on them when they are out of sight. Finally approach the pair of soldiers talking by the computer and use a Fear Multi-Takedown to deal with them.

Access the computer when you are able to do so. This will update our objectives.

Objective: Scan the ACE Chemicals plant to pinpoint the location of the missing workers.

We'll now need to grapple up to the very top of the ACE Chemicals building. A scene will play when we arrive and batman will fire out his Batarang again.

During this segment, the Batarang will cut laps of the facility and our job is to keep an eye on the meter in the centre of the screen – when it starts getting all ‘wavy' like, hold it in position and hit the action button to analyse. You'll need to repeat this process five times in order to complete the flyover.

Objective: Open the main ACE Chemicals gate to allow access for the Batmobile.

Now that we have all five locations handily marked on the screen for us as objective markers, we'll need to do one more thing before we can get moving and that's to allow the Batmobile access to the facility. Look for the ACE Chemical worker location closest to the main gate – that's where we need to go.

Find a vantage point above the objective marker and you'll note that it is located within a small shack-type structure linked to the main wall. This room contains five regular Thugs (one armed with a melee weapon) and the hostage. Fortunately the roof has some windows which we can either glide kick from a distance or drop through to perform a takedown on an unsuspecting guard in the room below.

Once inside, fight off the remaining enemies and then interact with the Hostage [1/5] and after a brief conversation with oracle, pull the switch on the wall next to him to open the main gate.

At this point, we can use the Batmobile remote to take control of the vehicle. Use the Power Winch to raise the section of road closest to the gate to create a ramp. Have the Batmobile take a run up and use the Afterburner as you hit the ramp and jump across the gap into the ACE Chemicals compound. As you land, prepare to fight as there are several Drone Tanks waiting for you.

There is a total of five Drone Tanks here, with four of the standard Rattlers we have encountered before and a new type – the Diamondback which is able to fire three shots in a spread in front (it will also take more than 1 shot to the turret to kill). As per the usual, you'll want to avoid those holographic targeting lasers by using your dodge, or simply manoeuvring out of range. Hitting the Drone Tanks directly on the turret area will destroy them instantly – so be sure to go for the easy kills!

After you have dealt with the hostiles, look along the right hand wall from the entrance to find an anchor point for the Power Winch. Pull this down to create a ramp.

Climb the ramp and enter battle mode for finer control. Approach the railing opposite the top of the ramp and use the narrow walkway here to reach the small platform with a building on it. Shoot the three armed guards here.

Locate the anchor point on this building and use the Batmobile's Power Winch to tear down the wall. Shoot the remaining enemies before exiting the vehicle and heading inside. Make your way into the room behind the glass panel at the back of the area and approach the Hostage [2/5] for a scene.

Towards the end of the scene, you'll be able to access your gadget wheel – select the remote Batmobile control and have your vehicle floor all five of the Soldier enemies in the room outside. Doing this will free you from the room, but will only temporarily stun the enemies. As such, give them a taste of fisticuffs to knock them out good – but remember to prioritise the pair that have firearms to prevent ranged attacks!

When the area is safe, walk over and interact with the Hostage [2/5] to free him. Hop back into the Batmobile and head back to the main facility – note the hanging ramp here – we'll be back for this in a moment. For now however, take the hostage to Gordon's location on the bridge outside.

Now that we have offloaded the first hostage, return to the ACE Chemicals compound and head up the ramp to the right again. We'll now need to make use of that hanging ramp. Look above the ramp and you'll see that it is on a moving arm of sorts and at the far end of this is a platform. Grapple up to the platform and get ready to fight.

Initially, the platform is occupied by a group of six regular Soldier types (two of whom have guns). Prioritise the armed gentlemen and knock the remainder out and another four enemies will drop in. This second wave of goons consist entirely of Combat Experts (ninja sword-wielders).

Walkthrough (Continued)

New Enemy: Combat Expert

Combat Experts resemble the ninja-like enemies that we encountered in Arkham City. These guys are tougher than regular Thugs/Soldiers as they can dodge using short range teleports, will occasionally counter your attacks and pull off joint attacks by jumping off each other or nearby walls. Finally they are equipped with swords which will do much more damage than a melee attack – so be ready to roll, dodge and counter!

After clearing the platform, you can access the control panel here which will enable us to move the hanging ramp about. Keep its orientation in line with the edge of the platform and lower it onto the ledge.

With the ramp in position, have the Batmobile take a run up and use the Afterburner as you hit the ramp to jump across the courtyard below and up to the next level. Enter the open doorway to the right and once again get ready for a Batmobile fight!

There is a total of eight Drone Tanks in the open area here with six Rattlers and two Diamondbacks making up that number. Remember that hitting the Rattlers directly on the turret area will destroy them instantly, which makes things much easier. Do your best to shoot them whilst avoiding incoming fire to build up your Batmobile's missile barrage special attack to finish them off much quicker!

Once the area is clear of baddies, look along the back wall on the right side of the area for an anchor point beneath a ‘Loading Dock' sign. Attach the Power Winch and back up until it breaks.

Exit the Batmobile and grapple up to the roof of the ‘Loading Dock' building above the anchor point. Drop through the window here and fight off the enemies inside. In addition to five Soldiers (three are equipped with melee weapons), you'll also bump into your first medic during this fight.

New Enemy: Medic

Medics are about as strong as your regular Thug/Soldier but they have a few special abilities than make them annoying. As a mainly support class enemy, they can be hard to target as they'll run around the area whilst other enemies attack you. They have the ability to revive up to three enemies that you knock out back to full health, forcing you to fight them all over again.  Towards the pointy end of the game, the Medics can also give enemies an electrical charge that will damage you if you attack said enemy. During most fights, it is in your best interests to attempt to single out and knock out the Medics first before moving on.

When there is a cessation in hostilities, you can flick on your Detective Mode to find the weak wall and use your Explosive Gel to knock it down. If you have not yet used the anchor point in the courtyard below with the Batmobile there will be some superheated steam here that will halt your progress (so go do it if you haven't).

Enter the hallway behind the destroyed wall to find the next Hostage [3/5]. Continue to the end of the corridor and use your Explosive Gel on the weak floor to remove it. Drop down to the area below.

There are several vents spewing superheated steam ahead that prevent us from moving further. If you turn around and explore where you landed, you'll find a control panel that will open a nearby window that we can activate and another weak wall that we can destroy with the Explosive Gel. Once you have done both, activate the remote Batmobile control.

Drive up to the now open window and through it, in the section behind the destroyed wall you'll see an anchor point. Latch onto the anchor point with the Power Winch and pull it until it snaps. This will disable the steam vents.

As Batman, duck beneath where the steam was coming from earlier and in the next room you'll find the fourth Hostage [4/5]. Again, proceed until the end of the hallway and this time you come across an elevator.

Interact with the yellow electrical panel on the left hand wall to open the elevator doors. Switch back to the Batmobile and approach the open door. Shoot the wall directly opposite the entrance to destroy it and reveal another anchor point for the Power Winch.

This anchor point is attached to a counterweight attached to the elevator car below. Grabbing it with the Power Winch and pulling it away from the shaft will bring the elevator to the top. Once it is up, enter the elevator car with Batman and then have the Batmobile move back towards the elevator shaft slowly to lower it.

At the bottom, exit and use the Batclaw to grapple up into the hatch on the roof. Work your way through the passages here and remove the vent cover to find yourself above the enemies in the room below.

Use the roof here to perform either a takedown from above on a single enemy, or a fear multi-takedown (if you have one read) to drop up to three of them to start the fight. The room is occupied by a Medic, three Combat Experts and six Soldiers. Make sure you prioritise the Medic (or at least disrupt his reviving attempts) before focusing on the others. There are multiple crates around the room, so be sure to look out for enemy projectiles!

Once you have beaten down the enemies here, you can approach the Hostage [5/5] and speak with him for a scene. Following a brief chat, enter the elevator and switch to the remote Batmobile to draw the elevator back up to the top.

Exit the elevator to trigger a boss fight.

Boss: Arkham Knight Helicopter

This is the first of several (unfortunately) boss fights that take place in the Batmobile and it can be a little tricky if you haven't quite got the knack of the Batmobile's combat just yet. The start of the fight has us squaring off against not only the attack helicopter, but five additional Drone Tanks (Three Rattlers and two Diamondbacks) at ground level as well. The first order of business is to clear the ground forces out before focusing on the flying threat.

Do your best to rack up successive hits and kills on the ground units so that you can unleash your missile barrage. As you do be sure to keep an eye out for the red, circular holographic markers on the ground – these represent RPGs fired by the gunship and the splash damage they dish out is pretty damaging unless you have upgraded your Batmobile (unlikely this early in the game).

The attack chopper itself has two attack patterns – it will hover at either end of the area and fire RPGs into the arena which will be represented by the red circles on the ground which can be dodged and missiles which will lock onto the Batmobile which will need to be shot down using the machine guns. It will also perform strafing runs across the centre of the fight area, dropping RPGs in a straight line beneath it as it goes.

To defeat the helicopter, we need to avoid all of the incoming fire and continue to shoot it when you get the opportunity to do so. Hold down the machine gun over it whilst using your tank shells when the cooldown is up to maintain maximum damage output. It is not particularly tough and a few shots will take it down – the tricky part is avoiding all of the incoming fire!

Once the helicopter has been destroyed, return to where we entered this area originally and hit the button here to lower a platform. Use the lift here to take the Batmobile back to the starting area. Return to Gordon on the bridge to drop off the hostage.

Note: At this point you'll earn the achievement/trophy ‘Fear of Faith'.

Now that the hostages are safe, let's go and stop Scarecrow.

ACE Chemicals Mixing Chamber

Objective: Stop Scarecrow from blowing up ACE Chemicals

From Gordon's location, we're going to have to head back into ACE Chemicals once again. Once you land in the compound a short conversation will play out.

When you regain control of the Batmobile, you'll see a big glowing target on the wall ahead. Shoot this to destroy it. Now head up to the platform where we used the hanging ramp earlier. We'll need to adjust the hanging ramp so that it now faces the hole we just blew in the wall.

Once you have orientated the ramp correctly, drive over it slowly (I had to do it without the Afterburner) to land in the service tunnel. Follow the service tunnel down the successive ramps until you reach the dead end, destroying the pair of Diamondback Drone Tanks you bump into along the way.

At the dead end, grapple up to a platform just before and above the gate. You'll see a pair of guards and a sentry gun in the room below. Grapple to the far end of the room and use your Batclaw to enter one of the wall vents located on either side of the room that will allow you to access the space beneath the floor under the guards.

Sit beneath the guards and wait for the turret to look away before using a fear multi-takedown to dispatch the Soldiers. Quickly re-enter the floor space and move up to the turret. Exit and disable the sentry when it is not looking.

Interact with the panel on the wall to open the doors, allowing the Batmobile through. Jump back in and continue through the service tunnels until you reach the next closed gate.

Grapple up to the top of the gate and you will see a small army of twenty enemies just ahead. Now if you are feeling really brave and supremely confident in your batman-combat abilities you can go and attack them. Alternatively, if you are looking for the easy way, you can drop down just inside the gate and activate the pane on the wall nearby to open it before hopping into the Batmobile and shooting the enemies – this will have them retreat into an adjacent room (you can chase them on foot and take them down if you are super keen).

At the next gate barring the service tunnel, you'll have to use the Batmobile eject to launch yourself up on top of it. You'll be able to get a nice view of the next room – the Mixing Chamber and we'll need to enter predator mode to take down all of the bad guys in here before we can continue.

Predator Section 02

There are eight armed Soldiers in total and three Sentry Turrets. As with any predator scenario, the second you are detected, the guards will break off and behave erratically, leaving you to utilise the various takedown/stealth elements around the room to take them all out. Before you have been detected however, the Soldiers act in the following ways:

You'll have three guards patrolling around a set of stairs on the right side of the main Mixing chamber with plenty of opportunities to break through weak ceilings.
There is also a pair of stationary guards on a catwalk on the left side of the room with a handy girder overhead and a patroller that walks from the left of the room to the right and back again.
At the far end of the room is a Sentry Turret and another pair of guards with ventilation shafts and floor panels we can use.
I'd recommend clearing the back out first as you can eliminate them silently the easiest. Enter the ventilation shafts on the side of the room and take out the stationary guard and the turret before going after the patroller. Afterwards, what you do is up to you – if you go quietly, you can use the corners around the right hand side of the room for corner takedowns on the three enemies here and on the left side of the room you can use the equipment for a corner takedown on the patroller before Fear-Multi-Takedown on the pair of stationary guards.

Of course if you get detected at any time, you'll need to retreat to the top of the room and scout the various locations for ways to take the enemies down that best suits you.

Once the room is clear of enemies, approach the door to the mixing chamber in the centre of the room and enter for a scene.

Following a chat with Alfred, you'll need to interact with the control panel in the centre of the room (bang on your Detective Mode if you need help). Using this panel will cause four cylinders to emerge from the ground nearby.

We have to take each of these cylinders of Neutralising Agent CAREFULLY out of their sockets and place them in one of the other sockets on the walls opposite. We need to move them very slowly. Note the coloured lights on the top of the cylinders – at green they are safe enough, but will proceed to yellow and then red before exploding if we move them too quickly. As such, as soon as you see the lights turn yellow, it's a good idea to stop and let them reset before continuing.

Once you have manoeuvred all four cylinders a scene will play.

Flashback Sequence 01

We'll now be in control of Commissioner Gordon on the rooftop of the Panessa Studios building. Move down the stairs and enter the door ahead. Take the elevator down.

After arriving on the main floor, enter the lab here to find a series of cells. Move up and interact with each of the cells for a brief conversation with the prisoners inside. After checking all of them out, it will trigger a story cut-scene.

This will end the flashback and send us back to present day Batman.

Objective: Escape ACE Chemicals

Once you are back in control of batman, the first thing you are going to want to do is switch to remote control of the Batmobile. Enter battle Mode and look for an anchor point on the side of the mixing chamber we can snag with the Power Winch. Pull the wall down to escape.

Jump into the Batmobile and drive it back through the service tunnels the way you came and make your way all the way back to Commissioner Gordon on the bridge outside the facility for a scene.

Note: At this point you'll earn the achievement/trophy ‘As the Crow Flies'.

Note: At this point you'll unlock the Character Bio: Joker + Joker Audio Files.

Finding Oracle

Objective: Meet Gordon outside GCPD prisoner detention.

Following the scene, drive back to the GCPD headquarters on Bleake Island. As you arrive, you'll need to take out a group of five Rattler Drone Tanks before being able to enter.

Once you are good to go, enter the GCPD HQ speak with Gordon here to update your objectives.

Objective: Escort Gordon to Oracle's Clock Tower

After exiting the GCPD HQ, you'll end up in the Batmobile driving behind Gordon who is also driving a police car. We'll need to follow after him for a short distance and before long you'll see him get attacked by a pair of militia vehicles. We now need to eliminate the hostile vehicles. Chase after them as they pursue Gordon and use your side-shunt ability and immobilisers to take them out whilst avoiding their incoming fire.

Once the enemies have been stopped, Gordon will pull over. Drive the Batmobile onto the nearby objective marker to have him hop inside.

Follow the set GPS route a short distance and you'll bump into a large contingent of Drone Tanks. This group consists of 12 of the basic Rattler units and should pose no real threat, so long as you continue to practice avoiding incoming fire, getting critical hits on turrets and using your Missile Barrage when available.

When the area is clear of Drone Tanks, proceed to the Clock Tower via the GPS route. When you arrive you'll see it has been overrun by Soldiers.

Predator Section 03

We need to clear out all of the enemies in the area to proceed and this entails taking down each of the five Soldiers and one Medic patrolling the balconies outside and on the scaffolding/construction area just north of the Clock Tower.

The guards seem to walk about wherever they wish in this scenario, so it's hard to suggest a solid strategy that will work in every instance. You can however make use of several environmental factors to make things easier, including:

The large under-ground floor ventilation area by the northern side of the Clock Tower.
The vantage points around the sides of the Clock Tower for inverted takedowns.
The girders above the patrolling walkways on the northern side of the Clock Tower.
The destructible walls in the scaffolding/construction zone.
Corners in the Scaffolding/construction area are also especially useful for corner takedowns.
A good tactic is to use a silent takedown by the underground vent systems to lure additional Soldiers to the position and then use a Fear Multi-Takedown to eliminate up to three at once when they come to investigate. If possible try to prioritise the medic so that he doesn't go and revive downed enemies.

Once all the enemies have been dealt with the objectives will update.

Objective: Investigate the Clock Tower for clues to find Oracle

Grapple up to the top of the Clock Tower and interact with the hidden door to enter the tower proper. Approach the woman in the chair here for a scene.

This is the first of several trippy hallucinogenic sequences you'll encounter throughout the game. Simply walk around the room a few times and change directions and eventually you'll find yourself back in the familiar Clock Tower room we were in earlier.

After another brief chat, explore the room a little more until the Wheelchair materialises in the middle of the room. Interact with this for a scene.

Following the scene, head up and interact with the Batcomputer console. This will bring up some surveillance camera feeds.

This is the first of several mini-games involving scanning surveillance footage for clues. You can select any of the four windows and move forwards/backwards through the selected footage by spinning the stick clockwise or anti-clockwise. When you see evidence worth looking at, you can stop the footage, select the feed of interest and hit the interact button to scan it for evidence.

In this instance we need to see how our friend was taken from the Clock Tower. You can find said evidence by doing the following:

At 00:35:80 scan the square with the man carrying the woman.
At 00:42:00 scan the armoured vehicle that the woman is placed in.
This will allow us to proceed with the next portion of the mission.

Track the Arkham Knight and Lower Mercy Bridge

Objective: Track the Arkham Knight's vehicle using the Batmobile Forensics Scanner to locate Oracle

We can now exit the Clock Tower and return down to ground level where we need to hop into the Batmobile. At this point, we need to enter battle mode and use the vehicle's Forensics Scanner (Detective Mode for vehicles apparently) to follow a certain set of tyre prints.

After a short distance, a brief cut-scene will occur during which a militia aircraft will drop an explosive device onto the road in front of you… And of course, being the curious crime fighter that we are, we're going to get out of the car and inspect it. Yep, we'll have to get rid of it after all.

Whilst in Battle Mode you need to attach the Batmobile's Power Winch to the explosive device and hack it (don't ask, it's a Batman game). As you hack the device, unmanned Drone Tanks will show up to attack you and you'll need to fight them all off to complete the hack. There are 16 in total, with all of them being the low-levelled Rattlers. Use your usual tactics to deal with the threat.

Once the area is clear you'll be able to attach your Power Winch to the explosive once more and perform a mini-game to perform a controlled explosion on it.

Note: At this point you'll unlock the Most Wanted mission ‘Campaign for Disarmament'.

Now that that little distraction is over with, re-enter Forensic Scanner mode and continue to follow the trail until you reach a raised bridge. A scene will play.

Objective: Proceed on foot to the militia access point at Grand Avenue Station and regain control of Mercy Bridge

Following the scene we'll be atop Mercy Bridge. Glide to the far side and make your way to the waypoint in the distance at Grand Avenue Station. Use the raised train track to approach the building and you'll see it actually goes through the building as well, allowing you to safely inspect the enemy presence on the level below.

Predator Section 04

As with any good Predator section, we will obviously need to clear out all of the enemies in the area to continue.  There are two levels to the concourse here, with raised sections on either side and a lower level in the centre. Here we'll find eight Soldiers hanging around this area, with one of the Soldiers also piloting a Boa Sentry Drone.

The second you are detected, the Soldiers will break off from their set patterns and behave erratically, leaving you to utilise the various takedown/stealth elements around the room to take them all out. Before you have been detected however, the Soldiers act in the following ways:

On the northernmost balconies either side of the train tracks there will be three stationary guards – two to the right and one to the left.
Another stationary Soldier by the computer we need to access in the middle of the platform.
The Boa Drone controlling Soldier remains stationary on the upper level in the south-east corner of the station. Directly beneath a vantage point.
Two enemies patrol the southern part of the lower section of the concourse.
A final guard cuts laps around the upper concourse on the eastern side of the station.
I'd recommend clearing the single stationary guards out first (except for the Boa Drone Controller) as you can perform silent takedowns on them the easiest. DO NOT take out the Drone Soldier first if you want to do this silently as doing so will crash the drone and alert the guards. Next you should try removing the patroller from the upper deck by dropping down from a vantage point and then the pair of soldiers at the southern end of the lower concourse via underground vents and  corners (whilst avoiding detection from the drone). If you are still going silent at this point, you can inverted takedown the Drone Controller before using a Fear-Multi-Takedown on the pair of stationary guards on the northern balcony.

Of course if you get detected at any time, you'll need to retreat to the top of the room and scout the various locations for ways to take the enemies down those best suits you. There is an extensive network of underground vents on the lower concourse as well as interiors with plenty of corners for corner takedowns and multiple vantage points on the upper concourse that you can utilise.

Once the room is clear of enemies, approach the console in the centre of the lower concourse and interact with it for a scene.

Note: At this point you'll earn the achievement/trophy ‘No Man's Land'.

A Detour to Pinkney Orphanage

Objective: Head to Riddler's Orphanage to rescue Catwoman.

With our new objective in hand, we'll need to head to the Pinkney orphanage located on the far western end of Miagani Island. As you arrive, there will often be a Riddler informant located by the front door.

New Enemy: Riddler Informant

Riddler Informants are essentially exactly the same as the Thugs/Soldiers that you encounter throughout the game except unlike others, they are useful for collectible hunting. The Riddler Informants glow a bright green colour. To get the information from them, we need to beat up any enemies that are in the same area so that only the Informant remains. We can then interrogate them to have some of the Riddler Collectibles added to the world map.

Enter the orphanage to continue. When you reach the main room, head over and interact with Catwoman to untie her. This will trigger a fight.

 We'll now participate in our first dual-combatant fight. As both Catwoman and Batman are in the same room, fighting the same enemies, we can actually switch between them and fight as either. Catwoman's attacks are similar to those of Batman, but have their own animations. It should also be noted that you can perform dual-attack takedowns when our combo meter fills enough.

Take down the 10 Riddler Robots for another conversation. Afterwards, we can now exit the Orphanage.

Note: At this point you'll unlock the Character Bio: Catwoman.

As you exit, the game will prompt you to select your active mission, select the ‘City of Fear' main quest to proceed with the campaign.

Track the Arkham Knight and Investigate the Crash Site

Objective: Return to Mercy Bridge to resume tracking the Arkham Knight's vehicle

Make your way all the way back to the bridge we crossed earlier, glide back across to the far side and enter the Batmobile. Move it up to the objective marker on the ground nearby to lower the bridge.

As soon as the bridge goes down, you'll immediately find yourself in a fire fight against some Drone Tanks. In addition to the six Rattlers and Diamondbacks guarding the bridge, you'll also come across two units of a new type of tank – the Mamba. Mambas are as weak as the standard Rattler, but will attack you from much further away. They will lock on the Batmobile and launch homing missiles at it. You can (and really must if you want to live) shoot the missiles down with the machine guns.

Once you have cleared the bridge, reactivate your Forensic Scanner and again follow the tracks across the bridge. Note that Miagani Island is populated by a large contingent of Rattler Drone Tanks patrolling the street and if you bump into any whilst you travel through the area, they will often alert others in close proximity to come to their aid and results in quite a few Batmobile fights as you move through the area.

Upon following the tire tracks to the very end, you'll discover a crash site. Exit the Batmobile and proceed on foot.

Objective: Investigate the crash site to find out what happened to Oracle and the Arkham Knight

Approach the crash site and you'll be prompted to open your Detective Mode. During the next short sequence we have to use our evidence scanner to investigate the crash site. We can do so by finding points of interest and holding down the interact button to scan them into evidence. We can then move forward or backwards through the crime scene's timeframe by using the left/right triggers.

To solve this crime scene, you need to complete the following steps:

Inspect the crashed car.
Play time forward to watch the driver eject, find and inspect the body's face.
Return to the car and inspect the passenger side seat.
Play time forward to watch the car door fly off, you'll find it on the nearby dock. Inspect it.
Move up to the road and start playback to see where Oracle landed. Scan the broken pallet.
Scan the bullet hole in the ground in front of Oracle.
Play through the crime scene until Oracle is crawling and watch her left hand arm – she'll throw something. Inspect the crate nearby.
Inspecting the object that Oracle left behind will trigger a scene.

Note: At this point you'll unlock the Most Wanted mission ‘Heir to the Cowl'.

Note: At this point you'll unlock the Most Wanted mission ‘Gotham on Fire'.

Note: From this point onward, whilst flying through the rooftops of Miagani Island, you'll also likely trigger a scene that begins the Most Wanted mission ‘Creature of the Night'.

The game will now prompt you to select your active mission, select the ‘City of Fear' main quest to proceed with the campaign.

Objective: Head to Wayne Tower and analyse the Arkham Knight's encryption protocols.

With our new objective in hand, we'll need to head to Wayne Tower which can be found in the south-eastern corner of Miagani Island. As you arrive, grapple your way up to the balcony near the top and interact with the shuttered door. Head inside for a scene.

After a brief chat with Lucius, use the computer behind the desk here. This will update our objectives and give us a new location in investigate.

At this point you'll also be given the opportunity to equip a new upgrade to the Batmobile, you have a choice between the following options:

CPU Virus – This will allow you to hack an opposing Drone tank, causing it to become a temporary ally.
Weapon Generator MKIII – This will increase the Batmobile's weapon damage slightly.
When you are done, it's time to exit Wayne Tower and continue with our adventure.

Miagani Tunnel Network

Objective: Infiltrate the tunnel network under Miagani Island.

Make your way to the waypoint in the distance by the entrance to the tunnel network. Use the rooftops or raised train track to approach the location as there is a large number of Drone Tanks guarding the immediate area surrounding the objective marker.

Due to the large Drone tank presence, we are going to have to use our Batmobile to clear it out. When you are ready, summon your vehicle and approach the tunnel entrance to start the vehicular fight.

This group of 28 Drone Tanks is probably the largest you've had to fight so far (and may be bigger if you are unfortunate with enemy Drone tank patrol locations). It consists of 23 of the basic Rattler units, two Diamondbacks and three Mamba units. Remember to prioritise shooting down missiles with the machine gun when the Batmobile has been locked on, continue to use your dash move to avoiding incoming fire, getting critical hits on turrets and using your Missile Barrage when available.

After clearing out the Drone Tank presence from the entrance to the tunnel, approach and park in the Batmobile marker to open the door to the tunnels.

Enter the tunnel and after a short distance you'll come across a door blocking the way. Back up slightly in Battle Mode and look to the roof to spot a ventilation fan with an anchor point. Target this with the Power Winch and pull it down.

Exit your vehicle and grapple up into the new opening. Use your Explosive Gel on the pair of weak walls through the passage here and pull the grating off the wall at the end before continuing inside. Proceed through until you exit into a room with a large spinning fan.

Use your Line Launcher gadget to cross the gap safely. We'll then be encouraged by the game to use our Remote –Controlled Batarang, which we can use to fly into the hole in the wall on the left hand side of the room and hit a button on the wall above a set of toilets (that seems an odd location doesn't it?). This will open a gate.

Use the Line Launcher to access the hallway behind the now open gate and continue through the set passage. Until you reach another fan room.  

In this room, as you enter you'll see another gate to your left and a small hole in the wall just beyond it. Equip the Remote –Controlled Batarang and fly it through the hole in the wall and hit the button inside to open the gate. Now the tricky part – we need to target the far wall with the Line Launcher, but as Batman travels across the fan, you'll need to look to the left and fire the Line Launcher a second time through the open gate.

Continue through the short passage here and as soon as you exit into the larger room, immediately look to the right to find a Riddler Trophy. Approach the railing to observe the room below.

Note that touching the floor in this room will result in almost instant death due to the large presence of Drone Tanks and armed soldiers. As such, we'll need to stay off the ground!

Grapple down to the girder ahead, turn to look back towards the balcony we came in from and use the girders beneath it and other high points until we can proceed no further. At this point, look across to the opposite wall and use the Batclaw to enter the vent on the wall, slide down to a passage beneath the floor. Follow this a short distance, beneath a metal gate to the end and exit into a waiting room of sorts for a scene.

As soon as you regain control, you'll find yourself in a combat situation against a new type of enemy – a Brute.

New Enemy: Brute

The Brutes in Arkham Knight are pretty much the same as those previously encountered in Arkham City, Arkham Origins and Arkham Asylum.  They are large, heavily armoured and can deal some serious damage with their punches. Unfortunately our usual attacks will have no effect on them. Instead, you'll need to hit your stun button (B or Circle) until you see stars above their head – at this point you can attack and damage them as per usual. The most effective way to take down a Brute is via use of environmental takedowns – look for glowing blue objects in the environment, lure them in close, stun them and then perform the takedown to eliminate them in a hurry.

Unfortunately, whilst you are in the process of fighting the Brute, some additional reinforcements will arrive and they again will be reinforced with a third wave of enemies. In total you'll have to eliminate two Brutes, four Combat Experts, a Medic and 12 Soldiers (two of whom have melee weapons). This is a tough fight and one that will last a few minutes to complete, try to be patient and defeat the brutes with the environmental takedowns, watch out for attacks coming from everywhere with the Combat Experts active and most definitely prioritise the medic when he shows up – you really don't want to have to take down more enemies than necessary!

As the fight ends, a drone Tank will wedge itself in the doorway to prevent your escape.

Objective: Rescue Oracle from the Arkham Knight

Look along the wall to the left of this to find a panel we can interact with to open the gate outside. Do so and switch to Remote-Controlled Batmobile mode.

Destroy the weak wall ahead before attacking and taking down the group of Drone tanks just beyond it consisting of three rattlers (one is wedged in the wall) and a Diamondback. Once the area is clear return to controlling Batman and have him hop in the vehicle to continue.

Drive to the next shuttered door and as Batman interact with the electrical panel to the right of the door to have it open. Return to the Batmobile.

Boss: Militia APC

This sequence is a boss fight of sorts that has us chasing after a militia APC through the streets of Miagani Island. You can monitor the remaining health of the APC using the health meter located on the top right corner of the screen.

The goal of this sequence is to stay on the tail of the APC in close enough procimity so that we can use the Batmobile's Immobiliser missiles to stop the vehicle. Needless to say, the APC driver isn't too happy about it. The APC will fire RPGs back at us intermittently so keep an eye out for and stay away from the holographic lines that appear to avoid incoming fire.

In addition to the target vehicle, the APC also comes with three armoured militia vehicles in support that will all also shoot RPGs at us, so as the chase precedes you need to be ready to avoid incoming projectiles from multiple sources. It's a good idea to shunt/side-swipe and utilise the Immobiliser missiles on these other vehicles to make things much less hectic before focusing on the APC.

You'll need to the APC with anywhere between 5-10 shots from the Batmobile's immobiliser in order to bring it to a halt.

After bringing the vehicle to a halt, walk over to the crashed APC and interrogate the driver for a scene. During the scene, rev the accelerator on the Batmobile to elicit some additional information from the driver.

Once Batman has enough information, he'll knock the Soldier out and our objectives will be updated.

Note: At this point you'll earn the achievement/trophy ‘Living Hell'.

Note: At this point you'll unlock the Character Bio: Penguin.

A Chat with the Penguin

Objective: Rendezvous with the batwing to equip a new secondary Weapon for the Batmobile.

Following our chat with the APC and Alfred you'll be given the opportunity to equip a new upgrade to the Batmobile, so head on over to the main intersection of Grand Avenue on Miagani Island and park in the Batmobile indicator for a scene.

The good news is that you'll receive an upgrade to the Batmobile's Missile Barrage, taking it to level 3. Charging this and unleashing it when the meter is full will now lock on and attack up to seven targets at once – nice! The bad news is that you'll have to try it out almost immediately when you are ambushed by a patrol of Drone Tanks… sadface.

This group of 16 Drone Tanks, whilst not as tricky as the small army that was guarding the Miagani tunnel entrance, can still be tough if you aren't right on your dodging game. The hostile force is made up of 12 of the basic Rattler units, three Diamondbacks and a Mamba. Remember to prioritise shooting down the Mamba's missiles and continue to avoiding incoming fire so that you can build up your meter to unleash the Missile Barrage when available.

Note: At this point you'll unlock the Character Bio: Nightwing.

Note: At this point you'll unlock the Most Wanted mission ‘Armoured and Dangerous'.

The game will now prompt you to select your active mission, select the ‘City of Fear' main quest to proceed with the campaign.

Objective: Rendezvous with Nightwing to get intel on Penguin's whereabouts.

With our new objective in hand, we'll need to head to the Ranelagh Ferry Terminal located near Mercy Bridge in north-east Miagani Island. As you arrive, make your way to the objective marker on the roof for a cut-scene.

During the scene we'll be given a new gadget – the Disruptor. We can use this to prepare our enemies prior to combat to make things a little easier. We have three Disruptor shots by default and by targeting enemy firearms with a single Disruptor shot will cause the weapon to jam when used, shooting them with two Disruptor blasts will have them backfire and knock out the guard unfortunate enough to be holding it. You can also sabotage enemy gun crates which will electrify and knock out the first enemy that attempts to access it.

From the rooftop, you'll be able to see a group of enemies below consisting of a Brute and six Thugs. Target the two Armed Thugs and the Weapon Crate with the Disruptor before dropping in and fighting the group.

Once all the bad guys are down for the count, approach the van. Pull out your Disruptor to plant a tracking device on the vehicle and then interact with the door. This will trigger a short scene after which the van will take off.

You'll need to follow the vehicle a short distance through the city whilst staying out of sight. To do this, you'll need to grapple up to the top of buildings and either grapple between them or practice using your grapnel Boost and glide combination. Either way, you'll need to maintain your position high above whilst following the vehicle.

Eventually the vehicle will lead you to a building just to the east of Mercy Bridge on Miagani Island.

Objective: Access the weapons cache and interrogate Penguin.

To enter the building, we need to secure the rooftop. If you take position on Mercy Bridge or one of the raised areas near the target building you'll be able to get a decent view of the rooftop area. We'll need to enter predator mode to take down all of the bad guys here before we can continue.

Predator Section 05

There are six armed Thugs in total and a pair of Sentry Turrets. As with any predator scenario, the second you are detected, the guards will break off and behave erratically, leaving you to utilise the various takedown/stealth elements around the room to take them all out. You can make use of several environmental factors to make things easier, including:

The large under-ground floor ventilation area on the eastern side of the rooftop – this can be used to take down one of the Sentry turrets and three Soldiers patrol or stand by it.
The vantage points around the radio antenna in the rooftop's centre.
The cables slung between various high points above the rooftop.
The destructible walls and corners in the small building on the northwest side of the rooftop.
Corners made possible by the crates stacked haphazardly around the ground floor and by the generator on the higher section of the roof are useful for corner takedowns.
To begin with, if you want to do it stealthily you can try the following sequence of takedowns. You should use the floor to sneak up on the northeast Sentry Turret undetected and disable it when no-one is looking before returning beneath the floor and dealing with the pair of patrollers and the stationary Thug on the east side of the rooftop. Next, grapple up to the top of the roof and deal with the Thug patrolling the upper platform. Sneak up and disable the second Sentry Turret before approaching the rooftop entrance to the building and performing a Fear Multi-Takedown on the pair of Thugs guarding it.

Of course if you get detected at any time, you'll need to retreat to the top of the room and scout the various locations for ways to take the enemies down that best suits you.

Once the rooftop is clear (you'll still need to disable the Sentry Turrets if you got spotted). Approach the rooftop entrance to the building and interact with the hatch to head inside.

In the room below you'll see a large group of enemies – we'll need to deal with them shortly. For now however, locate one of the ventilation shaft hatches on either side of the room and use it to reach an underground passage beneath the room below.

Sneak over to the floor panel behind our target and then hit the button prompt to interrogate him when it appears on-screen. During the ensuing scene, you'll be attacked several times, be sure to hit the counter button when you see the indicator appear over Batman's head to make the next fight slightly easier.

As soon as you regain control, you'll be in another dual-combatant fight. This time we'll be able to control both Batman and Nightwing . During team takedowns we can actually switch between the characters and fight as either. Nightwing's attacks, like Catwoman's earlier are similar to those of Batman, but have their own animations, with some taking slightly longer to complete. There are 20 Thugs (a few fewer if you countered some during the interrogation scene) and a Brute to deal with.

Once all of the enemies have been dealt with, our objectives will be updated.

Objective: Destroy the weapon cache.

We'll now need to destroy the weapon cache in the building. This is actually the first of five weapons caches located around Gotham (the others need to be found and destroyed during  the ‘Gunrunner' Most Wanted mission) and it is located inside the large vault.

To destroy the cache, we need to enter the vault and use our Explosive Gel to tag one of the weapon crates. Once that is done, exit the vault and interact with the door to move it into place. Back off to a safe distance before detonating the Explosive Gel to eliminate the weapons.

Note: At this point you'll earn the achievement/trophy ‘Cold World'.

Note: At this point you'll unlock the Character Bio: Penguin

Return back up to the roof to find that there is an ambush in place ready to take you out if you try to exit the door. Instead, use your Batclaw to grapple to the support beam overhead. Pull out your gadget menu and switch to the Remote-Controlled Batmobile.

Now that we are in control of the Batmobile, we'll need to head over to the parking garage across the street from the building with the weapon cache. Enter Battle Mode for finer control and climb all the way to the top of parking garage. From here we can destroy the pair of Sentry turrets and the armed Thugs waiting just outside the door.

When it's all clear, switch back to Batman and exit to the rooftop for a conversation with Alfred.

Note: At this point you'll unlock the Character Bio: Simon Stagg.

The First Watchtower

Objective: Identify a way to infiltrate the Stagg Enterprises airships

Now that we've got a new goal in mind, we need to head for the Stagg airships. These are located on Founders' Island and unfortunately, this area of the world map is off-limits to the Batmobile at this point so we are going to have to head there on foot… and by foot I mean grapnel boosting and gliding!

Head for the northwest corner of Founders' Island and climb to the top of the skyscraper with the objective marker. Approach it for a short scene. The game will introduce us to our first watchtower, there are 21 of these scattered across all three of Gotham's main islands and we'll need to take them down as part of the ‘Occupy Gotham' Most Wanted mission.

Objective: Disable the watchtower guarding the airships

This particular tower also introduces us to a new enemy gadget – the Detective mode scanner. Enemies equipped with one of these scanners will be able to determine your location if you leave detective Mode on for too long and a bar will display in the centre of the screen to let you know – so switch it off when the bar shows up!

To progress we need to take down all five enemies on the tower and interact with the computer panel controlling its defences located in the centre of the rooftop.

Predator Section 06

As with any good Predator section, we will obviously need to clear out all of the enemies in the area to continue.  The top of the building is still under construction and as such has four levels at varying stages of completion. There are five Soldiers hanging around this area, with one of the Soldiers sporting a detective Mode scanner and another piloting a Boa Sentry Drone.

You can make use of several environmental factors to make things easier, including:

The large circular girder running around the top of the structure.
The building materials, pillars and half walls on the half-built side of the rooftop provide ample opportunities for corner takedowns.
On the levelled area there are several hatches in the floors that make a perfect location of Fear Multi-takedowns on the floor below.
The easiest way I found to clear this area quietly was to jump across to the circular girder at the top of the tower and hop down behind the stationary guard on the highest level of the construction area for a silent takedown. Drop down to the level below and stalk and take down the patrolling guard here. find the floor hatch on this level dropping down to the Drone-controlling enemy below and wait for the detective Mode scanner to get close to drop through and initiate a Fear multi-takedown. This will alert the final guard who will come to investigate – use Detective Mode to find his location and plan a corner takedown accordingly.

Of course if you get detected at any time, you'll need to retreat to the top of the room and scout the various locations for ways to take the enemies down. The construction area is fantastic with all of those corner takedown abilities and the hatches allow you to transition between the various levels very quickly.

Once the enemy is clear, approach the computer console in the centre of the watchtower and use your Explosive Gel on it for a scene.

Note: At this point you'll unlock the Most Wanted mission ‘Occupy Gotham'.

Objective: Collect the remote Hacking Device from the top of Wayne International Plaza.

We'll now need to head to Wayne International Plaza which conveniently happens to be the tallest building in the area, a short distance to the west from our current location and overlooking the Stagg airships. As you arrive, grapple your way up the balconies to the very top and interact with the marked door for a scene.

During the scene we'll be given a new gadget – the Remote Hacking Device. We can use this to hack and unlock security consoles, temporarily blind Sentry Turrets/Drones so that we can pass by them undetected and download Boa Sentry Drone codes from Drone operators to turn them on their friends. Handy!

Stagg Enterprises Airship Alpha

Objective: Track down scarecrow in the Stagg enterprises airships.

From the top of Wayne International plaza you should be able to glide down and land on the top of the southernmost airship.

Approach the hatch indicated by the objective marker – it's locked! Look through the window to the left of the hatch and switch on Detective Mode to find its security console. Use Batman's newly acquired remote hacking Device to unlock the hatch and proceed inside.

Drop down onto the glass floor below and look for a small vent cover that we can pull off. Enter this and then drop through the floor hatch in the next room to find yourself on the other side of the door from a group of Soldiers playing with a Boa Drone. Use the Remote Hacking Device to download the control codes from the Drone operator behind the door and have the drone incapacitate all three Soldiers.

Look through the window to the left of the door to locate a security console. Use the Remote Hacking Device and complete the password mini-game to open the door.

Enter the door and head around to where the security console we just hacked is located. Next to this you'll find another switch we can interact with the Airship Stability Controls. Interact with this and you'll be able to mess with the airship's orientation, which we're going to have to need for a few upcoming puzzles.

Look through the window to the previous hallway and tilt the stability controls so that the crate slides out through the far window. Make your way back to where we dropped down and inspect where the crate had previously been sitting to find a hatch leading down – hop on in!

Turn to look behind the ladder and use the Stability controls to move the crates here to the left. Drop down to the platform below when you are able.

Here you'll find another set of crates blocking your passage. Note the red icon on the front – this indicates that the crate will not move when you play with the stability controls. Use the Remote Hacking Device to unlock the crate and tilt the ship to the right. This will reveal a wall grate to the left we can enter for a Riddler Trophy. Lock the crate in place and then tilt the airship back to the left to reveal a passage to the next area.

Use your Batclaw to reach the hatch on the ceiling above. A scene will play.

We'll now have to fight a knife wielding Brute. Unfortunately we are going to be seeing knives a little more often from now in and unlike melee attacks we can't counter them (just yet). We can however hold the directional control away from the enemy whilst holding the counter button to avoid the swings.  Dodge the knife attacks and then stun and incapacitate the brute as usual.

Head up to the next door to locate a security console. Use the Remote Hacking Device and complete the password mini-game to open the door.

Drop down into the room below and fight off the large group of enemies below. There are 25 Soldiers (five of whom have melee weapons) and a Knife-wielding Brute here to contend with. There is also a number of crates and other small objects around the room that can be thrown at you – so stay on the lookout!

Once you have finished the fight, speak with the hostage nearby for a conversation.

Following the scene, a series of enemies will appear around the room, simply one-punch hit them to knock them out again. Continue to punch them as they appear until a scene plays.

Note: At this point you'll earn the achievement/trophy ‘A Battle Within'.

After the scene, use the Remote Hacking Device on the panel by the door leading to the second airship. Complete the password mini-game to open the door. Try to move into the doorway and another scene will trigger.

Disable Stagg Airship Beta's Defences

Objective: Destroy the weapons turrets on the second airship

Look for another Airship Stability Control panel against the wall below where we entered the room initially. Interact with this to give Batman the ability to mess with the airship's orientation again. Enter the floor hatch beside the control panel.

We'll now have to make our way through the following maze-like area by utilising the crate locks and our Remote Hacking Device. It's a lengthy puzzle and can be tricky, but we can solve it quickly with the following steps:

To begin with, tilt the airship to the right. Once the crate moves, move up to lock it in place.
Tilt the airship back to the left and lock the second crate in place.
Around the corner, the third crate is locked. Unlock the crate and tilt the airship left again. Use your Explosive Gel on the weak wall to the right the crate had been resting against.
Move back and tilt the ship back to the right to deposit the third crate and another inside the broken wall area.
Enter the floor grating that appears and look around for a Riddler Trophy.
Tilt the ship to the left and then the right quickly until you are able to spate the third crate from its twin and lock it down in the broken wall area.
Tilt the ship to the left again and lock the fourth lockable crate in place.
Tilt the ship back to the right to reveal a passage through.
Tilt the ship to the left once more at the end of the narrow passage to reveal the exit.
Exit through the hatch at the end, climb the stairs and approach the locked door. Use the Remote Hacking Device on the panel by the door. Complete the password mini-game to open the door.

Use the Batclaw to reach the hatch on the roof and go down the corridor to the right. Again look to the roof for another vent and grapple your way up to it. Exit via the vent hatch at the end to find yourself in another predator room.

Predator Section 07

This predator section is a little different as you'll have Soldiers changing their tactics fairly frequently at behest of the Arkham Knight who will be relaying tips to them over the radio.  The room itself is quite large and includes two levels of balcony areas to the right, a raised catwalk in the centre and another raised section at the far end of the room from our initial entry point. Both the right hand and opposite end raised sections have rooms below them linked to the general floor area.

There are eight Soldiers (one with a Detective Mode Scanner and another who is a Drone Operator) and a Medic in this predator area and after you have dispatched one or two of them, the remaining forces will start to deploy Sentry Turrets around the room as well.

You can make use of several environmental factors to make things easier, including:

The Drone Operator is on the balcony immediately to the right of our entry point by the computer with the objective marker. Download his controls with the Remote Hacking Device and use the Boa drone to take out the Medic if possible.
There is an extensive tunnel network covering most of the ground floor and the adjoined rooms below balconies.
You can use the Remote Hacking Device on the centrifuges, robotic arms and power cells around the room to create distractions.
There are support beams across the centre of the room giving a great view of the area.
There are floor hatches on the multi-levelled areas to the right and the far end of the room from our initial entry point allowing easy transition between floors.
The multiple vantage points around the room give a great view of the area and can also be utilised for inverted takedowns.
Use a combination of the above room features and techniques to help eliminate the enemy presence. As per usual, you'll want to target the Medic first before focusing on identifying isolated guards and picking them off one by one. 

Once you have cleared the area, make your way up to the computer terminal that is highlighted with the objective marker and interact with it to commence another video scanning sequence to uncover evidence that we require to continue. You can find said evidence by doing the following:

At ~00:10:00 on the top left screen, scan the man's hand touching the floor.
At ~00:24:00 on the top right screen, scan the man's hand touching the floor.
At ~00:37:00 on the bottom left screen, scan the man's hand touching the wall.
At ~00:51:00 on the bottom right screen, scan the man's hand touching the floor.
After you have scanned all four places of interest in the video surveillance feed, our objectives will be updated.

Switch on Detective mode and we'll now have to move around the room and find the holographic image of the person in the video at the specific locations we identified in the video. Scan the hands of all four of these holograms so that we can recreate the finger prints for access to the airship's systems. They can be found in the following locations:

By the hatch on the floor right next to the computer.
Halfway down the stairs to the left of the computer.
At the bottom of the stairs to the left of the computer.
By the exit door directly below where we entered the room.
Now that we have a complete set of fingerprints, return to the computer and interact with it to access it.

Walkthrough (Continued)

Objective: Pursue Scarecrow across to the second airship.

We can now leave the room through the large door with the blue circular lock in the centre of it for a quick exit. Head over and use the Remote Hacking Device on the panel by the next door to exit onto a gantry above the large room where we fought with the large group of enemies earlier.

At this point the game will show us a new function that the Medics will be able to perform during combat – electrifying other enemy combatants. This is particularly annoying because if you hit an enemy who is electrified, you will take damage, be stunned momentarily and lose any combo that you had been working at to that point. Fortunately you can remove this electrical charge by hitting the target will a quick-attack Batclaw attack. To prevent this happening too often, try to always eliminate the Medics as soon as possible!

There are a total of eight Soldiers and two medics in the room below. Try to hit one of the Medics with a glide kick whilst dropping in from above and quickly finish him off as soon as possible. Prioritise the Medics in this fight as they are very electricity happy. Once they are down use your quick-Batclaw attack to strip any enemies with electricity of charge before fighting the rest of the fight as usual.

As soon as the fight ends, you'll be contacted by Lucius who'll give you the opportunity to equip a new upgrade to the Batmobile, you have a choice between the following options:

CPU Virus – This will allow you to hack an opposing Drone tank, causing it to become a temporary ally.
EMP – This will send out a small shockwave from the Batmobile, incapacitating any Drone tanks in the immediate area for a short time.
Weapon Generator MKIII – This will increase the Batmobile's weapon damage slightly.
When you are done, use the Remote Hacking Device on the panel by the door leading to the second airship. Complete the password mini-game for a second time to open the door.

This time move into the doorway and target the window on the airship opposite. Hit the Glide Kick button to fly across.

Stagg Enterprises Airship Beta

Objective: Track down Scarecrow on the second airship.

As soon as you land in the second airship you'll find yourself in the middle of another fight. This fight consists of three Combat Experts and five Soldiers. There are several items around the room that can be thrown at you by the Soldiers and with Combat Experts in the mix you're really going to have to keep an eye out for opportunities to counter form every quarter.

Once the fight draws to a close, whack on Detective Mode and look for the weak wall just by the window we flew in from. Use the Explosive Gel to take it down.  Inside you'll find another Airship Stability Control panel. Interact with this to gain control of the ship's tilting abilities!

Immediately turn to the left to see a crate behind a glass window. Tilt the ship back and forth until the crate breaks through the glass, allowing you entry.

Follow the hallway here and you'll come across a series of test subjects in chambers – feel free to listen to the audio recordings outside each for a little backstory into what has been happening on the airships. At the end of the hallway, interact with the door for a scene.

Predator Section 08

As with the previous predator room, this area is quite large and includes balcony areas around the outside of the room and a large, glass chamber in the centre. The majority of the guards in this area will be constantly ferrying energy cells to the far end of the room, repeating patrol patterns until you are detected.

There are nine Soldiers and a new type of enemy – the Minigunner in this predator area. The Minigunners can kill you pretty damn quick and are essentially armed versions of the Brutes. We can attack them at any time, but once you start, you'll be locked into attacking it for a short time. Whilst you attack, continue to mash the punch button, and look out for the counter indicator when it appears to avoid the Minigunner's melee attacks. After 3-4 counter dodges you'll have whacked him enough to take it down.

Note: Attacking a Minigunner is not a quiet undertaking and will alert every guard in the room to your presence. As such it is best to leave him for the very end.

You can make use of several environmental factors to make things easier, including:

There is an extensive tunnel network covering most of the ground floor and the adjoined rooms below balconies.
You can use the Remote Hacking Device on the centrifuges, robotic arms and power cells around the room to create distractions.
There is a pair of pipes lining the entire length of the room from above, giving a great view of the area.
There are floor hatches on the multi-levelled areas to the right and the far end of the room from our initial entry point allowing easy transition between floors.
The multiple vantage points around the room give a great view of the area and can also be utilised for inverted takedowns.
I found the best strategy to be going down into the floor and using the tunnels to take down enemies in and around the large glass room in the centre of the area. Once that gig is up, use a combination of  vantage points, using the Remote Hacking Device  to create distractions, corner takedowns or a fear Multi-Takedown (if you get a few numbers together) to thin out the numbers. Finally, when only the Minigunner remains approach him and take him down.

Approach the cell at the far end of the room and speak with the fellow imprisoned here. Following the short scene, enter the nearby door.

As you enter the next room, you'll see a pair of hooded figures. Approach either of them and perform a takedown when the button prompt appears (it doesn't matter which one you pick, the result remains the same).

Following a short monologue session, you'll regain control – fight off the small group of 5-6 Soldiers here before approaching our primary target and smacking him good for another story scene.

Note: At this point you'll earn the achievement/trophy ‘Dark Wings Fly Away in Fear'.

Return to Scarecrow's Safe House

Objective: Rescue Oracle from Scarecrow's safe house.

Now that we've got a pretty serious reason for doing so, it's time to return to Scarecrow's safe house in Chinatown on Bleake Island. Make your way over to the next Bat Signal marker and climb to the top of the building.

Enter the safe house and approach the glass cage for a scene.

Escorting Ivy

Wow, that was unexpected, huh! Well at least we now have another reason to hate on the bad guys in the game even further. When you are ready to keep moving along with the story, our objectives will have been updated and we'll have to make our way back to the GCPD HQ.

Objective: Meet with Ivy at GCPD HQ

Drive over to the GCPD building and park in the basement. When you enter the main area Cash will speak to you for a moment. Afterwards head on over to Poison Ivy's cell and speak with her about hatching a plan together.

This will trigger a scene and we'll end up back in the Batmobile with another objective. Drive up to the exit and the door will only open a fraction – there's a new type of Drone Tank outside and we'll need to go sand scope it out.

Objective: Scan the Arkham Knight's Cobra Drone to identify a weakness

Crawl beneath the half open garage door and you'll see the Drone Tank in question – this is a Cobra. The Cobra's weapons are extremely powerful and its thick armour make it pretty much impervious to any attack. It does however have a weakness and we'll need to scan the Cobra to figure out what it is.

To scan the Cobra we'll need to use our Batclaw to grapple our way to rooftops, signposts and other raised areas out of sight of the tank whilst following it around. Our goal is to scan the weapons, the Drone tank's left and right sides as well as the rear of the vehicle with our Detective Mode scanner – note that if you don't want to get in too close, you can use the zoom function to get a closer view.

After scanning all of the points of interest on the tank, we'll figure out its weakness – the power core on the back! Let's return to the Batmobile and prepare to take it down.

Objective: Destroy the Arkham Knight's Cobra Drone

Destroying the Cobra is actually fairly easy – a single locked on shot to the glowing section on their backs will destroy them. You can use the mini-map/radar that appears to track the orientation and general location of the Cobra. When you do find it, you'll spot the blue lasers emanating from the front of the tank, these are scanning for the Batmobile and will lock you on if detected – you'll want to avoid being hit by this, it causes a silly amount of damage.

It's a matter of outmanoeuvring the Cobra. Utilise your Battle Mode for finer control and exploit the array of side-alleys, buildings and tunnels to help you outmanoeuvre your opponent – just keep an eye on the mini-map to keep track of their locations and be sure to move on in a hurry if you see it moving in on your position and re-calculate your approach.

Once you are behind the tank, simply sit behind it in Battle Mode until the Batmobile locks on and then shoot a single tank shell to blow it up.

Note: At this point you'll earn the achievement/trophy ‘With a Vengeance'.

Objective: Equip a new Secondary Weapon for the Batmobile at the Clock Tower facility.

After destroying the Cobra Drone tank, Lucius will get in touch with you to let you know that the Batmobile upgrade that you selected earlier on the Stagg airships is now available to be installed. The upgrade will appear by loading zone beneath Oracle's Clock Tower. Head over to the objective marker at ground level and either drive your Batmobile onto it or summon the Batmobile whilst on top of it and head into the doorway that opens to trigger a brief scene showing the upgrade being fitted.

Objective: Take Ivy to the Botanical gardens

With our newly upgraded Batomobile, it's time to head on back to Miagani Island and make tracks for the Botanical gardens.

Unfortunately, as soon as you cross a bridge onto Miagani Island, you'll be informed that three Cobra tanks have now been deployed to the island in a bid to stop you. As this is the case, we are going to have to take them all down before we can continue with our mission.

We'll need to approach this scenario in the same manner we did for the single tank we just destroyed. Essentially we need to use our mini-map/radar to sneak up on all three tanks whilst avoiding detection, lock on and shoot their weak spots. It's a good idea to isolate each tank and take them down one at a time.

Destroying one of these Cobras will have the knock on effect of alerting any other nearby Cobras and they will quickly converge on your location. As such it's a good idea to get away from the site of the explosion and wait for them to settle back down into regular patrol patterns again before moving back in and taking on the next one.

Once all three Cobras have been dealt with, drive to the Botanical Gardens on the western side of Miagani Island and park the Batmobile in the allotted spot for a story scene.

Note: At this point you'll unlock the Character Bio: Two-Face.

Note: At this point you'll unlock the Most Wanted mission ‘Two-Faced Bandit'.

Note: At this point the Most Wanted mission ‘Gunrunner' will be updated with new objectives.

The game will now prompt you to select your active mission, select the ‘City of Fear' main quest to proceed with the campaign.

Countermeasures – Part 1

Objective: Head to Wayne Tower and analyse the Arkham Knight's encryption protocols.

With our new objective in hand, we'll need to head on back to Wayne Tower again, which you'll remember is located in the south-eastern corner of Miagani Island. This time, we'll need to head into the parking garage downstairs. Park in the Batmobile objective marker and wait for the door to open before proceeding inside.

As soon as you move the Batmobile into position by the elevators, you'll be ambushed by a group of Drone Tanks that will stream in from the front, from the left and down the ramp that you just came in from. This particular ambush is made up of 20 Drone Tanks, broken down into nine of the standard Rattler units, six Mambas and five Diamondbacks.

The parking garage is quite a small area with limited movement. Make use of the central structure to help block the incoming missile strikes from the Mambas if you are unable to shoot them down or are at an odd angle. Using our dodge and finer Battle Mode movement is required during this encounter to weave between the various enemy firing lines. Again, do your best to take down as many enemies as you can without taking too many hits to build up your Missile barrage and let it loose to help thin out the numbers!

Once the fight is over, park the Batmobile in the parking spot indicated for a short scene showing our newest upgrade being applied – Sonar.

Objective: Use Batmobile Sonar to locate and release Ivy's plant on Miagani Island

Now that we have our Sonar equipped, we can use it whilst in Battle Mode to track root systems on the mini-map. The roots appear as white outlines on the mini-map and their source (and your target) will appear as a small red dot. We'll need to follow the roots to their source to find the next objective.

Whilst this sounds easy enough, it should be noted that the game will also at this point decide to re-populate the island with some additional APCs and Drone Tanks. As this is the case, keep an eye out for them or they may just attack whilst you are attempting to track down the objective location!

The roots themselves will lead you to a small alleyway just behind the Bank of Gotham building which can be found directly north of the major road leading away from Wayne Tower, and approximately half way across the island towards Mercy Bridge.

Use the sonar to position the Batmobile directly above the red dot and hold down the sonar button to unleash a Sonar Blast. This will kick off a cut-scene.

Objective: Protect Ivy's plant from the Arkham Knight's militia while it matures.

As soon as you regain control of batman, you'll be on a rooftop. Ahead there is a second rooftop filled with Soldiers attacking the giant plant. We'll need to take them all out! The group of hostiles is made up of 10 Soldiers (three of whom have melee weapons), a Medic and a Brute that we'll need to deal with to continue.

If possible, try to target the Medic first to prevent his reviving and electrocution abilities, before focusing on the Soldiers and trying to keep your distance from the Brute until he's left at the very end so that you can take him down without any distractions.

Upon defeating the force on the rooftops, you'll have a few conversations on your communicator.

Note: At this point you'll earn the achievement/trophy ‘Strange Deadfellows'.

The game will now prompt you to select your active mission, select the ‘City of Fear' main quest to proceed with the campaign.

Disable the Founders' Island Radar Network

Objective: Head to Panessa studios to analyse the Arkham Knight's forces.

We'll now need to make our way over to the Panessa Studios building over in the north-east of Bleake Island. Once we reach the roof of the studios, interact with the door at the end of the red carpet and take the elevator down to the lab.

As soon as you enter the lab area, look to the left. On a small pedestal just before the last cell here you'll find another upgrade – Freeze Blast. This is an optional upgrade that is not required for the main storyline at all, but can be used to complete some of the Riddler puzzles later on and is handy in combat to incapacitate a foe or two in its quick attack form.

When you are ready to continue, head over to the Batcomputer and interact with it for a short chat which will let us know where we are headed next.

Objective: Glide onto the Relay Drone and examine it to find a way to defeat the drone forces.

As Founders' Island is still closed to the Batmobile, we are going to have to grapnel boost and glide our way across. If you look at your map you should be able to find the objective marker showing us where to go. Unlike other objective markers we've used so far, this one is placed on a Drone and as such will be moving around.

To complete this objective, we need to climb up to the rooftops close to the Drone, wait for it to pass before gliding down and attempting to land on it. It is not the easiest task in the world and will likely take a couple of attempts. Fortunately  the drone is slow moving and once you have a decent grasp of diving and gliding it shouldn't be too hard to hit the mark!

Successfully landing on the Drone will initiate a scene in which we'll get a new upgrade for our Remote Hacking Device – the Drone Hacker ability. This ability will allow us to target and temporarily blind enemy Drones which will allow us to pass by undetected.

Objective: Destroy the Arkham Knight's radar network

As soon as we get our new Remote Hacking Device upgrade, the game will shift our view to look at a nearby rooftop. Here you'll be prompted to use the Remote Hacking Device to target the Drone flying over the rooftop to blind it for a short time.

Whilst the Drone is temporarily blinded, fly to the rooftop it was guarding and approach the computer console here. Use your Explosive Gel to destroy the first radar network dish.

Make your way over to the next objective marker to find a tower with the second console that we'll need to destroy. Set yourself up on one of the cranes overlooking the tower to get a good view of the rooftop.

There is a good sized contingent of enemies on the rooftop below and we'll have to knock them all out. There is also a pair of Drones flying about that will occasionally make a close run near the tower during their patrol routes, so wait for one of them to get into range and use the Remote Hacking Device to blind it for a short time.

After blinding one of the Drones, you'll have 60 seconds to drop down to the rooftop and clear it of the Brute, four Combat Experts and four soldiers guarding it. If the fight goes on for too long and you are unlucky enough for the Drone to spot you, make sure you retreat from the area as quickly as possible and hide on some nearby rooftops until it returns to its normal pattern, reapply the blindness hack and then return. As soon as the rooftop is cleared of bad guys use the panel on the nearby wall to open a door below.

Drop down to the lower section of the rooftop and take cover behind the wall leading to the now open door. Peek around the corner to see a Sentry Turret. Use the Remote Hacking Device on the nearest turret before quickly running up to disable it.

Approach the computer console here. Use your Explosive Gel to destroy it to update our objectives.

Disable the Founders' Island Missile Launcher

Objective: Take out the long range missile launcher

The next objective marker is a short distance away and here you'll find a large missile launcher on the rooftop guarded by a group of enemies. As with the previous objective, we can use one of the cranes overlooking the tower to get a good view of the rooftop… its predator time!

Predator Section 09

The top of the building features a tiered construction with five levels and the lowest four are being inhabited by bad guys. The missile launcher that we are targeting is found on the lowest level. There are eight armed Soldiers (one of whom has a Detective Mode Scanner) guarding the rooftop and the missile launcher location.

Unfortunately, once you have taken down 2-3 enemies, you'll have Soldiers changing their tactics as the Arkham Knight will let them know of your presence and relays tips to them over the radio. 

You can make use of several environmental factors to make things easier, including:

As with most predator rooms, there is an extensive vent tunnel network covering most of the ground floor and the adjoined rooms below balconies.
You can use the Remote Hacking Device on the security alarm panels, portable generators and doors around the area to create distractions.
You can also use the Remote Hacking Device on the door panels to lock enemies inside rooms to thin out their numbers – there are door locks on the lower level and the second floor.
There is a series of girders on the eastern side of the rooftop that allow you to view each of the levels fairly care free and also give you access to ventilation shafts leading to the passages below the ground floor.
Several floors feature breakable walls and corners we can utilise for takedowns.
I found the best strategy to begin with to head to the lowest level, drop into the floor and use the tunnels to take down the three enemies here – especially the Detective Mode Scanner! The two patrolling guards here are a bonus if you can do it.

Once the Arkham Knight chimes in, the enemies will start to patrol the area in irregular search patterns and as such you'll need to use your best combination of tunnels, using the Remote Hacking Device to lock enemies in rooms temporarily and to create distractions and be sure to use the numerous walls to perform corner takedowns or a fear Multi-Takedown (if you get a few numbers together) to reduce the hostiles quickly.

Once the enemies are all down for the count, move up to the front of the missile launcher to update your objectives.

Objective: Lower the barriers protecting the missile launcher.

To continue, we'll need to head up to the fourth floor of the rooftop and enter the door here to reach the missile launcher's control room.  Interact with the computer here to lower the defences – this will coincidentally also lower all of the bridges into founders' Island. Huzzah!

This will also switch us over to the Batmobile automatically.

Whilst the opening of the world map for your exploration shenanigans is a good thing, as soon as you cross a bridge onto Founders' Island, you'll become aware that there have now been five Cobra drone tanks deployed around the island. As this is the case, we are going to have to take them all down before we can continue with our mission.

We'll need to approach this scenario in the same manner we did for the single tank or the three-way Cobra encounter that we completed earlier. Essentially we need to use our mini-map/radar to sneak up on all three tanks whilst avoiding detection, lock on and shoot their weak spots. It's a good idea to isolate each tank and take them down one at a time. Fortunately there are several layers to Founders' Island and lots and lots of side alleys and buildings we can use to stalk our prey and to break line of sight.

Destroying one of these Cobras will have the knock on effect of alerting any other nearby Cobras and they will quickly converge on your location. As such it's a good idea to get away from the site of the explosion and wait for them to settle back down into regular patrol patterns again before moving back in and taking on the next one.

After destroying all five Cobras, follow the GPS route until you reach a ramp.

We need to use the ramp to leap across to the roof of the building in the distance but unfortunately it's not quite at the right angle. As such, enter Battle Mode and locate the anchor point at the top of the ramp. Fire off the Power Winch and pull it back to raise the ramp.

This will trigger a short scene and we'll be back in control of Batman again who has since taken refuge in the ceiling. Below the control room is now filled with enemies that include two Medics, a knife wielding Brute and eight Soldiers.

Manoeuvre around in the roof until you are able to perform a Fear Multi-Takedown (it's a good idea to target a medic here if you can). Once you are down, you'll need to fight off all the enemies to continue – as such be sure to use your usual tactics of taking care of medics as soon as possible, before focusing on the Soldiers and finally the Brute (there are weapons and environmental takedowns on offer to damage him easier).

Following the fight, use the computer once more to lower the shield and then switch back to the Remote-Controlled Batmobile.

We'll be back at the ramp again! Continue to back up with the Power Winch attached until the ramp locks into place.

Get a run up and use your Afterburner as you hit the ramp to reach the building opposite. Use Battle Mode to look back towards the missile launcher. It will attack you both with tank shell fire and lock on missiles so use the Battle Mode ability to strafe up and down the ramp here, fire a shot off when the target comes into view and then quickly retreat down the ramp and behind cover. Repeat until it blows up!

Note: At this point you'll earn the achievement/trophy ‘Creature of the Night'.

The game will now prompt you to select your active mission, select the ‘City of Fear' main quest to proceed with the campaign.

Return to Panessa Studios

Objective: Return to Oracle's Clocktower to review the Batwing scans for the Cloudburst device

We can now return to Oracle's Clock Tower on Bleake Island. Head to the roof and enter the secret doorway to access the main room.  Do your usual thing with the sculptured head on the desk to activate the Batcomputer.

Following the scene, we'll have our objectives updated – time for a quick detour to Panessa Studios!

Note: At this point you'll unlock the Character Bio: Harley Quinn.

Objective: Stop Harley Quinn from taking the Joker infected.

Make your way over to Panessa Studios in north-eastern Bleake Island and take position on one of the upper platforms or towers that has a view of the rooftop entrance. You'll see a large number of Thugs guarding the entrance.

There are nine Thugs in total and two of them are armed with guns, two have knives and a third has a melee weapon. Be sure to utilise your Disruptor to disable the firearms and to sabotage the nearby weapon crate to make things a little easier. Afterwards, drop down and fight the enemies.

Following the fight you can approach the doorway and attempt to open it – damn, it's locked. Fortunately, at this point you'll be given a new gadget – the Voice Synthesizer. This is a handy addition to the utility belt as not only will it will enable us to open voice-locked doors, we can also use it in predator sequences to direct enemies about.

We'll now need to synthesize a sample of Harley's voice. To do this we can move the mixers on the left of the screen and on the bottom so that the voice sample becomes nice and clear.  For me the following settings seemed to work:

Move the left hand bar so that its lowest point is in line with the third green bar from the top on the left.
Move the lower bar all the way to the left so that it is around halfway across the green bar in the bottom left corner.
Once you have the correct settings, you'll synthesize the voice. Use the Voice Synthesizer on the control panel by the elevator for a scene.

Predator Section 10

Following the scene, we'll now have a large force of hostiles on the rooftop and we'll need to take them all out before proceeding inside. There are 10 Thugs and a Minigun Brute patrolling the area as well as a pair of Sentry Guns guarding the elevator entrance.

The guards seem to walk about wherever they wish in this scenario, so it's hard to suggest a solid strategy that will work in every instance. After taking down a few enemies, they will start to plant proximity mines and additional Sentry Turrets around the rooftop, so keep that in mind whilst performing your stealth shenanigans.

Fortunately, the rooftop is quite large and Batman can make use of several environmental factors to make things easier, including:

There are several large under-ground floor ventilation areas across the rooftop, providing access beneath walls.
We can use the Voice Synthesizer to target Thugs and direct them to generators. We can then use the Remote Hacking Device to blow these up for an instant incapacitation.
There are several radio towers and cables strung between them, allowing you to drop down behind unsuspecting guards.
There is also an indoor-type area in the centre of the rooftop providing plenty of corners that are especially useful for corner takedowns.
A good tactic is to eliminate as many enemies as possible by luring enemies near your position with the Voice Synthesiser for a silent takedown and to knock a few out using the generator overload trick. You should also utilise the underground vent systems and save up and use Fear Multi-Takedowns to eliminate several enemies at a time when you see the opportunity. As per the norm with Minigun enemies – you'll want to leave him for lucky last as attacking him will cause quite a bit of commotion and instantly bring attention to yourself.

Once all the enemies have been dealt with, make your way over to the elevator and use your Remote Hacking Device to blind one of the turrets, wait for the other to look away and run in to disable it. Do the same to the other.

Head up to the elevator and ride it down into the lab.

As soon as you exit the lift, you'll run into a Thug equipped with a shield. Similarly to the Brutes, you will not be able to hit or damage a shield bearer from the get go. You'll need to perform a stun attack followed by a double pump of the jump button whilst facing the shield to perform an aerial attack. This will make the Thug drop the shield after which you can take him out like any other. Finish off the fellow here.

Use the Voice Synthesizer on the console by the gate and walk into the fight beyond.

As we enter, you will have stepped right into the middle of another dual-combatant fight. This time we'll be able to control both Batman and Robin. Robin's attacks and control scheme are similar to both Catwoman's and Nightwing's which very much resemble Batman's own move set albeit with a few differing animations, with some taking slightly longer to complete. In total there are 15 Thugs (including three with shields, two with knives and several melee objects) and a Brute to eliminate.

Once all of the enemies have been dealt with, follow Robin into the centre of the lab. Interrogate the Thug here for a scene.

Note: At this point you'll earn the achievement/trophy ‘Brotherhood of the Fist'.

Objective: Return the escaped Joker infected to their cells.

Following our chat with Harley's Thug, we can now continue further into the Panessa studios. Go through the now unlocked area and interact with the door for a short scene before heading into the sound stages area.

There are three Joker infected that we need to retrieve and there are three sound stages in the studios. Yep, you guessed it, there is one located at each of the three stages and you'll need to approach each in a slightly different manner.  Oh and for the next little while you'll have Robin along for the ride and you can switch between characters at any time using the LB/L1 button.

Proceed through the main area until you reach a large statue. Behind this you'll see three gates leading to the three different sound stages. There is only one open at the moment, so let's head through the door to Sound Stage B.

Panessa Studios - Sound Stage B

As soon as you enter the door you'll find yourself immediately in combat with a group of seven Thugs. This is a much easier fight than the large scale battle we just fought through, you'll just need to watch out for the pair of knives in the mix and keep an eye on the weapons crate and be sure to interrupt anyone accessing it.

Continue through the next green door and through the next room until you see a Minigunner. At this point, grapple up to the nearby gargoyle and then across to another gargoyle behind the Minigunner. Drop down behind him, sneak up and trigger a Dual-Takedown when the prompt appears on-screen.

Enter the next door to start another predator section.

Predator Section 11

This predator section is a little different than any of the others that you have undertaken so far. The biggest change is that you have Robin along for the ride and because of his presence, you have three co-op takedowns available which you can trigger to get Robin/Batman (depending on who you are controlling) to silently eliminate a targeted guard – we can't use it on Minigunners, but we can use them to thin out the regular guards which is still handy.

There are a total of 10 Thugs and three Minigunners in this room and they'll come in a couple of waves:

The first wave of enemies will consist of five Thugs and a Minigunner.
The second lot will consist of two Thugs and two Minigunners.
This predator area is quite large and as it is on a sound stage, there are quite a few large walls separating the room into sections. Unfortunately, except for one or two stationary guards, the bad guys seem to walk about wherever they wish in this scenario, so it's hard to suggest a solid strategy that will work in every instance. You can however make use of several environmental factors to make things easier, including:

There are several underground ventilation tunnels that can be used to get around quiety and perform silent takedowns.
There are several vantage points around the room.
The top of the dividing walls make a great place to observe and stalk enemies.
Several raised catwalks and walkways have hatches allowing you to surprise enemies or transition quickly between floors.
There are plenty of objects and walls that can be used for corner takedowns.
The first wave should be treated like any other predator scenario – be sneaky and knock things out quietly! As soon as you take down the first enemy, the others will be alerted via the big screen, so at that point it's a patience game of picking off the isolated enemies one-by-one using the objects/techniques at your disposal. It's a good idea to get a silent takedown on one of the first Thugs you attack so that you have a fear Multi-takedown up your sleeve, don't forget you have Robin's takedowns as well to utilise and be sure to leave the Minigunner for last!

The second wave is a little trickier due to the pair of Minigunners. Again wait for the enemies to spread out across the room before eliminating the regular Thugs when they become isolated. Finally take down the Minigunners one at a time whilst they are far enough away from one another so that you won't be set upon by one of the Minigunners whilst you are in the process of beating the other down.

Approach door for scene – make sure you use your counter button when you see the counter icon appear!

Now we can backtrack all the way to the main area with the giant statue. There's another open gate here, so that's our next section of interest – head on through to Sound Stage C.

Panessa Studios - Sound Stage C

If you proceed straight into the room and round the first corner you'll run straight into a Minigunner behind a set of bars – we don't want to do that! Instead, just inside the doorway you'll find an open vent on the rood that we can grapple up into.

Follow the ceiling vent until you drop down into a side room and then use your Explosive Gel on the weak wall to knock out the Minigunner. Press the button on the wall opposite the gate to open it and continue into the next room.

Approach the fellow in the wheelchair and when you are able, interact with him for a scene.

Note: At this point you'll unlock the Character Bio: Jason Todd.

When Robin shows up, keep moving through the next door and interact with the keypad by the mirror.

After interacting with the keypad, you'll have a brief chat which will eventually lead to a security video coming your way. We need to scan this to find out what the code is for the door. You can find said evidence by doing the following:

Note the first digit pressed on the keypad at ~00:07:00.
Look into the mirror and note the next three digits that are pressed between ~00:13:00 and ~00:16:00.
Once you have the key code, use the Keypad Access button prompt in the lower right corner to bring up the keypad and input it. For me, the code was: 0-5-3-9. Enter the door and walk up to the dude on the stage for a scene.

This next section is a little tricky as we'll be locked into a view in the foreground between Batman and the fellow on the stage here. Whilst this is happening, we'll actually be controlling Robin in the background. Note that if the Joker infected spots Robin, he'll immediately detonate the bomb he is wearing and will kill everyone, forcing you back to the previous checkpoint.

There are five bombs hidden throughout the room and as Robin, we'll need to find and disarm all of them before sneaking up on the fellow on the stage and disarming the bomb that he is wearing as well. It's not that easy though as the stage in the centre of the room will rotate constantly meaning that you'll be in view of the enemy on occasion and will have to hide/take cover until he's no longer looking in your direction.

As mentioned you'll need to find and interact with five bombs around the room. Each time you disarm a bomb it will take around five seconds, so be sure the fellow on the stage is not looking in your direction when you attempt to disarm and that you immediately race into cover once you have disarmed one to avoid being spotted!

The bombs can be found in the following locations:

Directly in front of you after hopping down from the vent.
Head down the stairs and follow the stage to the right to find another on a crate.
Continue to the right to find the next bomb against the wall opposite the stairs at the entrance.
The next bomb is again, next to the stage on a crate further to the right, opposite the second bomb.
The final bomb is on the left hand side of the stairs by the entrance.
Once we have disarmed all five bombs, we'll now need to sneak up on the fellow serenading Batman on the stage and use the takedown button for a scene.

Return back to the main backstage area. On the way back, you'll get in touch with Alfred, you'll be who'll give you the opportunity to equip a new upgrade to the Batmobile, and you have a choice between the following options:

CPU Virus – This will allow you to hack an opposing Drone tank, causing it to become a temporary ally.
EMP – This will send out a small shockwave from the Batmobile, incapacitating any Drone tanks in the immediate area for a short time.
Weapon Generator MKIII – This will increase the Batmobile's weapon damage slightly.
Weapon Generator MKIV – This will increase the Batmobile's weapon damage slightly.
After you've made your selection, in the room with the large statue, you'll see that there are now a few enemies hanging out in the tunnel behind the Sound Stage A gate. Let's open it shall we?

Panessa Studios - Sound Stage A

If you flick on Detective Mode, you'll be able to see a ventilation tunnel leading right up to the gate. Use this vent beneath floor to approach the enemies and when you are beneath the hatch that is blocked by the gate use the Voice Synthesizer to get one of the Thugs to press the button on the wall.

As the gate opens, exit the vent and attack the group of Thugs here. There is a Brute and four Thugs (one with a shield) and if you have a Fear Multi-takedown available, you can take down the majority of the hostiles pretty much immediately before taking down any remaining Thugs and the Brute.

Press the button on the wall at the end of the hallway to open the gate, continue across the room and through the next door.  Approach the sheet hanging in the middle of the room here for another scene.

When Robin shows up, head through the next door for a boss fight of sorts.

Boss: Albert King

This boss fight consists of the main target Albert King and seven Thugs who accompany him and is fairly straightforward once you know what you need to do. You cannot attack the main target directly, instead you need to beat up the other Thugs to increase dual takedown meter. Once the meter is charged, use it on boss.

You'll simply need to continue this process several times until his health meter is depleted. As you progress into the fight, the dual-takedown will involve mashing the strike button and keeping an eye out for the counter icon above the boss's head and hitting the counter button to avoid attacks, successfully completing one of these QTEs will reduce his health.

Once you have done enough damage to take down Albert King, you'll still need to mop up the Thugs in the area.

After clearing the room and a brief chat on your communicator, you'll be able to leave Sound Stage A. Return to the backstage area leading back to the lab.

As you approach the lab, there is another locked gate in your way with a group of bad guys behind it. Similarly to our entrance to Sound Stage A, you can find and utilise the ventilation tunnels beneath floor to approach the enemies – hang out beneath the hatch in the floor in sight of the gate.

From beneath the floor use the Voice Synthesizer to get one of the Thugs to press the button on the wall for a cut-scene.

During the scene, wait for Harley to come into range of the hatch on the floor and use the takedown button when the prompt occurs. This will eliminate her, but trigger a fight.

The group that you fight against consists of two Brutes (one with a Knife) and eight Thugs (several have melee weapons). To make things quicker, build up your combo meter and use your dual-takedown moves on the Brutes. Pummel the rest of the enemies into submission to continue.

Note: At this point you'll earn the achievement/trophy ‘A Heart Broken in Two'.

Head over and pick up Harley before returning to the cells in the lab for a lengthy cut-scene.

After the scene, we'll need to walk over to the cell next to Robin and enter it. Robin will head off and we'll need to wander around a little in here until a fellow in a chair can be seen in the main lab area. Look back and forth at him until the door opens.

Exit cell for scene. Wander around a little more until you hear Robin speak to you.

Head back over to the cell next to Robin and press the counter button when it appears above his head. We can now exit the movie studios.

Objective: Equip a new Secondary Weapon for the Batmobile at the facility near Merchant Bridge.

Now that we are finally free of Panessa Studios, the Batmobile upgrade that we selected earlier is now available to be installed. The upgrade will appear by the Merchant Bridge. Make your way to the objective marker at ground level and either drive your Batmobile onto it or summon the Batmobile whilst on top of it and head into the doorway that opens to trigger a brief scene showing the upgrade being fitted.

Note: At this point you'll unlock the Most Wanted mission ‘Friend in Need'.

The game will now prompt you to select your active mission, select the ‘City of Fear' main quest to proceed with the campaign.

Seismic Activity

Objective: investigate the seismic activity on Miagani Island.

To begin this next part of the main campaign, you'll need to head on over to the objective marker that has been placed in the centre of Miagani Island on Grand Avenue. As soon as you touch this marker, your objectives will be updated and you've got a few seconds to prepare before a Batmobile battle will commence.

Objective: Work with Ivy to defeat the militia forces attacking the Botanical gardens.

During this fight, you'll be fighting a total of sixteen Drone Tanks, with eight of the standard Rattlers, three Diamondbacks, a Mamba and four of a new tank type – Twin Rattlers. The Twin Rattlers are almost identical to the standard Rattler however they are equipped with a pair of cannons on top and boast double the armour.  

Staying within range of the Botanical gardens will allow ivy to help you by sending roots and other plant related objects to insta-kill the occasional Drone Tanks.

As per the usual, you'll want to avoid those holographic targeting lasers by using your dodge, or simply manoeuvring out of range. Remember that hitting the Drone Tanks directly on the turret area will cause the most damage and destroy the standard units instantly – so be sure to go for the easy kills! Keep hitting enemies without damage to charge up your Missile barrage and let it go to cut down the enemy numbers and the duration of the fight significantly.

Unfortunately, as soon as you have wiped out the Drone Tank squadron attacking the Botanical gardens, you'll receive the awesome news that five additional Cobra Tanks have now been deployed on Miagani Island. We'll need to approach the situation in the same manner we did for the group of three Cobras we destroyed earlier. Wait for the Cobras to separate a little before using the mini-map/radar to sneak up behind them whilst avoiding detection, lock on and shoot their weak spots to destroy them.

Of course, after destroying a Cobra, it's a good idea to spend some time eluding the remaining alerted units before picking your next target and striking again. Once you have destroyed all five Cobras, we'll get updated objectives once again.

Note: At this point you'll earn the achievement/trophy ‘City of Fear'.

Objective: Pick up Poison Ivy and return her to GCPD.

Follow the objective marker back to the botanical Gardens. Head to the top level of the gardens and interact with the indicated tree for a scene.

Repair the Batmobile

Objective: Interrogate Simon Stagg to find a way to defeat the cloudburst tank

As you will have no doubt noticed, the city streets are now covered in a thick layer of bubbling brown gas. I probably don't have to tell you that venturing into the nasty looking gas is a bad idea, but I will anyway – dropping down into the gas is a bad idea! Note that it won't kill you or anything but hopping into it will grapple you up to the nearest high point to your location.

For the next little while you are going to want to stay on the rooftops and other raised sections above the ground until we can clear it up.

Our first order of business is to return to the Stagg Enterprises Airships. Our goal is located on Airship Beta (the northern of the two ships).

Fortunately, there is an easy way to get inside of it thanks to the hole in the front of it caused by Scarecrow's explosive exit earlier! To get inside, simply climb on the crane opposite and look inside the front of the ship to see a group of enemies waiting for you. If possible, try to target the Medic and glide kick inside for a fight.

This fight has you facing off against the aforementioned Medic, a Brute with a shield and five Soldiers (two of whom have melee weapons). Try to get the Medic down as soon as possible before he uses any of his irritating abilities before focusing on the Soldiers and finally the Brute.

Following the fight, approach the door at the back of the room and try to open it. We'll now need to synthesize a sample of Stagg's voice. As with the previous voice synthesizer section, we can move the mixers on the left (to control pitch) and on the bottom of the screen (to control speed) so that the voice sample becomes nice and clear.  For me the following settings seemed to work:

Move the left hand bar so that its lowest point is in line with the third green bar from the top on the left.
Move the lower bar around two thirds of the way to the right so that its left hand side in line with the right hand side of Batman's thumb at the very bottom of the screen.
Once you have the correct settings, you'll synthesize the voice. Use the Voice Synthesizer on the control panel by the door. Continue into the next main room for a scene.

Predator Section 12

You may remember this room from the previous time we came through the airships. Yep, it's a predator room yet again and this time, it's going to be a little more difficult than the previous attempt. As a quick reminder, this room includes balcony areas around the outside of the room and a large, glass chamber in the centre.

There are two Boa Drones, six Soldiers (including two Drone Controllers) and a pair of Medics and as with last time, you can make use of several environmental factors to make things easier, including:

There is an extensive tunnel network covering most of the ground floor and the adjoined rooms below balconies. There are hatches on walls adjacent to the main entrances that will get you down there quickly.
You can use the Remote Hacking Device on the centrifuges, robotic arms and power cells around the room to create distractions.
We can use the Voice Synthesizer to target Soldiers and direct them to areas of interest or into takedowns.
There is a pair of pipes lining the entire length of the room from above, giving a great view of the area.
There are floor hatches on the multi-levelled areas to the right and the far end of the room from our initial entry point allowing easy transition between floors.
The multiple vantage points around the room give a great view of the area and can also be utilised for inverted takedowns.
I found the best strategy to be looking along the wall to the right of the entrance door and using the Batclaw on the hatch to slide down into the ventilation ducts beneath the floor. Use the underground tunnels to approach one of the Drone Controllers at ground level to steal his codes so that you can manipulate his Boa Drone later on – leave him alone for now. Whilst we are here, you can also use the lower area to clear out 4-5 patrolling enemies (including both Medics) using the tunnels to take down enemies in and around the large glass room in the centre of the area and the narrow rooms beneath the balcony areas on either side.

Once the enemies are on to your presence, use a combination of  vantage points, use the Boa drone to target an enemy or two, use the Remote Hacking Device/Voice Synthesizer  to create distractions, corner takedowns or a fear Multi-Takedown (if you get a few numbers together) to thin out the numbers.

After the room is clear of bad guys, you'll want to approach the small glass cage that we saw Stagg in previously and inspect it with your Detective Mode active.

Objective: Track down Simon Stagg

On the cage here, you'll be able to find Stagg's handprints which appear a nice orange colour for us in Detective Mode. We'll need to follow the handprints down to the ground level, into the side tunnel and find the vent hatch they lead to.

Interact with the hatch for a conversation.

Objective: Use the nimbus power cell to repair the Batmobile.

Now that we have a way to fix the Batmobile, we'll need to head back and exit blimp – just be sure to have your Remote Hacking Device at the ready as there will be a Dragon Drone we'll need to blind to leave.

Once you are free of the airship, fly back to the objective marker on Miagani Island. Approach the spot and when you see the button prompt appear, hit the button for a scene.

During this section, we have to take the power core out of the Batombile very slowly. Note the coloured lights on the core: Green means safe, but if you try to move it too quickly the colour will change to yellow and then red before zapping us, forcing batman to let go and having to re-start the process. As such, as soon as you see the lights turn yellow, it's a good idea to stop and let the colour settle down before continuing.

After pulling the cell out you'll then have to push it back in again. This requires the same slow-paced, colour coded gameplay. Watch out for enemies that approach during this time and be sure to counter them when you see the counter icon appear over their heads!

Once you have successfully replaced the core, you'll hop into the Batmobile. After a short conversation, we can drive off. A short time later our objectives will be updated.

Countermeasures – Part 2

Objective: Use Batmobile Sonar to locate and release Ivy's plant on Founder's Island

Whilst the mini-map is out of action with the gas cloud around, the Batmobile still fortunately will give you a GPS route to your next objective. Follow this to Founders Isle.

As soon as you arrive on Founders' Island it's time to find the plant! As before, we'll need to use the Sonar whilst in Battle Mode to track root systems on the mini-map. The roots appear as white outlines on the mini-map and their source (and your target) will appear as a small red dot. We'll need to follow the roots to their source to find the next objective.

The roots will lead you to a graveyard outside of a church building which is on the eastern side of the island, almost directly in line with the northern end of the small island in the centre of the map with the Lady of Gotham statue on it.

Use the sonar to position the Batmobile directly above the red dot and hold down the sonar button to unleash a Sonar Blast. Unfortunately, it's not going to work this time! Following another brief conversation we'll get a new objective marker.

Objective: Gain access to the subway network via the elevator at Port Adams to get deep enough to release Ivy's plant.

Again, you'll need to use the GPS route in the Batmobile to drive over to Port Adams in the southernmost section of Founders' island. Park in the allocated Batmobile parking space and wait for gate to open.

Head on inside for the first large scale Drone Tank battle that we've had for a little while. There are 17 Drone Tanks in total with forces consisting of four Diamondbacks, six Rattlers and a new type of Drone – the Dragon. Dragons are small, flying attack helicopters that will fire grenades at your general direction. Use your machine gun to take them down very quickly and avoid the red circles on the ground that indicates the splash damage zone of the grenades!

Port Adams' main fight area is a large oval shape and you'll be able to cut laps of it if you get cornered and need to reposition in a hurry or if you want to draw the Drone tanks around one at a time. At the opposite side from the entrance you'll find the final enemy - a large missile launcher of the same variety that we fought on the Watchtower earlier. It's a good idea to leave this for last.

I shouldn't have to remind you, but avoid taking fire and keep hitting enemies without taking damage to charge up your Missile Barrage attack. Let it go to cut down the enemy numbers and the duration of the fight significantly.

Now that the area is clear, head to the southern end of Port Adams and look for a ramp facing the centre of the area. Hit this with the Batmobile's Afterburner to launch over the fence here and into the centre of the island.

Unfortunately, as soon as you land you'll immediately find yourself ambushed by another large group of 12 Drone Tanks.

The interior area of Port Adams is quite a restrictive area with limited space for movement. The central open area is a bit of a death trap because of the sight lines granted to the enemy units, but there are several shipping containers around the outside that we can utilise to break line of sight and force the Drone tanks through narrow gaps one at a time to make things a little less hectic.

Because of the narrow spaces, using our dodge and finer Battle Mode movements is incredibly important to weave between the various enemy firing lines. Again, do your best to take down as many enemies as you can without taking too many hits to build up your Missile barrage and let it loose to help thin out the numbers!

Once the fight is done, locate the objective marker and enter battle Mode to use the Power Winch on the indicated door to pull it down. Use the Power Winch again on the control unit inside to lower the elevator.

Walkthrough (Continued)

Objective: Use Batmobile Sonar to locate and release Ivy's plant on Founder's Island

We'll now be in a set of underground tunnels that we'll need to follow through to find the next plant. Note the circular shape of the tunnel walls – we'll need to drive at and up these at pace with the Batmobile!

In this first tunnel, drive up the wall to the right to cross over the blockage on the road and then stay near the roof of the tunnel to pass over the gate covering the floor. Keep moving along the tunnel until you reach the locked gate.

Exit the Batmobile and enter the floor grating just before the gate. Equip the Remote Hacking Device and move to the end of the tunnel. Use this to blind the Drone Tank immediately in front of the exit before hopping out of the floor and running past it.

In the distance you'll see a Drone Tank patrolling from here, into the next room and back again. Wait until it is heading away before moving up slowly – keep an eye on the right hand wall of an alcove containing another Drone Tank. Take cover behind the wall, lean into the alcove and Remote Hacking Device it before continuing past.

The patrolling Drone Tank should be on the way back now so before it gets into range, hit it with your Remote Hacking Device and keep movingthrough the next doorway and immediately grapple up to the supports above when you are able.

There is a group of four Drone tanks here and behind them is a small office area. Fortunately, none of them are looking at it, so as long as you are quiet, you can drop down from the supports and enter the office unnoticed. Interact with the lever here to open the security gate.

This will immediately switch you to Remote-control Batmobile mode. Continue through the gate and take out all seven Rattlers.

Move up to the next gate, switch back to Batman and use console to open the gate.

As you enter the next area you'll notice a large ramp to the left. We'll obviously need to use this to get up to the raised area at the far end of the room. There is a small building just at the top of the ledge here – this is a control room, head on inside and hit the switch here twice to make ramp.

Head up the ramp and enter the tunnel ahead. We're going to have to use those tunnel walls again at this point. Drive the Batmobile up to the roof to get over the fence at ground level, drop down the wall slightly to avoid the ceiling vent and then return to the roof once more to cross the hole in the ground over the pool of water. Continue through the tunnel into the next room.

We'll find another ramp in this location, and another control room across the gap just beyond it. Cross the water-filled gap and hit the switch in the control room once to unlock ramp. This will cause it to drop to a slanted position. At this point use your Remote-Control on the Batmobile and drive on to the ramp and park it on the raised section to lower it to the ground. Return to Batman and hit the switch once more to lock the ramp in place.

With the ramp set up, we can now return to the Batmobile, get a run up and use the Afterburner to jump to the far side of the room.

Climb the stairs in the back right corner and proceed through the tunnel. Use the Sonar and follow the roots until you reach the red dot indicating the target location. Use the Sonar Blast to trigger a scene.

It's also going to trigger another large-scale Drone tank battle. Sadface…

Objective: Protect Ivy's plant from the Arkham Knight's militia while it matures.

During this fight, you'll be fighting a total of 40 Drone Tanks, with an assortment of just about everything that you have fought in the Batmobile so far with Rattlers, Twin Rattlers, Diamondbacks, Mambas, Dragons and a large Missile Launcher all putting in appearances. The good news is that whilst the numbers are stacked against you, staying within range of the churchyard will allow Ivy to assist by using plants to kill the occasional Drone Tank.

As per the usual, you'll want to avoid those holographic targeting lasers by using your dodge, or simply manoeuvring out of range. Use your machine guns to shoot down incoming rockets and the Dragon drones and remember that hitting most Drone Tanks directly on the turret area will cause the most damage. Keep hitting enemies without damage to charge up your Missile Barrage and use it to even the odds a little.

This is a long and tough fight, but by staying near the churchyard for Ivy assists, destroying the Mambas as soon as you see them (to avoid the constant missile locks!) and keeping well clear of the large Missile launcher until you have wiped out the majority of Drone Tanks can make things much more bearable. You just need to be on point with your dodging game!

Following the fight a scene will play and our objectives will be updated.

The Cloudburst

Objective: Destroy the Arkham Knight's cloudburst tank

After the large-scale churchyard Tank war, we'll be able to move onto our next challenge by heading on over to Bleak Island. As soon as you arrive on Bleake Island the bridges will be raised and you won't be able to lower them again until after you complete the next boss battle.

As soon as the fight begins, you'll note the number of Cobra Tanks on the island jump up to seven. Six of these are your standard Cobra Drone tanks, whilst the final one is the Cloudburst Tank. If you do get spotted by the Cloudburst – run! It is extremely powerful, will alert the other enemies to your position and will be able to keep up with you for a short distance. To start with, you are going to want to attempt to isolate and eliminate each of the Cobra Drone Tanks before turning your focus to the main man himself.

Remember that you'll need to hit the Cobra Tanks in the glowing section on their backs in order to destroy them and avoid their lock on attack as it can cause a silly amount of damage. Bleake Island is a big place, so don't be afraid to use as much of it as you can – you really don't want to be cornered with seven Cobras closing in! There are plenty of side-alleys, ramps and tunnels to help you outmanoeuvre your opponents – just keep an eye on the mini-map to keep track of their locations and high tail it if you see yourself getting cornered.

Once you have destroyed all six Cobras, it's time to take out the main man himself.

Boss: Cloudburst Tank

Once you are finally down to facing the Cloudburst Tank, you'll need to scan it for a weakness. Check out the mini-map – see the small white triangle emanating room the tank and rotating? That's its vision cone. We need to approach the boss whilst the cone is not looking in our direction and scan it with Detective mode.This will identify four weak spots.

Phase 1: Hit and Run

Similarly to the Cobra Tanks, we'll need to sneak up on the Cloudburst whilst it's not looking in our direction, lock on and shoot one of the weak spots. At this point the Cloudburst will enrage – a meter will appear at the top of the screen and it will chase you at full speed whilst firing its death lasers. If these hit you they will cause an EXTREME amount of damage, so you'll need to race through the streets, trying to break line of sight as much as possible and avoid the holographic circles that appear around you depicting the landing site for the tank's attacks.

You'll need to shoot the Cloudburst's weak spots and run away four times to trigger the second stage of the battle.

Phase 2: Destroy the Core

During this phase, his mega laser will be disabled, but he has some other attacks to throw at you. You'll need to shoot the exposed, orange core on the tank's body to damage him and of course avoid his attacks – he can shoot grenades similar to the Dragon Drones and can fire up to three lock-on missiles from the Mambas at once.

I found the easiest way to deal with him was to find a building or block of buildings that you can kite him around whilst backing away. This way you can see his attacks coming at you and you can make necessary adjustments to avoid them. The trickiest attack to avoid, as always, is transitioning to machine guns to shoot down the homing missiles and dodging out of the way of the grenades if he throws more than one at once.

Using a small block of buildings or a medium sized freestanding building (such as the Cauldron fire station) enables you to quickly move behind the building to block the incoming missile strikes – this makes things a LOT easier! It also allows you to get a clean shot on the Cloudburst Tank as soon as it comes into view. It is possible to kite him around whilst backpedalling until the tank is destroyed. 

When you get the opportunity you want to shoot him constantly with your main cannon when it recharges and your machine gun in the interim to keep the damage up.

As soon as the Cloudburst Tank is destroyed a scene will play. Use your melee attacks as necessary as it procedes.

Note: At this point you'll earn the achievement/trophy ‘Who Rules the Night?'.

Objective: Investigate what has happened to Poison Ivy

Follow the objective marker back to the Botanical Gardens on Miagani Island. Head to the top level of the gardens and interact with the indicated tree for a scene.

The game will now prompt you to select your active mission, select the ‘City of Fear' main quest to proceed with the campaign.

Finding Gordon

Objective: Speak to GCPD Communications officer to investigate possible lead.

Drive over to the GCPD building and park in the basement. Enter the Communications Room and head on over to speak with the GCPD communications officer indicate by the objective marker for a chat.

If you neglected to pick up the Remote Electrical Charge gadget earlier, you can enter the Evidence Room to find a museum of sorts featuring objects from various super-villains that we have fought previously in the series to date – interact with these for a bit of brief dialogue. The most important piece of evidence in this room though is the Remote Electrical Charge gadget behind the display opposite the entrance. Smash the glass and grab it to continue.

Objective: Track down Gordon and work with him to take down Scarecrow.

Once we are back outside drive on over to the next objective marker located on Founders' Island using the GPS route marked on the road for the quickest route. Note that since we have been inside additional Drone tanks will have been deployed on the streets of Bleake Island, so don't be surprised if you have to stop and fight along the way.

When you reach the objective marker you'll find a locked door. Exit the Batmobile and enter the manhole in the centre of the street right in front of the door.

Follow the tunnel around the first corner to see an electrified pool of water. Hit the generator here with your Remote Electrical Charge to disable the electricity. Run across to the far side of the water to the gate. Turn around and re-activate the generator to open the gate and continue into the vent up on the wall.

We'll be in a room beneath a large group of soldiers. Peek out from the vent and use your Voice Synthesizer on one of the guards and have him press the button on the wall to open the shutter.

Once the shutter is open, switch to Remote Control of the Batmobile and have it move up and shoot all of the Soldiers here.

When it's all clear, switch back to Batman and pop out of the vent. Move up and interact with the yellow fuse box in the small alcove to the left of the elevator. This will open a second shutter at the back of the lobby. Inside you'll find a large fan below and a weak wall on the far side of the room.

Switch back to Remote Control of the Batmobile and use the tank shells to destroy weak wall on far side of the ventilation shaft.

Take back control of Batman and grapple and glide your way across to the new ledge that the Batmobile has just opened up for us. In here, find the panel on the left wall and pull the lever to lower the bollards to allow the Batmobile access to the building.

Remote Control the Batmobile into the lobby and look for an anchor point on the roof. Use your Power Winch to latch onto this and then slowly back the Batmobile down into the ventilation shaft. Whilst dangling in the shaft, if you look towards the roof you should be able to make out another weak wall. Shoot this to destroy it.

Change back to Batman and have him grapple up to the new opening at the top of the ventilation shaft. In the room here, you'll see a spinning generator (there's also a Riddler Trophy on a table). We need to use the Use Remote Electrical Charge on generator to disable fan. You'll need to shoot and hit the core five times to overload it - try not to hit the covers that spin around the outside!

Now that the first fan has come to a halt, switch back to Remote Control of the Batmobile and drive further down the wall, past the stopped fan. Look over at the far side of the room to see yet another weak wall. Shoot this to take it down and then wait a few moments for some enemies to show up before shooting them down too.

Return to Batman and glide down to the stopped fan. Grapple to the Batmobile and then use the Batmobile eject to fly across to the new opening. Enter the small alcove to the right and grapple up to ledge here.

Enter the elevator shaft and on the left you'll find a pair of generators. Use the Remote Electrical Charge on one of the generators twice to go down as far as possible. At bottom, use your Explosive Gel on the weak wall inside the lift to blow it open.

A scene will play introducing us to stun sticks. These are essentially cattle prods that will damage us if we attempt to attack any Soldier holding one head on. Instead, you can either vault over their heads to attack them from behind, or use the quick attack Remote Electrical Charge to overload them.

Once you have fought off both enemies, pull the sexy lever on the wall to continue.

On the floor of the fan room, go through open door to the right of our initial entry. Climb ledge to left and from this platform shoot the generator on the shelf ahead with the Remote Electrical Charge to deal with the group of enemies below.

Pull lever at the end of the hallway to access the elevator. As with the previous lift, there are a pair of generators here. Hit one of the generators once to take the lift down and then from the top, hop off into an alcove. Shoot the generator again to send the lift back up.

Drop to the bottom of the elevator shaft and grapple up to the small ledge above the door. Pull this grate off the wall and enter. Crawl along wires all the way to the end and then drop down to the ground behind the giant screen behind the Soldier identified as the leader. Approach the back of the screen and hit the button prompt that appears to take him down.

This will unfortunately trigger a fight with the rest of the enemies in the room which includes a pair of Medics and 19 Soldiers (two of which have stun sticks). There is also a pair of weapons crates around the room and plenty of tossable objects so keep your eyes peeled for incoming projectiles and try to interrupt any enemies going for the guns. As per usual, you'll want to take out the medics first before focusing on the other enemies – remember that you can use the quick Remote Electrical Charge attack to stun the stun stick fellows and keep their annoyance level to a minimum.

After the fight, look behind the large red curtain for a Riddler Trophy and then approach and interact with the yellow fuse box to open the door to the next area.

As you reach the end of the next hall a brief scene will show you a weak wall and explain what we'll need to do shortly. For now though, drop down into pit and take the other exit over to the right.

Approach the corner and use your Remote Hacking Device to temporarily blind the Sentry Turret behind the grating. Whilst it can't see you, enter elevator shaft opposite and grapple up quickly before the hack wears off.

In the room at the top of the elevator shaft, you'll find another spinning generator. As with the last one, we need to use the Use Remote Electrical Charge on generator to disable the second fan and again, you're required to shoot and hit the core five times to overload it.

With the second fan now stopped, revert back to Remote Control of the Batmobile and lower it all the way down to the floor.

Here you'll find many anchor points around the outside of the room. Attach your Power Winch to one of these and tug it to the left, this will rotate the floor downwards. Take the floor down to its lowest point down to lowest point and enter the tunnel we went down as Batman. Destroy the Sentry Turret opposite the lift. Switch to batman and return to the Batmobile before hopping inside.

Return to the main room and shoot the weak spot on the wall. Rotate the floor again 9in the opposite direction this time) so that it rises up in line with the new opening. Move up to the door barring your path and interact with the fuse box on the right hand wall to open it.

We'll now be in another circular tunnel scenario in which we'll need to drive up the walls to avoid obstacles in the Batmobile. When you reach the end, use your Afterburner as you hit the ramp to jump across to the next area… and trigger a boss fight.

Boss: Excavator

As soon as you regain control, you are going to want to turn and run. If the Excavator touches you, you are toast, so make sure you use the walls to get the Batmobile up and over the gate that is blocking the bottom of the tunnel and keep moving until you reach the end there are mines along the walls here that will damage the Excavator.

When you regain control, you'll find yourself in a small, cut-off map area that can be seen in the bottom right corner of the screen. There are three tunnels leading off from the main zone here, each with a set of mines at the end that will damage the Excavator. As such, we need to get the Excavator's attention (either by shooting him or driving past) and get him to chase us through each of these tunnels.

Here's what to expect from each tunnel:

North – The northern tunnel is the easiest as it simply requires us to jump across three ramps before reaching the end.
East– The eastern tunnel has a fairly easy set route through it that you need to follow. You'll just need to avoid several rotating fan blades towards the end.
South – In the southern tunnel, you'll want to try and maintain a position about halfway up the left hand wall so that you can avoid obstacles at the ground and central regions of the tunnel. When you see the stopped fan, return to floor and manoeuvre around it before reaching the end.
After you have successfully led the Excavator through all three tunnels, it will stop chasing you for a while. Huzzah!

Note: At this point you'll earn the achievement/trophy ‘Judgment Day'.

Move up to the now unlocked door in the northwest corner of the small map. Note the anchor point on the ventilation fan above – use your Power Winch on this to pull it to the floor.

A scene will now play, during which you are required to use your Batmobile eject move at the right moment to escape.

Arkham Knight HQ

After that close call, we'll now find ourselves in a tunnel below the Arkham Knight's HQ. Look up and use your Batclaw to grapple to the ledge above. Follow this tunnel a short distance and climb up the next ledge.

We'll be under the floor of a room in which there are several enemies milling about. There are two Medics, eight Combat Experts and an Armed Soldier to fight here. Fortunately, you should have a Fear Multi-Takedown up your sleeve at this point and you should most definitely use it to quickly eliminate one of the Medics 9or both if you have upgraded and you are able).

Once the medics are out of the way, perform your usual in-fight shenanigans to take down the remaining enemies. Make sure with so many Combat Experts around that you keep a keen eye on the environment as they will leap at you from everywhere. You'll also want to stay on the armed Soldier and be sure to disarm him whenever he picks up the gun.

When you are ready to continue, walk over to the fellow in the chair and interact for a scene. This will trigger another boss fight.

Boss: Arkham Knight

As soon as the fight begins, you'll be in cover behind a wall with a view of our target in the distance. For the duration of the fight, he will sit on one of the vantage points with his sniper rifle and constantly scan the room. The red laser indicates where he is currently looking and his line of sight will be visible on the floor/walls as a red indicator.

To defeat the Arkham Knight, we need to sneak up directly below his position and grapple up to the vantage point he is on. We'll need to do this four times across increasingly difficult scenarios.

Although it is definitely possible to sneak through each stage and take down the target without being spotted, you'll still need to dispatch any remaining enemies before the fight will progress to the next stage.  You guessed it -this fight is essentially one long, four stage predator room. There will be quite a few enemies in the next few minutes that we need to take down before we finally get around to ending the Knight's fun.

The room itself is quite large and will change slightly depending on the stage of the fight you are at. In addition to the central area, there are four additional rooms that will open/close as you progress to the north, south, east and west each of which has its own unique features we can use to quietly eliminate the enemies that appear. It should be noted that as the predator stage goes over several rounds, you should keep track of any mined vantage points and destroyed vents as they will not reset and will limit your movements during the later sections. It is also wise to keep the most handy techniques/objects for as long as possible, because once they are used you won't be able to use them again.

You can make use of several environmental factors to make things easier, including:

Central Room – There is a raised balcony area and a lower section, both coming complete with below floor ventilation ducts. On the ground floor is a generator we can use to lure an enemy into a takedown with a combination of Voice Synthesizer and Remote Hacking Device. The escalators here can be activated with the Remote Hacking Device to create a distraction.

North room – There is a large glass building here with a weak roof we can perform takedowns through, hatches on the roof to transition below, an underground ventilation tunnel network and small vents at ground level allowing us to sneak through the base of the main structure in the centre of the area.

East room – This area also has an underground ventilation tunnel network and several large servers that we can take cover behind at ground level which are handy for corner takedowns. There is also a pool of water with a generator nearby that we can hit with a Remote Electrical Charge to zap anyone walking through the water at the time.

South room – This area has a wide open balcony area devoid of any cover (although it does have a destructible floor we can use to take down an enemy below if you time it right). It has an underground ventilation tunnel network that links with the Central room. It also features several large planters on its lower level which are handy for staying out of sight of the Arkham Knight and for corner takedowns.

Phase 1: Arkham Knight Alone

The first phase is not so difficult and is here for the sole reason of showing you what to do. Keep an eye out for the red lasers and whilst he is not looking at you, slowly sneak up the right hand side of the room until you are below his platform. Grapple up to the vantage point for a short scene and he'll move to the next position.

Phase 2: First Reinforcements

The game will show a pair of doors opening to the east and the north. The main target will take up position on a vantage point in the eastern room. Reinforcements will also enter the area from both open doorways and spread out. We'll need to dispatch them before pursuing the primary target.

There are six Soldiers (one with a Detective Mode Scanner) and a Boa Drone which is controlled by the Arkham Knight which unfortunately means we can't hijack it, only temporarily blind it with the Remote Hacking Device. The drone patrols between both rooms and you want to keep an eye on it and blind it when it is nearby so that it won't attack and alert the other guards. You'll also want to keep your use of Detective Mode to brief bursts until you disable the Detctive Mode Scanner.

It's a good idea to try and use the southern and central regions of the area to take out the first lot of enemies so that you stay out of the sniper's line of sight. When you have most of the enemies out of the way, move into the room with the Knight and utilise the various environmental elements here to take out any remnants. Use tunnels to get close to the boss before grappling up to his vantage point for a scene.

As soon as you have taken down the Knight and his soldiers, the eastern room's shutter will close and you'll be trapped inside. Grapple up to the small opening on the door to escape before the timer reaches zero. On to phase 3!

Phase 3: Second Reinforcements

With the closure of the eastern room, the southern door will now open and the Arkham Knight will take up residence on one of the vantage points in here. The northern door will remain open. Again the boss will summon Soldiers to help him out. There are six Soldiers and a Boa Drone (controlled by the Arkham Knight) this time around. Unfortunately all of the Soldiers are wearing camouflage armour which means none of them will appear with Detective Mode active.

As with the previous room, it's a good idea to take down as many enemies as possible in the rooms out of sight of the Arkham Knight's sniper scope before going after him. You'll need to be extra careful to keep a watchful eye on the guards below and make your move to take one down when you are certain they are isolated. If you still have the generator and the escalators available for distractions, this is a good place to lure a few enemies into a Fear Multi-Takedown.

When you've dealt with the Soldiers approach the Knight using the floor vents and use them to sit hidden at the base of the escalator leading up to his position. Wait for him to look away before racing up and grappling to the vantage point to trigger a scene.

Once the Knight has been knocked off his perch again the shutter will close behind you. As with the previous section, grapple up to the small opening on the door to escape before the timer reaches zero to get out.

Phase 4: Sentry Turrets

During the final phase all of the doors will shut except for the western room which will now house the Arkham Knight along with a pair of Sentry Turrets at ground level and his patrolling Boa Drone. The only option here is to use the crates to slowly move up to his position. You'll need to do this whilst avoiding the sniper rifle indicator and using your Remote Hacking Device to disable the turrets before racing past.

It's a good idea to make your move once the Boa Drone patrols out of the room so that you only need to worry about controlling two devices we need to manipulate with the Remote Hacking Device instead of three! It is also possible to neutralise one turret and sprint along the wall beside it and grapple up to the vantage point with the knight if you time it right, but the timing is tricky and will result in death more often than not, so the slow and steady approach is probably the best.

When you grapple up to the Arkham Knight for the fourth time, a scene will play to end the fight.

After the fight, we can move over and rescue the hostage (finally!) for another conversation and another brief scene.

As soon as you are back in control of batman, you'll need to fight off the group of enemies that just emerged from the lift. There are four Soldiers and a Brute. This brute is a little different however as he has shock sticks, making it impossible to attack him without using the Remote Electrical Charge gadget to stun him.

Take them all down to continue.

Return to the Clock Tower

Objective: Confront and apprehend Scarecrow.

Following the fight, enter the elevator and press the button to ride it to the rooftop. Exit for a scene.

Objective: Protect Oracle.

As the scene nears the end, discussion will turn to a new Batmobile. Use your Remote Control to assume the wheel of the Batmobile and move in to take down the Drone tanks attacking our position.

This Drone Tank battle has us up against a sizable force of 24 Drone Tanks with the enemy ranks consisting of 10 Twin Rattlers, eight Diamondbacks and six Mambas. We'll need to stay within close proximity of Batman's location due to the remote control, so unfortunately you'll be fighting pretty much the entire squadron of Drone Tanks completely out in the open and exposed.

There is some good news though as the new Batmobile that we have just acquired comes with level four Missile Barrage pre-installed and ready to go. This will enable you to take down up to 10 enemies simultaneously. Nice!

After clearing out the enemies, we'll be able to progress.

Note: At this point you'll earn the achievement/trophy ‘Fear of Success'.

Once you have cleared the area, head on over to the indicated parking space. You'll automatically switch to Batman. Carry Oracle over and place her in the back of the vehicle.

Objective: Take Oracle to GCPD.

Make your way over to the next objective marker to find the GCPD building. Drive down into its car park and at the end, park in the spot indicated. A scene will play and our objectives will now be updated.

Objective: Stop Scarecrow's militia from destroying Oracle's servers.

Exit the GCPD and make tracks to the Clock Tower via the GPS route. When you arrive you'll see it has been overrun by Soldiers.

Predator Section 13

We need to clear out all of the enemies in the area to proceed and this entails taking down each of the 12 enemies now residing in and around the Clock Tower. The first thing you'll want to do is to head up to the rooftops of buildings surrounding the Clock Tower and taking out the pair of snipers (one to the Northwest and another to the Northeast) that are keeping a watchful eye over the rest of the predator area below.

With the two Snipers out of the way, turn your attention to the base of the Clock Tower. There is a Medic, nine Soldiers, a Boa Drone and a Minigunner here. Just like last time we had to sneak around this place, they spend their time patrolling the balconies outside and on the scaffolding/construction area just north of the Clock Tower. This time around however, the interior of the Clock Tower is also open for business, giving you three levels to play around with.

You can make use of several environmental factors to make things easier, including:

The large under-ground floor ventilation area by the northern side of the Clock Tower.
All three floors of the Clock Tower's interior feature ventilation tunnels that covers pretty much the entire floor. There are also ventilation chutes between the levels which allow you to transition between floors whilst staying out of sight.
The vantage points around the sides of the Clock Tower for inverted takedowns.
The girders above the patrolling walkways on the northern side of the Clock Tower.
The destructible walls in the scaffolding/construction zone.
Corners in the Scaffolding/construction area are also especially useful for corner takedowns.
After dealing with the Snipers, you can drop down to the girder behind the soldier controlling the Boa Drone and download his codes (but leave him be for now). Our first priority is to follow and take down the Medic when he is isolated. After that, we can use the Drone to attack other enemies, and then proceed with our usual spate of takedowns. A good tactic is to use a silent takedown by the underground vent systems to lure additional Soldiers to the position and then use a Fear Multi-Takedown to eliminate up to three at once when they come to investigate.

You'll obviously want to leave the Minigunner for last, so if you see him coming to investigate, its best to focus on another area until he moves away.

Once all the enemies have been dealt with the objectives will update.

Enter lower levels of Clock Tower and climb to third floor. As you do, you'll want to be careful, just in case the Soldiers have deployed Sentry Drones at any point during the predator sequence that may still be guarding the area. When it is safe to do so, walk over and shut down the target computer.

After a brief conversation, the objective will be completed.

Note: At this point you'll unlock the Most Wanted mission ‘Lamb to the Slaughter'.

The game will now prompt you to select your active mission, select the ‘City of Fear' main quest to proceed with the campaign.

Assault on GCPD HQ

When you are ready to continue with the story, return to the GCPD building. Drive down into its car park and enter the precinct proper. Head on over and speak with the indicated NPC for a scene that will trigger the next stage of the game.

Objective: Stop the assault on the GCPD.

Exit the precinct and return to the car park. As you enter, a scene will play and a swarm of enemies will start pouring out of the APCs that just arrived. Quickly run over and hop into the Batmobile to take them out in a much easier fashion, you can fight them if you really want to, but the Batmobile is definitely your best bet.

If any of the enemies escaped and entered the precinct before you could stop them, exit the Batmobile and run into the prison to finish off any stragglers.

Objective: Investigate power generator to restore power to GCPD

Return to the car park and hop into the Batmobile. Enter Battle Mode and look for an anchor point on a ventilation fan near the roof. Attach your Power Winch to this and pull down the fan to create an opening.

As batman grapple up to the new opening and follow the linear passage through the tunnel and vents until you drop down. Enter the open elevator shaft ahead and grapple up to the top of the shaft.

Exit the vent at the top for a scene.

Following the scene, make your way over to the western side of the rooftop to find the generator. Hmm, looks like that won't be our ticket at this time. Fortunately we'll have a chat via our communicator that gives us an alternative option.

Objective: Access GPD Parking Garage to power up backup generator

At the northern end of the rooftop with the generator, you'll be directly above the entrance to the car park that we've driven in quite a few times by this stage. Before dropping down, use your Remote Hacking Device on the Dragon Drone just outside it to blind it temporarily.

When it is safe to do so, drop down to ground level and crawl through the half-open gate before the Dragon recovers.

Move down the ramp and you'll need to engage in a round of fisticuffs with a group of militia forces. This is a tricky fight due to the presence of the shielded Brute and pair of Soldiers equipped with stun sticks. There are 14 Soldiers total and several melee weapons to deal with as well. Remember to overload the stun stick enemies to stun them before taking them down and if possible leave the Brute for last so that you can deal with him distraction free.

Once the fight has concluded, move up and into the small alcove next to the locked gate. Here you'll find three generators mounted on the wall. Hit each of them with a blast from your Remote electrical Charge gadget to open the door.

Objective: Stop the assault on the GCPD

Mosey on down into the car park once more and hop in the Batmobile. Head for the exit and prepare yourself for the largest single Drone Tank battle in the game.

During this fight your ally in the GCPD is able to hack Drone Tanks in the area, which can have various effects include setting off explosions, turning tanks against their friends and setting off EMP blasts to disable nearby units. You'll see targets appear on the screen when one of these hacks is ready to be completed and at that point you are going to want to shoot said target to activate the effect.

There are a total of 62 Drone Tanks to take out during this fight and their numbers include Twin Rattlers, Dragons, Mambas, Diamondbacks and a pair of large Missile Launchers. As these numbers are quite overwhelming to begin with, it is important to make the best use of your ally's hacks and unleashing the level 4 Missile Barrage as often as possible. Both of these options are a good way to begin thinning out the numbers and most definitely worth pursuing if you can keep your dodging up to scratch.

As there are large numbers involved, if you do find yourself getting a little out of shape, there is a weak wall next to the garage to the GCPD car park that we can drive through to reveal a waterfront road. If you back up a little down the road out of line of sight, this will force enemy units to come to you and they'll have to come through the destroyed wall which acts like a bottleneck. This enables you to take them on in a more controlled manner as you'll only have to fight a more limited number of enemies at once and have to avoid single shots as opposed to 5-6 at a time.

After the epic Drone Tank massacre, you'll receive a communications message telling you to head for the rooftop.

Objective: stop the militia from disabling GCPD security systems.

You'll arrive on the rooftop to see a large contingent of militia forces waiting for you. To begin with you'll encounter five Soldiers (two of whom have shields) and a Brute armed with stun sticks. Note that there are multiple melee weapons in the hands of Soldiers and on the rooftop as well as several environmental takedown opportunities including the hatches in the ground, the pipes and fences along the main rooftop walls – hot tip: Try and get the Brute with one of these environmental KOs for a quick, painless finisher.

Around halfway through this fight a helicopter will swoop in and drop off another load of enemies consisting of a Medic and five Combat Experts. As soon as they land, you'll want to drop whatever it is you are doing and immediately target the Medic until he is knocked out before he can start electrifying or reviving fallen enemies. Once the medic is out of the picture, it's just a matter of patiently taking down each of the enemies one at a time.

After finishing off all of the enemies on the rooftop you'll be treated to a short scene. After which you'll need to fight one last group of enemies (don't worry you'll get a checkpoint with the scene!).

This final wave of enemies consists of two Medics, four Soldiers and two Brutes (one with stun sticks and the other with a shield). Again you are going to want to immediately target and eliminate the Medics before they can start reviving enemies. Dispatching the medics will free you up to dispatch the Soldiers so that finally, you can focus on the Brutes in peace – use environmental takedowns on these fellows if you have any remaining to reduce the difficulty somewhat.

After successfully completing the fight, your objectives will be updated.

Note: At this point you'll earn the achievement/trophy ‘Be Not Afraid'.

Objective: Investigate Gordon's appearance at the Panessa movie studios.

At this point we'll need to head on over to the Panessa Studios base. Approach the cell we left Robin in for a conversation. A message will come through on your communicator which will update your objectives once again and bang a new mission marker on the map.

The game will now prompt you to select your active mission, select the ‘City of Fear' main quest to proceed with the final part of the campaign.

Surrender

Objective: Surrender to Scarecrow to save Robin and Gordon?

When you are ready for the final push of the campaign, make your way to the objective marker located under Mercy Bridge in the northern part of Miagani Island.

Enter door and approach the televisions on the wall for a monologue. After the talking is done, move up and place your equipment on table below the screens and then interact with the door on the right.

From here on in, the game sends you on some trippy adventures, most of which is easy enough to follow without a guide, but heck we've come this far, so we may as well keep going right?

After a short trip in the truck, you'll need to exit. Climb the dumpster located directly in front of you and use this to hop over the chain link fence to the left. In this area, you'll want to interact with both doors in the area (signed ‘Monarch Theatre' and ‘Gotham Hardware') before checking out the bodies that appear on the ground.

This will trigger a fight. An endless supply of enemies will pour into the area and you'll need to continuously fight them. To end the fight you'll need to continue to build up your combo meter and perform Joker Takedowns (prompted at the bottom of the screen) until a scene plays. Mash the attack button during the short scene to continue.

Following a somewhat lengthy cut-scene we'll be in control of a modified Batmobile. We're surrounded on all sides by enemies and you'll need to keep shooting them over and over until you have built up enough combo points to unleash a Level  4 Missile Barrage.

After unleashing the Missile Barrage, you can safely hop out of Batmobile. Enter the nearby door and find and shoot the three familiar faces that you encounter as you move through the linear path. Interact with the door at the end of the hallway for another lengthy story scene.

When the screen turns black, press a few buttons until a button prompt appears. Press this to activate a flashlight. We'll now be in a maze of sorts. Turn around to watch a short scene and then turn back the other way to head through the open door. Move through the room until you reach the statue. From the statue turn around and go through the tunnel that appears.

When you reach the next dead end, turn around and destroy the statue that has appeared. Run for the light at the end of the corridor. Talk with the woman that you find here a couple of times. Afterwards, turn to face the way you came and destroy the chairs to get to the exit that appears. Wait in the room with the newspapers until another door appears.

In the next room, you'll need to continue to destroy a seemingly endless number of statues that will appear randomly around the area until a scene plays.

After the scene, destroy the weak wall that has appeared, drop onto the walkway below and pull lever that you find at the far end. This will start up a short fight.

During fight, you need to knock your opponent towards the hanging cell at the back of the room and perform an environmental takedown to end the fight.

After completing the fight a scene will play to end the main storyline's campaign.

Note: At this point you'll earn the achievement/trophy ‘Master of Fear'.

Note: You'll unlock Character Bio: Scarecrow and Showcases: Family, Jokermobile and Red Hood.

Note: At this point you'll unlock New Game +.

Countdown to Knightfall

Now that we are through with the main mission, if you haven't got around to completing any of the ‘Most Wanted' side-missions, then there is still plenty to do before we can unlock the final ending. To do this, we'll need to complete at least seven of the fourteen ‘Most Wanted' missions to trigger the next chapter ‘Knightfall'.

Of course there is plenty of other content to check out as well, so whilst you have the run of the city, you may as well check everything it has to offer out. These include:

14 Most Wanted Missions
246 Riddles (ties into the Riddler's Revenge Most Wanted mission)
23 AR Challenges
Once you have completed at least seven ‘Most Wanted' missions, your objectives will update.

Epilogue: Knightfall

Once you have finished the main storyline and completed at least seven of the ‘Most Wanted' missions, you are able to activate the ‘Knightfall Protocol' from the mission select screen. This will start the epilogue.

To complete the mission we simply need to head to the top of the GCPD HQ building, approach and interact with the Bat Signal here. This will trigger a cut-scene and credits to end the game.

It should be noted that although you can complete the game with seven ‘Most Wanted' missions completed, this will also give you a somewhat truncated ending. For the true, complete ending you'll need to find and complete all fourteen ‘Most Wanted' missions (yep, that includes the Riddler Trophy-related stuff).

Note: At this point you'll earn the achievement/trophy ‘Knightfall'.

Most Wanted Missions

Whilst the main campaign storyline will keep you occupied for quite a while, Batman: Arkham Knight also makes sure you have plenty of things to do in and around the city of Gotham. There are fourteen ‘Most Wanted' side-missions involving some of the more memorable supervillains in the Batman mythos as well as the return of the Riddler and a copious number of his riddles, collectibles and puzzles to be found and completed.

Below you'll find a list of each of the fourteen Most Wanted missions to be found around Gotham, how to unlock each, where to find every location of interest, the rewards for completing them and of course a walkthrough to help you through the tricky areas.

The Most Wanted Missions are listed below in the order of availability. These side-quests include:

The Perfect Crime
Line of Duty
Riddler's Revenge
Campaign for Disarmament
Gotham on Fire
Heir to the Cowl
Creature of the Night
Armoured and Dangerous
Gunrunner
Occupy Gotham
Own the Roads
Two-Faced Bandit
Friend in Need
Lamb to the Slaughter
The Perfect Crime

We're given the go ahead to pursue this mission the first time we visit the GCPD HQ. In order to complete it, we need to track down and use our Detective Mode to inspect a number of dead bodies that have been hung up across Gotham.

Only the location of the first victim's body will be given to you.  Afterwards, you are going to have to explore the various islands whilst listening out for some distinct opera music. Each of the bodies is presented in exactly the same way – held up by the wrists, hanging from a wall.

There are six bodies to find in total, with two bodies located on each of the three islands. Once you have found and inspected all six of them, your objectives will be updated and you will be able to track down the killer and deal with him.

For shortcuts, click the hyperlinks below:

Part 1: Find the Victims
Part 2: Find the Killer
Part 1: Find the Victims

The victims can be found in the following locations:

Bleake Island Victim 1

Map co-ordinates: (1529,3306)

Description: This body is chained to the wall acting as a roadblock marking as far as we can travel along Merchant Bridge. This bridge is in the northeast corner of Bleake Island close to Panessa Studios.

We'll need to inspect the body across three levels of depth with our Detective Mode evidence scanner. Scan the following points of interest:

The left hand ear at the Skin Layer level.
The Ring in lower, left torso at the Muscle Layer level.
Right hand hip replacement at the Bone Layer level.
Bleake Island Victim 2

Map co-ordinates: (2015,2479)

Description: On the roof of the Gotham Herald building, just to the east of Oracle's Clock Tower and north of the GCPD building. There is a radio tower on the roof to make locating it easier.

We'll need to inspect the body across three levels of depth with our Detective Mode evidence scanner. Scan the following points of interest:

The scar tissue on the right arm at the Skin Layer level.
Find some remnants of a pacemaker in the top, right torso at the Muscle Layer level.
The knee deformation scarring on right hand knee at the Bone Layer level.
Miagani Island Victim 1

Map co-ordinates: (3089,1861)

Description: On top of the 'Royal Flush Gang' building right at the eastern end of Salvation Bridge and across the road to the north from the Riddler's Pinkney Orphanage.

We'll need to inspect the body across three levels of depth with our Detective Mode evidence scanner. Scan the following points of interest:

The large shark bite scar on the right side of the chest at the Skin Layer level.
The glass eye in the left hand eye socket at the Muscle Layer level.
Splint and screws on left arm at the Bone Layer level.
Miagani Island Victim 2

Map co-ordinates: (2819,2246)

Description: On top of the ‘Heavenly' building. This can be found along the water to the west of Mercy Bridge and to the east of Elliott Memorial Hospital (about halfway between the two).

We'll need to inspect the body across three levels of depth with our Detective Mode evidence scanner. Scan the following points of interest:

A birthmark on the upper chest at the Skin Layer level.
The bullet embedded in the left arm at the Muscle Layer level.
Some missing toes on the right hand foot at the Bone Layer level.
Founders' Island Victim 1

Map co-ordinates: (1948,1594)

Description: On a wall on the side of the road in the slum area just south of the large dock area in the northernmost part of the island and below and directly to the east of the Stagg Airship Beta (the northern of the two airships).

We'll need to inspect the body across three levels of depth with our Detective Mode evidence scanner. Scan the following points of interest:

A chemical burn on the right leg at the Skin Layer level.
The implanted voice box near the right hand shoulder at the Muscle Layer level.
The appearance of six fingers on the right hand at the Bone Layer level.
Founders' Island Victim 2

Map co-ordinates: (2345,2021)

Description: This corpse can be found chained to the wall beneath the road running along the water on the eastern side of the island by the Church and graveyard. It is located about halfway between Perdition Bridge and Penitence Bridge.

We'll need to inspect the body across three levels of depth with our Detective Mode evidence scanner. Scan the following points of interest:

A Removed tattoo on left leg at the Skin Layer level.
Evidence of Kidney scarring in the left torso at the Muscle Layer level.
The Metal plate on left side of head at the Bone Layer level.
After you have found all six of the victims, you'll have a quick chat with Alfred and afterwards receive an updated set of objectives.

Part 2: Find the Killer

Once we have found and examined all six victims, we'll be given an updated objective to find and apprehend the killer. Fortunately, the game will also place an objective marker on the map showing you exactly where to go - the ‘Pretty Dolls Parlor' in western Founders' Island.

After arriving at the location, enter the building and proceed through the next door until you reach the weak wall. Use Explosive Gel on the weak wall here to bring it down.

Move down the hallway and you'll reach a circular walkway with a surgical theatre of sorts in the centre. Make your way down into this area and enter the central room for a scene.

As soon as the scene ends, hit the counter button to incapacitate the enemy. After a few moments it will rise again and you'll need to beat him down once again. We'll need to perform a ground takedown on it to have it stay down.

Taking the sole enemy down will have a further five drop down into the operating theatre with you. You'll need to fight them all off and perform ground takedowns on each and every one of them to continue. Early on be sure to use your throws to put distance between the various enemies and try to stay out of range of melee attacks as you go in for the finishers.

Once these fellows are down, a boss fight will begin.

Boss: Professor Pyg

After the scene introducing the fight, the main target Professor Pyg will hang out by the operating table in the centre of the room. He'll summon a group of eight Dollotron enemies to attack you whilst he hides behind the table and occasionally tosses knives at you from a distance.

To complete the fight, we need to knock down and perform ground takedowns on all eight of the minor enemies. As with before, try to use throws to get knocked over bodies away from the main bulk of enemies and perform ground takedowns when you are unlikely to cop a melee strike from close enemies. You'll also want to keep your eyes on the boss who will periodically throw a set of three knives in your direction.

Once all of the Dollotrons are down, it's time to deal with the boss. Unfortunately, he will stay on the far side of the table from you and it is impossible to actually approach him. Fortunately, there is an easy way to deal with him. Wait for Professor Pyg to throw the knives at you and counter all three of them. If done correctly, the third will be deflected back at the boss and stun him temporarily. At this point you'll want to approach the operating table and perform an environmental takedown to finish the fight.

Following the fight, interact with the fuse box on the wall by the exit to release the other prisoners and to open the door. Pick up Professor Pyg and take him outside before placing him in the Batmobile.

Drive back to the GCPD headquarters on Bleake Island and park in the indicated spot to complete the side-mission.

Note: For returning Professor Pyg to GCPD HQ you'll unlock the achievement/trophy ‘The Monster Machine'.

Note: At this point you'll unlock the Character showcases: Dollotrons and Professor Pyg.

Most Wanted Missions (Continued)

The Line of Duty

This side-mission has Batman tracking down and saving 15 firemen who have been captured by Thugs and Militia forces around Gotham. There are fifteen in total with six to be found on Bleake Island, four on Miagani Island and a further five located on Founders Island.

Only the first fireman will appear on the map as a side-mission icon and after him, you'll need to find the rest as you explore (although occasionally you'll receive intel pointing you in the direction of one of them).  For the most part, whilst flying around, if you keep an eye out for the ‘Local Surveillance' tracker to appear in the top right corner and follow conversations to their source, you can usually find the firemen.

Once you have rescued the first fifteen firemen, your objectives will be updated and you will be able to start the final part of the side-mission: tracking down and rescuing the Fire Chief.

For shortcuts, click the hyperlinks below:

Part 1: Find the Fire Crew – Bleak Island Locations
Part 2: Find the Fire Crew – Miagani Island Locations
Part 3: Find the Fire Crew – Founders' Island Locations
Part 4: Find the Fire Chief
Part 1: Find the Fire Crew - Bleake Island Locations

Unless Alfred starts dropping locations on you in the occasional information file (which does happen, just quite rarely) the firemen can be quite tricky to find. Fortunately, I've done the legwork for you and you can find the locations below:

The Fire Crew locations on Bleake Island.

Fire Crew Member 01: Leary-Wood

Map co-ordinates: (1638,2619)

Description: The first fireman is being held in a small room beneath the large crane by the Dixon Dock West compound, just northwest of Panessa Studios.

This fireman is being guarded by five armed Thugs. You can use the glass roof atop the building for a pre-emptive Fear Multi-takedown to speed things up and then use the ventilation tunnels, corners and vantage points to eliminate any remaining enemies.

Fire Crew Member 02: Adamson

Map co-ordinates: (1522,2100)

Description: This fireman can be found along the water just to the east of the bridge leading to the ACE Chemicals compound.

Adamson is guarded by six Thugs. The fight is fairly easy and can be completed even faster by leading off with a Fear Multi-Takedown from above and by utilising the environmental takedowns around the area.

Note: The final four Bleake Island fire-fighters will only appear after you have completed your business at ACE Chemicals.

Fire Crew Member 03: Wyatt

Map co-ordinates: (1981,3182)

Description: The third fire fighter can be found on the small dock area, just south of the Lighthouse to the east of the Panessa Studios building.

Wyatt is guarded by six armed Thugs. Three of whom will stick right by the hostage in the centre of the area whilst the other three patrol to the north and south. Your best bet for completing this section easiest is to use corners, rooftops and ventilation ducts to sneak up and take down the three patrolling guards. You can then use the ventilation ducts to use a Fear Multi-takedown on the three Thugs standing by the hostage.

Fire Crew Member 04: Norman

Map co-ordinates: (2265,2303)

Description: Can be found by the water in the northeast corner of the Falcone Shipping compound in the Cauldron district.

This fireman is guarded by a group of enemies we will need to fight. This group consists of a total of nine Thugs (two of whom have shields and one with a gun) and a Brute. Fortunately we can sneak up and perform a Fear Multi-takedown to take out a few of the Thugs to kick off proceedings. During the fight you'll want to focus on downing the armed enemy as soon as possible before focusing on the other Thugs and finally the Brute. Note that there are several environmental takedowns here that can be handy in dealing with the Brute or shielded enemies.

Fire Crew Member 05: Cannon

Map co-ordinates: (2270,3172)

Description: This fireman can be found on the dock that is directly south of Oracle's Clock Tower and directly across the water from the northernmost point of the Lady of Gotham island.

Fire-fighter Cannon is guarded by a group of enemies we will need to fight. This group consists of a total of 12 Thugs and they are very well equipped – there will be two Thugs who each have shields/ stun sticks / guns / knives and a Brute. Because of the nature of the fight, it is a good idea to use your Disruptor to disable the firearms before starting the fight.

As the fight plays out, you'll want to focus on downing the armed enemies as soon as possible to take the guns out of the equation, before focusing on the other Thugs and finally the Brute. Note that this is one of the only fire fighter rescues where you can actually use the Remote Controlled Batmobile to help take out enemies.

Fire Crew Member 06: Ashley

Map co-ordinates: (1819,2219)

Description: On the rooftop beer garden of the ‘Temple Garden Bar' building found in the central part of Chinatown.

Fire-fighter Cannon is guarded by a group of enemies we will need to fight. This group consists of a total of eight Thugs and spread amongst them is two knives, three guns and a melee weapon or two. As with the previous fire-fighter rescue, it really is a good idea to use your Disruptor to disable the firearms before starting the fight.

As the fight plays out, you'll want to focus on downing the armed enemies as soon as possible to take the guns out of the equation, before focusing on the other Thugs. Note that there are plenty of objects on the rooftop to pick up and throw that you'll most likely be required to dodge or that you can use yourself, in order to assist during the fight.

Part 2: Find the Fire Crew – Miagani Island Locations

The Miagani Island firemen hostages will not appear until after you lower the bridges to Miagani Island. Once you have done that, unless Alfred starts dropping locations on you (which rarely happens) the firemen can be quite tricky to find. Fortunately, I've done the legwork for you and you can find the locations below:

The Fire Crew locations on Miagani Islands.

Fire Crew Member 07: Green

Map co-ordinates: (2649,2801)

Description: On the eastern side of the southern support of Mercy Bridge.

Fireman Green is being held hostage by a group of seven Thugs, four of whom are armed with guns. This can be tricky to take care of on foot although if you can drop into the centre of them, use a smoke pellet and down the gun wielding enemies as fast as possible before the smoke dissipates it's not so tough.

An even easier way is to drive your Batmobile to the water's edge on the Miagani Island side of Mercy Bridge. You should be able to see and shoot the Thugs from here.

Fire Crew Member 08: Daniell

Map co-ordinates: (3710,2916)

Description: Fireman Daniell can be found by the water's edge on the southeast corner of the Wayne Tower building.

This hostage is guarded by 10 Thugs, nine of whom are armed. As with the previous fire-fighter rescue, this encounter can be extremely difficult to take care of on foot although if you can sneak in and perform a Fear Multi-Takedown and follow it up with the efficient use of smoke pellets, Batarangs and other quick fire gadgets to down or disarm the gun wielding enemies as fast as possible its somewhat less difficult.

It is also possible to bring your Batmobile in here for a much easier time via a ramp jump across to the small island area on which Wayne Tower is located. Then all you need to do is simply drive up and deal with the bad guys!

Fire Crew Member 09: Richardson

Map co-ordinates: (3305,2688)

Description: This fire-fighter rescue can be found on a middle floor of Grand Avenue Station.

Mr Richardson is guarded by a group of four Soldiers and is pretty much completely surrounded by six Sentry Turrets. I'd recommend dropping down to the balcony on the north side of the floor and using the Remote Hacking Device on the closest Sentry Turret before quickly running up to disassemble it when no other Sentry Turrets are looking. This will alert the four Soldiers who will come to attack you. As they come, quickly use the Remote Hacking Device on the nearby Sentry turret before drawing back and fight the enemies back near the balcony.

After dealing with the Soldiers, all you need to do is to use the Remote Hacking Device to blind the Sentry Turrets before moving up and disassembling them. Approach the fireman when it's safe to do so to release him.

Fire Crew Member 10: Hill

Map co-ordinates: (3042,2076)

Description: This hostage is located on the upper part of the Gotham Herald building.

Hill is guarded by a group of nine Thugs with one holding a gun. Fortunately, if you can sneak in, you'll find a weak wall directly behind the armed enemy that we can use Explosive Gel on to take him down. With the gun out of the picture, we can proceed inside and easily take down the remaining Thugs.

Part 3: Find the Fire Crew – Founders' Island Locations

As with those found on Miagani Island, the Founders' island hostages will not appear until after you have disabled the Arkham Knight's defence grid on founders' island and opened the island for Batmobile access. Once you have done that, unless Alfred starts dropping locations on you (which rarely happens) the firemen can be quite tricky to find. Fortunately, I've done the legwork for you and you can find the locations below:

The Fire Crew locations on Founders' Island.

Fire Crew Member 11: Taylor

Map co-ordinates: (3104,1336)

Description: Fire-fighter Taylor can be found in the central building adjacent to the large crane in the centre of the Port Adams area.

He is on the top floor of this building and is guarded by eight armed Militia Soldiers. Three of them will be standing by the hostage, right below a weak roof that we can perform a Fear multi-takedown through. Drop through the roof here to take the first three down.

This will alert the remaining bad guys and we'll then need to use vantage points, under-floor ventilation ducts to manoeuvre around the area and take down the others. To help matters there is a generator on one of the walkways just outside the building that can be used as a distraction or can be detonated with the Remote Hacking Device to knock out a nearby enemy.

Fire Crew Member 12: Scott

Map co-ordinates: (1824,1683)

Description: This hostage can be found on the dock area at the very northern end of Founders' Island and just east of the Stagg Airship beta map marker.

This fireman rescue acts as more of a predator scenario as opposed to the brawls that we have seen for the most part. The first thing you will note whilst entering the area is that there is a Detective Mode scrambler in effect, which means you'll be unable to track the enemy movements.

The area itself features a Sniper sitting in the lighthouse at the end of the docks, 3 armed patrolling guards and a further three armed Thugs guarding the fireman. Your best bet for completing this section easiest is to grapple up to the lighthouse to remove the Sniper first, use the vantage point here to observe the patrolling enemies and sneak up and take down all three. Finally, sneak up and use a Fear Multi-takedown on the three Thugs standing by the hostage.

Fire Crew Member 13: Bliss

Map co-ordinates: (2152,1187)

Description: On one of the balconies of the Wayne International Plaza, directly below Stagg Airship Alpha on the waterfront to the north of the large circular structure.

This fight consists of eight Thugs (two of whom have melee weapons) and two Brutes. Before beginning this fight, because of the large number of enemies to manage, it's probably wise to sabotage the nearby weapon crate. When you are good to go, sneak into the area and try to eliminate a few enemies straight off the bat with a Fear Multi-Takedown before transitioning into a fight as per usual.  

Fire Crew Member 14: Wilson

Map co-ordinates: (2245,1567)

Description: In a sheltered monorail platform just to the west of the Arkham Knight HQ marker on the world map and to the east of the large circular road structure.

This fight consists of 11 Thugs and three Brutes. Before beginning this fight, it's probably wise to sabotage the nearby weapon crate and the sole armed Thug. After preparations are complete, just take them on as per usual. It should be noted that there are several environmental takedowns available that should be utilised on the Brutes if possible to speed up their demise.

Fire Crew Member 15: Lozar

Map co-ordinates: (2136,1568)

Description: This location can be extremely tricky to find. It is actually found in the slum areas below the large cylindrical buildings Ryker Heights. If you have it unlocked, you can look at the map to find the ‘Slumdog Billionaire' AR Challenge and follow the road to the south from the marker whilst in the Batmobile's Battle mode to locate an anchor point on the right hand wall. Pull this down with the Power Winch to reveal a hidden door. The hostage is inside.

Lozar himself is guarded by the largest contingent of guards that we have seen in any of these fire-fighter rescue scenarios and also proves to be one of the toughest. There are 20 Thugs (with two shields and a gun between them) and two Brutes equipped with shock sticks.

As this fight is quite a challenge, you are going to want to give yourself as much of an advantage as you can. To start with, you can sabotage the weapons crate and the armed fellow's gun. The next thing you'll want to do to kick off the fight is to perform a Fear Multi-takedown. Use your Remote Electrical Charge quick attack to stun the Brutes when you get the chance and use your usual tactics to deal with the shields and the regular Thugs.

Once the fight is over free the fire-fighter and breathe a sigh of relief.

Part 2: Find the Fire Chief

After rescuing the first fifteen firemen listed above in the first part of this side-mission, you'll get your objectives updated, telling you to head to a location in northern Founders' Island. This location is actually on a rooftop where you will find the Chief tied up similarly to the other firemen we have rescued.  The difference here is that there are 16 Armed Thugs and a Predator setup to contend with, rather than the brawling that the previous objectives encouraged.

To rescue the chief, we'll need to secure the area, which requires us to knock out all of the bad guys. This rooftop zone is quite large and features a good number of underfloor vents, hatches to transition between levels, cables, breakable floors and generators.

After clearing the rooftop and rescuing the chief, drive back to GCPD to end the Most Wanted mission.

Note: After rescuing the first firefighter, you'll unlock the Character Bio: Chief Underhill.

Note: For each fire-fighter you rescue, you'll earn one Waynetech Point and you'll receive three for saving the Chief.

Note: For returning Chief Underhill to GCPD HQ you'll unlock the achievement/trophy ‘Death of Innocents'.

Note: For completing the Most Wanted mission, you'll unlock the Character showcase: Firefighters.

Riddler's Revenge

The ‘Riddler's Revenge' is the single longest and most challenging Most Wanted mission in the game. Not only will you need to complete a series of ten challenges laid down by the Riddler which will force you to solve tricky puzzle rooms and complete some anger-inducing Riddler race courses in the Batmobile, but you will also need to find and track down every last Riddler Trophy, solve every Riddle, destroy all of the Riddler Objects and deal with each Riot Bomber in order to bring the mission to its conclusion.

For shortcuts, click the hyperlinks below:

Part 1: Mental Blocked (Race 1)
Part 2: Balancing Act (Puzzle 1)
Part 3: Numeracy 101 (Puzzle 2)
Part 4: Crushonator (Race 2)
Part 5: Flight School (Puzzle 3)
Part 6: Intro to Physics (Puzzle 4)
Part 7: Drain Pain (Puzzle 5)
Part 8: Advanced Deathtraps (Puzzle 6)
Part 9: Condamned (Race 3)
Part 10: Final Exam (Puzzle 7)
Part 11: Facing the Riddler (Boss)
Part 1: Mental Blocked

The first part of the ‘Riddler's Revenge' Most Wanted mission can be found inside a Riddler Garage (it's the one with all the question marks – very hard to miss!) located at the train yard just east of the GCPD HQ building on Bleake Island.

Enter the garage door with all the green question marks at the map icon on the map. This will act as an elevator and take you down to a challenge below.

As soon as you can get off the elevator, move forward and park in front of the bollards blocking the path.  The Riddle will appear on the screens here and eventually give you Riddler Access Code which we can use to open the door ahead, although sitting still for a few minutes will reward you with a fairly amusing monologue.

When you are ready to go, head through the door and you'll find a starting line. Yep, we'll need to do a race of sorts. We'll have to complete three laps of the course, completing each within a certain time limit. As you drive through the course, you'll need to use the Riddler Access Code we received earlier to add/remove/move obstacles, ramps and platforms on and off the race track.

In this race we'll be able to control the large white and red doors/platforms with the access code. Each of the three laps is slightly different, with the addition/removal of additional obstacles/platforms to make things increasingly difficult. Fortunately this race is pretty straightforward with only a couple of tricky jumps involved and if you get stuck, try playing with the Riddler Access Code to find a way through.

Once you have successfully complete the third lap, the Riddler will praise you and activate a pressure plate near the starting line as a reward.

Step on the pressure plate with Batman and note the lights on the wall – the green light is most important. If you switch to Catwoman at this point you will notice that the lights on the wall are in the same pattern as a series of pedestals with keys. The red light pedestals are bad! Make sure you find and interact with the green pedestal to continue.

Don't worry if you can't quite figure it out right away as you'll be able to switch between the two characters as many times as you like to make sure you get the correct key. Head up and interact with the pedestal that matches the green light to continue.

Note: For completing the first race and earning the first key you'll earn the achievement/trophy ‘The Road to Hell'.

Note: This will also unlock the ‘Mental Blocked' AR Challenge.

 

Part 2: Balancing Act

This puzzle can be found inside the Riddler garage behind the ACE Chemicals building in Chinatown on Bleake Island.

Enter the garage door with all the green question marks at the map icon on the map. This will act as an elevator and take you down to a challenge below.

From the get-go you'll see that this room is one big puzzle. Our ultimate goal is to get the Batmobile onto the raised platform on the right hand side of the room from where we enter and to do that we'll need to be using the Riddler Access Code we were given previously to manipulate the red and white platforms around the room.

To begin with, you'll want to head up the dirt ramp to the left of the pressure plate and continue up the wooden walkway to a platform with another pressure plate (ignore this for now). On the far side of this is a see-saw ramp with a white platform on top of it. Drive onto the opposite end of the see-saw and hit the Riddler Access Code to tilt the platform up and then hit it once again to lock the platform in place.

Drive up the ramp to the platform above and you'll see a series of platforms ahead. The first and third are platforms that we can activate/deactivate with the Riddler Access Code. The middle platform here is controlled by the pressure plate on the previous platform. Exit the vehicle and have Batman stand on the pressure plate.

Whilst Batman stands there, switch to Remote Batmobile Control and use the Riddler Access Code to activate the platform closest to the Batmobile. Drive across to the centre platform and use the Riddler Access Code again toreveal the white platform. Drive across to the far side and drop down to the ramp on the right.

This is another see-saw puzzle and there is a pair of platforms beneath it that we can exploit with the Riddler Access Code. Play around with them whilst keeping the Batmobile on the nearest side of the platform so that it tilts and lock the ramp into place when it is at its highest point.

At this point we can run up and use the Afterburner on the ramp to launch the Batmobile towards the far end of the room.  As soon as you are airborne, use the Riddler Access Code to extent a platform ahead so that you can land on the target ledge.

Now that we have made it across, simply head over to the anchor point located nearby, attach the Power Winch and complete the revving mini-game to solve the riddle.

Once you have successfully completed the revving mini-game, the pressure plate near the entrance will become active.

As with the previous challenge, you need to step on the pressure plate with Batman and note the lights on the wall – the green light is most important. Now switch to Catwoman find and interact with the pedestal that corresponds to the green light to continue. Don't forget you can switch between the two characters at any time if required!

Note: For completing the first puzzle and earning the second key you'll earn the achievement/trophy ‘Pieces of the Puzzle'.

 

Part 3: Numeracy 101

The next part of the Most Wanted mission takes place back at Pinkney Orphanage again. Enter the door and move through the area until you find yourself in a locked room and are given a riddle to solve.

“What kind of question can only be asked upon reflection?”

If you look at the locked gate you should notice that there are three ‘?' signs on it. On the floor in front of the gate is a circular puzzle made up of three ring segments and an outer ring which acts like a mirror. The three ‘?' signs are associated with the three rings of the puzzle.

To solve the riddle, you'll want to hit each of the three ‘?' signs with Batarangs until the pattern on the rings on the floor line up in the shape of a question mark with the top of the symbol facing the door. Now you just need to find a location where the spotlight above the door appears in the mirrored floor in the location of the dot at the bottom of the question mark symbol and scan the completed ‘?'.

This will open the door. Cruise on through.

Here you'll be reunited with Catwoman and you'll be tasked with exploring the now lit up green door.

In the next room you'll see a series of bars up the centre separating a pair of pressure plates on the floor. Have Batman stand on the blue pressure plate and Catwoman stand on the red pressure plate. This will lock the rooms off from one another.

From either pressure plate look to the dividing wall in the centre of the room. Here you'll see a group of five question marks (lets count them 1-5 from left to right). Above these, you will also see a screen that will relay a series of numbers – these are related to the order in which we need to hit the question marks (Batman with Batarangs, Catwoman with the Whip). The catch here is that the numbers in one character's room are for the pattern that the other character must follow.

For me, the order in which to hit the question marks was:

Catwoman 1, 3, 5, 2, 4.
Batman 3, 1, 4, 5, 2.
As soon as both characters have completed their side of the puzzle, the walls will drop down and you'll be placed into a dual-combat situation against 10 Riddler Bots.

Following the fight, you'll be able to approach the nearby pedestal for the second key.

Note: For completing the second puzzle and earning the third key you'll earn the achievement/trophy ‘The Cat and the Bat'.

 

Part 4: Crushonator

The next part of the Most Wanted mission takes place at the Elliot Memorial Hospital on Miagani Island. Depending on your progress through the game, there may or may not be a Militia Checkpoint guarding the entrance that you'll need to clear out before you can get inside. Either way, once you have access to the Riddler garage, enter the door, go down the lift and find the starting line. It's time for another race!

As with the last race, we'll have to complete three laps of the course whilst completing each lap within a certain time limit. Failiing the time limit will not end the mission, but will encourage you to keep trying the same lap over and over until you get through in the required time.

As you drive through the course, you'll need to use the Riddler Access Code we received earlier to add/remove/move obstacles, ramps and platforms on and off the race track. In this track, there are large swathes of floor covered by coloured blocks which can be manipulated, however 90% of the time, activating the Riddler Access Code whilst on the coloured tiles will crush the Batmobile and send you back to the previous room. As such, you'll want to use the spaces of regular ground between sets of potential crushing blocks to use the Riddler Access Code from.

This race introduces green elements which are similar to the red and white blocks (in this race that means the ability to crush you) but cannot be controlled so you will have to avoid them.

Each of the three laps is slightly different, with the red and white crushing floors expanding in size between the laps, leaving fewer safe zones on the floor where we can use the Riddler Access Code. Successive laps will also increase the speed and prevalence of additional green crushing blocks to avoid as you progress. Fortunately the game gives you plenty of time for each lap and for the most part, the course is a little tricky, but self-explanatory. The hardest part is avoiding the green sections!

Once you have successfully completed the third lap, the Riddler will praise you and activate a pressure plate near the starting line as a reward.

You should know the drill for this by now! Step on the pressure plate with Batman and note the lights on the wall – the green light is most important. Switch over to controlling Catwoman and interact with the pedestal that matches the green light to continue.

Note: For completing the second race and earning the fourth key you'll earn the achievement/trophy ‘Riddle on the Rampage'.

Note: This will also unlock the ‘Crushonator' AR Challenge.

 

Part 5: Flight School

The next part of the Riddler's Most Wanted mission is a puzzle that can be found inside the Riddler garage at the Gotham Casino on Miagani Island.

Ride the elevator inside the garage down until you exit into another puzzle chamber.

This puzzle is extremely short but can be quite difficult if you struggle a little with precisely controlling Batman's gliding ability as unfortunately there is a good bit of fancy and accurate gliding required for solving this puzzle.

Essentially to complete this puzzle we need to fly into three large, glowing panels which can be found on the walls around the room. To do this with enough speed to hit them with pressure, you need to take a run up in the Batmobile along the small straight of road provided and eject into a glide.

The first pressure plate is located directly across the gap at the end of the short road.

After triggering the first panel, we'll now be able to access the second. To reach this, you'll need to eject from the Batmobile at speed as if you were heading for the first panel but as soon as you are airborne, turn to the right a full 180 degrees to find the pressure plate at the end of a short passage behind the wall.

Finally, the third panel requires us to do the same as the second, but this time we need to fly into the narrow circular tunnel on the wall to the right of the second panel. Note that touching the walls in here is instant death so be sure to maintain your position towards the centre and don't be discouraged if you can't do it right away, you will most definitely have to retry (it is really hard!). Exit from the circular tunnel and turn right to find the final pressure plate on the wall nearby. Hit this to solve the puzzle.

Pressing the three wall plates will have activated the pressure plate near the start. Head back and step on the pressure plate with Batman – the green light is, as always, most important. Switch over to controlling Catwoman and interact with the pedestal that matches the green light to continue.

Note: For completing third puzzle and earning the fifth key you'll earn the achievement/trophy ‘The Burning Question'.

 

Part 6: Intro to Physics

The sixth part of the Most Wanted mission takes place back at Pinkney Orphanage again. Enter the door and move through the area until you are reunited with Catwoman. Head on over and enter the now illuminated green door.

This room features two levels, the lower level has the cabinet with the key and the upper floor has an electricity puzzle.  Climb to the upper level to investigate.

On the back wall you'll see a maze-like web of pipes and three caged areas between sections of the passage with pipes missing. The goal of this puzzle is to guide an electrical charge all the way through the pipes here until it reaches the end.

There are three pressure plates on the floor here and each of them controls the level of pipes in the caged areas opposite. Depending on how each plate is activated, the pipes will rise to different levels: Catwoman by herself will raise the pipe to the lowest level, Batman will raise it to a medium height and when both characters stand on a pressure plate together the pipe will be elevated to a high orientation.

To start the puzzle, we'll need to hit the glowing question mark on the left hand wall. To solve the puzzle, you'll need to perform the following steps as the electrical charge moves through the pipes to get it to its destination:

Have Batman step on the left hand pressure plate.
Move Catwoman onto the middle pressure plate.
Get both Batman and Catwoman to stand on the right hand pressure plate.
Leave Catwoman on the right hand pressure plate and have batman move to the central pressure plate.
Get both Batman and Catwoman to stand on the left hand pressure plate.
Once the electricity has reached the end of the tunnels, a short scene will play to end the puzzle. It will also show the lower level of the room suddenly becoming electrified. Fortunately, this is easy enough to deal with – simply jump onto the pressure plate that rises up out of the floor.

Drop to the floor and approach the pedestal with the key and you'll be ambushed by a group of Riddler Robots.

These Robots are slightly different to those that you have fought before in that they will be coloured blue or red rather than green. The colour is very important when fighting these guys from now on – only Batman can safely hit the blue Robots and Catwoman the red. Attempting to attack the other colour will result in an electrical shot similar to punching a guard with a stun stick – not good! You can still hit either colour with a Dual Takedown however, so don't be afraid to utilise those when they are ready to go.

Following the fight, you'll be able to approach the nearby pedestal for the sixth key.

Note: For completing the fourth puzzle and earning the sixth key you'll earn the achievement/trophy ‘The Primal Riddle'.

Note: At this point you'll earn the Concept Art: Riddle Room

 

Part 7: Drain Pain

The next part of the Riddler's Most Wanted mission is a puzzle that can be found inside the Riddler garage on the street below the end of Penitence Bridge on Founders' Island.

Ride the elevator inside the garage down until you exit into another puzzle chamber.

This puzzle is a Batmobile and Power Winch-centric challenge that is actually quite short when you understand what needs to happen, but can be tricky to pull off due to the multiple hazards and a bit of pinpoint gliding involved.

As you enter the room, you'll see a large drain in the centre, with three anchor points around the outside numbered 1-3. Opposite the anchor points are ramps allowing the Batmobile to drive down into the drain. Inside the pit are three levels of rotating platforms covered in saw traps that will damage or destroy the Batmobile if they come into contact.

To begin with, you'll want to attach the Power Winch to the anchor point 1 and then lower the Batmobile into the drain as far as you can go. Rotate the platform here so that the Batmobile ends up on the section of the floor with the green bat symbol. When in place, if you look directly across the drain, you'll see that the green ring here now lines up with an opening behind.

Eject from the Batmobile and fly through the ring. Inside the room here, find and step on the pressure plate to lower the water level. Return to the Batmobile.

Have the Batmobile climb back up and out of the drain. This time you'll want to attach the Power Winch to the anchor point 2 and then lower the Batmobile into the drain as far as you can go. Rotate the platform here so that the Batmobile ends up on the section of the floor with the green bat symbol. Again, once you are on the green symbol, look opposite and shoot the weak wall out from behind the green ring.

Eject from the Batmobile and fly through ring. Step on the pressure pad in here. This will lower the water level once again, but will also trigger a fight with a group of four Riddler robots that show up. Dispatch the lot of them before returning to the Batmobile.

Whilst still attached to anchor point 2, rotate the lower level's platforms until the tile with the green bat symbol is located directly below the ledge leading to anchor point 3. At this point, have the Batmobile climb back up to the top.

This time you'll want to attach the Power Winch to the anchor point 3 and descend into the drain with the Batmobile as far as you can go. Again, you'll need to rotate the lower level so that the Batmobile ends up on the green bat symbol. We can then eject and fly through the green ring opposite.

In this area, turn the corner and activate the pressure plate to lower the water level one last time. Before exiting, switch to Remote Batmobile Control and use it to shoot the Sentry Turrets that have appeared in the hallway behind you.

With the tunnel clear, return to the entrance and glide to the small platform at the base of the drain. Step on the pressure plate here and note the lights on the wall up above. Switch between Catwoman and Batman to determine the correct pedestal (it's still a green light on batman's end). Head up and interact with the correct pedestal as Catwoman.

Note: For completing the fifth puzzle and earning the seventh key you'll earn the achievement/trophy ‘Death By Design'.

 

Part 8: Advanced Deathtraps

The eighth part of the Most Wanted mission takes place back at Pinkney Orphanage again. Enter the door and move through the area until you are reunited with Catwoman. Head on over and enter the newly lit up green door.

Following a brief bit of Riddler monologue, the pressure plate on the floor in here will become active. Step on this with Batman. This will lower a grate near the ceiling. Switch to Catwoman and have her crawl across the ceiling, through the new opening and drop down on the other side. Step on a second pressure plate here to begin the next puzzle.

Both rooms will now receive an electrified floor and we'll need to make our way across this using a safe path to reach a pressure pad at the far end. This puzzle is quite similar to the first puzzle we undertook at the orphanage as the solution for the other character's safe passage through the electrified floor will be presented on a large screen at the back of the room with lit up lights indicating a safe route.

For me the safe routes were the following:

Catwoman:

Start at the far left and move forward three tiles.
Walk right two tiles.
Walk back towards the entrance one tile.
Walk across two tiles to the right hand wall.
Move up four tiles towards the back wall.
Walk two tiles to the left.
Go towards the back wall one more tile.
Go left one tile.
Batman:

Start in the centre and move forward two tiles.
Walk left two tiles until you hit the wall.
Move forwards two tiles.
Walk three tiles to the right.
Move forwards one tile.
Move to the right one tile.
Move forwards one tile.
As soon as both characters have completed their side of the puzzle, the walls will drop down and you'll be placed into a dual-combat situation against 10 Riddler Robots. Remember that Batman will only be able to attack blue Robots and Catwoman the red ones.

Following the fight, you'll be able to approach the nearby pedestal for the eighth key.

Note: For completing the sixth puzzle and earning the eighth key you'll earn the achievement/trophy ‘The Riddle Factory'.

 

Part 9: Condamned

The next part of the Most Wanted mission takes place at the Ranelagh Ferry Terminal on Miagani Island. Find the Riddler garage, enter the door, go down the lift and find the starting line. It's time for another (and thankfully the final) race!

As with the last race, we'll have to complete three laps of the course whilst completing each lap within a certain time limit. Failing the time limit will not end the mission, but will encourage you to keep trying the same lap over and over until you get through in the required time.

As you drive through the course, you'll need to use the Riddler Access Code we received earlier to add/remove/move obstacles, ramps and platforms on and off the race track. In this track, there is a combination of objects from the first two races that we can control and these include walls, doorways/gates and crushing floors. We'll also have access to activate/deactivate certain spinning spike traps.

Remember that we can only use the Riddler Access Code on red or white objects. As with the second race, this course will also extensively use green elements which cannot be controlled so you will have to avoid them.

Each of the three laps is slightly different, with the first lap consisting pretty much entirely of red/white obstacles which are easy enough to navigate through. The second lap will insert a number of green obstacles that we'll need to avoid as well having the crushing floor tiles expanding in size between the laps, leaving fewer safe zones on the floor where we can use the Riddler Access Code. Whilst lap 2 seems tricky at the time, you have no idea it is compared to the final lap.

The final lap essentially throws the Riddler Access Code out the window, forcing you to weave your way through a ridiculous amount of green spike traps and numerous fast moving automated green crushing floors. There is no easy way through this lap and nothing I can say will make it any easier – it is very tough and you will most likely have to replay it several times before getting all the way to the end within the time limit. Unless you are lucky, or highly skilled, this lap really is a case of practice, practice and more practice until you know the obstacles back to front.

Once you have successfully completed the third lap, the Riddler will praise you and activate a pressure plate near the starting line as a reward.

You should know the drill for this by now! Step on the pressure plate with Batman and note the lights on the wall. Be careful this time though as whilst the lights appear as a ‘Z' shape on initial inspection, one side is shorter than the other – don't be fooled into grabbing the wrong key! Switch over to controlling Catwoman and interact with the pedestal that matches the green light to continue.

Note: For completing the third race and earning the ninth key you'll earn the achievement/trophy ‘Lethal Pursuits'.

Note: This will also unlock the ‘Condamned' AR Challenge.

 

Part 10: Final Exam

The tenth part of the Most Wanted mission takes place back at Pinkney Orphanage (Again!). As per the norm, move through the area until you are reunited with Catwoman. Head on over and enter the newly lit up green door.

Note: You require the Remote Electrical Charge gadget to complete this puzzle. Depending on how far you are into the game, you may or may not have been prompted to grab it as yet. Fortunately we can grab it at any time – it is located in the ‘Evidence Room' at the GCPD HQ inside a glass case that we can smash.

In the second room you'll find a large floor puzzle covered in green ‘?' tiles. On this puzzle floor you will see a pair of holes and a laser. Around the outside of the puzzle tiles, you will be able to make out a series of generators that we can activate with the Remote Electrical Charge gadget. We can use the primary fire to attract tiles to the generator activated or the secondary fire to repel the tiles.

Unfortunately, Batman cannot approach the area but can use the Remote Electrical Charge gadget from a distance. Catwoman on the other hand can climb onto the roof and drop down into the puzzle area where she can stand on tiles in here to keep certain tiles/rows of tiles in place as required.

The goal of the puzzles here is to move the tiles using Remote Electrical Charge in such a way as to allow the laser to fire into one of the holes in the puzzle floor.

Note: As this room can be confusing to explain due to perspective, I'll be giving directions based on Batman's view onto the puzzle floor from the entry door side of the room. The generators on the opposite wall will be labelled from left to right as A to E and the generators along the right hand wall will be numbered 1 to 5 (with 1 being the furthest away and 5 being closest).

There are three different puzzles that you'll need to undertake. Between each puzzle, as Catwoman you will need to dodge a series of saw blades that will move back and forth across the room, or simply get off the puzzle floor and grapple back up to the roof until they stop. You'll find the solutions below.

Puzzle 1:

Puzzle one has a laser on the tile at D2. We need to manoeuvre the tiles so that this is firing into a hole in the puzzle floor.

Have Catwoman stand on tile E1 and use the Remote Electrical Charge repel function on Generator E.
Move Catwoman to tile C2 and use the Remote Electrical Charge attract function on Generator 2.
Puzzle 2:

The second puzzle has a pair of lasers which means double the fun! They are located at the tiles at E1 and B3. We need to manoeuvre the tiles so that the lasers are firing into each of the holes in the puzzle floor.

Use the Remote Electrical Charge repel function on Generator 1.
Move Catwoman to tile A2 and use the Remote Electrical Charge attract function on Generator 2.
Move Catwoman to tile B4 and use the Remote Electrical Charge attract function on Generator D.
Puzzle 3:

The final puzzle again has a pair of lasers to deal with. They are located at the tiles at A5 and C5. As with the other puzzles, we need to move the tiles so that the lasers are firing into each of the holes in the puzzle floor.

Use the Remote Electrical Charge attract function on Generator 1.
Move Catwoman to tile D3 and use the Remote Electrical Charge repel function on Generator 3.
Use the Remote Electrical Charge attract function on Generator C.
Use the Remote Electrical Charge attract function on Generator A.
As soon as the puzzle is completed, you'll want to exit the puzzle floor right away. Return to the previous room and you'll be able to approach the nearby pedestal for the tenth key.

Note: For completing the seventh puzzle and earning the tenth key you'll earn the achievement/trophy ‘Nine Lives'.

At this point, try to exit the Orphanage. .. And you'll need to move onto Part 11 to continue with the guide!

Part 11: Facing the Riddler

As soon as you have completed the ‘Final Exam' challenge, collected the tenth key and freed Catwoman, try to leave Pinkney Orphanage and you'll be confronted by the Riddler himself. This will inevitably trigger a boss fight scenario.

Boss: The Riddler

The Riddler boss fight takes part over two phases and unfortunately, unless you have found and completed every single riddle in the game, you'll only be able to complete the first phase of the fight before he retreats. It's all good though, as soon as you return with all of the Riddles in the bag you can continue from where you left off!

Phase 1: Riddler Robots

During the first phase, the Riddler is enveloped in a green shield that makes him pretty much invincible, so don't even bother attacking him. He has a number of attacks including a ground slam if you are too close to him and a green death laser that he'll shoot at either playable character which will do a good deal of damage if it hits.

The Riddler will also unleash a small army of the Riddler Robots to attack you. These are the main threats during the first phase and you will need to wipe out the lot of them whilst avoiding the Riddler's attacks to progress. Remember that Batman can only attack the blue targets and Catwoman can only attack the red targets. The bad news is that the Riddler can also target and change the colour of any of the Riddler Robots during this phase, so be extra careful to switch between characters and attack the proper targets!

Once you have destroyed all of the Robots, phase two will commence.

Note: If you have not completed all of the riddles in the game as yet, at this point the Riddler will run away. You'll need to return once you have completed the Riddles – fortunately you can find a guide for doing just that below!

Boss: The Riddler - Part 2

Phase 2: More Riddler Robots and the Riddler

When you return to the orphanage having solved all of the riddles in the game, the Riddler will emerge from the floor and start to attack again. He has the same moves as the first phase with a green death laser, melee attack and the ability to switch the colours of his Riddler Robot minions.  As with the first phase, the boss will summon another large group of Riddler Robots to attack you.

To begin the fight this time around, you will only have access to Batman. As this is the case, you'll need to attack and destroy the blue Robots only. The Riddler will use his laser to change some of the Robots to the red versions, so be sure to avoid hitting them as you clear out the enemies that you can destroy.

After a short period of time Catwoman will also join the fight and you'll be able to switch between both characters once again. As always we can use Catwoman to take down the red Robots.

Once you have defeated all of the enemies, the Riddler's shield will drop temporarily, get in close and attack him to trigger a scene which will reduce his health by a third.

After taking damage, the boss will summon another wave of Riddler Robots. Again, we'll need to use both characters to take the lot of them down so that we can get the Riddler's shield to drop. When it does go down, run in and perform an attack on the boss again to remove more health. We essentially need to repeat this cycle until the fight comes to a close.

After completing the fight, drive back to GCPD with your new prisoner to end the Most Wanted mission.

Note: For returning riddler to GCPD HQ you'll unlock the achievement/trophy ‘Riddle Me That'.

Campaign for Disarmament

This side-mission will actually being early on during the campaign during a sequence in which you need to attach the Batmobile's Power Winch to a large explosive device and hack it somehow (don't ask, it's a Batman game). As you hack the device, unmanned drone tanks will show up to attack you and you'll need to fight them all off to complete the hack.

There are several different types of Drone Tanks and as you'll be facing off against just about every type during this side-mission's objectives, it's probably a handy time for a refresher. The types of Tanks include:

Rattler – The standard Drone Tank. It is the weakest and most common type of Drone Tank you'll encounter. A single shot to its turret should be sufficient to destroy it.
Twin Rattler – This Drone Tank is the same as a standard rattler in terms of armour, but its weapon is slightly different – it has the ability to fire off two shells at once as opposed to the single shell that a standard Rattler is able to.
Diamondback – The Diamondbacks are slightly more armoured than the Rattlers. They also have a weapon that will shoot a wave of three shells in a spread in front of it. It will take two shots to the turret to destroy it (without upgrades).
Dragon – These are small, flying Drone Attack helicopters that will fire grenades at your general direction. Use your machine gun to take them down very quickly and avoid the red circles on the ground that indicate the splash damage zone of the grenades.
Mamba – The Mamba Drone Tanks are slightly stronger than the standard Rattler, but will attack you from much further away. They have no tank shells, but they will lock on the Batmobile and launch homing missiles at it. You can (and really must if you want to live) shoot the missiles down with the machine guns. A single shot to the turret should be enough to kill it.
As per the usual over-the-top, crazily outnumbered Drone Tank battles that Batman: Arkham Knight is wont to throw at you; you'll want to keep an eye out for the enemy shot indicators. Destroy enemies whilst avoiding taking fire to boost your missile barrage and let it go when it is charged to level 3-4 to instantly clear out 7-10 enemy units. Repeat until the zones are clear. Additional abilities such as the EMP and Drone hacking are useful, but your real damage will come from the Missile Barrage and as such, you should focus on getting that off as a priority.

There are fourteen bombs to clear out in total and once you have completely wiped them out and completed all three of ‘Occupy Gotham', ‘Armoured and Dangerous' and ‘Own the Roads' side-missions, you'll unlock a boss fight which comprises the second part of this mission.

For shortcuts, click the hyperlinks below:

Part 1: Disarming the Bleake Island Bombs
Part 2: Disarming the Miagani Island Bombs
Part 3: Disarming the Founders' Island Bombs
Part 4: Defeat the Militia Leader
Part 1: Disarming the Bleake Island Bombs

Below I have listed the location of all of the roadside explosives that count towards this Most Wanted mission and have listed them first by the island they are located on and then according to difficulty (i.e easiest to hardest). There are a total of four bombs located on Bleake Island and they can be found in the following locations:

The explosive locations on Bleake island.

Bleake Island Explosive 01

Description: This bomb is disarmed during the main storyline and will trigger the most wanted mission.

The fight to disarm the explosive involves 16 Drone Tanks, with all of them being the low-levelled, stock standard Rattlers. Use your usual tactics to deal with the threat.

Most Wanted Missions (Continued)

Bleake Island Explosive 02

Map co-ordinates: (2379,2907)

Description: This bomb can be found withinthe train yard to the north east of the northern end of Mercy Bridge, directly east of the GCPD building.

This bomb is guarded by a small contingent of 20 Drone Tanks made up entirely of Diamondbacks and Rattlers. This fight is essentially the same as any one of several that you would have fought through during the campaign and should not prove too difficult.

Bleake Island Explosive 03

Map co-ordinates: (1812,2421)

Description: This explosive is located by the large roundabout just northwest on the map from Oracle's Clock Tower.

The Drone Tank battle associated with this explosive has you vastly outnumbered and needing to face off against an assortment of different enemy types. There are 32 Drones in total with these numbers being made up of standard Rattlers, several Twin Rattlers, numerous Diamondbacks and some Dragons.

Although the fight is fairly standard as Drone Tank battles go, the Dragons can be particularly annoying in this fight. Due to the large numbers and having to dodge all of the incoming fire whilst also manoeuvring around the Dragon's RPG splash damage makes things much more difficult than they need to be. As such, take them down as soon as you can!

Bleake Island Explosive 04

Map co-ordinates: (1948,2680)

Description: This explosive can be found inthe empty canal directly southwest of the Panessa studios map marker.

This fight is the most difficult on Bleake Island and consists of an opposing force made up of 48 Drones. The types of Drone Tanks involved include an array of Rattlers, Twin Rattlers, Diamondbacks, Dragons and Mambas.

As with any Drone Tank fight involving Mambas – take them down as soon as you are aware of them to prevent those annoying missile strikes and use the machine guns to knock down the Dragons so that you can focus on the ground-level enemies without the distraction of longer range homing or explosive attacks. Once the Dragons and Mambas are out of the way, the fight will become much, much easier!

Part 2: Disarming the Miagani Island Bombs

Below I have listed the location of all of the roadside explosives that count towards this Most Wanted mission and have listed them first by the island they are located on and then according to difficulty (i.e easiest to hardest). There are a total of five bombs located on Miagani Island and they can be found in the following locations:

The explosive locations on Miagani Island.

Miagani Island Explosive 01

Map co-ordinates: (2913,2726)

Description: This bomb's location can be found along the road just south from Mercy Bridge.

This bomb is the easiest on Miagani Island and the associated Drone Tank fight has you up against a group of 22 Drone Tanks. These numbers consist of both Diamondbacks and Rattlers. This is a fairly standard fight in which dodging, shooting and Missile Barraging can easily win the day quickly.

Miagani Island Explosive 02

Map co-ordinates: (3011,2302)

Description: This explosive can be found on the side of the road just north of the Miagani Botanical Gardens.

After uploading the virus at this explosive site, you'll need to fight off 20 Drone Tanks. The numbers here are made up primarily of standard Rattlers with a couple of Mambas thrown in as well. As per usual, you'll want to get the Mambas down ASAP before returning your focus to the standard vehicles.

Miagani Island Explosive 03

Map co-ordinates: (3167,2729)

Description: This explosive is just north of Wayne Tower and can be found by the ‘Drone Zone' AR Mission marker (if you have unlocked it!).

Similar to the previous explosive listed above, this bomb is not too difficult. The Drone Tank fight involved has you facing off against 24 Drone Tanks. These numbers consist of both Diamondbacks and Rattlers. As the battle is completely ground-locked and typical of the fights that you play through early on in the game and shouldn't cause you too much grief.

Just remember as always dodging, shooting and Missile Barraging is the way to go!

Miagani Island Explosive 04

Map co-ordinates: (3057,2931)

Description: Found on the far eastern side of Miagani Island. It is located directly beneath the road leading to the broken bridge heading off to the east.

The Drone Tank fight involved with this bomb is almost identical to the previous explosive, but includes a few more numbers and that means it'll last a little bit longer (you'll need to keep that dodging up to the max!). The battle itself is 36 Drone Tanks which come in both Diamondback and Twin Rattler flavours.

As the battle is completely ground-locked and typical of the fights that you play through early on in the game, outside of the large number of hostile forces, it shouldn't cause you too much grief.

Miagani Island Explosive 05

Map co-ordinates: (3286,2205)

Description:  This mine is north of the Ferris wheel on the south-western part of the island. Beneath the large Eiffel Tower-type structure next to the Botanical Gardens.

The Drone Tank battle associated with this explosive has you vastly outnumbered and needing to face off against an assortment of different enemy types. There are 24 Drones in total with these numbers being made up of several Twin Rattlers, numerous Diamondbacks and a few Mambas.

Although the fight is fairly standard as Drone Tank battles go, the Dragons can be particularly annoying in this fight. Due to the large numbers and having to dodge all of the incoming fire whilst also manoeuvring around the Dragon's RPG splash damage makes things much more difficult than they need to be. As such, take them down as soon as you can!

Part 3: Disarming the Founders' Island Bombs

Below I have listed the location of all of the roadside explosives that count towards this Most Wanted mission and have listed them first by the island they are located on and then according to difficulty (i.e easiest to hardest). There are a total of five bombs located on Founders' Island and they can be found in the following locations:

The explosive locations on Founders' Island.

Founders' Island Explosive 01

Map co-ordinates: (2274,1540)

Description: This explosive can be found at the base of the Urbarail Station, directly west of the Arkham Knight HQ map icon.

24 Drones (Rattlers, Twin Rattlers, Diamondbacks)

This fight consists of an opposing force made up of 24 Drones. The types of Drone Tanks involved include an array of Rattlers, Twin Rattlers and Diamondbacks.

This Drone Tank battle is actually pretty easy and is again, quite typical of the fights that you play through early on in the game, just with a larger number of enemies. As long as you keep up your dodging so that you can unleash your Missile Barrage as frequently as possible this fight will not cause you much grief at all.

Founders' Island Explosive 02

Map co-ordinates: (2758,1745)

Description: This bad boy's location is on the side of the road just north of Salvation Bridge.

After triggering the hacking sequence, the fight you are forced into requires us to fight 33 Drone Tanks. The types of enemies involved are made up of Rattlers, Dragons and Mambas.

As with any Drone Tank fight involving Mambas – take them down as soon as you are aware of them to prevent those annoying missile strikes and use the machine guns to knock down the Dragons so that you can focus on the ground-level enemies without the distraction of longer range homing or explosive attacks.

Once the Dragons and Mambas are out of the way, dealing with the standard Drone Tanks is a much easier task.

Founders' Island Explosive 03

Map co-ordinates: (2155,1907)

Description: This explosive device is located right at the end of Perdition Bridge.

The Drone Tank battle surrounding this explosive sees the militia send 32 Drone Tanks to stop you. As with the previously listed explosive, the types of enemies involved are made up of Rattlers, Dragons and Mambas.

As with any Drone Tank fight involving Mambas – take them down as soon as you are aware of them to prevent those annoying missile strikes. The trickiest part of this scenario is that the Mamba's will take pot shots at you from the overpasses in this zone, which can make it difficult to hit them with returning fire. You'll also want to use your machine guns to good effect to deal with the Dragons so that you can focus on the ground-level enemies without the distraction of longer range homing or explosive attacks.

Once the Dragons and Mambas are out of the way, dealing with the standard Drone Tanks is a much easier task.

Founders' Island Explosive 04

Map co-ordinates: (2957,1450)

Description: This bomb can be found just inside the gate leading to Port Adams.

This fight is among the most difficult in this side-mission and you'll need to put your game face on to tackle it. The army of 40 Drone Tanks that you'll need to deal with is made up of a wide range of different vehicles including: standard Rattlers, Twin Rattlers, Diamondbacks, Dragons and Mambas.

As with any Drone Tank fight involving Mambas – take them down as soon as you are aware of them to prevent those annoying missile strikes and use the machine guns to knock down the Dragons so that you can focus on the ground-level enemies without the distraction of longer range homing or explosive attacks. Once the Dragons and Mambas are out of the way, the fight will become much, much easier!

Founders' Island Explosive 05

Map co-ordinates: (2054,1564)

Description: In the middle of a roundabout in the lower-levelled slum area, just east of the Stagg Airship Alpha (the south one) mark on the map.

This fight is almost identical in terms of enemy make-up and difficulty to the hardest fight of this side-mission on Bleake Island. The army of Drone Tanks that you'll need to eliminate include 48 total units which are made up of just about every type that we have fought so far including: the standard Rattlers, Twin Rattlers, Diamondbacks, Dragons and Mambas.

As with any Drone Tank fight involving Mambas – take them down as soon as you are aware of them to prevent those annoying missile strikes and use the machine guns to knock down the Dragons so that you can focus on the ground-level enemies without the distraction of longer range homing or explosive attacks. Once the Dragons and Mambas are out of the way, the fight will become much, much easier!

Of course dodging to work up your Missile Barrage is also a must and the level 4 ability to take out 10 enemy units at a time is great to help even the odds in this fight. Try to keep the Missile barrages coming as you fight them all off.

Note: For clearing all 14 explosive Devices you'll earn the achievement/trophy ‘Gotham Underground'.

Once you have completely wiped out all fourteen bombs and completed all three of ‘Occupy Gotham', ‘Armoured and Dangerous' and ‘Own the Roads' side-missions, you'll unlock a boss fight which comprises the second part of this mission.

 

Part 4: Defeat the Militia Leader

After completing ‘Occupy Gotham', ‘Armoured and Dangerous' and ‘Own the Roads' and sorting out the explosive situation from the first part of this side-mission, you'll get a radio message from Deathstroke who challenges you to take him on at Grand Avenue on Miagani Island.

When you are ready to fight, drive the Batmobile onto the island and when you arrive at the objective marker, the bridges will be raised and you won't be able to lower them again until after you defeat the boss battle.

Boss: Deathstroke

As soon as the fight begins, you'll note the number of Cobra tanks on the island jump up to six. Five of these are your standard Cobra Drone tanks, whilst the final one is Deathstroke's tank of doom.  To start with, you are going to want to attempt to isolate and eliminate each of the Cobra Drone Tanks before turning your focus to the main man himself.

Remember that you'll need to hit the Cobra Tanks in the glowing section on their backs in order to destroy them and avoid their lock on attack as it can cause a silly amount of damage. There are plenty of side-alleys, ramps and tunnels to help you outmanoeuvre your opponents – just keep an eye on the mini-map to keep track of their locations and high tail it if you see yourself getting cornered.

Once you are finally down to facing Deathstroke, you'll find that he is actually not that difficult, especially after having completed all of those Drone Tank defence sequences whilst hacking bombs. You can shoot him anywhere on his tank's body to damage him, you'll just need to avoid his attacks – he has an EMP, can shoot grenades similar to the Dragon Drones, lock-on missiles from the Mambas and has a Diamondback three pronged tank shell attack.

I found the easiest way to deal with him was to back away whilst kiting him around in a large circle and shooting him constantly with your main cannon when it recharges. This way you can see his attacks coming at you and you can make necessary adjustments to avoid them. The trickiest attack to avoid, as always, is transitioning to machine guns to shoot down the homing missiles and dodging out of the way of the grenades if he throws more than one at once.

Once you have reduced Deathstroke's health bar to zero a scene will play. Following the scene, drive back to the GCPD headquarters on Bleake Island and park in the indicated spot to complete the side-mission.

Note: For defeating Deathstroke and delivering him to GCPD you'll earn the achievement/trophy ‘Dark Alliegences'.

Note: After handing over Deathstroke, you'll unlock the Character showcase: Deathstroke.

Gotham on Fire

This Most Wanted mission will become available soon after arriving on Miagani Island for the first time. It takes place in three parts, one of which pays out on each of the three main islands. Each of the three missions is essentially identical and to start proceedings, the game requires that we find and locate a burning fire station on each island.

Once you have found a fire station that is on fire, you'll need to approach it with the Batmobile and transition into Battle Mode. Look for an anchor point on the front of the building that we can latch onto with the Power Winch and complete the short rev-based mini game to trigger a cut-scene.

Following the cut-scene, we'll need to chase the target through the streets for a minute or so. During the pursuit, he will drop fireballs onto the road which you'll need to manoeuvre around as driving through this will severely damage the Batmobile.  When you have managed to catch up with the target and you are within range, a white circular reticule will appear around him. You can then use the eject move to perform a takedown. During the ensuing scene, use your melee attacks until he flies away.

The location of the first fire station on Miagani Island is given to you by default when the game lets you know you are eligible to start the Most Wanted mission. The other two fire stations however will need to be found.

The fire stations are located in the following locations:

Miagani Island – located on the southern side of the island near the waterfront about halfway between the Botanical Gardens and Wayne Tower.
Bleak Island – located about halfway between the GCPD HQ building and Oracle's Clock Tower.
Founders' Island – located in Otisburg in the south-western corner of the island. It is just north of the entrance to Port Adams.
After completing the third fire station chase, you'll automatically end up back on the roof of GCPD HQ and hand over the culprit to the authorities.

Note: For completing the first fire station chase, you'll unlock the Character Bio: Firefly.

Note: For returning Firefly GCPD HQ you'll unlock the achievement/trophy ‘Days of Fire'.

Note: For completing the Most Wanted mission, you'll unlock the Character showcase: Firefly.

Heir to the Cowl

The ‘Heir to the Cowl' Most Wanted mission, like most others takes place through a number of sections in several tricky to find locations throughout Gotham City. There are five major sections to this side-mission and the bulk of these involve finding specific rooftop areas around the city and undertaking short combat challenges.

The aforementioned combat challenges involve players taking control of Azrael for a short period of time. Fortunately Azrael handles pretty much identically to batman and even has access to the same quick-fire gadgets. In order to complete the challenges, you must defeat all of the enemy combatants without taking a hit. Any damage that you take during one of the challenges will immediately end it. You'll be given the opportunity to retry as many times as you like to get it right though, so practice makes perfect and all that!

There are two parts to the side-mission and you can find hyperlinks below to jump between them:

Part 1: Combat Challenges
Part 2: The Clock Tower
Part 1: Combat Challenges

As mentioned above, you'll need to track down and complete four combat challenges around Gotham City to progress. You can find the challenges in the following locations:

Challenge 1: Miagani Island

Map co-ordinates: (3043,2667)

Description: On top of theGiani store rooftop near downtown Miagani Island.

Speak with Azrael on the rooftop to trigger the challenge. You'll face off against eight Thugs and you'll need to knock them out without taking a hit to complete the section. As they are all standard enemies so you shouldn't have too much trouble getting them all down.

Challenge 2: Founders' Island

Map co-ordinates: (2727,1447)

Description: On the rooftop of the building directly south of the fire station in Otisburg.

Speak with Azrael on the rooftop to trigger the challenge. This time around you'll face off against seven Thugs (three of whom have melee weapons) and a Brute. Remember that you'll need to knock them all out without taking a hit to complete the section. As with our usual plan of attack in these circumstances, focus on downing the regular enemies and grab a melee weapon to damage the Brute quicker.

As you will have fought fights with this kind of makeup throughout the game, it shouldn't pose too much of a challenge.

Challenge 3: Bleake Island

Map co-ordinates: (1895,2341)

Description: rooftop just west of the roundabout north of Oracle's Clock Tower.

Speak with Azrael on the rooftop to trigger the challenge. This fight consists of 10 Thugs and a Medic. During this fight, it is in your best interests to attempt to single out and dispatch the Medic first to prevent him from electrifying/reviving downed enemies before moving on. Once the medic is down, use the quick-fire Batclaw to remove the electrical charge from any electrified enemies and take the rest down as per usual.

Challenge 4: Lady of Gotham

Map co-ordinates: (2506,2242)

Description: on the platform being held by the Lady of Gotham Statue.

Speak with Azrael on the rooftop to trigger the challenge. We'll need to fight six Combat Experts at once and this is by far the toughest of the combat challenges that we will face with Azrael. Even fighting 2-3 Combat Experts can be challenging, but we need to dispatch six of them without taking damage!

I found the best approach to this challenge was to stay on the defensive and countering any incoming attacks. This is because this enemy type is extremely fast and can perform jumping attacks from just about anywhere in the stage which can easily take you off guard if you are attacking. It's also a good idea to avoid knife attacks by jumping over the attacker's head before he gets his attacks away (unless you feel confident in countering them).

After you have taken 2-3 of the Combat Experts down, you can start to become a little more aggressive and actively attack the remaining enemies. You will however still want to keep your eyes peeled for attacks coming from all over the place!

Part 2: The Clock Tower

Once you have found and completed all four of the combat challenges with Azrael, we'll have a brief chat with Alfred on the communicator. This will update our objectives.

We'll now need to head to Oracle's Clock Tower on Bleake Island and use the Batcomputer to commence another video scanning sequence which will allow us to uncover evidence that we require to continue. You can find said evidence by doing the following:

At ~00:05:00 scan the symbol in the centre of the screen.
At ~00:16:00 scan the symbol on the footballer's arm.
At ~00:28:00 scan the symbol on the knight's chest.
At ~00:41:00 scan the symbol in the centre of the screen.
After you have scanned all four places of interest in the video surveillance feed, our objectives will be updated and a brief scene will play.

We'll be in control of Azrael once more and you have a choice: Attack the target or break our weapon. The end of the side-mission will vary slightly depending on what you choose to do here, but either way it will count towards completion and unlock the achievement/trophy and rewards anyway.

Note: For completing the Most Wanted mission you'll unlock the achievement/trophy ‘Angel in the Dark'.

Note: For completing the Most Wanted mission, you'll unlock the Character Bio: Azrael.

Note: For completing the Most Wanted mission, you'll unlock the Character showcase: Azrael.

Creature of the Night

This side-mission will be unlocked whilst gliding around on the rooftops sometime after reaching Miagani Island for the first time. Essentially, you'll be treated to a short jump-scare scene with Man-Bat whilst exploring that will trigger the start of the Most Wanted mission.  Once you have encountered Man-Bat for the first time, a Most Wanted icon will appear.

Part 1: Find Man-Bat

Once the side-quest has commenced, the first thing that we are going to want to do is find Man-Bat. He can be found flying around the skies of Miagani Island, close to the objective marker. The easiest way to spot him is to get onto the rooftops or glide around above the city with Detective Mode activated during which he'll appear as a flying red skeleton that shouldn't be hard to see.

After locating Man-Bat we need to tackle him in mid-air. This requires us to scale the buildings here, activate a glide and time your fall/movements so that you make contact with him on the way down. Doing so will trigger a brief cut-scene.

Following our first brush with Man-Bat, our objectives will be updated.

Part 2: Search Chinatown Lab

After flooring Man-Bat briefly for the first time, you'll have a brief chat with your support staff on the communicator. You'll be informed of the identity of the Man-Bat and the location of a lab where they had been conducting experiments.

Head over to the new objective marker on the map, located in Chinatown on Bleake Island. Enter the doorway indicated and take the elevator down.

You'll find the laboratory through the door at the end of the hallway and as you enter a video will play on the screen to give you a bit of background into what is happening story wise with this Most Wanted mission.

To continue, you'll need to interact with the computer on the desk against the wall just to the left of the entry door. This will kick off a mini-game that we'll need to successfully complete to progress further.

The mini-game takes place on the computer and involves a pair of DNA helix strands rotating. Below each of these is a small symbol, either ‘X' or ‘O'. We want both strands to have the ‘O' symbol active at the same time so that we can synthesize an antidote. Unfortunately, they will flip over to ‘X' regularly and you'll need to flip the rotation of the associated DNA helix to revert it to ‘O'. Each of the DNA strands is controlled by one of the thumb sticks, so make sure you switch them over as soon as ‘X' appears or your time to completion will increase.

Note: At this point you'll unlock the Character Bio: Kirk and Francine Langstrom.

Backtrack through the lab and exit back onto Bleake Island.

Part 3: Cure Man-Bat

Now that we have a cure for the Man-Bat's condition, we are going to want to find Man-Bat again. As with earlier, the easiest way to spot him is to get onto the rooftops or glide around above the city with Detective Mode activated during which he'll appear as a flying red skeleton that shouldn't be hard to see.

After locating Man-Bat we need to tackle him in mid-air. This requires us to scale the buildings here, activate a glide and time your fall/movements so that you make contact with him on the way down. Doing so will trigger a brief cut-scene. We'll need to do this two more times.

You'll find the target in the following locations:

Bleake Island – he'll fly in a zone around the southern portion of Chinatown, from Oracle's Clock Tower to the east and north.
Founders' Island – Man-Bat's final location is around a large chunk of Ryker Heights in the northwest corner of Founders' island.
After tackling Man-bat from the sky for the third time, drive back to GCPD with your new prisoner to end the Most Wanted mission.

Note: For returning Man-Bat to GCPD HQ you'll unlock the achievement/trophy ‘Scar of the Bat'.

Note: After handing over Man-Bat, you'll unlock the Character showcases: Man-Bat and Kirk Langstrom.

Note: After handing over Man-Bat, you'll unlock the Character Bio: Man-Bat.

Armoured and Dangerous

This is a fairly straightforward side-mission that takes place over a long period of time. Essentially, you'll occasionally locate through exploration or be told about the location of a militia APC which we will then need to find and take out. There are three APCs to be found on each of the three islands.

Once you have the location information, the side-mission will become accessible from the side-quest menu. If you set this side-mission as your active objective, an objective marker will appear on the map. When this does appear you will need to make your way over to that location as quickly as possible before the signal decay meter (on the right of the screen) disappears or you'll need to go again.

As with most of the chase sequences in the main campaign, each of these APCs will fire RPGs at us intermittently. As such, watch out for the holographic lines that appear (this indicates its firing line) and avoid them as you pursue the car. They will also call in back up as the chase proceeds, so be ready to shunt and side-swipe other vehicles and avoid their incoming fire too whilst focusing on the APC. 

As you progress through the APCs, the chases will become increasingly difficult with faster APCs requiring better driving to keep up with, twin weaponry attached and of course additional enemy vehicles. You'll need to hit each APC with anywhere between 5-10 shots from the Batmobile's immobiliser in order to bring it to a halt.

Note: For stopping all 9 APCs you'll earn the achievement/trophy ‘The Road Home'.

Note: For completing the Most Wanted mission, you'll unlock the Character Showcase: Militia APC.

Gunrunner

This side-mission will actually being early on during the campaign during a sequence in which you need to track a van with the help of Nightwing, infiltrate a warehouse and destroy a weapons cache. There are an additional four parts to this side-mission that can be undertaken at any point after Nightwing updates you with additional weapons van locations.

Note: Part 1 is undertaken during the 'A Chat with Penguin' portion of the main walkthrough.

Part 2: Weapons Cache 2

After receiving intel from Nightwing, you can begin this part of the side-mission via the objective marker that appears. As with the first cache, the initial objective can be found on Miagani Island just north of Salvation Bridge.

Approach the van. Pull out your Disruptor to plant a tracking device on the vehicle and then interact with the door. This will trigger a short scene after which the van will take off.

You'll need to follow the vehicle a short distance through the city whilst staying out of sight. To do this, you'll need to grapple up to the top of buildings and either grapple between them or practice using your grapnel Boost and glide combination. Either way, you'll need to maintain your position high above whilst following the vehicle.

Eventually the vehicle will lead you across Founders' Isle to the Sionis Industries warehouse on Bleake Island.

When you arrive at the warehouse, approach the front door and proceed inside. Take cover behind the first wall ahead and peek around the corner to spot a pair of Sentry Turrets – we can't go in there just yet. Instead, look on the wall opposite the hallway we are in to see a control panel use the Remote Hacking Device to open the door next to it.

Switch to Remote Control of the Batmobile and drive it up to the now open door. Shoot the pair of Sentry Turrets inside. We can now move into the room as Batman. Enter the open elevator shaft to the left and grapple to the top. In the room up here interact with the fuse box to open the rooftop panels.

Exit the building and head up to the roof to find a series of skylights up here. Now that the shutters are open, we are able to break the glass here and proceed inside.

There are a large number of enemies in here with the group consisting of 20 Soldiers (two of whom have guns) and a Brute. The good news is that once you start the fight, Nightwing will also come in to help you out. There are numerous environmental takedown objects around the room and the dual takedowns should be used whenever your combo meter is full enough to utilise them.

After the fight, enter the vault and use our Explosive Gel to tag one of the weapon crates. Once that is done, exit the vault and interact with the door to move it into place. Back off to a safe distance before detonating the Explosive Gel to destroy the cache to the max!

Note: For destroying the second weapon cache, on the Xbox One you'll earn the achievement ‘Beautiful Boy'. Note that the PlayStation 4 version will not give you a trophy at this point.

Part 3: Weapons Cache 3

After receiving the next piece of ‘Gunrunner' intel from Nightwing, you can begin this part of the side-mission via the objective marker that appears. The van that we need to follow can be found on Miagani Island on the docks just west of Mercy Bridge.

Following suit from the previous cache, we'll need to tag it with the Disruptor and knock on the back door to have it drive off. Head back up to the skies and tail the van all the way across Founders' Isle until it drives into the ‘Fish Market' building directly below Stagg Airship Alpha.

When you arrive at your destination, you'll see a Sniper on the balcony just beside the garage door. Grapple up to this platform and deal with the Sniper before entering the door he was guarding.

As you enter you'll see seven armed gentlemen below. Follow the platform to the right to find a ventilation shaft that will allow us to slide down and end up in a tunnel beneath the guards here. Sneak up and use a Fear Multi-Takedown to start the fight and then quickly move in and attack the survivors before they can get too many shots off.

Once you have cleared the room, look up onto the nearby wall for a vent hatch that we can pull down with the Batclaw. Once the cover is gone, grapple up and work your way through the vent until you reach the vault room.

As with the other vault rooms we have experienced earlier, there is a number of enemies standing guard. This one features 13 Soldiers (three of whom have guns) and a pair of Brutes. Before dropping into the room, you'll want to sabotage the weapon crate and then use a Fear Multi-Takedown from the overhead pipes to begin the fight by evening the odds a little. Nightwing will show up shortly thereafter and between dual takedowns and the droppable weapons and environmental takedowns available, you should clear the room in no time.

After the fight, enter the vault and use our Explosive Gel to destroy the weapons cache in the same as we have done previously.

Note: For destroying the third weapon cache, on the Xbox One you'll earn the achievement ‘Blind Love'. Note that the PlayStation 4 version will not give you a trophy at this point.

Part 4: Weapons Cache 4

After receiving the next piece of ‘Gunrunner' intel from Nightwing, you can begin this part of the side-mission via the objective marker that appears. The van that we need to follow can be found on Miagani Island in a small park just behind the Bank of Gotham and directly north of Wayne Tower.

Following suit from the previous cache, we'll need to tag it with the Disruptor and knock on the back door to have it drive off. Head back up to the skies and tail the van all the way across Bleake Island until it drives into the Water Treatment Facility in Chinatown.

This one is a little trickier to get into as although you'll see the vehicle drive into the building, there is no entrances at all around the base of the building. Instead, you'll need to drive down into the sewers below Chinatown and you'll find a room full of enemies blocked off by bollards. Use the Batmobile to knock out all the enemies in the room before exiting and heading on inside.

Climb the stairs here to the top to find a control room with a Riddler Trophy and a control panel with a lever we can pull to lower the bollards.

With the bollards down, enter the room as the Batmobile. Using the Batmobile, enter Battle Mode and use the Power Winch to grab the counterweight along the right hand wall. Pull this backwards to open the door beside it.

Switch to Batman and enter the half open door. Grapple to the top of the elevator shaft here to find yourself on a chain-linked ceiling with several hatches leading to the vault room below filled with enemies.

Unlike the previous two vault rooms you will be fighting by yourself this time around. There are 13 Thugs (two have stun sticks) and a knife wielding Brute that we will need to deal with. Before starting, check out each of the hatches on the floor to find the one with the most enemies below and perform a Fear Multi-Takedown to kick things off. There are plenty of objects around the room that enemies will throw at you during this fight, so keep your eyes out and be sure to counter them when you see them coming your way from across the room!

After the fight, enter the vault and use our Explosive Gel to destroy the weapons cache in the same as we have done previously.

Note: For destroying the fourth weapon cache you'll earn the achievement/trophy ‘Practice Run'.

Part 5: Weapons Cache 5

This next section of the Most wanted mission will activate immediately after destroying the fourth weapons cache. We'll need to head over to Otisburg on Founders' Island where you'll find the objective marker leading you to a rooftop welcoming party.

The first thing you will note whilst entering the area is that there is a Detective Mode scrambler in effect, which means you'll be unable to track the enemy movements. There is a Sniper in the middle of the rooftop and six Thugs patrolling in and around the perimeter.

Your best bet for completing this section fast is to silently remove the Sniper first, use the vantage point here to observe the patrolling enemies and sneak up and take down a couple of them quietly. Wait until a body is discovered and then when enemies group up, use a Fear Multi-Takedown to thin out the numbers.

When you have cleared the rooftop, approach the lever on the wall by the elevator and drop down the shaft to reach the lift. Hop inside and drop through the hatch in the floor to reach the bottom. Drop through one last hatch here.

You'll find yourself on a chain-linked ceiling with several hatches leading to the vault room below filled with enemies. Crouch and move through the open vent onto a support beam. Below you'll see a Sentry Turret.

Jump across to the chain-link above the Sentry Turret and use your Remote Hacking Device to blind it. Drop to the floor and disable it. Pull the grating cover off the wall opposite the Sentry Turret and crawl through.

Crawl through the underground ventilation tunnels and follow them through until you see your friend. Follow the tunnel behind him and pop out of the vent behind the weak wall. Approach the back of the wall and hit the button prompt that appears to release him.

This will unfortunately trigger a dual fight with the rest of the enemies in the room which includes 13 Soldiers (two of which have shields) and two Brutes (one with shock sticks and the other with knives). There are plenty of tossable objects around the room so keep your eyes peeled for incoming projectiles! As per usual, you'll want to build up your combo meter and unleash dual takedowns to get rid of the brutes whilst focusing on taking out the other enemies – remember that you can use the quick Remote Electrical Charge attack to stun the Brute with the stun sticks to keep him out of action temporarily.

After the fight, enter the vault and use our Explosive Gel to destroy the weapons cache in the same as we have done previously.

After clearing the fifth vault room and destroying the final weapon cache, drive back to GCPD with your new prisoner to end the Most Wanted mission.

Note: For returning Penguin to GCPD HQ you'll unlock the achievement/trophy ‘Touch  of Death'.

Note: For completing the Most Wanted mission, you'll unlock the Character showcase: Penguin.

Occupy Gotham

The ‘Occupy Gotham' side missions are very similar to the ‘Own the Roads' side-missions in that they revolve around finding and taking out militia checkpoints that have been established throughout Gotham. Unlike the ‘Own the Roads' objectives, the objectives for ‘Occupy Gotham' are all located on rooftops around the city.

These objectives can be identified by a Tower-shaped marker on the world map and in the game world are comprised of rooftop areas draped in the Arkham Knight symbols, red flags and often with sentry turrets with bright red searchlights on the walls surrounding it.

These objectives involve a range of approaches, ranging from stealth, to all out melee brawls as well as the occasional hack-whilst-you-fight scenario. In general, to eliminate a checkpoint, you'll need to enter the area, clear it out of enemies and then find the command console and use your Explosive Gel on it to blow it up.

There are 21 rooftops to clear in total with four on Bleake Island, and nine on Founders' Island and eight on Miagani Island. Their locations along with what you can expect to find are listed below.

For shortcuts, click the hyperlinks below:

Part 1: Bleake Island Watchtower Locations
Part 2: Miagani Island Watchtower Locations
Part 3: Founders' Island Watchtower Locations
 

Part 1: Bleake Island Watchtower Locations

There are a total of four militia Watchtowers located on Bleake Island and they can be found in the following locations:

The Watchtower locations on Bleake Island.

Bleake Island Watchtower 01:

Map co-ordinates: (2197, 2780)

Description: On top of the building a block directly north of Mercy Bridge. 

This watchtower is essentially a small predator area. We'll need to deal with the four Soldiers (two who have camouflage armour), a Boa Drone and a Minigunner. The other difficult part of this area is the presence of a wall mounted Sentry Turret overlooking the rooftop. We will need to use the Remote Hacking Device to blind the Sentry Turret before we set foot on the rooftop.

Unfortunately, there is not much in the way of useful environmental features here from the buildings/walls we can use for corner takedowns and a cable strung overhead in one part of the rooftop. Fortunately, it's not all bad as we can use the Remote Hacking Device to download the Boa Drone codes to use them to your advantage and sabotage the weapons crates with the Disruptor before using the Voice Synthesizer to have guards inspect them.

As is the case usually, you will want to leave the Minigunner for last because if you attack him, the noise will alert other guards to your presence.

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

Bleake Island Watchtower 02:

Map co-ordinates: (2130, 2614)

Description: On a roof halfway up the building adjacent to the gas station, just north of the GCPD headquarters. 

This watch tower is comprised of a very small enclosure guarded by a group of enemies whom we'll need to drop in on and knock out. The enemies guarding this small rooftop include four Soldiers, three Combat Experts and three Brutes (one with a shock stick and another with a shield).  Before approaching the fight we will need to use the Remote Hacking Device to blind the Sentry Turret overlooking the combat area.

During the fight you'll want to focus on downing the Thugs and Combat Experts as soon as possible before finally dealing with the Brutes. Note that there are several environmental takedowns here that can be handy in dealing with the Brutes when you see an opening to use them.

Note that if the timer on the Sentry Turret blinding runs out, you'll want to quickly grapple out of the area and re-apply the Remote Hacking Device before continuing.

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

Bleake Island Watchtower 03:

Map co-ordinates: (1922, 2469)

Description: On a rooftop just northeast of Oracle's Clock Tower and just south of the large roundabout.

This watchtower has a definite predator mode feel to it. There are eight armed Soldiers, a Medic and two Boa Drones patrolling a large section of rooftop. You should use you usual predatory tactics to take them out.

With the pair of Boa Drones, you use the Remote Hacking Device to download their codes to use them to your advantage. It is also possible to sabotage the weapons crates with the Disruptor and use the Voice Synthesizer to have guards inspect them. There is a cable strung above part of the area which will allow you to sneak up on enemies undetected. As per usual prioritise the medic beforehand and then wait for enemies to become isolated before picking them off with a range of silent takedowns and corner takedowns to prevent detection.

When you only have a few enemies left, creating a distraction and luring a group of enemies into Fear Multi-Takedowns is also a good way to mop things up.

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

Bleake Island Watchtower 04:

Map co-ordinates: (1961, 1947)

Description: On the western side of the Urbarail station building in Chinatown, just north of the Perdition Bridge. 

This is quite possibly the easiest watchtower in the game as it consists solely of two Thugs. The way into the building can be tricky to find however as there is only one entry point. To get inside you'll need to to enter via the windows on the river side (southwest) of the building.

Although, it is completely optional, if you explore the building before taking over the watchtower and attempt to enter the guarded via the stairs on the northeast side of the building you'll reach iron bars blocking your way, the Thugs behind will see you and you'll get some funny dialogue.

Once you have rid the watchtower of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

 

Part 2: Miagani Island Watchtower Locations

There are a total of eight militia Watchtowers located on Miagani Island and they can be found in the following locations:

The Watchtower locations on Miagani Island.

Miagani Island Watch Tower 01:

Map co-ordinates: (3255, 2169)

Description: On the Eiffel Tower-type structure beside the Miagani Botanical Gardens.

This watchtower has a definite predator mode feel to it. There are six armed Soldiers and a Boa Drone patrolling the higher levels of the building. You should use you usual predatory tactics to take them out.

There are hatches between levels of the area and cables strung above the area which will allow you to sneak up on enemies undetected. You can also use the Remote Hacking Device to download the codes to the Boa Drone and have some fun with that. As per usual wait for enemies to become isolated before taking them down using a range of silent takedowns and corner takedowns to prevent detection.

When you only have a few enemies left, creating a distraction and luring a group of enemies into Fear Multi-Takedowns is also a good idea to get the job over and done with more quickly!

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

Miagani Island Watch Tower 02:

Map co-ordinates: (2841, 2394)

Description: Along the water about halfway between Penitence Bridge leading to Founders' Island and Mercy Bridge.

This watchtower is essentially a small predator area. We'll need to deal with the five Soldiers. We'll also need to contend with the presence of mines scattered atop the rooftop and a wall mounted Sentry Turret overlooking the area. We will need to use the Remote Hacking Device to blind the Sentry Turret before we set foot on the rooftop.

Due to the small number of enemies, this is actually not too difficult. We can sabotage the weapons crates or mines with the Disruptor (if you have the upgrades) before using the Voice Synthesizer to have guards inspect them. Additionally, causing a distracting and performing a Fear Multi-Takedown will give you the opportunity to wipe out the majority of enemies in a single action.

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

Miagani Island Watch Tower 03:

Map co-ordinates: (2738, 2655)

Description: Just west of Mercy Bridge leading to Bleake Island.

This ‘Occupy Gotham' watchtower is another predator-type scenario located on the roof of the same building where we found the Penguin during the main game's story. At this point however the enemies present are somewhat different… and more difficult. We'll have to contend with eight Soldiers (including mine layers and one with a detective Mode Scrambler) and a Minigunner.

Due to the presence of the Detective Mode Scrambler and the Minigunner, this watchtower will be difficult. As such, you will want to maintain position on the cables strung overhead or the vantage points so that you can keep an eye on the enemies below and pick off isolated Thugs one at a time when you see an opening until you are able to remove the Scrambler from the equation.

In addition to the vantage points and overhead cables, there is a large underground tunnel network and several destructible windows/walls in the small building atop the roof. All of these should be exploited as you see fit to take out successive bad guys.

Remember to leave the Minigunner for last as attacking him will draw any remaining enemies to your location.

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

Miagani Island Watch Tower 04:

Map co-ordinates: (3037, 2826)

Description: On the rooftop of the Bank of Gotham building directly west of the northernmost broken bridge on the east side of Miagani Island.

This watch tower is a small enclosure found on top of the roof of the Bank of Gotham building. It is guarded by a group of eight Soldiers (two with shields and two with melee weapons), two Combat Experts, a Medic and a Brute with a shield.

Before triggering the fight, be sure to use the Disruptor to sabotage the three weapons crates scattered around the area. As per our standard operating procedure, get the Medic out of action as soon as possible before focusing on other enemies. Note that there are several environmental takedowns and melee weapons that can be utilised whilst taking on the Brutes. You'll also need to be on the lookout for projectiles due to several tossable objects located around the area.

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up. 

Miagani Island Watch Tower 05:

Map co-ordinates: (3318, 2871)

Description: On the rooftop with the two large statues directly east of the Grand Avenue Station.

This watchtower is a little different from the others as it is comprised on not one, but two different command consoles. The watchtower itself is comprised of a small bridge linking two statues around the top of a building and as such there is not a lot of room. Before we begin, you'll want to make your way to the easternmost of the two statues and use the Explosive Gel on the console here to disable the sentry Turrets overlooking the second command console on the bridge below.

With the guns disabled, the watchtower becomes a standard fight scenario. There are eight soldiers (three with guns), a Medic and a Brute in need of elimination. Use the Disruptor to disable the firearms and weapons crate before dropping down and fighting the group. As pre usual, prioritise the medic before anything else!

Once you have knocked out all of the enemies you can then find the second command console and use your Explosive Gel on it to blow it up. 

Miagani Island Watch Tower 06:

Map co-ordinates: (3119, 2529)

Description: In Grand Avenue on a high-up bridged walkway between the ‘Black Canary Club' and ‘Orb Theatre' building rooftops.

This entire watchtower is located on a small bridge linking two skyscrapers together. There are two wall  mounted Sentry Turrets at either end and two rotating Sentry Turrets on the bridge either side of the command console.

The trick to completing this watchtower is to pick an end to start with (either east or west will do) and use the Remote Hacking Device to disable the nearest wall mounted Sentry Turret. Move up to the closest Sentry Turret on the bridge when it is safe to do so and dismantle it. Then retreat, move to the opposite side and repeat the process.

You'll be able to approach the command console and use your Explosive Gel on to blow it up once the two ground-based Sentry Turrets are down. 

Miagani Island Watch Tower 07:

Map co-ordinates: (2944, 2158)

Description: On the roof of Elliot Memorial Hospital, just at the end of Penitence Bridge leading to Founders' island.

This watchtower is probably the toughest on Miagani Island due to the enemy presence. It is also one of the more unique watchtowers as it is comprised of not one, but two different command consoles. Before you start fighting, you'll want to make your way to the northwestern tower on the rooftop and use the Explosive Gel on the console here to disable the Sentry Turrets overlooking the second command console below.

With the guns disabled, the watchtower becomes a standard fight scenario. There are eight Soldiers (two with stun sticks, two with melee weapons), four Combat Experts and two Brutes and we'll need to give each of their noggins a floggin'!

There are multiple environmental takedowns available to make things a little easier, but there is no sugar coating it - this can be a really tough fight due to the stun sticks and the Combat Experts in play and taking things defensively early on to focus on countering (especially the Combat Experts) is probably a good way about starting the fight. Once you have eliminated a few enemies, you can become more aggressive. Try to use the environmental takedowns to deal with the Brutes when you get the opportunity and keep an eye out for incoming projectiles.

Once you have knocked out all of the enemies you can then find the second command console and use your Explosive Gel on it to blow it up. 

Most Wanted Missions (Continued)

Miagani Island Watch Tower 08:

Map co-ordinates: (3008, 1864)

Description: North of the Salvation Bridge exit to Founder's Island.

This watch tower is another small enclosure-type combat experience guarded by a group of five Soldiers (one with a melee weapon) and a Brute and is reminiscent of many of the fights you encounter early on in the game. If you can pull off a Fear Multi-Takedown to lead off the fight, you'll halve the numbers (or more) immediately, making it even easier!

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

 

Part 3: Founder's Island Watchtower Locations

There are a total of nine militia Watchtowers located on Founders' Island and they can be found in the following locations:

The Watchtower locations on Founders' Island.

Founders' Island Watch Tower 01:

Description: This Tower is actually disarmed during the main storyline and will trigger the Most Wanted mission.

Founders' Island Watch Tower 02:

Map co-ordinates: (2879, 1598)

Description: By the western end of Salvation Bridge, directly below the monorail tracks.

This area consists of three armed Soldiers and a Boa Drone and is actually ridiculously easy if you know how to approach it. If you land on top of the room with the guards, you can actually see through the chain-linked wire floor to see the enemies within. Use the Remote Hacking Device on the Drone controller and then use the Boa Drone to knock them all out for a quick clear of the area.

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

Founders' Island Watch Tower 03:

Map co-ordinates: (2614, 1586)

Description: Otisburg – on top of a building directly north of the road leading north from Port Adams. 

This watchtower is essentially a small predator area in which we need to stalk and eliminate six Soldiers (one with a Detective Mode Detector) and a Medic. The rooftop itself has some cables strung overhead for a nice view of the enemies below, several weak walls that we can exploit for Explosive Gel takedowns, plenty of walls for corner takedowns and a weapon crate that we can sabotage with the Disruptor before using the Voice Synthesizer to have guards inspect it.

We'll want to identify and eliminate the Medic first before taking out the other enemies in the immediate area.

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

Founders' Island Watch Tower 04:

Map co-ordinates: (2410, 1667)

Description: Drescher – On top of the building under construction across the road to the north of the Gotham Stock Exchange Building.

This is easily the hardest watchtower that we'll tackle in the entire game. This rooftop has not one, not two but four Minigunners patrolling the area along with two Medics and two Soldiers equipped with camouflage armour (which makes them invisible in Detective Mode).

The rooftop itself has a wealth of stealth options including multiple weak walls, plenty of corners, high up girders on the inside and a network of floor vents. It also features multiple floors so that you make a quick escape or scout the area from multiple angles.

We'll want to take out the Medics first of all, before attempting to locate the Soldiers with the camouflage gear and then finally turning out attention to the Minigunners. When it is down to just Batman and the Minigunners you'll want to wait for one to be well away from the others before attempting to take him down and then quickly retreating before the backup arrives. Rinse and repeat until they are all down for the count.

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

Founders' Island Watch Tower 05:

Map co-ordinates: (2452, 1333)

Description: Ryker Heights – Just south of the large circular road area on the world map. On top of the building with the half constructed railway bridge leading into it.

As with many of the other smaller-sized watchtowers you'll encounter, this one consists of a medium sized group of enemies that we'll need to subdue. The forces guarding the roadblock include seven soldiers (two with melee weapons) and a Brute. It's a good idea to prepare for the fight by using the Disruptor to disable the enemy weapon crates in the area. If you can lead into the fight with a Fear Multi-Takedown and use it to eliminate 3-5 enemies as soon as you begin, the remaining hostiles will be much easier to dispatch.

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

Founders' Island Watch Tower 06:

Map co-ordinates: (2269, 1904)

Description: Drescher – By the southern part of Perdition Bridge.

This is another of the very small rooftop fight watchtowers. The contingent of enemies patrolling this one are made up of seven Soldiers (one of whom has a gun). Prepare for the fight by using the Disruptor to disable the enemy weapon before dropping in and taking all of the enemies down.

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

Founders' Island Watch Tower 07:

Map co-ordinates: (2613, 1385)

Description: Otisburg – In the southwest corner of the area on a small building's rooftop near the water. Just north of the entrance to Port Adams.

This watch tower is comprised of a very small enclosure guarded by a group of enemies whom we'll obviously need to knock out. The enemies guarding this small rooftop include three Soldiers, three Combat Experts and two Medics. Before approaching the fight we will need to use the Remote Hacking Device to blind the Sentry Turret overlooking the combat area.

During the fight you'll want to focus on downing the Medics as soon as possible before finally dealing with the other enemies.

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

Founders' Island Watch Tower 08:

Map co-ordinates: (2792, 1857)

Description: Drescher – By the northern end of Penitence Bridge.

This is another of the very small rooftop fight watchtowers. The contingent of enemies patrolling this one are made up of four Soldiers and two Combat Experts. If possible, you should try to start the fight by using a Fear Multi-Takedown and use it to dispatch as many enemies as possible (preferably Combat Experts though!) before clearing out the remaining enemies.

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

Founders' Island Watch Tower 09:

Map co-ordinates: (2536, 2071)

Description: Drescher -Below the broken bridge to the north of Penitence bridge. At ground level beneath the building with the large radio antenna and rotating wall mounted turrets.

This is an unusual watchtower in that all of the enemies that we need to eliminate are below the building in question, at ground level. Having said that it's really not all that unique as the general small zone combat scenario comes into play for this watchtower as well. There are seven Soldiers (two with shields) and two Medics to deal with here.

Engage in combat with the enemies ensuring that you get rid of the Medics first before focusing on the other opponents.

Once you have eliminated all of the enemies you can then find the command console and use your Explosive Gel on it to blow it up.

Note: For clearing all 21 towers you'll earn the achievement/trophy ‘Gates of Gotham'.

Own the Roads

The ‘Own the Roads' side missions are very similar to the ‘Occupy Gotham' side-missions in that they revolve around finding and taking out militia checkpoints that have been established throughout Gotham. Unlike ‘Occupy Gotham' though, which focuses on rooftops, the objectives for this side-missionare all located at street level throughout the city.

These objectives can be identified by a Diamond-shaped marker on the world map and in the game word are comprised of small zones encircled by large red barricades.

These objectives involve a range of approaches, ranging from stealth, to all out melee brawls as well as the occasional hack-whilst-you-fight scenario. In general, to eliminate a checkpoint, you'll need to enter the area, find the commander and destroy his communicator.

The commander can be located by switching on detective mode and looking for the guard/enemy that has the pulsating energy signature. Once he has been knocked out, inspect his body with Detective mode active for a button prompt to destroy the communicator.

There are 20 checkpoints in total with four on Bleake Island, and eight on both Founders' Island and Miagani Island. Their locations along with what you can expect to find are listed below.

For shortcuts, click the hyperlinks below:

Part 1: Bleake Island Roadblock Locations
Part 2: Miagani Island Roadblock Locations
Part 3: Founders' Island Roadblock Locations
Part 1: Bleake Island Roadblock Locations

There are a total of four militia roadblocks located on Bleake Island and they can be found in the following locations:

The Roadblock locations on Bleake Island.

Bleake Island Roadblock 01:

Map co-ordinates: (1759, 2291)

Description: Chinatown – Directly north of the Clock Tower map marker.

This roadblock is one of the easier ones you will come across. It guarded by a single Soldier along with three Sentry Turrets. The Soldier will stay put as long as you do not alert him. Of the three Sentry Turrets, the two outer ones will be rotating and the central one will remain locked in position.

To complete this roadblock easily, start on either end and use the Remote Hacking Device to blind the turret before moving in to dismantle it. Use Remote Hacking Device again on the second spinning Sentry Turret so that you can dismantle the stationary one in peace. Finally dismantle the third Sentry Turret before sneaking up and taking down the Soldier.

Once he has been knocked out, inspect his body with Detective mode active for a button prompt to destroy the communicator.

Bleake Island Roadblock 02:

Map co-ordinates: (1962, 2322)

Description: Chinatown – just north east of the Clock Tower.

This fairly large roadblock is also one of the toughest fights you'll encounter in the entire game and unfortunately, the only way to clear this area out is to fight the large contingent of enemies within. This small army includes: a group of 10 Soldiers (two with stun sticks, two with shields and two with Guns), two Medics, two Combat Experts and a pair of Brutes.

Across the top of the area is strung a cable that will allow you to prepare somewhat. I'd recommend using the Disruptor to disable the enemy firearms and position yourself for a Fear Multi-Takedown in which you are able to target one of the (or if you are lucky both) Medics to kick off the fight. Once the fight starts, it then becomes a battle of attrition. Keep working your way through the enemies, making sure to keep the firearms from being picked up and being sure to watch your surroundings for incoming Combat Expert attacks and the occasional environmental projectile.

Use your usual tactics to dismantle the opposition Soldiers and Combat Experts one at a time before turning your attention to the Brutes.

Note that there is a pair of Sentry Turrets on the northern end of the roadblock, so stay away from this area whilst you fight!

Once all the hostiles have been knocked out, inspect the pulsating body with Detective Mode active for a button prompt to destroy the communicator.

Bleake Island Roadblock 03:

Map co-ordinates: (2054, 2069)

Description: Chinatown – By Perdition Bridge leading to Founder's Island.

You'll find a Brute with a shock stick and two Soldiers on a deck overlooking the road leading to Perdition Bridge. Defeat these three and then use the Remote Hacking Device on the console here. Use Detective mode to follow wires around the side of the building and you can enter an opening here undetected. There are a pair of Soldiers inside that we can sneak attack to clear out the roadblock.

Once all the hostiles have been knocked out, inspect the pulsating body with Detective Mode active for a button prompt to destroy the communicator.

Bleake Island Roadblock 04:

Map co-ordinates: (2151, 2140)

Description: Chinatown – Just southeast of Perdition bridge leading to Founder's Island.

This is a really difficult checkpoint to eliminate without upgrading the Disruptor a little to sabotage Drones. This is because there is a pair of deadly Sentry Drones and six armed Soldiers guarding this area with only destructible crates for cover. It is possible to blind one sentry drone with the Remote Hacking Device and then attempt to take out the Soldiers whilst avoiding the other Sentry Drone's line of sight, but it requires a lot of patience and hit and run tactics.

On the other hand, having upgraded the Disruptor with the Drone sabotage capability and you can shoot them once, walk into their line of sight so that they attack and they will explode. This leaves you to take out the enemy Soldiers a little easier!

After dealing with all of the guards, inspect the pulsating body with Detective Mode active for a button prompt to destroy the communicator.

 

Part 2: Miagani Island Roadblock Locations

There are a total of eight militia roadblocks located on Miagani Island and they can be found in the following locations:

The Roadblock locations on Miagani Island.

Miagani Island Roadblock 01:

Map co-ordinates: (3135, 2002)

Description: A block to the east of the end of Salvation Bridge leading to Port Adams in Founders' Island.

This roadblock is surprisingly simple. It is constituted of an alleyway linking two streets with mines at either end and a group of eight armed Soldiers in between. We can easily use the Batmobile to target and blow up the mines and then move in and take out all the soldiers.

Once they are all knocked out, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

Miagani Island Roadblock 02:

Map co-ordinates: (3166, 2242)

Description: Beneath the Miagani Botanical Gardens building where we went with Poison Ivy a few times during the story missions.

Within this roadblock you will find a pair of Sentry Drones and eight armed Soldiers – that sounds tough for Batman to do on foot doesn't it? Whilst it is entirely possible to clear the area with ample use of the Remote Hacking Device, Fear Multi-Takedowns and Smoke Pellets, you can fortunately use the Batmobile to drastically reduce the difficulty if you know where to approach from.

Just to the northeast of the location, you can drive up to an overpass which is pretty much directly above the tunnel that we had to infiltrate during the early part of the story. From this overpass you can look beneath the Botanical Gardens building and over the barricade to take out both Drone Sentries and as many guards as possible. When you feel it safe to do so, fly on in to mop up.

Once they are all knocked out, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

Miagani Island Roadblock 03:

Map co-ordinates: (2961, 2181)

Description: Second floor of Elliot Memorial Hospital, just at the end of Penitence Bridge leading to Founders' island.

This roadblock looks quite daunting from its makeup of eight Soldiers (two with stun sticks, two with shields, and one with a gun) and two Brutes in a confined space and it certainly is if you go in for hand-to-hand combat. Fortunately, you can use the Batmobile if you know where to look!

There is a small ramp along the road just to the east of this roadblock's location that we can manoeuvre up with the Batmobile to get a nice view of the location. We can shoot most of enemies in the roadblock area from this location before flying in to mop up.

Once they are all knocked out, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

Miagani Island Roadblock 04:

Map co-ordinates: (2779, 2311)

Description: Along the water just east of the Penitence Bridge leading to Founders' Island.

This roadblock is essentially a very small enclosure guarded by a group of enemies. You guessed it, we'll need to drop in and knock them all out! This roadblock‘s enemies include five Thugs and a Brute. If you can pull off a Fear Multi-Takedown to lead off the fight, you'll halve the numbers (or more) immediately, making it even easier!

Once they are all knocked out, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

Miagani Island Roadblock 05:

Map co-ordinates: (2724, 2646)

Description: Just west of Mercy Bridge leading to Bleake Island.

Although there is a Detective Mode Scrambler among the enemies here, this roadblock basically consists of a medium sized group of enemies that we'll need to subdue. The forces guarding the roadblock include seven soldiers (one with a shield) and a Brute. As would be expected, if you can perform a Fear Multi-Takedown to commence the fight and can take down 3-5 enemies straight off the bat, you'll reduce the difficulty considerably.

Once they are all knocked out, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

Miagani Island Roadblock 06:

Map co-ordinates: (2877, 2896)

Description: Outside the Ranelagh Ferry Terminal, just southeast of Mercy Bridge.

This roadblock is extremely difficult to complete on foot and although it is possible, it is much easier to use the Batmobile to sort things out. Within the roadblock you will find a pair of Sentry Drones and five armed Soldiers.  Fortunately, you can use the Batmobile if you know where to look!

Along the road just to the north of the roadblock we can manoeuvre up a set of stairs leading to a conveniently placed raise walkway which provide the Batmobile a nice view of the location over the top of the barricades. We can shoot most of enemies in the roadblock area from this location before flying in to mop up.

Once they are all knocked out, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

Miagani Island Roadblock 07:

Map co-ordinates: (3174, 2569)

Description: On Grand Central Avenue opposite the Klyce Theatre.

This is another of the small enclosure roadblocks that is guarded by a small group of enemies. This roadblock‘s inhabitants include five Soldiers and a pair of Medics. If you can pull off a Fear Multi-Takedown to lead off the fight (and tag both Medics), you'll reduce the threat considerably. If you can't snaffle both medics from the get go, remember to prioritise taking them out before anyone else!

Once they are all knocked out, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

Miagani Island Roadblock 08:

Map co-ordinates: (3491, 2416)

Description: Along the coast between Wayne Tower and the Ferris wheel.

This roadblock feels much more along the lines of a small predator area than the majority of the others which play out more like brawls. There are six armed Soldiers and a Boa Drone patrolling a small balcony area here.

You should use you usual predatory tactics to take them out, using a range of silent takedowns and corner takedowns. Of course you'll probably want to wait for enemies to become isolated before taking them down to prevent detection. Luring groups of enemies into Fear Multi-Takedowns is also a good idea to get the numbers down quickly and it's also possible to use the Remote Hacking Device to download the codes to the Boa Drone and have some fun with that.

Once they are all knocked out, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

 

Part 3: Founders' Island Roadblock Locations

There are a total of eight militia roadblocks located on Founders' Island and they can be found in the following locations:

The Roadblock locations on Founders' Island.

Founders' Island Roadblock 01:

Map co-ordinates: (2042, 1632)

Description: Just east of the Stagg Airship Alpha (the southern air ship) marker on the world map.

This roadblock is one of the trickier ones on Founders' Island as it requires a modicum of sneakiness. There are vents leading into the roadblock from the north and the south. These lead to an extensive series of tunnels running beneath the roadblock area.

From these tunnels you'll be able to see the enemies guarding the area. There is a Sentry Drone and nine armed Soldiers. Before making any kind of move, we will want to use the Remote Hacking Device on the Sentry Drone to temporarily blind it. You can then either try to track and take down the guard with the pulsing beacon silently before anyone else notices, or use a Fear Multi-Takedown and hit and run tactics using the vents to defeat the enemies in the area.

Either way you choose to go, make sure that the Sentry Drone is always blinded before doing anything in the area!

Once you are able, inspect the pulsating body with Detective Mode active for a button prompt to destroy the communicator.

Founders' Island Roadblock 02:

Map co-ordinates: (2684, 1878)

Description: At the end of Penitence Bridge.

This roadblock is quite small, but also quite heavily populated. The defences inside include nine Soldiers and a Brute. There are also a set of mines on a small balcony area above the roadblock and this tells us that the Batmobile can reach this location.

Move up the street slightly from the roadblock and find the stairs leading to the balcony. Here we can easily use the Batmobile to target and blow up the mines and then move into a position above where we can take out all of the enemies.

Once they are all knocked out, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

Founders' Island Roadblock 03:

Map co-ordinates: (2538, 1773)

Description: On the corner to the southeast of the Arkham Knight HQ marker on the world map.

This is by far the easiest roadblock to be found on Founders' island. This roadblock‘s inhabitants include a grand total of five armed Soldiers. If you can pull off a Fear Multi-Takedown to lead off the fight, you'll make it even easier. It is possible with an upgraded Fear Multi-Takedown to eliminate the entire group of enemies without them even throwing a punch at you!

Once they are all knocked out, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

Founders' Island Roadblock 04:

Map co-ordinates: (2519, 1457)

Description: A large courtyard in the middle ofOtisburg.

This is a roadblock that you DO NOT want to attempt on foot. It covers a fairly large courtyard area between a series of buildings and its defences include six Sentry Drones and three armed Soldiers. Fortunately there is a super-easy way to take out this installation.

If you can approach from north and bang on your Detective Mode, it is possible to find a panel on one of the walls that we can use the Remote Hacking Device on. Doing so will open a large shutter door that the cables lead to which will allow you to bring the Batmobile into the main roadblock area and you can use it to eliminate everything in a much quicker fashion.

Once everything is out of commission, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

Founders' Island Roadblock 05:

Map co-ordinates: (2260, 2019)

Description: Along the water just to the south east of the Perdition Bridge leading to Bleake Island.

As with many of the other smaller-sized roadblocks you'll encounter, this roadblock basically consists of a group of enemies that we'll need to subdue. The forces guarding the roadblock include seven soldiers (two with guns, two with melee weapons) and a Brute. It's a good idea to prepare for the fight by using the Disruptor to disable the enemy firearms and if you can lead in with a Fear Multi-Takedown and use it to eliminate 3-5 enemies as soon as you begin, it will be much easier to deal with.

Once they are all knocked out, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

Founders' Island Roadblock 06:

Map co-ordinates: (2270, 1851)

Description: In a building beneath the streets just below the end of the Perdition Bridge leading to Bleake Island.

The roadblock at the above co-ordinates looks difficult on first sighting due to the four rotating Sentry Turrets and the six armed soldiers walking about within. Fortunately, the Batmobile gets itself a sweet invite to this roadblock. You can find an anchor point that we can grab with the Power Winch in the north west corner of the compound to pull down a wall.

Once the wall is down, you can proceed inside with the Batmobile to easily neutralise the occupying hostiles.

Once they are all knocked out, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

Founders' Island Roadblock 07:

Map co-ordinates: (2128, 1802)

Description: Just to the west of the Perdition Bridge leading to Bleake Island.

This is another small enclosure fight that requires us to take down the enemies inside the barricade. This roadblock‘s inhabitants include four Soldiers (two with guns, two with stun sticks) and four Combat Experts. It's a good idea to use the Disruptor to disable the enemy firearms beforehand and try to initiate the fight with a Fear Multi-Takedown and use it to eliminate 3-5 enemies (with as many being Combat Experts as possible) from the get go, the remaining enemies will not pose as great a threat.

Once they are all knocked out, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

Founders' Island Roadblock 08:

Map co-ordinates: (2863, 1861)

Description: Along the water just to the south of Penitence Bridge leading to Miagani Island.

Small enclosure + fight. All armed 5 Soldiers. Single upgraded multi-takedown. 5 Soldiers, 2 Guns, 2 Stun Sticks.

This is another of the small enclosure type roadblock areas that is guarded by a small group of enemies. This roadblock‘s inhabitants include five Soldiers (two with guns, two with stun sticks). It is possible with the fully upgraded Fear Multi-Takedown to eliminate the entire group of enemies from the very start of the fight, without them even throwing a punch or taking a shot at you!

Once they are all knocked out, inspect the pulsating body with Detective mode active for a button prompt to destroy the communicator.

Note: For completing the first checkpoint, you'll unlock the Character Bio: Deathstroke.

Note: For clearing all 20 militia checkpoints you'll earn the achievement/trophy ‘Streets of Gotham'.

Two-Faced Bandit

We'll unlock this side-story around halfway through the game and it consists of three side-missions that have us interrupting a series of bank robberies with one occurring on each island.

Essentially, in each instance you'll need to perform sneaky takedowns to eliminate Two-face's crew at each bank without being detected – fortunately with the bank alarms going off you don't need to use silent takedowns, but you still need to try and stay out of sight. If you are detected, the doors will close and the goons will attempt to hunt you down.

Either defeat the allotted number of enemies before they empty the vault, or fight them all off the bat to lock the banks down. Either way you'll need to eliminate all the enemies that appear to escape the bank and complete the mission.

Part 1: Stop the bank robbery on Bleake Island

The first bank robbery is at the Bank of Gotham in Chinatown on Bleake Island. As soon as you enter the bank, you'll see a ‘cash meter' appear at the top of the screen, we'll need to stop eight enemies before that bar depletes all the way. Whilst the alarm is going off, you can attack enemies on sight and you won't need to be quiet about it, but try to still keep it discrete.

The bank itself features many environmental elements that we can utilise. These include:

The large under-ground floor ventilation area which leads to the vault as well as the offices that appear in the centre of the main floor and the pathways surrounding them.
The vantage points lining the walls around the room.
Weak rooves and a destructible wall on and around the offices in the centre of the bank area.
Corners made possible by the offices and are useful for corner takedowns.
There is a security panel behind the counter that we can hit with the Remote Hacking Device will set off a dye pack explosion in the reception area, temporarily stunning nearby enemies and allowing you to drop down and attack enemies without worrying about them shooting you.
Once you are detected, or you wipe out eight enemies, a further five armed Thugs will enter the area. You'll need to eliminate the lot of them before you can leave the bank.

Note: For stopping the first robbery, on the Xbox One you'll earn the achievement ‘Two Faces of Fear'. Note that the PlayStation 4 version will not give you a trophy at this point.

Note: At this point you'll earn the Character showcase: Hell's Gate Refuse Truck

Part 2: Stop the bank robbery on Founders' Island

The second bank robbery is at the Bank of Gotham in Otisburg on Founders' Island. As soon as you enter the bank, you'll see a ‘cash meter' appear at the top of the screen. There are 18 enemies looting the bank and we'll need to stop 10 of these unruly gentlemen before that bar depletes all the way. Whilst the alarm is going off, you can attack enemies on sight and you won't need to be quiet about it, but try to still keep it discrete as they will still attack if they see you.

The bank itself is much larger than the first bank, featuring three levels rather than one and two escape trucks instead of one. The interior itself features many environmental elements that we can utilise. These include:

The large under-ground floor ventilation areas which cover pretty much the entire ground and first floors.
The vantage points lining the walls around the room are great for inverted takedowns but also give access to wall vents leading to the sub-ground vent tunnels.
Weak roofs and a destructible wall on and around the offices in the centre of the bank area.
You can use the Remote Hacking Device on the escalators to create a distraction.
There are multiple hatches in the floors on the top level and on the ceiling of the first floor which allow quick transitions between the two levels.
Corners made possible by the offices/walls and counters are useful for corner takedowns.
There is a security panel behind the counter that we can hit with the Remote Hacking Device will set off a dye pack explosion in the reception area, temporarily stunning nearby enemies and allowing you to drop down and attack enemies without worrying about them shooting you.
Once you are detected, or you wipe out 10 enemies, a further eight armed Thugs will still be active in the area. At this point, the alarms will cut off – which means you'll need to be quiet and you'll need to eliminate the lot of them before you can leave the bank.

Note: For stopping the second robbery, on the Xbox One you'll earn the achievement ‘Two Sides of the Same Coin'. Note that the PlayStation 4 version will not give you a trophy at this point.

Note: At this point you'll earn the Concept Art: Bank of Gotham.

Part 3: Stop the bank robbery on Miagani Island

The third and final bank robbery is at the Bank of Gotham in Kingston on Miagani Island. As with the previous two robberies, as soon as you enter the bank you'll see a ‘cash meter' appear at the top of the screen. There are 15 armed enemies looting the bank this time around and you'll need to knock out all 15 before the bank's funds dry up. Whilst the alarm is going off, you can attack enemies on sight and you won't need to be quiet about it, but try to still keep it discrete as they will still attack if they see you.

The bank itself is much larger than the first bank, featuring three levels rather than one and two escape trucks instead of one. The interior itself features many environmental elements that we can utilise. These include:

The large under-ground floor ventilation areas which cover pretty much the entire ground and first floors.
The vantage points lining the walls around the room are great for inverted takedowns but also give access to wall vents leading to the sub-ground vent tunnels.
Weak roofs and a destructible wall on the offices located on the first floor of the bank area.
You can use the Remote Hacking Device on the escalators and on a panel on the wall beneath any of the several chandeliers to create a distraction.
There are multiple hatches in the floors on the top level and on the ceiling of the first floor which allow quick transitions between the two levels.
Corners made possible by the offices/walls and counters are useful for corner takedowns.
There is a security panel behind both of the counters that we can hit with the Remote Hacking Device will set off a dye pack explosion in the reception area, temporarily blinding nearby enemies and allowing you to drop down and attack enemies without worrying about them shooting you.
Once you have dealt with the first 15 enemies, a short scene will play and our Most wanted Villain and a group of seven other enemies will enter the bank. At this point, the alarms will cut off – which means you'll need to be quiet and you'll need to eliminate the lot of them before you can leave the bank.

The new contingent of bad guys comes with the main target, two Medics and five Soldiers. Three of these Soldiers have camouflage armour and that renders them undetectable with Batman's Detective Mode active whilst another has a Detective Mode Scanner. Additionally, another of the guards also is toting around a Detective Mode Scrambler anyway, so either way you'll have to use your peepers the old fashioned way until you remove those fellows from the equation!

Until we take the Detective Mode Scrambler down, we'll need to stick to the vantage points scattered about the room and observe the enemies that you can see. You'll need to be extra vigilant before making your move to take one down, only doing so when you are certain they are isolated. As always try to focus on the Medics first (we don't want them reviving enemies!) before going for the others.

It's a good idea to nab yourself a silent takedown to bank a Fear Multi-takedown to use at an opportune moment. If you still have the dye pack panels, chandeliers or the escalators available for distractions, these are great places to lure a few enemies into a Fear Multi-Takedown.

Note: At this point you'll earn the Concept Art: Bank Heist

After stopping the final bank robbery on Miagani Island, drive back to GCPD with your new prisoner to end the Most Wanted mission.

Note: For returning Two-face to GCPD HQ you'll unlock the achievement/trophy ‘Jekyll and Hyde'.

Note: At this point you'll earn the Character showcase: Two-face

Friend in Need

This Most Wanted mission becomes available for completion around 2/3 of the way through the game, after cleaning out and restoring order to Panessa Studios.  To begin, we'll need to head to the car park in the basement of the Wayne Tower building on Miagani Island.

As soon as you enter the elevator in the Wayne Tower carpark to begin this mission, you'll find yourself in control of Bruce Wayne. Exit the lift and proceed into the office ahead for a scene.

Note: At this point you'll unlock the Character Bio: Hush.

We'll then be back in control of Batman. Again move into the office opposite the elevator for another talking scene. During this conversation, keep an eye on the Bruce Wayne impersonator's head - we'll need to hit the counter button at exactly the right time to trigger a counter move that will disarm the aggressor.

Pressing the button too soon or too late will result in a less than satisfactory result. So make sure you press it as soon as you see the counter icon appear!

After successfully ending the conversation, a scene will play to end the most Wanted mission.

Note: For returning Hush to GCPD HQ you'll unlock the achievement/trophy ‘Double Jeopardy'.

Note: For returning Hush to GCPD HQ you'll unlock Character showcase: Hush.

Lamb to the Slaughter

This Most Wanted mission will become available near the end of the game after returning to the Clock Tower to shut down the computers.

This short side-mission takes place entirely on the small island in the centre of the city with the Lady of Gotham statue on it. When you arrive on the island you'll find a preacher within a chain-linked fence giving a sermon to a large group of thugs in a small pit-type area below. As soon as you arrive a short scene will play and a timer will appear.

To complete the side-mission, we need to beat up all of the enemies within the time limit and then using our Remote Electrical Charge Gadget to disable the generators below the preacher's platform. We'll then need to use our Batclaw to grapple up and enter the small chain-linked area via a hatch on the outside.

The fight itself is a little tricky due to the time constraint and it consists of 25 Thugs (a couple of whom have knives) and two weapons crates which you'll need to keep an eye on throughout the fight.

As soon as the fight is over, you have disabled the generators and hopped into the cage, a scene will play to end it.

Note: For returning Deacon Blackfire GCPD HQ you'll unlock the achievement/trophy ‘The Cult'.

Note: After stopping Deacon Blackfire, you'll unlock the Character showcases: Deacon Blackfire and Cult Members.

Note: After stopping Deacon Blackfire, you'll unlock the Character Bios: Jack Ryder and Deacon Blackfire.

Collectibles Location Guide

There are a massive number of collectibles littered throughout Batman: Arkham Knight's vision of Gotham City. These can be found scattered throughout the world whilst free roaming across the three main islands that constitute the city itself as well as in several more expansive indoor areas such as Panessa Studios, the Stagg Airships and the Arkham Knight's HQ.

Fortunately, by finding and interrogating Riddler Informants (glowing green enemies), you can add a few collectible locations to your world map. To get the information from them, we need to beat up any enemies that are in the same area so that only the Informant remains. We can then approach and hit the counter button to interrogate them. As there are more than 300 collectibles, it's a good idea that whenever you see that green glow, you make sure to take the time to get the information!

The collectibles come in a number of different forms. This collectible locations guide will give you a brief description of each type of collectible, a brief intro on how and what they are used for and then a complete list of all of the different collectibles in the game sorted by the game's major and secondary locations. I have included a brief description for the location of each collectible to assist you in finding them.

The different collectibles include:

179 Riddler Trophies - The Riddler Trophy collectibles are by far the most common type you'll encounter in the game. Finding and collecting them ranges in difficulty from nabbing the simple ones sitting out in the open, all the way through to having to solve complex puzzles using serious brain power and a number of Batman's gadgets. Simply picking them up once available will add them to your collection.
40 Riddles - The Riddles in Batman: Arkham Knight are much easier to solve once you have obtained their general location through interrogating Riddler Informants. Once you arrive in the general location of a riddle, the Riddler will read the Riddle out for you and the Riddle itself will appear on the screen. We then need to look around the immediate area, find and scan an object to solve the Riddle.
90 Destructible Objects - The destructible objects take on a couple of forms – Militia Shields, Gas Crates and Arkham Knight Robots. The shields can be found in outdoor areas and must be shot with the Batmobile to destroy them whilst the Gas Crates and Arkham Knight Robots are located indoors and can be destroyed using Batman's gadgets. For every five destructible objects you destroy, you'll be credited for solving a Riddle.
6 Bomb Rioters - There are six Bomb Rioters hidden throughout the city and they will continue to show up as you complete prior Bomb Rioter puzzles and earn other Riddler collectibles. When they do show up, you'll need to make your way to the location listed and stand on the pressure plate. After a brief scene you'll need to use your Remote Controlled Batarang to identify a unique Thug among a group of Rioters. Hitting said Thug with a charge of the Remote Electrical Charge will complete the challenge.
Use the hyperlinks below to jump down to the area of interest:

Bleake Island Collectible Locations
Miagani Island Collectible Locations
Founders' Island Collectible Locations
Port Adams Subway Collectible Locations
Stagg Airship Collectible Locations
Panessa Studios Collectible Locations
Arkham Knight HQ Collectible Locations
Bleake Island Collectibles (Includes: GCPD HQ, Oracle's Clock Tower, Dr Langstrom's Lab)

Bleake Island features a total of 66 Collectibles. I have broken them down below by type for your convenience. Use the following hyperlinks to jump to the collectible type you are interested in checking out:

37 X Riddler Trophies
11 X Riddles
15 X Destructible Objects
3 X Bomb Rioters
Bleake Island Riddler Trophy Locations

There are a total of 37 Riddler Trophies located on Bleake Island and they can be found in the following locations:

The Riddler Trophy locations on Bleake Island.

Note:  Riddler Trophy #37 is not on the map. It is inside the GCPD HQ.
BI Riddler Trophy 01

Map Co-ordinates: 1298, 2032

On the northern end of the large crane in the water north of Bleake Island.

BI Riddler Trophy 02

Map Co-ordinates: 1523, 2112

Behind a weak wall on the western side of the waterside building at the co-ordinates close to the roof. Use Detective Mode to find the wall and then bring the Batmobile up onto the bridge to the southwest. From here use the Batmobile to shoot the weak wall before heading over and climbing inside to find the Riddler Trophy.

BI Riddler Trophy 03

Map Co-ordinates: 1551, 2072

Inside the upper levels of a waterfront warehouse building.

BI Riddler Trophy 04

Map Co-ordinates: 1632, 2099

This one is found on a balcony area with a large glass roof and an electrified floor. Whilst standing on the glass area, use your Voice Synthesizer on the Riddler Robot on the balcony and have him walk across the electric floor and pick up the Riddler Trophy. Once he has it, direct him back to the balcony where you can now drop down and fight him to obtain it.

BI Riddler Trophy 05

Map Co-ordinates: 1703, 1972

On the second floor of a building at the co-ordinates specified. Note the pair of ‘?' lights on the shipping containers inside the door. Hit the ‘?' with the up arrow with a Batarang to raise them.  When they rise, head to the back of the room and step on the pressure plate. From here, use the Batclaw to grab the Riddler Trophy.  

Nabbing the trophy will cause armed enemies to appear in the previous room. Use a Remote Controlled Batarang to fly past them and hit the ‘?' with the down arrow on the shipping containers just inside the door. You should now be able to escape!

BI Riddler Trophy 06

Map Co-ordinates: 1764, 1988

You'll find a green panel at ground level at these co-ordinates that will be activated by using the Batmobile Forensics Scanner Pulse. This will create a trail of question marks that you will need to follow in Forensics Scanner mode a short distance, across the nearby bridge towards ACE Chemicals. Eventually the question marks will lead you to a green target we can shoot high up on the bridge (at 1498, 1840).

Grapple up to the small hole you just created in the wall of the small bridge building to find a Riddler Trophy inside.

BI Riddler Trophy 07

Map Co-ordinates: 1496, 1843

On a small ledge located below the main deck of the bridge leading to ACE Chemicals. It is hidden behind a series of generators.

BI Riddler Trophy 08

Map Co-ordinates: 1734, 2102

On the wall of the building with the large ACE sign. Use the Batmobile's Power Winch on the anchor point here and pull it out. This will reveal a small compartment in which you'll find the Riddler Trophy.

BI Riddler Trophy 09

Map Co-ordinates: 1636, 2307

This can be found on the water-facing side of the building at the co-ordinates specified behind a weak wall halfway up. This weak wall is made of wood panelling, so we can fly into it to destroy it. Climb to the roof above, glide off and fly into the boards to knock them down (it might take a few tries to find a decent angle, but is definitely doable!). Inside you'll find the Riddler Trophy.

BI Riddler Trophy 10

Map Co-ordinates: 1669, 2284

This Riddler Trophy is located in the sewers beneath Chinatown. The area in which it can be found will only be accessible after completing part four of the ‘Gunrunner' Most Wanted side-quest. It can be found by the control panel we are required to use to open the area to the Batmobile during that side-mission and is very hard to miss.

BI Riddler Trophy 11

Map Co-ordinates: 1828, 2337

The Riddler Trophy will be in a small cage on the wall next to a large fluorescent question mark. This small rooftop is guarded by three Riddler Robots. Defeat the robots and then hit the question mark with a Batarang, this will revive them. Knock them out again and then revive and knock them out one final time for the cage to open up so that you can grab the Riddler Trophy.

BI Riddler Trophy 12

Map Co-ordinates: 1892, 2286

This Riddler Trophy is found at the very highest point of the Osamu Tower building in a small cage. The numbers ‘1665, 3171' are written on the ground nearby. These are actually co-ordinates to a junction box that we can activate with the Batmobile's Power Winch.

Activating the junction box will trigger a countdown during which the cage holding the trophy will open. Quickly race along the rooftop on the Batmobile and perform an eject at the far end into a glide to get a good head start and then continue to grapnel boost and glide your way back to the Riddler Trophy location to grab it before time runs out.

BI Riddler Trophy 13

Map Co-ordinates: 2006, 2166

This trophy is on a balcony area with a large glass roof and an electrified floor. Sitting on the glass area, use your Voice Synthesizer on the Riddler Robot and have him disable the first Sentry Turret just inside the door and then move him close to the second.

Switch to Batman and use the Remote Hacking Device to blind the next Sentry Turret, and then quickly use the Voice Synthesizer to have the robot pick up the Riddler Trophy. Once he has it, direct him back to the balcony where you can now drop down and fight him to obtain it.

BI Riddler Trophy 14

Map Co-ordinates: 2178, 2191

At ground level, at the base of a building facing the street (the one below the giant crane) you'll find a Generator and an anchor point. Use the Batmobile's Power Winch on the anchor point and pull it out as far as possible. Use the Remote Electrical Charge on the generator. This will open the nearby gate, revealing the Riddler Trophy.

BI Riddler Trophy 15

Map Co-ordinates: 2216, 2183

Inside an abandoned building beneath a crane at the co-ordinates listed. It can be found on the floor on the upper level.

BI Riddler Trophy 16

Map Co-ordinates: 2223, 2332

This Riddler Trophy is attached to the bottom of a wooden platform. It is hanging upside down over the water. You can grab it using the Batclaw from the nearby boat ramp.

Collectibles Location Guide (Continued)

BI Riddler Trophy 17

Map Co-ordinates: 2063, 2661

At this location you'll find a pair of anchor points we can grab with the Power Winch. Grab and pull out the left one first. Exit the Batmobile and use a Batarang on the ‘?' by the door to open it. Head inside and move to the right. Switch back to Remote Batmobile Control and this time grab the second anchor point and pull it out. As Batman you should now be able to nab the Riddler Trophy.

BI Riddler Trophy 18

Map Co-ordinates: 2049, 2732

Hop onto the raised monorail track to the east of this location and look back towards the co-ordinates listed. Activate Detective Mode to spot some weak windows on the wall here. Glide Kick through the window to find the trophy on a table.

BI Riddler Trophy 19

Map Co-ordinates: 2037, 2736

This Riddler Trophy is found at the very highest point of the Mendo Soap Co building in a small cage. The numbers ‘3496, 2540' are written on the ground nearby. These are actually co-ordinates to a junction box that we can activate with the Batmobile's Power Winch on the blocked bridge leading south from Miagani Island.

Activating this will trigger a countdown during which the cage holding the trophy will open. There isn't much time, so I'd recommend racing back across the bridge to Bleake Island using the Batmobile and as soon as you are across, perform a Batmobile eject into a glide to fly your way over to the Riddler Trophy location and grab it before time runs out.

BI Riddler Trophy 20

Map Co-ordinates: 2198, 2781

If you stand underneath the building bridging the road at this location and look up you'll find a section of weak ceiling. You can shoot this with the Batmobile to destroy it. Look into the hole and use the Batclaw to grab the trophy within.

BI Riddler Trophy 21

Map Co-ordinates: 2489, 2831

This Riddler Trophy is inside a large open warehouse on the waterfront below and by the east side of Mercy Bridge. Attach the Power Winch to the anchor point on the wall here, pull it back as far is it will go and shoot the dots on the ‘?' as they pass through the rings. If successful, the cage will open and you'll be able to use the Batclaw to grab it.

BI Riddler Trophy 22

Map Co-ordinates: 2422, 3115

Attach the Power Winch to the anchor point on the back of the train here and pull it back as far as you can. Exit the Batmobile and run past the train. Enter the underground vent cover the train had been on top of to find the Riddler Trophy inside.

BI Riddler Trophy 23

Map Co-ordinates: 2000, 3044

At the eastern end of the empty canal. Attach the Power Winch to the anchor point pull it back slowly, you need to use the pipes here like a pinball machine. Pull the launcher back just far enough so that the ball goes past the small hatch that drops down, but does not hit the corner at the top. Grab the Riddler Trophy from the ball.

BI Riddler Trophy 24

Map Co-ordinates:  1975, 3004

This Riddler Trophy is housed inside a modified shipping container with an anchor point on the outside we can grab with the Power Winch and the only entrance blocked by steam valves. Grab the anchor point with the Batmobile and pull the attached section of wall out as far as it will go. Place some Explosive Gel on the side of the wall facing the steam valves.

Have the Batmobile release the anchor point so that the wall returns to its initial position. Detonate the Explosive Gel to disable the steam pipes. Return to the Batmobile and use the Power Winch to pull the anchor point out again.

As batman, we'll now be able to get a short run up and slide beneath the disabled steam pipes to claim the trophy within.

BI Riddler Trophy 25

Map Co-ordinates:  1805,2917

On the southern part of the rooftop of Panessa Studios there is a small platform with two Riddler pressure plates and a Riddler Robot (right where we hacked the junction box near the start of the game). From a nearby platform, use the Voice Synthesizer to have the Riddler Robot stand on one of the pressure plates, then glide in and step on the other. Use your Batclaw to grab the Riddler Trophy.

BI Riddler Trophy 26

Map Co-ordinates: 1775, 2502

This Riddler Trophy can be found inside a warehouse-like structure on the ramp leading from the canals up to the streets. It has weakened doors at either end that the Batmobile can drive through. Inside, on a catwalk near the top of the room you'll find the trophy.

BI Riddler Trophy 27

Map Co-ordinates: 1552, 2552

You'll find the next one inside a shipping container suspended by a crane over the water. You'll need to find the open door on the water-facing side and either drop down from above or attempt to glide inside to grab the Riddler Trophy within.

BI Riddler Trophy 28

Map Co-ordinates: 1707, 2770

In the sheltered section of the Panessa Studios rooftop  in the westernmost corner.

BI Riddler Trophy 29

Map Co-ordinates: 1647, 2780

On the ground outside the northwest corner of Panessa Studios you'll find a small rocky outcrop with a Batmobile switch on it. Drive onto the Batmobile pressure plate and you'll notice that one of the ‘?' mark signs on the wall opposite will light up.

Use your machine gun to shoot this, and then continue to shoot the question marks that light up afterwards (you'll need to be quick though – if you take too long, they will reset) until the Riddler Trophy cage opens. You can then Batclaw it down.

BI Riddler Trophy 30

Map Co-ordinates: 1657, 2802

Return to the roof of Panessa Studios with the Batmobile, right near where you use the Power Winch to climb up to the balcony, you'll find a green panel that will be activated by using the Batmobile Forensics Scanner Pulse. This will create a trail of question marks that you will need to follow in Forensics Scanner mode a short distance, off the rooftop to the left, through the nearby sewer tunnels until you reach the empty canal.

The question marks will lead you to a green target we can shoot on the underside of a bridge over the canal. Shoot the target and look into the small hole you just created in the bottom of the bridge and use the Batclaw to grab the Riddler Trophy inside.

BI Riddler Trophy 31

Map Co-ordinates: 1635, 2825

This one is located in the tunnel beneath Panessa Studios. At the specified co-ordinates you'll find a junction box that can be activated with the Batmobile's Power Winch complete the revving mini-game to open the door and continue inside.

You'll see the Riddler Trophy mounted in a cage on the far wall and beside this another junction box that we can attach the Power Winch to. This junction box however is a little different as it will charge up the Batmobile's special attacks.

You will have noticed the green energy shield overhead – there are three ‘?' lights behind it and the shield itself will block all of your attacks. To solve this puzzle we need to keep the Batmobile attached to the junction box to have the abilities good to go and use a level 2-3 Missile Barrage as the missiles start firing, use an EMP to knock out the shield. The missiles should strike the ‘?' lights and you'll earn yourself a Riddler Trophy!

BI Riddler Trophy 32

Map Co-ordinates: 1664, 2951

This one is in the Panessa Studios Carpark. There is a pillar structure here with an anchor point at its base. Attach the Power Winch and you'll note that the glass panels above will rotate. Behind the panels are three question marks.

We need to rotate the glass panels so that the openings in the glass match up with the question marks. When they are in the open, exit the Batmobile and hit them with a Batarang to activate them. Once all three have been hit, the pillar will lower and reveal the Riddler Trophy.

BI Riddler Trophy 33

Map Co-ordinates: 1573, 2956

On the rooftop you need to drive across with the Batmobile, that leads to the rooftop of Panessa Studios you'll find a small tower with a weak wall. Shoot this with the Batmobile and you'll find a Riddler Trophy inside.

BI Riddler Trophy 34

Map Co-ordinates: 1502, 2921

This can be found on the water-facing side of the building at the co-ordinates specified behind a weak wall halfway up. This weak section of wall is made of wood panelling, so we can fly into it to destroy it. Climb to the roof above, glide off and fly into the boards to knock them down. Inside you'll find the Riddler Trophy.

BI Riddler Trophy 35

Map Co-ordinates: 1567, 3188

This Riddler Trophy can be found on a small platform just above the water below and slightly southeast of Merchant Bridge.

BI Riddler Trophy 36

Map Co-ordinates: 1568, 3187

This Riddler Trophy is on the counter of a small wooden stall near the base of the lighthouse by Panessa Studios.

BI Riddler Trophy 37

Map Co-ordinates:  GCPD HQ

This Riddler Trophy is located inside the GCPD HQ. You'll find it in a glass case opposite the entrance to the 'Evidence Room'.

 

Bleake Island Riddle Locations

There are a total of 11 Riddles located on Bleake Island and they can be found in the following locations:

The Riddle locations on Bleake Island.

Note: Riddles #9, #10 and #11 are not on this map. they are located inside the GCPD HQ.

BI Riddle 01

“Bones stripped bare beneath a warning light, pay heed, seafarers. Not to feel his bite.”

Map Co-ordinates:  1291, 2028

This Riddle can be found inside the building beneath the crane on the small island to the north of Bleake Island. Scan the smoking pile of bones in the room here to solve the puzzle.

BI Riddle 02

“A bat uses these to see at night, the doc's didn't work and his cure caused a fright.”

Map Co-ordinates:  1648, 2125

To reach this riddle, you must first gain access to the ‘Langstrom's Laboratory' area in Chinatown. This requires that we complete the first part of the ‘Creature of the Night' Most Wanted mission.

Once you are able to enter the building, take the lift down and follow the hallway until you enter a laboratory area. As soon as you pass through the door look for the whiteboard on the wall to your left. Scan this to solve the Riddle.

BI Riddle 03

“An open house for bed and dinner, is this sanctuary run by saint or sinner?”

Map Co-ordinates:  1635, 2240

This is located at ground level – you'll want to scan the ‘Deacon's Mission' sign on the side of the road to solve the Riddle.

BI Riddle 04

”Joining your mission can come with a cost, this empty reminder shows just what she's lost”.

Map Co-ordinates:  1635, 2240

The solution to this Riddle is located inside the secret Batcomputer room at the top of Oracle's Clock Tower. Activate the statue bust to transform the room so that the Batcomputer is active. Look for a control panel that we can interact with using the Remote Hacking Device. This will open a small closet nearby and reveal a Bat Suit. Scan this to solve the Riddle.

BI Riddle 05

“You weren't invited to this lavish do, I wonder how many went dressed as you?”

Map Co-ordinates:  2096, 2250

On the third floor of the lower section of the Clock Tower there is a poster for a Masquerade Ball. Scan this to complete the Riddle.

BI Riddle 06

“Hope shines brightly in a city this dark, find the source of that signal and you'll soon hit your mark.”

Map Co-ordinates:  2399, 2633

On the roof of the GCPD HQ building you will find the Bat Signal. Scan this to solve the Riddle.

BI Riddle 07

“Overgrown, abandoned, the inmates set free, madness could never be held in me.”

Map Co-ordinates:  2329, 3159

Look directly east across the water from the water tower on top of the Falcone's shipping building to spot Arkham Asylum. Scan this to solve the Riddle.

BI Riddle 08

“She stands at our centre that we may not weaken, a symbol of hope, a towering beacon.”

Map Co-ordinates:  2483, 2285

Scan the Lady of Gotham statue on the small island in the centre of the three main islands to solve the Riddle.

BI Riddle 09

“Always looking for names to besmirch, where does this newsman conduct his research?”

Map Co-ordinates:  GCPD HQ

Look in the ‘Interrogation Room' in the maximum security lockup area. Scan the table covered with folders, pictures and documents in here to solve the Riddle.

BI Riddle 10

“A souvenir from a previous life, why hold a hand when a hook will suffice?”

Map Co-ordinates:  GCPD HQ

Find Aaron Cash in the CGPD precinct. Scan the small family portrait sitting on the table next to him to complete the Riddle.

BI Riddle 11

“Business is best when a Bat needs killing, a mercenaries file should receive top billing.”

Map Co-ordinates:  GCPD HQ

Scan the pinup board in the ‘Communications Room' with the picture of Deathstroke, Arkham Knight and Scarecrow. This will solve the Riddle.

 

Bleake Island Destructible Object Locations

There are a total of 15 Destructible Objects located on Bleake Island and they can be found in the following locations:

The Destructible Object locations on Bleake Island.

BI Breakable Object 01

Map Co-ordinates: 1562, 2188

At the top of a wall adjacent to an overhead bridge at the location specified. This is located between the ‘Royal Flush Gang' and ‘Grinning Fishmonger' signs.

BI Breakable Object 02

Map Co-ordinates: 1799, 2118

Near the top of the wall by the ‘Happy Halloween' billboard on the building just northeast of the Bank of Gotham in Chinatown.

BI Breakable Object 03

Map Co-ordinates: 1907, 1927

Just to the left of the large red ‘Urbarail Station' sign on the northern wall of the Chinatown Urbarail Station building.

BI Breakable Object 04

Map Co-ordinates: 1996, 2236

This shield can be found high up on a building in Chinatown, at the end of the road between the ‘Sushi' building and the ‘Tattoo Parlour'.

BI Breakable Object 05

Map Co-ordinates: 2062, 2342

Near the top of the building directly east of the eastern part of Oracle's Clock Tower. It is also facing the Clock Tower!

BI Breakable Object 06

Map Co-ordinates: 1922, 2506

This shield is hard to spot and is located near the top of the wall inside a small alleyway behind the ‘McKenzie's Gems' sign.

BI Breakable Object 07

Map Co-ordinates: 1744, 2565

This militia shield is mounted on a wall just by one of the entrances to the sewer tunnels inside the empty canal.

BI Breakable Object 08

Map Co-ordinates: 1667, 2513

This shield is located on the south-west wall of the Dixon Dock West compound. You'll need to shoot it from across the water to the south.

BI Breakable Object 09

Map Co-ordinates: 1539, 2815

This one is mounted on a wall facing the road beneath the radio tower directly north of the northern corner of the Panessa Studios building.

BI Breakable Object 10

Map Co-ordinates: 1563, 3083

From ground level, this can be found near the top of the gate on the northeast side of the Panessa Studios car park (we had to manoeuvre across this in Battle Mode early on in the game).

BI Breakable Object 11

Map Co-ordinates: 1713, 3190

This militia shield is on the wall of a bridge support by the off-ramp leading to the dirt path for the lighthouse.

BI Breakable Object 12

Map Co-ordinates: 1798, 3034

This one can be found on the side of a raised walkway inside the monorail station to the east of Panessa Studios.

BI Breakable Object 13

Map Co-ordinates: 2130, 3076

This shield is situated on the supports of one of the cranes located near the back of the Sionis Industries compound.

BI Breakable Object 14

Map Co-ordinates: 2242, 2759

This militia shield is near the top of the wall on the southern side of the building across the road and to the northeast from the GCPD HQ.

BI Breakable Object 15

Map Co-ordinates: 2397, 2694

On the eastern wall of the GCPD HQ building.

 

Bleake Island Bomb Rioters Locations

There are a total of three Bomb Rioters located on Bleake Island and they can be found in the following locations:

Bomb Rioter 01

Map Co-ordinates: 1921, 2184

On a small bridging structure between two buildings in downtown Chinatown is a pressure plate we can step on. This is located along the street to the east of the bank of Gotham. The victim can be found on the street below, fly your Remote Controlled Batarang around the groups of enemies in the area until you find the enemy that is tagged red. Hit him with a Remote Electrical Charge to complete the challenge.

Bomb Rioter 02

Map Co-ordinates: 2030, 2378

On the ledge of a building just to the northeast of Oracle's Clock Tower. Fly your Remote Controlled Batarang around the group of enemies in the area on the street below under the parade floats until you find the enemy that is tagged red. Hit him with a Remote Electrical Charge to complete the challenge.

Bomb Rioter 03

Map Co-ordinates: 1650, 2218

On a rooftop at the location specified. Fly your Remote Controlled Batarang around the group of enemies in the area on the street below until you find the target. Hit him with a shot from the Remote Electrical Charge to complete the challenge.

 

Miagani Island Collectibles(Includes: Wayne Tower, Pinkney Orphanage)

Miagani Island features a total of 66 Collectibles. I have broken them down below by type for your convenience. Use the following hyperlinks to jump to the collectible type you are interested in checking out:

38 X Riddler Trophies
10 X Riddles
15 X Destructible Objects
3 X Bomb Rioters
Miagani Island Riddler Trophy Locations

There are a total of 38 Riddler Trophies located on Miagani Island and they can be found in the following locations:

The Riddler Trophy locations on Miagani Island.

 Note: Riddler Trophy #38 is not on the map. It can be found beneath the Lady of Gotham statue in the centre of the city's three islands.

MI Riddler Trophy 01

Map Co-ordinates: 2648, 2713

Beneath Mercy Bridge on the support just north of mainland Miagani Island. You'll find this in a small, make-shift room on the western side.

MI Riddler Trophy 02

Map Co-ordinates: 2722, 2666

Behind a weak wall on the north, water-facing side of the building with the large radio tower next to Mercy Bridge. Use Detective Mode to find the weak wall and then bring the Batmobile up onto Mercy Bridge. From here use the Batmobile to shoot the weak wall before heading over and climbing inside to find the Riddler Trophy.

MI Riddler Trophy 03

Map Co-ordinates: 2795, 2779

On a support on the eastern side at the end of Mercy Bridge, you'll find a section of weak wall we can destroy with the Batmobile. Destroy this and climb up through the hole in the wall as Batman. From the entrance, you should be able to make out a Riddler Robot to the left and a Generator on the roof to the right.

Hit the generator to move the wall at the back of the room. Use the Voice Synthesizer on the Riddler Robot and have him move into the room where the door moved. Use repel on the Generator to destroy the Robot behind the door. Hit the ‘?' to re-set the robot and then use the Voice Synthesizer once again on the Robot to have him step on the pressure plate to unlock the Riddler Trophy.

MI Riddler Trophy 04

Map Co-ordinates: 3144, 2990

Sitting on top of a mausoleum on the northern part of the cathedral.

MI Riddler Trophy 05

Map Co-ordinates: 3143, 2958

At the base of the Cathedral building, beside a pair of tunnels leading to Wayne Tower and Grand Avenue there is an anchor point that can be grabbed with the Power Winch with a weak wall above it. Destroy the weak wall to reveal an opening and then pull the anchor point out as much as possible to remove an obstacle.

Grapple up and inside as Batman and climb through the floor grating to nab the Riddler Trophy. Picking this up will summon a group of Riddler Robots. Switch back to the Batmobile and release the anchor point to crush the lot of them. Re-attach and pull back again so that Batman can escape.

MI Riddler Trophy 06

Map Co-ordinates: 3182, 2859

This Riddler Trophy is found at the very highest point of the Cathedral building in a small cage. The numbers ‘2887, 2171' are written nearby. These are actually co-ordinates to a pressure plate located at Elliot Memorial Hospital on the northern corner of the roof. Stepping on this will trigger a countdown during which the cage holding the trophy will open. Make your way back to the Riddler Trophy location before time runs out to grab it.

MI Riddler Trophy 07

Map Co-ordinates: 3339, 2980

At the roadblock by the broken bridge on the eastern side of Miagani Island, just north of Wayne Tower. There is an anchor point here we can grab with the Power Winch, a pair of rotating gears and a tube on the right side containing the Riddler Trophy. Pull the anchor point out until both gears start rotating. Hop out of the Batmobile and use the Batclaw to snag the Riddler Trophy as it rises past the small gap in the pipe on the right.

MI Riddler Trophy 08

Map Co-ordinates: 3400, 2919

This one needs a little preparation before we can finally nab it. This is located behind a weak wall overlooking the water at the co-ordinates listed. To get at it, we'll need to first break the wall. At the northwest corner of Wayne Tower, there is a ramp we can use to hop across to the base of the tower and drive all the way around to the northeast corner.

From here we should be able to shoot the wall. To actually reach the destroyed section of wall, we need to glide over and use the Line Launcher gadget to create a rope bridge between the wall just under the weak wall and the bridge support opposite. Alternatively, just land in the water near the hole in the wall and Batman might just grapple up into the alcove for you!

MI Riddler Trophy 09

Map Co-ordinates: 3581, 2823

About halfway up Wayne Tower is an open garden/viewing platform. There is an open fire escape here which we can enter, climb a few flights of stairs and find a Riddler Trophy on a table in a storage room.

MI Riddler Trophy 10

Map Co-ordinates: 3695, 2795

On the southern side of the Wayne Tower island compound you'll find a green panel at ground level. This can be activated by using the Batmobile Forensics Scanner Pulse. This will create a trail of question marks that you will need to follow in Forensics Scanner mode a short distance, over the ramp to the north, and around the streets until you reach the Grand Avenue Station.

Here you'll need to head inside and use the Remote Hacking Device on a panel by the shutter to allow the Batmobile access.  The question marks will lead you to a green target we can shoot on a wall just Inside Grand Avenue Station. Doing so will earn you a Riddler Trophy.

MI Riddler Trophy 11

Map Co-ordinates: 3429, 2597

On the western and eastern facing side of this building are two large windows about half way up. Glide and crash through these from another building nearby to find the Riddler Trophy within.

MI Riddler Trophy 12

Map Co-ordinates: 3345, 2705

On top of one of the stopped trains at Grand Avenue Station.

MI Riddler Trophy 13

Map Co-ordinates: 3331, 2674

This is found on the north western side of the top floor of Grand Avenue Station (where we had a predator section early in the game). The Riddler Trophy can be found just beneath one of the floor hatches.

MI Riddler Trophy 14

Map Co-ordinates: 3222, 2641

This collectible is located inside the Miagani Tunnels. On a ledge overlooking the main ground floor area. This Riddler Trophy was mentioned in the walkthrough above in the section ‘Miagani Tunnel Network'.

MI Riddler Trophy 15

Map Co-ordinates: 3161, 2705

At the base of the ‘Lacey's Department Store' building facing the road is an anchor point we can grapple with the Power Winch. Pull the anchor point out to move the neon sign upwards, revealing a weak wall beneath it. Destroy the wall and grapple up and inside as Batman to find the Riddler Trophy.

MI Riddler Trophy 16

Map Co-ordinates: 3102, 2604

Inside ‘Paul's Diner' (this is where we started the game!). The trophy can be found along the wall behind the counter. Use the Batclaw to grab it.

MI Riddler Trophy 17

Map Co-ordinates: 3301, 2585

At the very top of the skyscraper on the southeast corner of Grand Avenue, also just west of the Grand Avenue Station building.

MI Riddler Trophy 18

Map Co-ordinates: 3335, 2485

You'll find an anchor point on the western side of the building at the co-ordinates listed beneath a sign for ‘The Gotham Pony'. Attach your Power Winch in the Batmobile and pull it open. Head inside to grab the trophy. Switch to Remote Batmobile Control and destroy Sentry Turret before leaving.

MI Riddler Trophy 19

Map Co-ordinates: 3283, 2464

Behind a weak wall halfway up the upper-most tower of the skyscraper on the southwest corner of the main Grand Avenue intersection (it is facing the ‘Vicki Vale Show billboard). This weak wall is made of wood panelling, so we can fly into it to destroy it. Climb to the roof directly above it, glide off the rooftop and immediately pull a 180 degree turn and fly into the boards to knock them down. Inside you'll find the Riddler Trophy.

MI Riddler Trophy 20

Map Co-ordinates: 3155, 2472

Fly through the ring of the giant donut in the ‘Dang-Good Donut' sign on Grand Avenue. You can't grapple this area, so you will need to either glide down and in from a point above, or use the Batmobile eject and flying in from there. You'll find the Riddler Trophy on the floor inside.

MI Riddler Trophy 21

Map Co-ordinates: 3060, 2389

At the base of the building specified by the co-ordinates you'll find a Power Winch puzzle. There is a pair of anchor points we need to use to get the ball with the Riddler Trophy to ground level. Pull the anchor point to the left until the ball drops, then drag it all the way to the right until it drops again. Grab the lower anchor point and pull that to the right and then all the way back to the left until the ball reaches the bottom. At that point, run over and grab the Riddler Trophy!

MI Riddler Trophy 22

Map Co-ordinates: 3062, 2385

This can be found behind a weak wall halfway up the ‘Gotham Herald' building. This weak wall is made of wood panelling, so we can fly into it to destroy it. Climb to the building opposite (directly south), glide off the rooftop here and fly into the boards to knock them down. Inside you'll find the Riddler Trophy.

MI Riddler Trophy 23

Map Co-ordinates: 3043, 2438

You'll find the next one on top of the ‘Gotham Herald' Building. There is a group of six Riddler Robots guarding it. Note that you can only attack the green Robots, attacking the red ones will cause you to take damage similar to a shock stick effect. You can change the colours of the Robots from green to red and vice versa by hitting the ‘?' at the back of the area with a quick-fire Batarang. After defeating all of the Robots, you can grab the Riddler Trophy from the cage on the wall with the Batclaw.

MI Riddler Trophy 24

Map Co-ordinates: 2905, 2440

Behind a weak wall half way up the ‘Gotham Casino' building on the south side of street at the location specified. Use Detective Mode to find the weak wall and use the Batmobile to shoot the weak wall before heading over and climbing inside to find the Riddler Trophy.

MI Riddler Trophy 25

Map Co-ordinates: 2830, 2457

This rooftop location features a caged Riddler Trophy with a junction box next to it that requires the Batmobile Power Winch to activate. Make your way to the parking garage to the southeast and on the top floor you'll find a ramp. Use your Afterburner to hit the ramp and you'll leap across to another building – from here you are in range of the junction box so power it up, then switch to batman to collect the prize.

MI Riddler Trophy 26

Map Co-ordinates: 2871, 2070

Beneath Penitence Bridge there is a Riddler Trophy in a cage, a pressure plate next to it and on the platform below a Riddler Robot and a second pressure plate. There are also four question marks that will light up and you'll need to hit all four of them within 3 seconds of one another to nab the Riddler Trophy.

To set this up, use the Voice Synthesizer to have the Riddler Robot stand on the lower pressure plate. This will light up a pair of question marks on the bridge support above. Climb up and plant Explosive Gel on both of these. Now have Batman stand on the upper pressure plate – this should light up the final question mark ahead.

From Batman's position on the pressure plate you can see a pair of question marks, both of which are in Batarang range and we can hit with quick-fire Batarangs. Do so and then quickly look to the pillar and detonate both Explosive Gel placements to complete the challenge.

MI Riddler Trophy 27

Map Co-ordinates: 3015, 2158

You'll find a green panel at ground level at the base of Elliot Memorial Hospital at the co-ordinates listed. This can be activated by using the Batmobile Forensics Scanner Pulse. This will create a trail of question marks that you will need to follow in Forensics Scanner mode a short distance, up the nearby overpass and down to the street below. 

The question marks will lead you to a green target we can shoot on a wall just next to the ‘Jenna's Furniture' and ‘Cuffs' signs (at 2866, 2201). Grapple up to the small hole you just created in the wall of the small bridge building to find a Riddler Trophy inside.

MI Riddler Trophy 28

Map Co-ordinates: 3358, 1829

This one can be found in the small courtyard in front of the Pinkney Orphanage. There is a pillar here with three Power Winch anchor points and three generators we can activate with the Remote Electrical Charge.  Power Winch the top anchor point and then use repel on the top generator. Power Winch the middle anchor point until the ball drops. Use Remote Electrical Charge on the second generator. Power Winch the third anchor point to pick up the Riddler Trophy.

MI Riddler Trophy 29

Map Co-ordinates: 3284, 1959

This Riddler Trophy is on the roof of Pinkney Orphanage under a small shelter in the northeast corner.

MI Riddler Trophy 30

Map Co-ordinates: 3260, 1981

On the ground along the northern side of the Pinkney Orphanage you'll find a glowing Batmobile switch in the centre of the street. Drive onto the Batmobile pressure plate and you'll notice that one of the ‘?' mark signs on the wall opposite will light up.

From the plate, look behind you towards the hospital, there is an anchor point on a sign above the road. Attach the power Winch to this to fully charge your special attacks. If you leave it attached whilst undertaking the next Riddler challenge you can essentially spam the Missile barrage attack!

Use your tank shells to shoot the question marks that light up, you'll need to be quick though or they will reset. Towards the end, multiple ‘?' lights will illuminate at once and you should use your Missile barrage to deal with them. After completing the shooting challenge, the Riddler Trophy is unlocked so that you can Batclaw it down.

MI Riddler Trophy 31

Map Co-ordinates: 3155, 2062

On one of the balconies on the northeast section of the raised train station, just west of the Miagani Botanical Gardens.

MI Riddler Trophy 32

Map Co-ordinates: 3242, 2145

Inside the stalled elevator near the top of the Eiffel Tower-type structure by Miagani Botanical Gardens. Note that there is a militia watchtower just below this, so you may need to clear it to make access easier.

MI Riddler Trophy 33

Map Co-ordinates: 3116, 2138

On a shelf inside a storage room on the upper floors of the Miagani Botanical Gardens. It is on the far the western side of the building.

MI Riddler Trophy 34

Map Co-ordinates: 3182, 2181

On a shelf by some potted plants on the upper floors of the Miagani Botanical Gardens. It is on the southern side of the area and is hard to see right away as it blends in with the other plants beneath the lights.

MI Riddler Trophy 35

Map Co-ordinates: 3292, 2261

Inside a hanging monorail car just east of the Eiffel Tower-style structure at the Miagani Botanical Gardens. Side doors of the monorail are open and you'll need to drop down from the ledge to land inside or attempt to glide inside to find the Riddler Trophy.

MI Riddler Trophy 36

Map Co-ordinates: 3509, 2159

On the dock leading to the Ferris wheel. There is a small platform with three Riddler pressure plates surrounding a locked Riddler Trophy along with two Riddler Robots. From a nearby rooftop use the Voice Synthesizer to have the Riddler Robots stand on two of the pressure plates, then glide in and step on the third. Use your Batclaw to grab the Riddler Trophy.

MI Riddler Trophy 37

Map Co-ordinates: 3706, 2076

On the roof of the building at the very end of the pier past the Ferris wheel.

MI Riddler Trophy 38

Map Co-ordinates: Behind a weak wall halfway up the scaffolding beneath the Lady of Gotham statue in the harbour. This weak wall is made of wood panelling, so we can fly into it to destroy it. Climb to the roof directly above it, glide off the rooftop and immediately pull a 180 degree turn and fly into the boards to knock them down. Inside you'll find the Riddler Trophy.

 

Miagani Island Riddle Locations

There are a total of 10 Riddles located on MIagani Island and they can be found in the following locations:

The Riddle locations on Miagani Island.

MI Riddle 01

“The League of assassins stuck blades through hearts, now they impale each other's art.”

Map Co-ordinates:  2894, 2616

The answer to this riddle can be found in the small alleyway just to the north of the parking garage. Look for a small sketch on the building opposite with the words ‘The Demon's Head shall return. It is located right behind a burning barrel.

MI Riddle 02

“The Highest building in Arkham City, A Strange man worked here, who took no pity.”

Map Co-ordinates:  3353, 2912

Look for the Wonder Tower building (remember that from Arkham City?) off to the northeast of the map, past the broken bridges.

MI Riddle 03

“The Prince of Gotham sits high in his tower, yet this picture recalls a happier hour.”

Map Co-ordinates:  3609, 2815

Scan the family portrait in the office at the top of Wayne Tower to solve the riddle.

MI Riddle 04

“A former warden who had a Strange turn, his appointment as mayor was a cause for concern.”

Map Co-ordinates:  3156,2660

Scan the wall art in the alleyway that says ‘Vote Quincy Sharp for Mayor'.

MI Riddle 05

“Disarming, charming, quite the inquisitor. She'll pull back the vale, whoever the visitor.”

Map Co-ordinates:  3375, 2405

Scan the ‘The Vicki Vale Show' neon sign on the rooftops to solve the riddle.

MI Riddle 06

“Are you suffering from a mental split? Take out the trash before you defend it!”

Map Co-ordinates:  3237, 2299

Scan the ‘Hell's  Gate' sign on the side of the road.

MI Riddle 07

“A natural cure for Scarecrow's doom, your saviour's gone but still in bloom.”

Map Co-ordinates:  3157, 2210

In front of the tree at the Miagani Botanical Garden where we left Poison Ivy. At the end of the game you'll see a single flower blooming in front of the tree. Scan this from the right distance and you'll solve the riddle.

MI Riddle 08

“Friends of the Waynes though not as wealthy, their memorial ward keeps Gotham healthy.”

Map Co-ordinates: 2913, 2206

Scan the Eliott Memorial Hospital. You'll need to get most of the hospital into view when you scan to get it to count. Try doing so from the southeast.

MI Riddle 09

“It doesn't take much to tame a Cat, make them wear this and then call the Bat.”

Map Co-ordinates: 3254, 1896

Scan Catwoman's necklace at the Pinkney Orphange.

MI Riddle 10

“You forced this contraption over my brain. I'll reward you with punishment, debasement and pain.”

Map Co-ordinates: 3254, 1896

Behind control panel we can hack with the Remote Hacking Device in the Final Exam room of the Pinkney Orphanage undertaken during part 10 of the ‘Riddler's Revenge' Most Wanted side-mission. Inside, you'll want to scan the blueprint of the tunnel-type object on the desk.

 

Miagani Island Destructible Object Locations

There are a total of 15 Destructible Objects located on Miagani Island and they can be found in the following locations:

The Destructible Object locations on Miagani Island.

MI Breakable Object 01

Map Co-ordinates: 2725, 2793

On a bridge support on the eastern side of Mercy Bridge.

MI Breakable Object 02

Map Co-ordinates: 2961, 2932

Near the large neon dolphin signs on the side of the building located at the coordinates listed.

MI Breakable Object 03

Map Co-ordinates: 2993, 2730

High up on the westernmost tower atop the ‘Bank of Gotham' building.

MI Breakable Object 04

Map Co-ordinates: 3130, 2797

This shield is located on a wall above the entrance to a tunnel along the main road.

MI Breakable Object 05

Map Co-ordinates: 3248, 2922

Above the entrance to a tunnel at the co-ordinates listed.

MI Breakable Object 06

Map Co-ordinates: 3327, 2814

This militia shield is mounted on the south-facing side of the building directly east of Grand Avenue Station.

MI Breakable Object 07

Map Co-ordinates: 3598, 2673

This one is found on the western side of the Wayne Building area, on the walls near the water. You'll need to jump the Batmobile across the water to this position via the jump at the northwest corner of the compound.

MI Breakable Object 08

Map Co-ordinates: 2992, 2574

If you drive to the top of the parking garage, you'll see this on the building opposite as you reach the rooftop.

MI Breakable Object 09

Map Co-ordinates:  2844, 2588

On the side of a building above the ‘Koul Brau' sign and opposite from the ‘Gotham Tailor' shop.

MI Breakable Object 10

Map Co-ordinates: 2878, 2368

This one is found on the side of a building, beneath an overhead walkway linking it to another building. It is located just above the top of the stairs with the horse statues at the bottom.

MI Breakable Object 11

Map Co-ordinates: 3021, 2022

Near the top of the building on the east-facing side at the co-ordinates listed.

MI Breakable Object 12

Map Co-ordinates: 3203, 1850

This shield can be found on the wall on the eastern side of the Pinkney Orphanage building.

MI Breakable Object 13

Map Co-ordinates: 3449, 2168

On the western side of the Newton Fairgrounds building (in front of the Ferris Wheel). You can shoot the shield from across the water to the northwest.

MI Breakable Object 14

Map Co-ordinates: 3339, 2358

This militia shield is on the northern side of the ‘Gotham Tonight' building.

MI Breakable Object 15

Map Co-ordinates: 3412, 2430

This one is on a stone pillar directly opposite the entrance to the ‘Gotham Tonight' building.

 

Miagani Island Bomb Rioter Locations

There are a total of three Bomb Rioters located on Miagani Island and they can be found in the following locations:

Bomb Rioter 01

Map Co-ordinates: 2907, 2511

On a small building west of the large parking garage and opposite the northern entrance to the ‘Ferris Mall'. The victim can be found around the ‘Ferris Mall building, fly your Remote Controlled Batarang around the groups of enemies in the area until you find the enemy that is tagged red. Hit him with a Remote Electrical Charge to complete the challenge.

Bomb Rioter 02

Map Co-ordinates: 3539, 2673

On a ledge in the very north western corner of the Wayne Tower compound. The target is found at street level across the water directly to the north of the start position among a group of Thugs. I found him standing next to the ‘Cuffs' sign. Once you have tagged the enemy red with the Batarang, hit him with a blast from the Remote Electrical Charge to complete the challenge.

Bomb Rioter 03

Map Co-ordinates: 3103,1896

On a metal catwalk linking two buildings, just by the end of Salvation Bridge. You can find the thug of interest on the street directly below your location. After finding him, hit him with your Remote Electrical Charge.

 

Founders' Island Collectibles (Includes: Pretty Dolls Parlor)

Founders' Island features a total of 54 Collectibles. I have broken them down below by type for your convenience. Use the following hyperlinks to jump to the collectible type you are interested in checking out:

33 X Riddler Trophies
10 X Riddles
11 X Destructible Objects
Collectibles Location Guide (Continued)

Founders' Island Riddler Trophy Locations

There are a total of 33 Riddler Trophies located on Founders' Island and they can be found in the following locations:

The Riddler Trophy locations on Founders' Island.

FI Riddler Trophy 01

Map Co-ordinates: 1760, 1676

On the upper deck of the lighthouse. Watch out for the Sniper here if you have not freed the fire-fighter at this location previously.

FI Riddler Trophy 02

Map Co-ordinates: 1903, 1695

Behind a weak wall about halfway up the ‘Trade House' building at the end of the docks facing the lighthouse. This weak wall is made of wood panelling, so we can fly into it to destroy it. Climb to the roof directly above it, glide off the rooftop and immediately pull a 180 degree turn and fly into the boards to knock them down. Inside you'll find the Riddler Trophy.

FI Riddler Trophy 03

Map Co-ordinates: 1963, 1477

Similar to the previous Riddler Trophy, this is located behind a weak wall over the water on the side of a building opposite the ‘Fish Market'. This weak wall is also made of wood panelling, so we can fly into it to destroy it. Climb to the roof directly above it, glide off the rooftop and immediately pull a 180 degree turn and fly into the boards to knock them down. Inside you'll find the Riddler Trophy.

FI Riddler Trophy 04

Map Co-ordinates: 1976, 1510

This is on the middle level of a building by the docks that has seen much better days. On the western side of the building is an anchor point we can pull down with the Batmobile's Power Winch to create an opening we can enter with Batman. Inside you'll find the floor filled with Riddler pressure plates and the Riddle Trophy mounted on the wall behind a fence on the far side of the room. Stepping on any of the pressure plates will immediately lock the trophy.

To get to the open hatch, we need to first step on the green pressure plate and then switch to Remote Batmobile Control and release the anchor point. With the door back in place we can now deploy the Line Launcher and ride it to the far end of the room. Go grab the trophy… Grab it to the max.

FI Riddler Trophy 05

Map Co-ordinates: 1956, 1789

In a small ruined building with holes in its walls that sits just above the slum area over the water.

FI Riddler Trophy 06

Map Co-ordinates: 2155, 1678

In the lower deck slum area on the small platform above the main entrance door to the ‘Killingers' Department Store. The numbers ‘2147, 1492 are written nearby. These are actually co-ordinates to a pressure plate located on the roof of the twin ‘Logerqist Towers' building nearby. Stepping on this will trigger a countdown during which the cage holding the trophy will open.

Dive off the rooftop immediately and summon the Batmobile as you fall to land in it. Quickly drive back down the ramps to the Riddler Trophy location before time runs out to grab it.

FI Riddler Trophy 07

Map Co-ordinates: 2068, 1676

After clearing out the militia roadblock at this location, you will find a junction box on the wall that can be powered up with the Batmobile's Power Winch. Doing so will open the shutter door beside the junction box. Behind the door is a Riddler Robot and a pressure plate. Simply use the Voice Synthesizer to direct the enemy to the pressure plate to unlock the Riddler Trophy on the wall nearby.

FI Riddler Trophy 08

Map Co-ordinates: 2251, 1815

After clearing out the militia checkpoint at this location you'll find a small sheltered ledge beneath one of the arched entrances you can climb up to that houses the Riddler Trophy.

FI Riddler Trophy 09

Map Co-ordinates: 2178, 1841

This Riddler Trophy can be found mounted on a wall just by a corner with an anchor point on the other side. Use the Batmobile's Power Winch to pull out the anchor point and reveal three ‘?' lights. Hit all three with your quick-fire Batarangs to unlock the trophy. Batclaw it down to add it to your collection!

FI Riddler Trophy 10

Map Co-ordinates: 2198, 1950

This one is located on the docks just beneath the southern part of Perdition Bridge. Here there is a generator, hit this with the Remote Electrical Charge to open the door beneath it. Inside you'll see a Sentry Turret's lights and on the wall next to this there is a glowing ‘?' sign. Move up and interact with the ‘?' light to shut the door in front of the turret. We can now move into the next room to grab the Riddler Trophy.

Picking this up will spawn some armed Riddler Robots in the previous room. Use your Remote Control Batarang to hit the ‘?' light on the wall by the Sentry Turret in the previous room to open the door and have it take them out. Hit the ‘?' once more with a second Remote Control Batarang to close the shutter once again to allow Batman to escape.

FI Riddler Trophy 11

Map Co-ordinates: 2406, 1726

This is located in the lower slum area. When you approach the co-ordinates you'll see a group of Riddler Robots behind a barred fence. Use the Voice Synthesizer to have one of them step on the nearby pressure plate. This will open the door to the right.

Head in through the now open door and use your Explosive Gel to take down the section of weak wall opposite the entry. Move through the vent into the room with the Riddler Robots. Defeat them all and when the room is clear of enemies you'll be able to grab the Riddler Trophy from the wall.

FI Riddler Trophy 12

Map Co-ordinates: 2319, 1667

In the ditch directly beneath the ramp we used to jump to the upper levels of a construction site in the Batmobile during the campaign.

FI Riddler Trophy 13

Map Co-ordinates: 2214, 1467

In the lower level slum area below the southernmost of the two large cylindrical buildings (the ‘Logerqist Towers') you'll find a green sonar panel at ground level. This can be activated by using the Batmobile Forensics Scanner Pulse. Doing so will create a trail of question marks that you will need to follow in Forensics Scanner mode.

Follow the ‘?' signs a short distance until you reach the fan on the ceiling. At this point, you'll need to quickly make your way to the surface and look for the corresponding manhole up on the road here to continue the search (place a custom waypoint on the map to make this easier). When you have found the right manhole, the ‘?' will start appearing again.

Continue to follow the trail along the streets until you are led to a green target we can shoot on a wall at the base of a tall building. Head into the gap that opens to find the Riddler Trophy inside.

FI Riddler Trophy 14

Map Co-ordinates: 2259, 1332

This Riddler Trophy is located on one of the east facing balcony areas of the Wayne International Plaza building.

FI Riddler Trophy 15

Map Co-ordinates: 2238, 1100

You'll find this Riddler Trophy on a yellow crate in the middle of a waiting area on the northern end of the train station just west of the Wayne International Plaza building.

FI Riddler Trophy 16

Map Co-ordinates: 2369, 1435

This collectible is located on one of the south facing balconies of the ‘Lex Corp' building. There is an armed Riddler Robot and a pair of pressure plates involved.

Land on the roof of a building opposite and direct the Riddler Robot onto one of the pressure plates using the Voice Synthesizer. Dive down and land on the other plate to release the Riddler Trophy. Drop a Smoke Pellet when the Riddler Robot attacks and use the Batclaw from the smoke to nab the trophy before leaving the area quickly.

FI Riddler Trophy 17

Map Co-ordinates: 2419, 1461

To reach this Riddler Trophy, you must first gain access to the ‘Pretty Dolls Parlour' in the slums in western Founders' Island. This requires that we complete the ‘Perfect Crime' Most Wanted mission.

 Once you are able to enter the building, you should see the Riddler Trophy behind a window directly in front of you. Move past this to the right to find a grating on the floor. Enter the grating and emerge at the far end of the tunnel. Blow down the weak wall here with Explosive Gel and go and pick up your prize.

FI Riddler Trophy 18

Map Co-ordinates: 2505, 1401

After clearing out the militia roadblock at this location, look for an anchor point on the western side of the area. Attach the Power Winch and use it to pull down this weak wall. Head inside with Batman. Step on the pressure plate inside and use the Batclaw to grab the Riddler Trophy.

As soon as you pick the trophy up, walls will drop down either side and a spiked door will appear at the entrance and quickly rush forward to crush you. Immediately switch to Remote Batmobile Control and nab the anchor point on the back of the spiked door. Pull it all the way out so that Batman can escape.

FI Riddler Trophy 19

Map Co-ordinates: 2516, 1403

On a set of stairs near the top of the ruined building at the co-ordinates listed.

FI Riddler Trophy 20

Map Co-ordinates: 2560, 1418

Behind a weak wall on the northern side of the structure at the co-ordinates listed. Use Detective Mode to find the wall and then bring the Batmobile up onto a vantage point further to the north. From here use the Batmobile to shoot the weak wall before heading over and climbing inside to find the Riddler Trophy.

FI Riddler Trophy 21

Map Co-ordinates: 2640, 1391

At the base of the building with the watchtower on it at the co-ordinates given you will be able to find a green panel. This can be activated by using the Batmobile Forensics Scanner Pulse. This will create a trail of question marks that you will need to follow in Forensics Scanner mode.

When you get to the ramp, you'll need to quickly use the Power Winch to pull it back as far as possible and jump to the building opposite to find the final target. Shoot the green target and hop up into the opening to find the Riddler Trophy.

FI Riddler Trophy 22

Map Co-ordinates: 2609, 1597

This one is located behind a weak wall on the upper levels of the eastern side of the Bank of Gotham building. Use Detective Mode to find the wall and then bring the Batmobile up onto the street to the northeast until you are able to see it (there is a militia roadblock west of the Bank of Gotham that has a great line of sight on the weak spot ). From here use the Batmobile to shoot the weak wall before heading over and climbing inside to find the Riddler Trophy.

FI Riddler Trophy 23

Map Co-ordinates: 2563, 1816

This is located on top of a monorail support by the skyscraper with purple neon trimming opposite the Church. The numbers ‘2456, 2663' are written nearby. These are actually co-ordinates to a junction box that is mounted on the southern wall of the GCPD HQ building on Bleake Island. Activating this this will trigger a countdown during which the cage holding the trophy will open.

Once you have activated the timer, detach the Batmobile and immediately drive it along the waterfront towards the Lady of Gotham statue. Perform a Batmobile eject when you reach the corner to launch into a glide across the water at high speed. Grapnel boost and glide your way back to the Riddler Trophy location before time runs out to grab it.

FI Riddler Trophy 24

Map Co-ordinates: 2640, 1956

This trophy is on a balcony area with a large chain linked wire roof and an electrified floor below. Sitting on the roof, use your Voice Synthesizer on the Riddler Robot and have him move close to the Sentry Turret below.

Switch to Batman and use the Remote Hacking Device to blind the Sentry Turret, and then quickly use the Voice Synthesizer to have the robot pick up the Riddler Trophy. Once he has it, direct him back to the balcony where you can now drop down and fight him to obtain it.

FI Riddler Trophy 25

Map Co-ordinates: 2808, 1966

This Riddler Trophy can be found on a small platform just above the water below and slightly south of Penitence Bridge.

FI Riddler Trophy 26

Map Co-ordinates: 2747, 1881

This Riddler Trophy is located in a ball within an obstacle course of sorts mounted on the side of a building. This puzzle features a pair of generators linked to anchor points, one at the top and another on the right side. To begin with, you'll want to use the Batmobile's Power Winch to move the top generator all the way to the left and the right hand generator all the way to the top. Hit both generators with a attract blast from the Remote Electrical Charge and whilst it is active, pull the top generator to the right to move the ball across to a safe area.

Next, we'll want to pull the top generator as far as possible to the right. This time, you'll want to shoot the right hand generator first before quickly hitting the top generator as well. This should raise the ball up and pull it through the small hole on the right to the next safe area below.

When the ball is at the lowest level of the puzzle, move the top generator so it is directly above, hit this with an attract blast from the Remote Electrical Charge and then hit the right hand generator with a repel blast to push it to the left. This will deposit the ball back at the start and allow you to grab the trophy.

FI Riddler Trophy 27

Map Co-ordinates: 2788, 1828

Behind a weak wall on the western side of the large bridge-like structure at the co-ordinates listed. Use Detective Mode to find the wall and then bring the Batmobile up onto the street to the south until it is in range. From here use the Batmobile to shoot the weak wall before heading over and climbing inside to find the Riddler Trophy.

FI Riddler Trophy 28

Map Co-ordinates: 2849, 1711

This Riddler Trophy is inside the broken down walls on the upper levels of the building with the co-ordinates specified right besides the construction scaffolding.

FI Riddler Trophy 29

Map Co-ordinates: 2963, 1496

Inside a small office beneath the crane just to the east of the entrance to Port Adams.

FI Riddler Trophy 30

Map Co-ordinates: 2990, 1360

You will find this trophy inside a modified shipping container amongst the stacks of shipping containers near the middle of Port Adams. If you land on the roof, you should be able to see through the floor and inside.

This Riddler Trophy is guarded by a large number of Armed Riddler Robots. Fortunately we won't have to fight them. Use the Voice Synthesizer (you can select more than one) to move all of the Riddler Robots out of their initial room and below the suspended shipping crate nearby.

Once all of them are in position, use a Batarang to hit the ‘?' light on the side of the shipping container to drop it and crush all the Riddler Robots in the process. This will allow you to safely proceed inside and grab the trophy.

FI Riddler Trophy 31

Map Co-ordinates: 3008, 1172

This is located on the western side of Port Adams mounted on the side of a shipping container at ground level. The numbers ‘3253, 2136' are written nearby. These are actually co-ordinates to a pressure player located on top of the Eiffel Tower-like building by Miagani Botanical Gardens on Miagani Island. Activating this this will trigger a countdown during which the cage holding the trophy will open.

Once the cage is opened, you'll want to immediately grapnel boost and glide your way back to the Riddler Trophy location before time runs out to grab it. Note that you'll have to use the Batclaw to grab it so be sure you have it equipped!

FI Riddler Trophy 32

Map Co-ordinates: 3266, 1291

This Riddler Trophy is located inside a modified shipping container in the southern part of Port Adams.

On the outside of this container are three anchor points that we can pull with the Power Winch. Pulling each of these out will remove a small portion of wall inside, however as soon as you let go of each, they will start to close. We need to pull all three anchor points out and then run to the opposite end of the shipping container from the trophy and throw a Remote Control Batarang through the gap. Pilot it through the holes in the walls and hit the ‘?' light at the end to be rewarded access to the trophy.

FI Riddler Trophy 33

Map Co-ordinates: 3289, 1476

This Riddler Trophy is placed on a small platform just above the water below one of the cranes on the eastern side of Port Adams.

 

Founders' Island Riddle Locations

There are a total of 10 Riddles located on Founders' Island and they can be found in the following locations:

The Riddle locations on Founders' Island.

FI Riddle 01

Map Co-ordinates: 1919, 1560

“A psycho killer's grim design, what has an angle but just one line?”

Follow the waterfront to the west from the docks with the lighthouse on north Founders' island, you'll find a group of three dead people posing as if they were fishing. Scan this to solve the Riddle.

FI Riddle 02

Map Co-ordinates: 2220, 1819

“He lives and dies in seven days, this beast you've tamed but his song still plays.”

Below the crane at the location specified is an alleyway in the slum area with several platforms and corrugated iron fences either side of the road. There is a door that we can open behind one of these fences leading to a small room which we can scan the contents of to solve the Puzzle.

FI Riddle 03

Map Co-ordinates: 2445, 1927

“An ancient order, lust for power consumed, their patron saint is here entombed.”

This is found at the Church in eastern Founders' Island. Look along the western side of the Church for a statue with the words ‘Saint Dumas' written on the wall above. Scan this to solve the riddle.

FI Riddle 04

Map Co-ordinates: 2249, 1507

“He saved the date! All Hallow's Eve! But this calendar killer took his leave.”

Find the manhole cover on the road between the ‘Lex Corp' building and the twin ‘Logerqist Towers' building opposite. Enter the manhole to reach the slums below. As soon as you land, walk to the east a short distance until you reach some broken walls and some floodlights. Look at the roof in here to find a small opening, grapple up here. Inside you'll see a desk and whiteboard, scan these to solve the Riddle.

FI Riddle 05

Map Co-ordinates: 2272, 1077

“A million dollar home for a spoilt child, his parents are dead but his parties are wild.”

From the top of the monorail station on the waterfront, just west of the Wayne International Plaza building if you look across the water to the west you should be able to spot a large mansion, which I'm guessing by the Riddle is Wayne Manor. Scan this to solve the Riddle.

FI Riddle 06

Map Co-ordinates: 2445, 1471 (Inside the Pretty Dolls Parlor)

“Roll up! Roll up! For the circus of strange, this porcine professor is clearly deranged.”

To reach this riddle, you must first gain access to the ‘Pretty Dolls Parlour' in the slums in western Founders' Island. This requires that we complete the ‘Perfect Crime' Most Wanted mission.

 Once you are able to enter the building, climb down the stairs and enter the basement area with the operating theatre. As soon as you pass through the door to the circular pathway around the theatre, turn around and you should be able to see a poster on the wall by the door with the words ‘The Circus of the strange'. Scan this to solve the Riddle.

FI Riddle 07

Map Co-ordinates: 2585, 1567

“This cold corporation changed his life forever, curing his wife now a chronic endeavour.”

This is located on the ‘Goth Corp' building, just south of the Gotham Stock Exchange. We'll need to scan the ‘Goth Corp' logo on the building to solve the Riddle.

FI Riddle 08

Map Co-ordinates: 2648, 1351

“This tumbledown ruin's not looking its best, what do you expect from the Penguin's old nest?”

This is located just north of Port Adams and on the waterfront just to the west of the fire station. The large building here has a ‘Cobblepot Manor' sign above the door. Scan this to solve the Riddle.

FI Riddle 09

Map Co-ordinates: 2919, 1227

“Far away the deflated brute roams, leaving behind what he couldn't ship home.”

Inside a half-open shipping container in the northwest corner of Port Adams. Enter the container and use the Batclaw on the red ring on the crate at the back of the room. Scan its contents to solve the Riddle.

FI Riddle 10

Map Co-ordinates: Anywhere!

“Crusaders of old had a trusty steed How much horsepower does a Dark Knight need?”

This Riddle is really easy, we just need to scan the Batmobile!

 

Founders' Island Destructible Object Locations

There are a total of 11 Destructible Objects located on Founders' Island and they can be found in the following locations:

The Destructible Object locations on Founders' Island.

FI Breakable Object 01

Map Co-ordinates: 2054, 1751

This militia shield is located on the eastern side of the ‘'City Vision Construction' building.

FI Breakable Object 02

Map Co-ordinates: 2316, 1401

On the eastern side of the 'Lex Corp' building, above the entrance leading to the lower slum area.

FI Breakable Object 03

Map Co-ordinates: 2358, 1193

On the ceiling of the car park beneath the monorail station on the waterfront, just west of the Wayne International Plaza building.

FI Breakable Object 04

Map Co-ordinates: 2470, 1512

On the right hand wall just above the main entrance to the ‘Gotham Stock Exchange' building.

FI Breakable Object 05

Map Co-ordinates: 2586, 1477

On the side of the tall, rundown, grey building across the street to the north of the fire station.

FI Breakable Object 06

Map Co-ordinates: 2607, 1595

This shield is located on the underside of a walkway over the road at the co-ordinates specified.

FI Breakable Object 07

Map Co-ordinates: 2563, 1952

This militia shield is just south of the Church, on a wall beneath the ramp leading to the upper deck of the city.

FI Breakable Object 08

Map Co-ordinates: 2797, 1640

On the south side of a building looking into a courtyard with a statue at its centre.

FI Breakable Object 09

Map Co-ordinates: 3014, 1580 – Just inside Port Adams on a shipping crate to the east of the main gate.

FI Breakable Object 10

Map Co-ordinates: 2911, 1220

This militia shield is located on the body of the crane in the southwest corner of Port Adams.

FI Breakable Object 11

Map Co-ordinates: 3194, 1125

Just inside Port Adams on a shipping crate, slightly off the road and behind some parked militia vehicles to the west of the main gate you'll find the final militia shield.

 

Port Adams Subway Collectibles 

Founders' Island features a total of 12 Collectibles. I have broken them down below by type for your convenience. Use the following hyperlinks to jump to the collectible type you are interested in checking out:

8 X Riddler Trophies
4 X Destructible Objects
Port Adams Subway Riddler Trophy Locations

There are a total of 8 Riddler Trophies in the Port Adams Subway and they can be found in the following locations:

The Riddler Trophy locations in the Port Adams Subway.

PA Riddler Trophy 01

As soon as you get off the lift upon entering the Subway, look upwards to spot a catwalk over head. Grapple up here and then to the roof of the structure above the trains. Drop down into the office via the hole in the roof here to find the Riddler Trophy on a desk.

PA Riddler Trophy 02

This Riddler Trophy is in the side-area where the stationary Drone Tank we had to sneak by was located when we snuck through the area on foot. It can be found on a shelf here.

PA Riddler Trophy 03

When you reach the second ramp, look on the roof of the control room to find this Riddler Trophy.

PA Riddler Trophy 04

After going through the subway station you'll find yourself in a room with three wooden walls we can drive through. Before exploring any of them, use a Batmobile eject or grapple to reach the top of the room to find a Riddler Trophy in a walkway above.

PA Riddler Trophy 05

After going through the subway station you'll find yourself in a room with three wooden walls we can drive through. Head through the right hand wall first and move up to the construction. You'll find this Riddler Trophy at the top of the stairs.

PA Riddler Trophy 06

From Riddler Trophy #5, look up to the top of the room to see some walkways and support platforms. You'll find this Riddler Trophy up here.

PA Riddler Trophy 07

Keep moving along the set path from Riddler Trophy #6 and when you reach the sunken area, there is a platform on the north side of the room near the entry with the Riddler Trophy on it.

PA Riddler Trophy 08

Return to the room with the three weak wooden doors. This time go through the left hand door and climb the ramp inside all the way to the top. When you reach the edge of the platform look to the right to spot the Riddler Trophy here.

 

Port Adams Subway Destructible Object Locations

There are a total of 4 Destructible Objects located in the Port Adams Subway and they can be found in the following locations:

The Breakable Object locations in the Port Adams Subway.

PA Breakable Object 01

As soon as you get off the lift upon entering the Subway, look to the right and upwards. Towards the top of the wall here you'll spot a militia shield.

PA Breakable Object 02

Mounted on a circular doorway along the right hand wall just before arriving at the first ramp.

PA Breakable Object 03

After going over the first ramp, drive a short way through the tunnels until you reach the first obstacle blocking the path. At this point, turn around and look above the entrance to find the militia shield.

PA Breakable Object 04

After going through the subway station you'll find yourself in a room with three wooden walls we can drive through. Go through the door directly in front and when you reach the large rock in the centre of the room, look up on the wall behind it for the final militia shield.

 

Stagg Airships Collectibles

The Stagg Airships feature a total of 39 Collectibles. I have broken them down below by type for your convenience. Use the following hyperliks to jump to the collectible type you are interested in checking out:

21 X Riddler Trophies
3 X Riddles
15 X Destructible Objects
Stagg Airships Riddler Trophy Locations

There are a total of 21 Riddler Trophies located on the Stagg Airships and they can be found in the following locations:

The Riddler Trophy locations in the Stagg Airships.

SA Riddler Trophy 01

Airship Alpha - After entering the airship through the hatch on the roof, crawling through the vent and dropping through the next floor hatch, you'll see this behind a caged fence on the right. Use the Remote Hacking Device on the control panel in here to open the gate for the Riddler Trophy.

SA Riddler Trophy 02

Airship Alpha - After climbing down the ladder and moving the hanging crates out of the way. Drop to the floor below. Directly opposite, high up on the wall you'll see a Riddler Trophy in a ball. Behind this is a security panel we can hack with the Remote Hacking Device. This will release the ball. Use the Airship Stability Controls to tilt the airship to move the ball to the end of its track to pick up the trophy.

SA Riddler Trophy 03

Airship Alpha - After climbing down the ladder and moving the hanging crates out of the way. Drop to the floor below. Use the Airship Stability Controls to return the crates to their initial position. Look up at the roof on the other side of the room to see a shutter and a generator above it. Use the Remote Electrical Charge on the generator to open the door and grapple up to find the Riddler Trophy Inside.

SA Riddler Trophy 04

Airship Alpha - After climbing down the ladder and moving the hanging crates out of the way. Drop to the floor below. Use the Remote Hacking Device to lock/unlock the crate here and tilt the airship to the right to reveal a small vent. Inside this you'll find another Riddler Trophy.

SA Riddler Trophy 05

Airship Alpha - Just after moving the first lockable crate to get into the tunnel behind you'll see this on the right. Opposite you'll see a pressure plate. Step on this to see a question mark light up. Use the Remote Control Batarang and fly it through the gap above the Riddler Trophy and hit the question mark to unlock the trophy.

SA Riddler Trophy 06

Airship Alpha - Move the crates around in the crate puzzle beneath the large open room. You'll want to get the lockable crate into the wall broken down by Explosive Gel. Behind this you'll find a passage to find this Riddler Trophy.

Note: The Airship Stability controls are broken on the west side of the ship. At the opposite end of the large room with the underground crate puzzle, you'll find a pair of security panels that can be opened using the Voice Synthesizer (providing you are far enough into the game).  The left hand one houses a new Airship Stability Control console.

SA Riddler Trophy 07

Airship Alpha – This Riddler Trophy is located in a small room behind the Sentry Turret to the left of Airship Stability Control unit accessible via the Voice Synthesizer.

SA Riddler Trophy 08

Airship Alpha - Look for a grating on the roof by the new Airship Stability Control grapple through to see a large area filled with Riddler pressure plates and an open hatch at the far side of the area. Stepping on any of the pressure plates will close the hatch. To get to the open hatch, we need to deploy the Line Launcher and hop up onto the rope. Run to the far end of the room and grapple up into the area above for the Riddler Trophy.

SA Riddler Trophy 09

Airship Alpha - After opening the left hand Voice lock, hop onto the table to the right and place some Explosive Gel on the weak ceiling above it. Once you have retrieved the new Airship Stability Controls, blow up the Explosive Gel and tilt the airship to have a crate drop down from above. Tilt again to have the crate go through the pane of glass nearby so that you can grab the Riddler Trophy behind it.

SA Riddler Trophy 10

Airship Alpha - By the western entrance to the broken catwalk over the large room with the puzzle beneath the floor if you look up just above the fingerprint door, you should be able to make out a vent. Grapple up here and drop down to a platform just below it. Opposite this ledge are three lit up ‘?' signs and a locked up Riddler Trophy. Use the quick-fire Batarang to hit all three of the ‘?' lights to be able to Batclaw your prize.

SA Riddler Trophy 11

Airship Alpha – This one is in the Research Laboratory on the western end of Airship Alpha. This can be found inside the small open room on the northern side of the lower level. There is a control panel in here we can hack with the Remote Hacking Device to open a shutter door.  There is a monkey in the cage here with a pressure plate on either side. The monkey will follow you around and we need to lead it into stepping on both pressure plates to unlock the Riddler Trophy. There are movable walls inside the cage which can be moved up or down by hitting the glowing ‘?' with Batarangs.

SA Riddler Trophy 12

Airship Alpha – This is in the research Laboratory on the western end of Airship Alpha, inside the small open room on the western side of the lower level. There is a control panel in here we can hack with the Remote Hacking Device to open a shutter door.  There is a monkey in the cage here with a pressure plate. Hit the glowing ‘?' with a Batarang and lead the monkey onto the pressure plate to unlock the Riddler Trophy hanging from the roof nearby.

Note: Now it's time to move over to Airship Beta. If you are returning after completing the game, you'll need to enter via the opening at the front of the ship that occurred during story progression.

SA Riddler Trophy 13

Airship Beta – This is in the Biological Engineering laboratory in the centre of Airship Beta, directly below the door leading to the Cloudburst Chamber. There is a control panel in here we can hack with the Remote Hacking Device to open a shutter door.  There is a pair of monkeys in the cage here with a pressure plate on either side. The monkeys will follow you around and we need to stand off to the right and hit the ‘?' with a Batarang so they can move over towards you, when they both step on the pressure plates it will unlock the Riddler Trophy. Hit the ‘?' with the Batarang once more to lock the monkeys in place. Move over and Batclaw down the prize.

SA Riddler Trophy 14

Airship Beta – This Riddler Trophy is in the Biological Engineering room. We can find it behind a voice locked door we can open with the Voice Synthesizer in the northeast corner of the room on the lowest level.

SA Riddler Trophy 15

Airship Beta - In the Biological Engineering room. This can be found within a small room behind the wall vents on the southern side of the area. Shoot the three generators mounted on the roof with the Remote Electrical Charge to unlock the Riddler Trophy.

SA Riddler Trophy 16

Airship Beta – This trophy is found in the Biological Engineering laboratory in the centre of Airship Beta, in the far left corner from the initial entrance. There is a control panel in here we can hack with the Remote Hacking Device to open a shutter door.  There is a pair of monkeys in the cage here with a pressure plate on either side. The monkeys will follow you around and we need to stand off to the right and hit the ‘?' with a Batarang so they can move over towards you, when they both step on the pressure plates it will unlock the Riddler Trophy. Hit the ‘?' with the Batarang once more to lock the monkeys in place and move over to Batclaw down the prize.

SA Riddler Trophy 17

Airship Beta – This one is in the Biological Engineering room. This can be found along the northern wall of the room behind a steam vent. Use the Freeze Blast to block the steam vent and crawl inside to nab the Riddler Trophy.

SA Riddler Trophy 18

Airship Beta – As soon as you enter the Subject Testing room from the Biological Engineering Laboratory, you'll find a computer we can use to the left. Activate this to unlock one of the cells nearby to find a Riddler Trophy inside.

SA Riddler Trophy 19

Airship Beta – At the southern end of the circular walkway in the Subject Testing area you'll find a weak wall. Use Explosive Gel to take this down.Inside this room you'll see a Riddler Trophy behind a wall in front and four lockable crates above.

Unlock all the crates and tilt the airship to the left. Enter the small passage to the right of the trophy and grapple up through the hatch in the roof. Use Detective Mode up top to find a second hatch in the roof here. With all of the crates still unlocked, tilt the ship back in the opposite direction so that all the crates stack on the right hand side. Use the Remote Hacking Device to lock the crate closest to the second floor grating.

Tilt the ship back in the opposite direction once more to free up the grating. Drop through this and then down to the trophy room below.

SA Riddler Trophy 20

Airship Beta – In the Subject Testing area if you try to return to the airlock we use to enter this ship the first tie through, you'll notice a pair of Sentry Turrets blocking the way. Use the Voice Synthesizer on the panel on the wall opposite the sentries and then tilt the ship to the right, a crate will come out of the room and smash the turrets.

The Riddler Trophy itself is inside this crate and there is no way we can destroy it. As such, use the tilt control once again to have it smash through the window to the outside and it will drop down from the airship and smash into pieces on a small platform below. You'll want to grab Riddler Trophy #21 before jumping out of the airship to go and grab this one!

SA Riddler Trophy 21

Airship Beta – In the airlock room you'll find a Riddler pressure plate on the floor. Press the nearby red button to open the airlock and stand on the pressure plate. In the distance, on the side of the other airship you'll see a series of ‘?' light up from left to right. Use the Remote Control Batarang and hit the right-most ‘?' when it lights up briefly to unlock the Riddler Trophy.

 

Stagg Airships Riddle Locations

There are a total of 3 Riddles located on the Stagg Airships and they can be found in the following locations:

The Riddle Locations in the Stagg Airships.

SA Riddle 01

Airship Alpha – This Riddle can be found in the large laboratory-like western room of Airship alpha, where we had a predator section on our first run through the airships.

“No Dark Knight, Stagg's pet is no figment, it's just lacking the usual pigment.”

Scan the white coloured monkey in the cage beneath the platform that we came in from initially.

SA Riddle 02

Airship Beta – This Riddle can be found in the large laboratory room in the centre of Airship Beta, where we had a predator section on both our first and second runs through this airship.

“A bragging reporter is worse than a narc, but perhaps the assassin has found his mark?”

On the highest level of the room on the northern side of the room you'll find a magazine on a desk next to a computer with the title ‘How I took down Deadshot'. Scan this to solve the Riddle.

SA Riddle 03

Airship Beta – This Riddle can be found in the Subject Testing zone on the western end of Airship Beta, where you'll find all of the holding cells lining the circular passageway.

“Need something moved quickly in a freezer? This company's owned by a cockney geezer!”

In the small office area just next to the airlock room you'll find a brochure pinned up on the wall with the words ‘You name it, we'll freeze it'. It is just beside the Airship Stability Control panel we used earlier. Scan this to solve the Riddle.

 

Stagg Airships Destructible Object Locations

There are a total of 15 Destructible Objects located in the Stagg Airships and they can be found in the following locations:

The Destructible Object locations in the Stagg Airships.

SA Breakable Object 01

Airship Alpha - After entering the airship through the hatch on the roof, crawling through the vent and dropping through the next floor hatch, you'll see this at the end of the hallway opposite the Riddler Trophy.

SA Breakable Object 02

Airship Alpha - After climbing down the ladder and moving the hanging crates out of the way. Drop to the floor below. You'll find this crate in a corner.

SA Breakable Object 03

Airship Alpha – This Insect crate is in the large room with the underground crate puzzle. This crate can be found on top of the platform above the door leading to Airship Beta.

SA Breakable Object 04

Airship Alpha – We can find this one in the large room with the underground crate puzzle. This is on top of the platform at the far end of the room, opposite the entrance.

SA Breakable Object 05

Airship Alpha – This crate is just to the right of the Airship Stability Control unit accessible via the Voice Synthesizer.

SA Breakable Object 06

Airship Alpha - After the underground crate shifting puzzle you'll end up on the western side of the airship. After grappling up the first shaft, turn around and look behind you for the next Insect Crate. Use the Batclaw on the red ring beneath it to pull it down and destroy it.

SA Breakable Object 07

Airship Alpha – This is in the Research Laboratory on the western side of airship Alpha. It is on a shelf in the beneath the stairs up to the computer console we hacked earlier to get the security codes. Use the Batclaw on the red ring beneath it to pull it down and destroy it.

SA Breakable Object 08

Airship Alpha – This crate is in the Research Laboratory on the western side of airship Alpha. It is on a shelf in the far left corner of the room from the initial entry point. Use the Batclaw on the red ring beneath it to pull it down and destroy it.

SA Breakable Object 09

Airship Alpha – You'll find this one in the Research Laboratory on the western side of airship Alpha. It is on top of the lab on the far side of the room from the initial entry point.

SA Breakable Object 10

Airship Beta – This crate is on a shelf in the Cloudburst Chamber to the right of the stairs leading to the security door. Use the Batclaw on the red ring beneath it to pull it down and destroy it.

SA Breakable Object 11

Airship Beta – This is in the Biological Engineering room. This can be found on a shelf in the southeast corner of the room on the lowest level. Use the Batclaw on the red ring beneath it to pull it down and destroy it.

SA Breakable Object 12

Airship Beta – This crate can be found in the Biological Engineering room. This can be found beneath a set of stairs on the southern side of the room leading to the platform overlooking the large glass-rooved chamber. Use the Batclaw on the red ring beneath it to pull and destroy it.

SA Breakable Object 13

Airship Beta – The next insect crate is located in the Biological Engineering room. This can be found on top of a wall vent entry way high up along the northern wall of the room. Use the Batclaw on the red ring beneath it to pull it down and destroy it.

SA Breakable Object 14

Airship Beta - At the southern end of the circular walkway in the Subject Testing area you'll find a weak wall. Use Explosive Gel to take this down.Inside you'll find the Insect Crate.

SA Breakable Object 15

Airship Beta – This crate is in the room with the airlock on top of a cage of sorts. Use the Batclaw on the red ring beneath it to pull it down and destroy it.

 

Panessa Studios Collectibles

Panessa Studios features a total of 39 Collectibles. I have broken them down below by type for your convenience. Use the following hyperliks to jump to the collectible type you are interested in checking out:

21 X Riddler Trophies
3 X Riddles
15 X Destructible Objects
Collectibles Location Guide (Continued)

Panessa Studios Riddler Trophy Locations

There is a total of 21 Riddler Trophies in the Panessa Studios building and they can be found in the following locations:

 The Riddler Trophy locations in Panessa Studios.

PS Riddler Trophy 01

In the Quarantine Cells room, look up high above the Batcomputer to locate some arcing electricity. To the right of this, you'll also see a window above the hallway leading further into the studio. We need to electrify a Remote Control Batarang by flying it through the electricity and then pilot it through the window, down the stairs in the next room and locate a fuse box on the wall by the gate. Hit this with the electrified Batarang to open it.

Enter the now open gate to grab the Riddler Trophy from the floor here.

PS Riddler Trophy 02

After opening the locked gate described in Riddler Trophy #1, climb the stairs inside to find another Riddler puzzle. There are a bunch of ‘?' lights on the wall behind the Riddler Trophy, simply knock them all out using Batarangs to unlock the cage.

PS Riddler Trophy 03

As you are walking from the Quarantine Cells, enter the door on the left just before entering the Backstage area. There is a Riddler Trophy on the table here. Enter the vent on the left side of the room and follow the tunnel to the end, hop out and work your way around to one of the weak walls. Burst through here and use a Fear Multi-Takedown to defeat all the Riddler Robots within the very limited timeframe to unlock the Riddler Trophy.

PS Riddler Trophy 04

In the main Backstage area you'll see a large square robot statue along the left hand wall. Use your Batclaw to pull down the red ring on its chest to reveal the Riddler Trophy.

PS Riddler Trophy 05

This Riddler Trophy involves the large statue in the centre of the Backstage area. This statue is now holding onto a generator and an arrow with a ‘?' light next to it. Hitting the ‘?' with a Batarang will change the arrow's direction. Hitting the generator with the Remote Electrical Charge attract shot will start the statue rotating in the direction indicated by the arrow whilst the repel shot will stop it in its tracks.

Around the outside of the statue are four panels on the ground. We need to move the hand at the base of the statue around to stop on the panels marked ‘Stage A', ‘Stage B' and ‘Stage C' and we'll need to do it without allowing the arrow to cross the ‘Reset' panel in front of the trophy (if we do this, we have to start over). Use the Remote Electrical Charge to move/stop the statue and the Batarangs to change direction where necessary. Once you have stopped on all three panels, the trophy will be released.

PS Riddler Trophy 06

By the entrance to Sound Stage A you'll find a door to the right with a generator above it. Hit this with the Remote Electrical Charge repel feature to raise it. Inside you'll find an electrified floor and a Riddler Trophy mounted on the right hand wall.

Step on the pressure plate just inside the door and then use the Line Launcher on the opposite wall. As you reach the opening to the left, turn and fire the Line Launcher a second time at the far wall. When you reach the end, step on the pressure plate.

Look back to the trophy and use the Line Launcher once again on the wall next to it. As you get close to the wall, look to the left and use the Line Launcher one final time to reach a third pressure plate that has now appeared opposite the initial entry point. Step on it.

With all three pressure plates activated you'll now be able to grab the Riddler Trophy.

PS Riddler Trophy 07

Upon entering Sound Stage A, you'll find a Riddler Trophy locked up on the floor in the room to the left. On the back wall you'll see four colored ‘?' lights. Hitting these with Batarangs will change their colours. If you exit this room and head into the other small room opposite, you'll find the lights in a specific order sitting on a wall. Those are the colours we need to have the ‘?' lights matching! Return to the puzzle room and hit the lights with Batarangs until they match the pattern to unlock the Riddler Trophy.

PS Riddler Trophy 08

At the back of the Wild West set in Sound Stage A, you can grapple up to the top of the backdrop. Head all the way right to find a small platform with a locked trophy and a square robot statue opposite. Use your Batclaw to pull down the red ring on the statue's chest to reveal a spinning generator. Hit this with your Remote Electrical Charge until it explodes. This will release the Riddler Trophy.

PS Riddler Trophy 09

Behind the backdrop on the Wild west set on Sound Stage A, you'll see a pair of Sentry Turrets facing each other and a Riddler Trophy between them. Use the Remote Hacking Device to temporarily blind one of the turrets and drop down behind the other to disable it. Quickly re-apply the blind hack before running over and disabling the second Sentry turret. This will unlock the trophy for your gathering pleasure.

PS Riddler Trophy 10

As soon as you enter the haunted house set in Sound Stage B, you'll see a large, spinning fan. The Riddler Trophy is inside the fan. Use the Remote Hacking Device on the control panel on the wall above the fan to turn it off so that you can grab the collectible.

PS Riddler Trophy 11

In the room where you rescued the Joker infected in the haunted house set you'll see a hatch on the roof you can grapple up to. Once up, you'll see the Riddler Trophy behind the bars on the left and straight ahead is an electrified floor.

Use the Line Launcher to cross the floor and hop up onto the rope near the far wall. Look up above to find a pair of vents spewing out superheated steam. Use the quick-fire Freeze Blast to neutralise both vents before grappling up to the ledge behind them.

At the far end of the ledge, drop down into the room with the trophy and pick it up.

PS Riddler Trophy 12

On the stairs leading into the building where you rescued the Joker infected in the haunted house set you'll see a hatch in the floor. Drop down through here to the room below. Use the Disruptor on the proximity mines (you'll need the ‘Disrupt Mine' Waynetech upgrade) to disable them and then run up and slide beneath the gap in the wall to find the Riddler Trophy.

PS Riddler Trophy 13

On the south east wall of the room you'll notice a weak wall. Below this is a generator that we can shoot with the Remote Electrical Charge attract function. Doing so will lower a weight block onto the platform with the generator.

Plant some Explosive Gel on the side of the block facing the generator. Use the repel function on the generator to send the weight back up. As it passes the weak wall detonate the Explosive Gel to destroy the wall and reveal the Riddler Trophy inside.

PS Riddler Trophy 14

In the southern part of the haunted house set there are three small rooms off from the main area, one to the west and a pair to the south. This Riddler Trophy is located in the middle room. Step on the pressure plate in the corner and you should be able to make out a ‘?' light up in the western room through the window. Use a Remote Control Batarang, fly it through the vent by the trophy and hit the question mark to release it.

PS Riddler Trophy 15

In the southern part of the haunted house set there are three small rooms off from the main area, one to the west and a pair to the south. This Riddler Trophy is located in the easternmost of these. Here you'll find the trophy in a ball within a glass pipe with a steam vent nearby.

Use the Freeze Blast on the steam vent to have the ball move through the tube. When it stops (and it will 2-3 times) hit the steam pipe behind the ball with a Freeze Blast to keep it moving. When it drops to the floor at the far end, you'll be able to pick it up.

PS Riddler Trophy 16

From the main Backstage area, take the passage leading to Sound Stage C. When you hit the wall, turn left and look up to see a steam vent. Hit this with a Freeze Blast to disable it and then grapple up to the ledge. You'll end up on a wire floor which you can look through and a Riddler Trophy in a cage on the far side of the area.

There is a Riddler Robot below and a weapon crate. Use the Disruptor on the weapon crate to sabotage it and then use the Voice Synthesizer to have the Riddler Robot open the crate. It will explode which will destroy the Riddler Robot and the trophy will become available for collection.

PS Riddler Trophy 17

Just next to the main entrance to Sound Stage C there is a weak section of wall we can destroy with Explosive Gel. Inside you'll find a Riddler Trophy behind the bars at the back of the room and a pressure plate in the foreground.

Step on the pressure plate to open a wall hatch opposite. There are two ‘?' lights in this vent system that we'll need to hit with a Remote Control Batarang. On the first throw, upon entering the vent, take the first right and then the next left to find the first ‘?'. On the second time around take the first right again and you'll see a new target to hit.

The third throw is a little different. Again you'll need to take the first right and at this point the Batarang will become electrified. Take the next right to have it exit into the trophy room. Fly the Batarang up into the fuse box on the wall above the trophy to unlock the gate.

PS Riddler Trophy 18

Just next to the main entrance to Sound Stage C there is a shutter door with a generator above it we can open with the Remote Electrical Charge repel attack. Inside you'll find a locked Riddler Trophy surrounded by eight generators. In order to open the trophy we'll need to activate all the generators via the Remote Electrical Charge in a specific order. Fortunately the posters behind each give away the order if you know what to look for – we'll need to activate them based on the age of the people in the pictures from youngest to oldest.

First activate the generator beneath the pregnant woman picture to the left just inside the door.
Second is the generator beneath the picture of the baby.
Third is the generator beneath the toddler poster.
Next is the generator in front of the poster of the running child in the back left corner.
Fifth is the generator by the ‘Completely Mystified' poster.
The sixth generator is by the poster of the businessman, left of the baby picture.
Seventh is the generator by the old man picture just to the right inside the door.
The final generator is the one by the gravestone picture.
Once all eight generators are active at once, the Riddler Trophy will unlock and you'll be able to pick it up.

PS Riddler Trophy 19

In the hallway with the mirror and the keypad leading to Sound Stage C, you'll see a locked Riddler Trophy on the table by the door. Approach this and then look back down the hallway to spot a vent, above this in the corner is a ‘?' light. Hit this with the Remote Electrical Charge to unlock the trophy.

PS Riddler Trophy 20

In the centre of Sound Stage C there is a locked trophy. Approach the green button on the pedestal nearby and interact with it to have the Riddler appear on the screen. After he disappears, he'll place the names of colours up on the screen and give you a bit of a memory test. This next bit can be a little tricky - you'll need to note the colour of the word that appears on the screen, NOT the colour that the word describes! After each series of words, you'll need to hit the coloured ‘?' in the same sequence.

Here are the orders I was given during my playthroughs:

First puzzle: Blue, Green, red, yellow
Second puzzle:  Yellow, Green, Blue, Blue, Yellow, Red
Third puzzle: Green, Blue, Yellow, Red, Blue, Red, Yellow, Green
After completing the third challenge, you'll be able to grab the Riddler Trophy.

PS Riddler Trophy 21

In the back right corner of Sound Stage C from the entrance you'll find a slot machine with a locked Riddler Trophy in front. Use the Remote Hacking Device to lock each of the wheels into place on the same icon (Diamonds worked for me) to earn the trophy.

 

Panessa Studios Riddle Locations

There are a total of 3 Riddles located in the Panessa Studios building and they can be found in the following locations:

The Riddle locations in Panessa Studios.

PS Riddle 01

This Riddle can be found by the Quarantine Cells.

“A Father figure? Don't make me laugh. You overwork and berate your staff.”

This is located in the room with the Joker infected cells. You'll need to scan the weapons on the ground in front of the closest cell to the elevator.

PS Riddle 02

The answer to this Riddle can be found in the Backstage area in the passages leading to sound stage A.

“She and her love are no longer together, she'll keep the flames burning for ever and ever.”

By the entrance to Sound Stage A you'll find a voice lock we can use the Voice Synthesizer on to open a door.  Inside you'll find a statue surrounded by candles. Scan this to solve the Riddle.

PS Riddle 03

This Riddle is located inside Sound Stage A.

“A visual artist with burning ambition, prove he made movies before his ignition.”

Upon entering Sound Stage A, enter the room to the right. Here you'll need to scan the ‘Inferno' poster on the back wall as well as some of the boxes to the left in the same shot to solve the Riddle.

 

Panessa Studios Destructible Object Locations

There are a total of 15 Destructible Objects located in the Panessa Studios building and they can be found in the following locations:

The Destructible Object locations in Panessa Studios. 

PS Breakable Object 01

Located on the ground in the passage between the Quarantine Cells and the Backstage areas.

PS Breakable Object 02

As soon as you arrive in the Backstage area, this Jack-in-the-box will be at the top of the stairs to the left.

PS Breakable Object 03

In the main Backstage area along the left hand wall by the floor grating entrance to the tunnel we used to enter Sound Stage A earlier.

PS Breakable Object 04

On the ground by a cactus on the way from the main Backstage area to the Sound Stage A area.

PS Breakable Object 05

Upon entering Sound Stage A, you'll find a Jack-in-the-box on the floor in the room to the right.

PS Breakable Object 06

Upon entering Sound Stage A, you'll find a Jack-in-the-box on a desk in the room to the left.

PS Breakable Object 07

This breakable object is on the ground in the corner to the right of the main door leading to the Sound Stage B area.

PS Breakable Object 08

This Jack-in-the-box is in Sound Stage B in the same corridor where we fought the Minigunner in the main game, by a bookshelf to the right.

PS Breakable Object 09

In the southern part of the haunted house set there are three small rooms off from the main area, one to the west and a pair to the south. This Jack-in-the-box is located on a stack of crates in the west room.

PS Breakable Object 10

In the southern part of the haunted house set there are three small rooms off from the main area, one to the west and a pair to the south. This is in the middle room on the floor by the Riddler Trophy.

PS Breakable Object 11

In the southern part of the haunted house set there are three small rooms off from the main area, one to the west and a pair to the south. This is in the eastern room on the floor beneath the Riddler Trophy.

PS Breakable Object 12

From the main Backstage area, take the passage leading to Sound Stage C. When you hit the wall, turn left and you'll see the next Jack-in-the-box on the ground.

PS Breakable Object 13

Just next to the main entrance to Sound Stage C there is a weak section of wall we can destroy with Explosive Gel. Inside you'll find another breakable object on the floor.

PS Breakable Object 14

In the hallway with the mirror and the keypad leading to Sound Stage C, you'll see another Jack-in-the-box on a couch.

PS Breakable Object 15

In the hallway with the mirror and the keypad leading to Sound Stage C, you'll see a vent by the entrance. Crawl through here and in the office at the far end you'll find the final breakable object.

 

Arkham Knight HQ Collectibles

The Arkham Knight HQ features a total of 39 Collectibles. I have broken them down below by type for your convenience. Use the following hyperliks to jump to the collectible type you are interested in checking out:

21 X Riddler Trophies
3 X Riddles
15 X Destructible Objects
Arkham Knight HQ Riddler Trophy Locations

There is a total of 21 Riddler Trophies in the Arkham Knight HQ and they can be found in the following locations:

The Riddler Trophy locations in the Arkham Knight HQ.

AK Riddler Trophy 01

Upon entering the Killinger's Department store (Arkham Knight HQ North marker on the world map). Attach the Power Winch to the anchor point on the roof and drive down into the fan shaft. Directly across from your location, you'll see a ball track. There is a Riddler Trophy in the ball here and we need to have it reach the bottom.

Along each side of the track are multiple holes. If the ball runs into one of these, it will reset and starts from the top again. To get the ball to the bottom successfully, we need to shoot the question marks as it approaches each hole. This will prop up a small blocker to prevent it entering the hole. Once the ball reaches the bottom, you'll need to repeat the process once again with two balls at once.

Once both balls have made it to the bottom in a single attempt, the trophy will appear on the bottom left side of the wall track and we can Batclaw it from the small platform in the centre of the room.

AK Riddler Trophy 02

This Riddler Trophy is located in the small alcove directly above the ball track from Riddler Trophy #1. The puzzle here revolves around a ‘?' light on the wall surrounded by TVs. Hit the question mark with a Batarang and you'll see a green ‘?' appear on one of the screens.

An orange circle will appear and move around the screens. You'll need to time a Batarang toss to hit the large ‘?' light at the same time the orange circle reaches the TV with the green question mark on it. Repeat another two times at increasingly faster speed to earn the trophy.

AK Riddler Trophy 03

This is sitting on a work bench in the room at the very top of the elevator shaft, where we deactivated the generator to stop the first fan.

AK Riddler Trophy 04

In the room at the very top of the elevator shaft, where we deactivated the generator to stop the first fan you'll find a Riddler security panel we can hack with the Remote Hacking Device. Do so to open the door here to find another puzzle.

There is a small tube puzzle on the wall here and we'll need to guide a ball from the generator on the left, through the pipes and to the Riddler Trophy on the right of the room. The problem is we'll need to move those green pieces into place so that the ball can move through them. We can change the position of the green tubes by hitting the ‘?' light on the back wall with the Remote Electrical Charge.

Once the ball reaches its destination, you'll be rewarded with the trophy.

AK Riddler Trophy 05

Between the two fans, you'll find a large Riddler Puzzle on the left hand wall. Our goal here is to bring the ball from the top to the green ring at the bottom. There are three spinning wheels here with a bucket area that is capable of holding the ball each of which can be activated via the Remote Hacking Device. Additionally there is an ‘?' light to the side which will control the direction that the wheels rotate in. We can change directions by hitting it with a Batarang.

Before you begin, it's a good idea to move all three wheels so that the bucket is at the top and ready to receive the ball. Make sure the arrow is facing left during the passage on the first wheel, right during the second wheel and left again for the third wheel ride to prevent the ball from falling out. When it reaches the bottom you can claim the Riddler Trophy.

AK Riddler Trophy 06

Grapple up to the ledge on the eastern side of the fan shaft room just below the second fan. Inside, grapple up onto the ledge on the left draped in an Arkham Knight flag. Drop down into the next hallway and turn to the right to see a vent. Crawl through this to reach a puzzle.

It's another ball puzzle! This time we'll need to use the Remote Electrical Charge on the generator to the right to rotate the large wheel here so that we can pilot the ball to the green zone at the end. I found the easiest way to do this is to continue hitting the generator with the repel function until the ball is in the same section of the wheel as the green gate. At this point, we can then use the attract function to get the two to meet up.

AK Riddler Trophy 07

Glide over to the ledge on the southern side of the fan shaft between the two fans. Grapple up to the ledge here to reach the first elevator, use the Remote Electrical Charge on the generators to have it go up until the door is in line with a weak wall. Use Explosive Gel to take the wall down and grab the Riddler Trophy behind it.

AK Riddler Trophy 08

From Riddler Trophy #7, take the elevator all the way to the bottom as we did during the main game. As soon as you exit the elevator shaft, look behind one of the nearby curtains to find a Riddler Trophy.

AK Riddler Trophy 09

After reaching the bottom of the second elevator shaft (continuing from Riddler Trophy #9) exit into the next room and look above the pink neon ‘Bar lounge' sign. There is a Riddler Trophy sitting on top of this.

AK Riddler Trophy 10

Enter the door on the western side of the room at the very bottom of the fan shaft. There is a green pressure plate near the back wall with a spinning Sentry Turret behind the bars to the left. Use the Remote Hacking Device to blind the turret before stepping on the pressure plate. This will open a hatch on the wall.

Throw a Remote Control Batarang into the vent, take the first left and then fly it all the way to the end and to the right when you can go no further to find a ‘?'. Hit it to return to Batman. Immediately pull out the Remote Hacking Device to blind the Sentry Turret again. Throw a second Remote Control Batarang into the vent and this time pilot it straight ahead, through the arcing electricity to electrify it. Fly it into the room with the Sentry Turret and hit the junction box on the wall to open the gate.

As batman we can now enter and disable the Sentry Turret before nabbing the Riddler Trophy.

AK Riddler Trophy 11

In the room where we deactivated the seconds spinning generator to stop the lower fan you'll find a Riddler security panel we can hack with the Remote Hacking Device. Do so to open the door here and continue inside and as you enter, look beneath the floor for a panel we can activate with the Remote Hacking Device. This will remove the door and allow us to Batclaw the Riddler Trophy on the far wall.

AK Riddler Trophy 12

At the bottom of the fan shaft, look above the now blocked entrance to the Excavator battle area. You should be able to see a small opening we can grapple up to. Do so and find the elevator here. Use the Remote Electrical Charge to send the elevator upwards before dropping into the shaft below it to find the Riddler Trophy on the floor.

Note: We're done in this section of the map (Arkham Knight HQ (North)) and because of certain story events, we'll be unable to proceed. As such, return to the world map and make for the Arkham Knight HQ (South) marker on the rooftop to the south to continue.

AK Riddler Trophy 13

In the eastern room of the Arkham Knight boss battle area. This Riddler Trophy is located on a planter at ground level directly beneath the vantage point at the back of the room.

AK Riddler Trophy 14

In the eastern room of the Arkham Knight boss battle area, you can find a Riddler access panel along the southern wall. Use the Remote Hacking Device on this to open the door beside it.

There is a ‘lead the ball through a series of tubes' puzzle on the wall here and we'll need to guide a pair of balls simultaneously from the generator in the centre, through the series of pipes on the left and the right to the Riddler Trophy above. The left hand side features red tubes that we can manipulate whereas the right hand side has green tubes. We can change the position of the tubes by hitting the associated ‘?' lights on either side of the generator with the Remote Electrical Charge.

The tricky part ids that you'll need to keep an eye on both balls and transition the segments of pipe into place as soon as possible. I'd recommend moving both of the first pipes into place before triggering the generator. When you trigger the generator you can use the following steps:

As soon as the right ball enters the first green pipe, rotate it.
When the left ball leaves the first red pipe, rotate the pipes.
When the right ball reaches the lower pipe, shift the green pipes again.
As soon as the left ball enters the second red pipe, shift the pipes.
When the right ball leaves the second green pipe, move the pipes.
As soon as the right ball hits the third green pipe, trigger the movement again.
As soon as the left ball hits the third red pipe, trigger the movement again.
Once the ball reaches its destination, you'll be rewarded with the trophy.

AK Riddler Trophy 15

In the southern room of the Arkham Knight boss battle area. This Riddler Trophy is located on the side of the wall just beneath the section of weak floor on the walkway.

AK Riddler Trophy 16

In the southern room of the Arkham Knight boss battle area, you can find a Riddler access panel along the eastern wall on the upper level. Use the Remote Hacking Device on this to open the door beside it.

Inside the door we'll find a pair of Sentry Turrets facing one another with a pressure plate between them. There is also a Riddler Robot behind a fence to the left. Use the Remote Hacking Device to blind the right hand Sentry Turret and then the Voice Synthesizer to have the Riddler Robot move up and disable the left hand Sentry Turret. Keep the right hand Sentry Turret blinded as you step on the pressure plate and Batclaw down the Riddler Trophy.

AK Riddler Trophy 17

In the western room of the Arkham Knight boss battle area. This Riddler Trophy is located on a planter at the very back of the lower level.

AK Riddler Trophy 18

In the western room of the Arkham Knight boss battle area. This Riddler Trophy is located in a Remote Electrical Charge themed rotation puzzle on the upper walkway. To solve this puzzle we need to rotate the square puzzle with the ball inside using the Remote Electrical Charge on the generator nearby so that we can navigate the ball around the walls and to the green circle goal marker. We can solve it using the following actions:

Use the Remote Electrical Charge attract shot three times.
Use the Remote Electrical Charge repel shot four times.
Use the Remote Electrical Charge attract shot three times.
Once the ball is at the goal, you can move up and grab the Riddler Trophy.

AK Riddler Trophy 19

In the northern room of the Arkham Knight boss battle area. This Riddler Trophy is located in the vents beneath the large central table in the Chinese restaurant.

AK Riddler Trophy 20

In the northern room of the Arkham Knight boss battle area. In the afar back part of the area you'll find a series of 16 panels on the wall that we can interact with using the Remote Hacking Device. Each of these panels will display a picture when hacked and there are eight pairs of images to be found. To solve the riddle we need to find a pair of matching images. This will disable the panels, repeat this until you have found all of the matches and all of the panels are revealed.

Finding all seven matches will unlock the Riddler trophy mounted on the wall to the right..

AK Riddler Trophy 21

On the upper level in the centre of the Arkham Knight boss fight area (where we entered this area initially our first time through), enter the vents and make your way back towards where we fought the Excavator boss. When you reach the area where you need to drop down, you'll see this Riddler Trophy mounted on the wall on the far side of the room.

 

Arkham Knight HQ Riddle Locations

There are a total of 3 Riddles located in the Arkham Knight HQ  and they can be found in the following locations:

AK Riddle 01

This riddle is located within the Killinger's building at the Arkham Knight HQ (North) location on the world map.

“With a fluffy white coat and ears standing tall, what burrowed the hole in which Alice did fall?”

Glide over to the ledge on the southern side of the fan shaft between the two fans. Grapple up to the ledge here to reach the first elevator, take it the bottom. As soon as you exit the elevator shaft into the next hallway, scan the rabbit mannequins in the window ahead to solve the Riddle.

AK Riddle 02

This riddle is located within the Arkham Knight boss fight area at the Arkham Knight HQ (South) location on the world map.

“A psychotic doctor who caught the fear bug, the fruits of his research a powerful drug.”

In the southern room of the Arkham Knight boss battle area. In the middle of the western wall on the lower level, you will be able to look through one of the shopfront windows to see a store filled with yellow gas. Scan this to solve the Riddle.

AK Riddle 03

This riddle is located within the Arkham Knight boss fight area at the Arkham Knight HQ (South) location on the world map.

“Vengeance burns darkly inside the betrayed, as they stare at reminders of debts unpaid.”

In the western room of the Arkham Knight boss battle area. Along the left hand wall on the lower level, you will see a stack of ammo crates bearing the Arkham Knight logo. Just beside these is a small pin board with lots of photos adorning it. Scan the pin board to solve the Riddle.

 

Arkham Knight HQ Destructible Object Locations

There are a total of 15 Destructible Objects located in the Arkham Knight HQ  and they can be found in the following locations:

The Breakable Object locations in the Arkham Knight HQ.

AK Breakable Object 01

Just before attaching the Power Winch to the anchor point and driving the Batmobile over the edge into the fan shaft, look on the wall to the right to find this Spider Drone.

AK Breakable Object 02

This breakable object is on the left hand side of the fan shaft, close to where we entered from.

AK Breakable Object 03

Attach the Power Winch to the anchor point and drive the Batmobile over the edge into the fan shaft. Look up towards the top of the room to see this Spider Drone on the wall above you.

AK Breakable Object 04

This breakable object is on the right hand side of the fan shaft, between the two fans.

AK Breakable Object 05

Glide over to the platform between the two fans and look for the ledge we grapped up by the elevator earlier. There is a Spider Drone on the wall here.

AK Breakable Object 06

This Spider Drone is on a wall in the passage on the eastern side of the fan shaft room. It is situated just below the second fan.

AK Breakable Object 07

After reaching the bottom of the first elevator shaft, exit into the next room and look up onto the wall to the right near the far corner. There is a Spider Drone here.

AK Breakable Object  08

From the bottom of the fan shaft, grapple up to the ledge on the northern side of the room to find this Spider Drone on the left hand wall.

AK Breakable Object  09

This Spider Drone is located on the bottom of the elevator at the top of the second elevator shaft. This is opposite the Sentry Gun behind the fence in the western passage at the very bottom of the fan shaft.

Note: We're done in this section of the map and because of certain story events, we'll be unable to proceed. As such, return to the world map and make for the Arkham Knight HQ (South) marker on the rooftop to the south to continue.

AK Breakable Object 10

This Spider Drone can be found in the area where we had the Arkham Knight boss fight. This is in the eastern room on the left hand wall as you enter.

AK Breakable Object 11

This Spider Drone can be found in the area where we had the Arkham Knight boss fight. This is in the southern room, high up on the left hand wall as you enter.

AK Breakable Object 12

This Spider Drone can be found in the area where we had the Arkham Knight boss fight. This is in the southern room, on the ceiling of the lower level, below the escalator and the vantage point that the Arkham Knight used.

AK Breakable Object 13

In the western room of the Arkham Knight boss battle area. This Spider Drone is hanging from the roof in the middle of the lower level.

AK Breakable Object 14

This Spider Drone can be found in the area where we had the Arkham Knight boss fight. This is in the western room, high up on the left hand wall as you enter.

AK Breakable Object 15

In the northern room of the Arkham Knight boss battle area. This Spider Drone is located on the ceiling inside the Chinese restaurant.

AR Challenges Guide

There are a total of 23 AR Challenges and 6 Training Challenges included in Batman Arkham Knight and they can be found either at specific starting locations throughout the city or can be played directly from the main menu. Each of the AR Challenges must be unlocked, often through meeting specific gameplay or campaign progress requirements before you are able to attempt them.

Each of the 23 AR Challenges is rated, with the ability to earn one, two or three stars upon completion. Often, achieving a high enough score will reward you with a Waynetech Point (once only per AR Challenge). Accumulation of stars is also required for the following three achievements/trophies:

Sins of Youth – accumulate 23 total stars in AR Challenges.
Fortunate Son – accumulate 46 total stars in AR Challenges.
Absolution – accumulate 69 total stars in AR Challenges.
There are five different categories of AR Challenges, to find the one you are looking for, hit one of the hyperlinks below!

Combat Challenges
Predator Challenges
Batmobile Race Challenges
Batmobile Combat Challenges
Batmobile Hybrid Challenges
Combat Challenges

There are a total of four combat challenges that will test your abilities using the Arkham series' freeflow combat. As per the main game, there are a few hints and tips that you'll want to keep in mind:

Keep your eyes open for the ability to counter something! When fighting Combat Experts or charging Thugs, being able to counter/instant knock out is definitely required.
Try to maintain your combo, build your combo meter and make use of special takedowns available.
Don't button mash! If you hit an attack or counter button and there is no-one around your combo will reset.

Always prioritise Medics and Thugs/soldiers with guns over anything else.
Use the jump over ability to maintain your combo whilst getting out of tight spots.
Use quick-fire gadgets!
For the most part, simply avoiding fire and building on your combo whilst using a range of different takedowns/attacks/quickfire abilities will get you there, its really just a matter of avoiding button mashing and learning the rhythm of batman's attacks - in the end practice makes perfect! You'll find guides to earning three stars on each of the AR Challenges in this category:

Combo Master
Tower Defence
Azrael's Atonement
Gotham Knights
Combo Master

Unlock Requirement: Run and transition into a dive off a rooftop.

3 Stars	Achieve a 50 hit combo.
2 Stars	Achieve a 25 hit combo.
1 Star	Achieve a 10 hit combo.
This combat challenge is completely about getting the highest combo score that you can. A string of 50 hits will be sufficient to earn the three stars. Taking a hit or losing your combo will immediately end the challenge.

The challenge takes place on a small, circular rooftop with limited room to move and you'll be facing off against standard Thugs/Soldiers without any melee weapons or guns. As they are the vanilla enemy types, we won't need to worry about the trickier variants so just focus on hopping between the enemies, attacking where possible and making sure that you hit the counter button when it becomes available.

The important thing in this AR Challenge is to not button bash as you are more likely to accidently end your combo (and the challenge) than hit anyone.

Tower Defense

Unlock Requirement: Pick up an enemy from the ground and perform a critical beat down (3 times).

3 Stars	Achieve 16,000 Points.
2 Stars	Achieve 8,000 Points.
1 Star	Achieve 4,000 Points.
This is one of the more difficult of the AR Challenges, especially if you have made do throughout the story only using your standard melee and counters. To earn the high score on this challenge you are going to need to either complete the entire fight in a single combo, or get enough hits in play with variation bonuses to get a nice multiplier to boost the score.

The fight itself takes place over three waves, with the next wave appearing as the previous waves enemies are almost eliminated. In total, you'll need to dispatch 15 Thugs (two of whom will carry knives and several others with melee objects) and a Brute.  

Try to use as many of your different combat moves as possible whilst keeping your combo going. Again, it is incredibly important not to button bash, but to take your time and only use a quick-fire attack when you see an opening. I would also recommend using your jump over ability to attack the knife wielding assailants from behind (unless you are confident in your ability to counter them). It's also a good idea to try and use the pickup critical beat down on one of the first wave enemies to build up some combo points quickly near the start.

Ultimately this challenge is about maintaining that combo and getting hit, shooting quick-fire gadgets into space, button mashing and attacking the Brute without stunning it first will all end your attempt. This is tough, but with a bit of practice most people should be able to knock it over.

Azrael's Atonement

Unlock Requirement: Complete the ‘Heir to the Cowl' Most wanted mission.

3 Stars	Achieve 30,000 Points.
2 Stars	Achieve 15,000 Points.
1 Star	Achieve 7,500 Points.
This AR combat challenge reflects the ‘Heir to the Cowl' Most Wanted missions in that we'll be in control of Azrael and the objective is to defeat as many enemies as possible without taking a hit. As you might suspect, taking a hit will immediately end the challenge.

The challenge takes place on a small, circular area held up by the lady of Gotham statue in the bay. As with the other challenges, this means you'll only have limited room to move. To begin with Azrael will be confronted with regular Thugs/Soldiers, but these will ultimately be joined by Combat Experts and medics as you progress further into the challenge.  

Although the high scores seem quite high, there is no penalty for losing a combo, as such fell free to take your time and work towards the score slowly – there is no need to go out of your comfort zone if you are unused to using quick-fire gadgets and it is entirely possible to complete this challenge by simply hopping from target to target using nothing but melee attacks and counters (I know, I did it!).

When the more advanced enemies show up, you'll want to try and get rid of the Medics quickly, because they will electrify the other bad guys and that just makes everything a lot more difficult than it needs to be!

Gotham Knights

Unlock Requirement: Meet Nightwing during the campaign and then use three quick-fire gadgets in a single combat encounter.

3 Stars	Achieve 20,000 Points.
2 Stars	Achieve 10,000 Points.
1 Star	Achieve 5,000 Points.
Compared to the other combat challenges, this one seems to be the easiest. It's your standard dual-fighter combat scenario and you'll team up with Nightwing to take down a rooftop full of bad guys.

The quantity of enemies, most of whom are the stock standard Thugs/Soldiers means that as long as you get a semi-decent combo or two together, you should have the points for a three star rating wrapped up fairly easily. The only real tricky enemies that appear will be a Brute and two shield Thugs, each of which can be avoided whilst you build a combo and then dispatched with a dual-takedown or environmental takedowns.

As long as you can keep the combo going as long as possible, the high scores are most definitely achievable.

Predator Challenges

As with the Predator challenges within the main game, the AR Predator Challenges have you trying to be sneaky and clearing out areas of various enemies. Outside of one challenge, the others are not timed and require you to take down enemies in specific ways.

Some general hints and tips for these challenges:

Take your time and use Detective Mode and vantage points to track enemies and plan attacks.
Use your gadgets as much as possible! Lure enemies into takedowns with the Voice Synthesizer, use the Remote Hacking Device to blind mechanical units or blow up environmental objects and use Explosive Gel on weak walls to take down enemies or create distractions.
Use vantage points and underground tunnel networks to get around the area quietly.
You'll find guides to earning three stars on each of the AR Challenges in this category:

Smash and Grab
Terminal Velocity
Revive and Shine
Under the Pale Moonlight
Smash and Grab

Unlock Requirement: Will unlock during the ‘Two-Faced Bandit' Most Wanted side-mission.

3 Stars	Complete in 1:15.
2 Stars	Complete in 2:00.
1 Star	Complete in 3:00.
This predator scenario takes place in the same location as the first bank robbery of the ‘Two-Faced Bandit' most Wanted mission and requires us to take down 10 enemies as quickly as possible. As with the Most Wanted mission, the alarm is going off, so you do not need to be quiet in taking down enemies, unlike the Most Wanted mission however the enemies will keep coming in greater numbers.

To make things easier, you'll want to spend some Waynetech points to acquire the upgraded Fear Multi-Takedown that allows you to take down up to five enemies at once.

As with the side-mission you'll have the large underground vent area leading to the vault as well as the offices that appear in the centre of the main floor, vantage points lining the walls weak rooves and a destructible wall on and around the offices in the centre of the bank area. There is also  security panel behind the counter that we can hit with the Remote Hacking Device will set off a dye pack explosion in the reception area, temporarily stunning nearby enemies and allowing you to drop down and attack enemies without worrying about them shooting you.

You'll begin with a Fear Multi-Takedown in the bag, and you can get a quick double kill by jumping into the reception area and dropping down behind the pair of enemies that show up here. With those two out of the way, head into the floor gratings and into the offices to perform silent takedowns on enemies in here to charge up another Fear Multi-Takedown.

With a Fear multi-Takedown ready, head either to the vault or by the main thoroughfares outside of the truck or leading to the vault and trigger it. Try to get as many Thugs with the takedown as possible and repeat the silent takedown / Fear Multi-Takedown strategy until you have 8-9 Thugs down. When you are that close to ending, simply attack or use an inverted takedown on the last enemies to quickly wrap up the challenge.

Terminal Velocity

Unlock Requirement: Use an environmental takedown on a Brute.

3 Stars	Complete all three objectives.
2 Stars	Complete two of the three objectives.
1 Star	Complete one of the three objectives.
Gaining stars on this challenge requires you to take enemies down in three specific ways:

Use the Remote Hacking Device on a generator to KO an enemy.
Perform a Fear Multi-Takedown through a weak wooden wall
Take out the Minigunner with an environmental takedown.
This predator scenario is in the same location that we encountered at Grand Avenue station whilst lowering the Mercy Bridge to allow the Batmobile onto Miagani Island. This time around however there is a more advanced group of enemies occupying the space. There are seven armed Soldiers (one with a Detective Mode Scanner), a revolving Sentry Gun and a Minigunner. These guys are very proximity mine happy and as soon as you start taking them out, they will begin mining the floor and vantage points aggressively.

To earn the three star rating in this area, we'll need to complete the three takedowns that the game tells us to. I recommend doing them in the following order:

1. Use a Fear Multi-Takedown through a weak wooden wall

Firstly, we want to perform a Fear Takedown through a weak wooden wall (this means a Fear multi-takedown as a single takedown through the wall will not unlock the star!).I found this to be the hardest of the three objectives to earn and found it significantly easier to get it out of the way first. There are two weak wooden walls in the area – one inside the glass-walled restaurant area and another outside by the Sentry Gun.

The one by the Sentry Gun is your best bet – use the Remote Hacking Device to blind the turret and then open the grating on the wall nearby to find a store room behind the weak wall. Once inside, turn on your Detective Mode so that the Soldier with the Scanner will start noticing your presence, wait until the bar fills to red (but not all the way) before switching it off. Wait for a couple of guards to walk by the weak wall and perform a Fear Multi-Takedown through it before immediately grappling up to the monorail tracks above to avoid Sentry Turret fire.

AR Challenges Guide (Continued)

2. Use the Remote Hacking Device to KO an enemy

There are a pair of generators on the upper platforms that can be used to take out enemies. Use your Voice Synthesizer to have one of the Soldiers inspect the generator and as he comes close, switch to the Remote Hacking Device and hack it. This will explode and take out the Soldier along with it.

3. Take out the Minigunner with an environmental takedown

After completing the first two star objectives, we will want to take out the remanining enemies except for the Minigunner in any way you see fit. The floor grates are particularly effective, as are using the vantage points.

Once only the Minigunner remains, we need to sneak up on him and attack him close to an environmental takedown point so that we can use it for the final star. There are multiple power boxes we can use on the upper levels, but the one I found to be most useful was the power box inside the restaurant area next to the weak wooden wall. This junction box is located right next to the window and right beside a floor exit grate. Simply lure the Minigunner to check out the window next to the power box using the Voice Synthesizer and then emerge from the grate, attack the minnigunner and perform the environmental takedown.

Revive and Shine

Unlock Requirement: Use a Fear Multi-Takedown to eliminate three enemies.

3 Stars	Complete all three objectives.
2 Stars	Complete two of the three objectives.
1 Star	Complete one of the three objectives.
Gaining stars on this challenge requires you to meet the following three requirements:

Take no damage during the challenge.
Take out the Medic last.
Perform two separate Fear Multi-Takedowns.
This one is a little tricky as you'll have five armed Thugs/Soldiers and a Medic to play around with. Unfortunately, for the most part the enemies are quite spread out, so without some intervention it can be difficult to organise the multi-takedowns efficiently. We'll obviously need to stay well clear of the Medic as well, if we want to earn the final star – remember he'll be able to revive up to three people.

The easiest way to perform the Fear Multi-Takedowns is to use the Voice Synthesizer to direct one enemy into the path of another's patrol rout and use the transition hatches on the roof to perform a Fear Multi-Takedown from above. This will attack nearby enemies, including the Medic so retreat and use the distraction to use a silent takedown on another Thug to recharge your Fear Multi-Takedown.

Unless you can get a really good set run happening, this challenge is one of patience. You'll want to keep retreating to the rooftops and use distractions available to lure enemies below the hatches to perform Multi-Takedowns. Once you have performed two of them, you can take out the remaining enemies in any way you choose – just remember to leave the Medic for last!

Under the Pale Moonlight

Unlock Requirement: Use the Voice Synthesizer to lure an enemy into a takedown.

3 Stars	Complete all three objectives.
2 Stars	Complete two of the three objectives.
1 Star	Complete one of the three objectives.
Gaining stars on this challenge requires you to take enemies down in three specific ways:

Perform a 4X Fear Multi-Takedown.
Use the Voice Synthesizer to lure an enemy into a Explosive Gel weak wall takedown.
Take out the Boa Drone controller last.
Note: If you haven't already you'll need to purchase the upgraded Fear Multi-Takedown using Waynetech points in order to complete the first objective (and by extension a three star rating).

This predator scenario takes place on the expansive rooftop of Panessa Studios. There are 16 armed Soldiers (two of them will have Camouflage on and will not be present in Detective mode), a Boa Drone Controller and two Medics. Good fun right!

To earn the three star rating in this area, we'll need to complete the three takedowns that the game tells us to. I recommend doing them in the following order:

Lure an enemy into an Explosive Gel weak wall takedown using the Voice Synthesizer

From the start position, look below and you should be able to make out a floor grate tunnel in the small hallway at ground level. Use Detective Mode to track the enemies patrolling the area and when it is clear, drop down into the floor grates. The tunnel here leads into a small room with three weak walls. Plant Explosive Gel on one of these and return back to the vents and to the hallway.

Note that the Boa Drone Controller is nearby, so avoid attacking him for now (but feel free to use the Remote Hacking Device to pinch the boa Drone codes) and instead use the Voice Synthesizer on one of the patrollers and get them to examine the weak wall. Blow up the Explosive Gel when they get close to take them down.

Perform a 4X Fear Multi-Takedown

The wall blowing up will have alerted nearby guards who will come to investigate. They will also summon a Medic to revive the downed Thug. If you are lucky, once the medic revives the Soldier you should have 4 enemies in the immediate area which we can immediately perform a Fear Multi-Takedown on to earn the second star.

If that doesn't occur, do your best to create a large scale distraction and use the Voice Synthesizer to help herd groups of enemies together so that you can attempt the four-way Fear Multi-Takedown elsewhere.

Take out the Boa Drone controller last

After completing the first two star objectives, we will want to take out the remaining enemies except for the Boa Drone controller in any way you see fit. There are plenty of high spots, floor gratings and walls we can use to track and hunt down the enemies on the rooftop. Make sure if you go topside that you keep an eye out for

Once only the Boa Drone remains, we can approach and attack him to earn the final star.

Batmobile Race Challenges

The racing challenges in Batman: Arkham Knight all feature time trials that have us using the Batmobile to get through a series of courses as quickly as possible. For the most part, after spending some solid time with the Batmobile, you should be accustomed to the controls and will and shouldn't have too much trouble with the handling. Unfortunately, 60% of these racing challenges are based on the infuriatingly difficult Riddler Races but with a time limit.

Here are a couple of hints and tips to help make things a little easier on you:

As a general rule you should use the Afterburner whenever you are on straights.
Use the drift as much as possible whilst going around corners as it will slow down the timer which will ultimately shave off several seconds by the end of a race.
Remember in the Riddler Races that red and white objects can be manipulated with the Riddler Access Code but the green objects cannot and need to be avoided at all costs.
Green hourglass pickups will give you a -3 bonus to your time.
There are five challenges in this section. For shortcuts to guides for each, click the hyperlinks below:

Midnight Fury TT
City Heat TT
Mental Blocked
Crushonator
Condamned
Midnight Fury TT

Unlock Requirement: Glide 300 meters after ejecting from the Batmobile.

3 Stars	Complete in 1;45.
2 Stars	Complete in 2:00.
1 Star	Complete in 2;15.
This race takes place on Bleake Island and will have you cut a giant lap of the island. For the most part this race is fairly straight forward because as long as you drive through the green rings that appear on the road you'll eventually reach the destination.

As a general rule you should use the Afterburner whenever you are on straights and use the drift whilst going around corners, this will not only help you turn better, it will also slow down the timer as well which by the end of the challenge will shave about a second or two total off the time.

The most important part of this race is to make sure that you hit the ramp before the bridge with the Afterburner or you'll drop down the small gap between it and the bridge and lose a bucket load of time!

There are plenty of hourglass icons about, but unless you are amazing with your drifting, you shouldn't go out of your way for them. There are two as you motor through the Panessa Studios that are well within reach off to the left of the road and several more directly in your path until you reach the bridge. There are also a number of hourglass icons as you move through Chinatown, you can cut across the corners here to grab them if you feel the need.

City Heat TT

Unlock Requirement: Deploy three different gadgets during one glide attack.

3 Stars	Complete in 1;45.
2 Stars	Complete in 2:00.
1 Star	Complete in 2;15.
This race takes place on Miagani Island and will have you driving all over the place. For the most part this race is fairly straight forward because as long as you drive through the green rings that appear on the road you'll eventually reach the destination.

As a general rule you should use the Afterburner whenever you are on straights and use the drift whilst going around corners, this will not only help you turn better, it will also slow down the timer as well which by the end of the challenge will shave about a second or two total off the time.

There are plenty of hourglass icons about, but most are off the course in harder to reach areas and unless you are amazing with your drifting, you shouldn't go out of your way for them or you'll end up costing yourself time rather than making it up. As long as you drift around the major corners, you shouldn't really need them as the three star time is quite generous.

Mental Blocked

Unlock Requirement: Complete the ‘Mental Blocked' stage of the Riddler's Revenge Most Wanted mission.

3 Stars	Complete in 1;45.
2 Stars	Complete in 2:00.
1 Star	Complete in 2;15.
If you have unlocked this challenge, that means you have already completed the course at least once. This time trial has you take on the final, most difficult lap of the ‘Mental Blocked' Riddler Race whilst you attempt to achieve a fairly difficult time.

Remember that you'll need to use the Riddler Access Code to flip between activating the red and green platforms/panels/walls. In the midst of the first tunnel, the floor will give way and as such you need to drive up the walls until there is solid ground below once again.

As with the other races, use the Afterburner whenever you are on straights and use the drift whilst going around corners, this will not only help you turn better, it will also slow down the timer as well which by the end of the challenge will shave about a second or two total off the time.

Crushonator

Unlock Requirement: Complete the ‘Crushonator' stage of the Riddler's Revenge Most Wanted mission.

3 Stars	Complete in 1;45.
2 Stars	Complete in 2:00.
1 Star	Complete in 2;15.
This time trial has you take on the final, most difficult lap of the ‘Crushonator' Riddler Race we undertook earlier. This time however, the game wants you to attempt to achieve a fairly difficult time.

Remember that you'll need to use the Riddler Access Code to flip between activating the red and white crushing floors and that you'll need to be on the standard floor tiles before you flip them over or you'll blow up. We also need to be super careful when trying to pass through the green crushing floor areas as some of the areas will stay the same whereas others can move about and crush you good if you get stuck in them – fortunately the floor will glow green for a second before the crusher hits, so steer clear!

As with the other races, use the Afterburner whenever you are on straights and use the drift whilst going around corners, this will not only help you turn better, it will also slow down the timer as well which by the end of the challenge will shave about a second or two total off the time.

Condamned

Unlock Requirement: Complete the ‘Condamned' stage of the Riddler's Revenge Most Wanted mission.

3 Stars	Complete in 1;45.
2 Stars	Complete in 2:00.
1 Star	Complete in 2;15.
This ‘Condamned' AR Challenge time trial has you take on the final, most difficult lap of the ‘Condamned' Riddler Race. Of course, this time we'll be challenged to do it within a specific time limit.

If you recall the final lap of the Riddler Race pretty much threw the Riddler Access Code out the window, forcing you to weave your way through a ridiculous amount of green spike traps and numerous fast moving automated green crushing floors. This is really tough, and you'll need to time your run and use the Afterburner to move through the obstacles when you see an opening. Additionally, you must keep your eyes peeled constantly for hazards on the floor by looking out for sections of ground which will glow green for a second before spikes emerge.

The final section where you'll need to avoid the green crushing floors whilst driving along the wall is particularly frustrating. If you are able to pick up the pattern early, you should be able to alternate between driving up and down around the crushers.

There is no easy way through this lap and nothing I can say will make it any easier – it is very tough and you will most likely have to replay it several times before getting all the way to the end within the time limit. Unless you are lucky, or highly skilled, this lap really is a case of practice, practice and more practice until you know the obstacles back to front.

As with the other races, use the Afterburner whenever you are on straights and use the drift whilst going around corners, this will not only help you turn better, it will also slow down the timer as well which by the end of the challenge will shave about a second or two total off the time.

Batmobile Combat Challenges

The Batmobile Combat Challenges are all about, wait for it, Batmobile combat - which means Drone Tank battles, huzzah!

As per your standard operating procedure in Drone tank fights we'll want to look out for and avoid the enemy shot indicators. Destroy enemies whilst avoiding taking fire to boost your Missile Barrage and let it go when it is charged to level 3-4 to instantly clear out 7-10 enemy units. Repeat until the zones are clear. Additional abilities such as the EMP and Drone Hacking are useful, but your real damage will come from the Missile Barrage and as such, you should focus on getting that off as a priority.

There are four challenges in this section for shortcuts to guides for each, click the hyperlinks below:

Untouchable
One Man Army
Natural Selection
Slumdog Billionaire
Untouchable

Unlock Requirement: Perform three critical shots with the machine gun in one Drone Tank battle.

3 Stars	Reach a total of 6:00.
2 Stars	Reach a total of 3:00.
1 Star	Reach a total of 1:00.
This Drone Tank challenge takes place in the centre of Grand Avenue on Miagani Island. You are given a small, circular safe area and your objective is to last as long as possible without taking a hit. You'll start with 5 seconds on the clock and will earn +10 seconds for every Drone Tank that you destroy.

The Drone Tanks will constantly spawn around the edges of the safe zone and fire inwards. Fortunately they will remain stationary once spawned, so are not too difficult to line up for critical hits. I'd recommend working clockwise (or anti-clockwise if you wish) around the outside of the zone, popping the Drone tanks that appear. Once you have built up a level 4 Missile Barrage, let them have it before continuing to dodge.

Initially you'll be facing Rattlers, but they will soon be joined by Twin Rattlers and then again by the more armoured Diamondbacks which definitely makes things tougher. Just do your best to avoid the incoming fire whilst returning it and with a bit of practice, you'll nab three stars for the challenge!

One Man Army

Unlock Requirement: Jump more than 50 meters in the Batmobile.

3 Stars	Achieve 8,000 Points.
2 Stars	Achieve 4,000 Points.
1 Star	Achieve 2,000 Points.
This AR Challenge is a standard early-game Drone Tank battle. You'll be restricted to the car park outside of the Panessa Studios and will need to eliminate an incoming contingent of Drone Tanks. In this instance there are a total of 20 Rattlers, which should be quite easy for you if you have come to the challenge with a fully upgraded Batmobile.

To earn the highest score, you have to shoot the Rattlers in the weak spots as they come whilst avoiding incoming fire to build up your combo. When you have sufficiently charged your combo meter, unleash a Missile barrage to clear out the enemies. Rinse and repeat! There is no time limit on this Drone Tank battle, the high score is all about keeping the combo alive and not getting hit from the start to the finish.

Natural Selection

Unlock Requirement: This will unlock naturally with story progress.

3 Stars	Achieve 10,000 Points.
2 Stars	Achieve 5,000 Points.
1 Star	Achieve 5,000 Points.
This Drone Tank battle challenge occurs by the Miagani Botanical Gardens. The fight is made up of 24 Drone Tanks that you'll need to eliminate these are broken down into 16 standard Rattlers, two Diamondbacks and six Mambas.

As with any Drone Tank fight involving Mambas – take them down as soon as you are aware of them to prevent those annoying missile strikes. The trickiest part of this scenario is that the Mamba's will take pot shots at you from the raised section in the centre of the area, which can make it difficult to hit them with returning fire.

This AR Challenge will reward you with variation bonuses for using a range of different Batmobile attacks – so be sure to unleash the EMP and Drone Hack along with a Missile barrage. If you can do all that and maintain a combo throughout, you'll earn three stars easily!

Slumdog Billionaire

Unlock Requirement: This will unlock during the ‘Campaign for Disarmament' Most Wanted side-mission.

3 Stars	Achieve 24,000 Points.
2 Stars	Achieve 16,000 Points.
1 Star	Achieve 8,000 Points.
This fight is almost identical in terms of enemy make-up and difficulty to the ‘Campaign for Disarmament' Most Wanted mission segment that we undertook at this exact spot. The army of Drone Tanks that you'll need to eliminate include 48 total units which are made up of 14 standard Rattlers, eight Diamondbacks, 14 Dragons and 12 Mambas.

As with any Drone Tank fight involving Mambas – take them down as soon as you are aware of them to prevent those annoying missile strikes and use the machine guns to knock down the Dragon drones quickly as well so that you can focus on the ground-level enemies without the distraction of longer range homing or explosive attacks. Once the Dragons and Mambas are out of the way, the fight will become much, much easier!

Of course dodging to work up your Missile Barrage is also a must and the level 4 ability to take out 10 enemy units at a time is great to help even the odds in this fight. Try to keep the Missile barrages coming as you fight them all off.

Unfortunately, to earn the highest score, you'll have to get good at dodging, avoid incoming fire to build up your combo. When you have sufficiently charged your combo meter, unleash a Missile Barrage to clear out the enemies. Rinse and repeat! There is no time limit on this Drone Tank battle, the high score is all about keeping the combo alive and not getting hit from the start to the finish.

Batmobile Hybrid Challenges

The Batmobile Hybrid challenges encompass three different scenarios, with two levels of each. We'll be hunting down militia armoured vehicles, getting involved with more Cobra-based combat and take part in a race/Drone battle hybrid challenge as well.

You'll find guides to earning three stars on each of the AR Challenges in this category:

Seek and Destroy
Road Rage
Big Game Hunter
David and Goliath
Knight Time Strike
Drone Zone
Seek and Destroy

Unlock Requirement: Take out a hostile car whilst out of the Batmobile (either gliding and attacking from above, or countering from the front).

3 Stars	Destroy 12 Armoured Cars.
2 Stars	Destroy 8 Armoured Cars.
1 Star	Destroy 4 Armoured Cars.
This AR Challenge takes place on Founders' Island and just like in the ‘Road Rage' AR Challenge we'll have the streets to ourselves. The goal of this challenge is to take down as many armoured vehicles as we can within the 2 minute time limit that we are given. For each armoured vehicle successfully taken out we'll earn +3 seconds, however taking damage will inflict a -3 second penalty. This challenge also has APCs driving around, taking them out will give a +6 second bonus.

There are three ways to take out the enemy vehicles in this challenge, we can hit the B/Circle button to target them with Immobilisers, we can boost into them at speed using the Afterburner or we can use the shunt/boost move to ram them off the road. Each is a valid option, but I found that the ramming was a much faster method under the right circumstances.

If you can't find any vehicles (which will probably happen) try pulling a U-turn and backtracking back a short distance in the opposite direction or quickly boosting over to another part of the island to locate some more. 

Road Rage

Unlock Requirement: Perform a three second drift in the Batmobile.

3 Stars	Destroy 10 Armoured Cars.
2 Stars	Destroy 6 Armoured Cars.
1 Star	Destroy 3 Armoured Cars.
This AR Challenge takes place on Bleake Island and we'll have the streets to ourselves. The goal of this challenge is to take down as many armoured vehicles as we can within the 2 minute time limit that we are given. For each vehicle successfully taken out we'll earn +3 seconds, however taking damage will inflict a -3 second penalty.

There are three ways to take out the enemy vehicles in this challenge, we can hit the B/Circle button to target them with Immobilisers, we can boost into them at speed using the Afterburner or we can use the shunt/boost move to ram them off the road. Each is a valid option, but I found that the ramming was a much faster method under the right circumstances.

If you can't find any vehicles (which will probably happen) try pulling a U-turn and backtracking back a short distance in the opposite direction or quickly boosting over to another part of the island to locate some more.

Big Game Hunter

Unlock Requirement: Unleash a level four Missile Barrage attack.

3 Stars	Destroy 6 Cobras in 2:30.
2 Stars	Destroy 6 Cobras in 3:45.
1 Star	Destroy 6 Cobras in 5:00.
This AR Challenge is almost a direct copy of the Cloudburst tank boss fight, but this time we'll have Founders' Island as a playground. Our goal is to take out six Cobras as quickly as possible. Unfortunately, the game makes it a little tricky by adding the Cloudburst tank which we'll have to avoid and by instantly failing the mission if you get detected at any time.

We'll need to approach this scenario in the same manner we did in the main game. Essentially we need to use our mini-map/radar to sneak up on each Cobra whilst avoiding detection, lock on and shoot their weak spots. It's a good idea to isolate each tank and take them down one at a time.

Destroying one of these Cobras will have the knock on effect of alerting any other nearby Cobras and they will quickly converge on your location. As such it's a good idea to get away from the site of the explosion and wait for them to settle back down into regular patrol patterns again before moving back in and taking on the next one.

David and Goliath

Unlock Requirement: Perform three throw counters in a single combo flow.

3 Stars	Destroy 6 Cobras in 2:30.
2 Stars	Destroy 6 Cobras in 3:45.
1 Star	Destroy 6 Cobras in 5:00.
The ‘David and Goliath' AR Challenge places us in the midst of a Cobra hunting sequence. Our goal is to take out six Cobras as quickly as possible. Unfortunately, the game makes it a little tricky by adding an extra two Cobras to the map for each that you eliminate. Taking fire from a Cobra will also incur a +10 second penalty.

If you are used to the Cobra sequences, this one should not prove too difficult for you, especially if you have the Cobra Distract Waynetech point upgrade for your tank shells which we can use to lure Cobras into position for an attack.

In this AR Challenge we'll have the majority of Bleake Island to use, and you should use it to your advantage. Each time you sneak up and destroy a Cobra, you'll alert nearby units to the location, at this point it is best to switch to Batmobile mode and race over to another part of the island (or a nearby unalarmed Cobra) and take the next target down. Racing between areas will allow you to stay away from those who have spotted you, whilst also allowing you to escape getting hit if you do get spotted and locked as well.

Knight Time Strike

Unlock Requirement: Perform two critical shots with the machine gun in one Drone Tank battle.

3 Stars	Complete in 2:15.
2 Stars	Complete in 2:45.
1 Star	Complete in 3:30.
This challenge has us alternating between Drone Tank battles and racing as we make our way around a set course on Founders' island as quickly as possible. During the racing parts we'll need to drive through the green rings that appear on the road to reach each destination.  In the Drone Tank battle segments, you'll need to avoid getting hit as taking damage will incur a +5 second penalty.

We'll find an hourglass pickup near the start (it's fairly obvious) which will knock -3 seconds off your time, but it shouldn't be necessary. As a general rule you should use the Afterburner whenever you are on straights and use the drift whilst going around corners, this will not only help you turn better, it will also slow down the timer as well which by the end of the challenge will shave about a second or two total off the time.

For the Drone Tank battles, the first two consist of a group of four Rattlers and five Rattlers respectively and if you can get through both skirmishes unscathed, you should have a level 4 missile barrage ready to go. When you reach the third and final Drone Tank battle involving Rattlers and Diamondbacks, simply unleash your Missile Barrage to quickly end the fight.

Drone Zone

Unlock Requirement: Whilst gliding, call the Batmobile and land in it.

3 Stars	Complete in 3:00.
2 Stars	Complete in 3:45.
1 Star	Complete in 4:30.
This challenge is almost the same as 'Knight time Strike'  has us alternating between Drone Tank battles and racing as we make our way around a set course on Founders' island as quickly as possible. During the racing parts we'll need to drive through the green rings that appear on the road to reach each destination.  In the Drone Tank battle segments, you'll need to avoid getting hit as taking damage will incur a +5 second penalty.

We'll find a pair of hourglass pickup near the start beneath the Eiffel tower-type structure which will knock -3 seconds off your time and another three on the roof of the tunnel near the end, but iyou should only grab these if you are up to snuff on your wall driving and drifting or they'll just end up costing you time instead of saving it!

As a general rule you should use the Afterburner whenever you are on straights and you'll most definitely want to hit each of the four rams square on so with Afterburner engaged so that you leap over (and not fall in) the water. Additionally, use the drift as much as possible whilst going around corners as it will slow down the timer which will shave about a second or two off the time by the end.

For the Drone Tank battles, the first two consist of a group of four Rattlers and six Rattlers respectively and if you can get through both skirmishes unscathed, just like the ‘Knight time Strike' challenge, you should have a level 4 Missile Barrage ready to go. When you reach the third and final Drone Tank battle involving Rattlers and Diamondbacks, simply unleash your Missile Barrage to quickly end the fight.

Achievement/Trophy Guide

Batman Arkham Knight has a total of 69 Xbox One achievements and 65 Playstation 4 trophies. These are awarded for experiencing the single player campaign, taking on all of the Most Wanted side-missions, defeating enemies in various ways, completing all of the AR Challenges, nabbing all of the collectibles and undergoing some additional miscellaneous tasks.

Note: There are an extra 5 achievements in the Xbox One version of the game that are tied into the ‘Gunrunner' and ‘Two-Faced Bandit' Most Wanted side-missions. The Playstation 4, as always receives a Platinum Trophy for collecting all of the others.

Below you'll find a categorized list of the achievements/trophies in the game and how you can unlock each one. As there is a bit of information to scroll through, please use the below hyperlinks to navigate the below section more quickly. I have listed the relevant achievements/trophies below each category.

Story Related Achievements/Trophies
Most Wanted Mission Achievements/Trophies
Combat Related Achievements/Trophies
Batmobile Achievements/Trophies
AR Challenge Achievements/Trophies
Miscellaneous Achievements/Trophies
Story-Related Achievements/Trophies

The following 22 achievements/trophies will all come with story progression, so as long as you finish the game these should be pretty much un-missable. The only exception to this is the ‘Knightfall' achievement/trophy which is an alternate ending, that can be triggered from the GCPD rooftop after completing the main game AND finishing off seven of the fifteen Most Wanted Missions.

Here is a list of the story achievements/trophies in the game listed by order of completion:

Journey into Knight
Trail of Fear
The Frequency of Fear
Fear of Faith
As the Crow Flies
No Man's Land
Living Hell
Cold World
A Battle Within
Dark Wings Fly Away in Fear
With a Vengeance!
Strange Deadfellows
Creature of the Night
Brotherhood of the Fist
A Heart Broken in Two
City of Fear
Who Rules The Night?
Judgment Day
Fear of Success
Be Not Afraid
Master of Fear
In addition to the above achievements/trophies, you will also earn ‘Knightfall' for completing all fourteen Most Wanted missions and triggering the Knightfall Protocol from the rooftop of the GCPD HQ. 

It is also possible to earn ‘The Long Halloween' for completing the game in New Game + mode. This mode is unlocked after completing the main mission line for the first time. It is a little trickier as you will not be able to see enemy counter icons and you'll take additional damage, but at the same time you will be able to carry across all of your unlocked upgrades to mitigate the impact somewhat.

Most Wanted Mission Achievements/Trophies

There are 30 achievements and 25 trophies tied into the Most Wanted secondary missions available in Batman: Arkham Knight and these have been included most likely to encourage players to explore the game's world to experience everything the title has to offer.

Note: There are an extra 5 achievements in the Xbox One version of the game that are tied into the ‘Gunrunner' and ‘Two-Faced Bandit' Most Wanted side-missions.

There are 15 Most Wanted missions in the game and all of them will unlock as you progress through the main storyline. Below I've listed the achievements/trophies grouped by Most Wanted missions. You can follow the walkthrough above to help complete them.

Most Wanted: The Perfect Crime
The Monster Machine
Most Wanted: Line of Duty
Death of Innocents
Most Wanted: Riddler's Revenge
Road to Hell
Pieces of the Puzzle
The Cat and the Bat
Riddler on the Rampage
The Burning Question
The Primal Riddle
Death by Design
The Riddle Factory
Lethal Pursuits
Nine Lives
Riddle Me That
Most Wanted: Campaign for Disarmament
Gotham Underground
Dark Allegiances
Most Wanted: Gotham on Fire
Days of Fire
Most Wanted: Heir to the Cowl
Angel in the Dark
Most Wanted: Creature of the Night
Scar of the Bat
Most Wanted: Armoured and Dangerous
The Road Home
Most Wanted: Gunrunner
Beautiful Boy
Blind Love
Practice Run
Touch of Death
Note: Both Xbox One and Playstation 4 versions will earn the achievement/trophy 'Touch of Death' for completing the side-mission. Xbox One players will earn the achievements for all three prior weapons caches 'Beautiful Boy', 'Blind Love' and 'Practice Run'.

Most Wanted: Occupy Gotham
Gates of Gotham
Most Wanted: Own the Roads
Streets of Gotham
Most Wanted: Two-Faced Bandit
Two faces of Fear
Two sides of the same coin
Jekyll & Hyde
Note: Both Xbox One and Playstation 4 versions will earn the achievement/trophy 'Jekyll & Hyde' for completing the side-misison. Xbox One players will earn the achievements for the first two bank robberies as well 'Two-Faces of Fear' and 'Two Sides of the Same Coin'.

Most Wanted: Friend in Need
Double Jeopardy
Most Wanted: Lamb to the Slaughter
The Cult
 

Combat Related Achievements/Trophies

There are four achievements/trophies that are tied into the games combat system and using the various takedowns, gadgets and combat maneuvers at your disposal in order to defeat enemies. These achievements/trophies include ‘Brutality 101', which I consider the hardest in the game to complete but with a little practice and a lot of luck you should be able to unlock them all in time.

Here's a list of said achievements/trophies and how to accomplish each:

Blunt Trauma

Description: Perform every type of predator takedown.

Collecting this achievement/trophy requires that you knock out an enemy using all 22 types of predator takedown. These takedowns refer to the takedowns undertaken whilst being stealthy. They include the following:

Ceiling Takedown

Corner Takedown

Drop Attack

Drop Down Takedown

Environment Takedown

Fear Multi-Takedown

Glide Kick Takedown

Grapple Boost Takedown

Grate Takedown (from above)

Grate Takedown (from below)

Inverted Takedown

Knockout Smash

Ledge Takedown

Line Launcher Takedown

Silent Takedown

Smoke Pellet Takedown

Swing Down Takedown

Vent Takedown

Wall Grate Takedown

Window Takedown

Wooden Wall Takedown

Brutality 101

Description: Perform 15 different combat moves in one FreeFlow.

Between melee attacks, counters, quick-fire gadgets and an array of contextual takedown moves there are a huge number of moves that are available for use during combat in Batman Arkham Knight. This achievement/trophy requires us to use 15 different attacks within a single combo and is by far the most difficult in the game to pull off due to having to:

Maintaining attacks to keep the combo alive,
Prevent taking damage to keep the combo going and
Remembering to use a sufficient number of different moves.
Keep an eye on your combo meter and use different special takedowns each time you are able to add to your differing attack counts.
It's a good idea if you are chasing this one that you try it early on in the game when enemies appear more in their standard vanilla forms, preferably without guns, shields and stun batons. It can also be done a little later in the game, but the additional enemies, special abilities and enemy archetypes that occur later make this a much more demanding achievement/trophy than it already is.

Cycle of Violence

Description: Use 100 Quick Gadgets while in free flow combat.

Just about every gadget in the game has a quick-fire mode that can be used during combat to keep combos ticking over, stunning enemies and giving you a bit of an edge. This achievement/trophy requires that you use these quick-fire gadgets a cumulative total of 100 times across the game. Depending on your plays-style, this should unlock somewhere towards the game, however if you are a little more conservative with your gadget usage, it can be achieved by simply spamming quick-fire attacks between melee attacks.

Quick-fire attacks are linked to the following gadgets:

Batarangs
Batclaw
Explosive Gel
Remote Electrical Charge
Freeze Blast
Death and Glory

Description: Take out 20 thugs with fear takedowns.

You'll be able to activate Fear Takedowns from quite early on in the game. To trigger them, you'll firs need to complete a Silent Takedown on an enemy. When you do this, you'll see a yellow Bat icon with ‘Fear' written next to it. Approach an enemy undetected and hit the ‘Fear Takedown' or ‘Fear Multi-Takedown' when the button prompt appears to knock out said enemy. Repeat as many times as necessary to unlock the achievement/trophy.

Batmobile Achievements/Trophies

The following five achievements/trophies are tied into the use of the Batmobile both in general exploration and during Batmobile combat. For the most part they are either fairly easy or cumulative with only one or two that require any real work to get done. Without further ado, here are the Batmobile achievements/trophies and how to earn them:

A Leap of Faith

Description:Complete 8 different jumps over 100 meters. Bronze

Throughout Gotham City you'll be able to find numerous ramps positioned on various roads. In order to unlock this achievement, you'll need to find and drive over these with the Batmobile whilst using the Afterburner. There are many jumps available, but not everyone will get you the distance required.

Fortunately, there are several locations where you'll be able to hit 100 meters with a jump and they can be found in the following locations:

 

Choice of Weapons

Description: Use all five Batmobile weapons successfully in one tank battle.

In order to unlock this achievement/trophy, you'll be required to use all five Batmobile weapons in one battle. These include: Machine Guns, Tank Shells, EMP, Drone Hack and Missile Barrage.

You'll unlock all of these abilities as you progress through the game and depending on your choices may have them sooner. No matter how you choose your upgrades, the Batmobile will be maxed by the end of the game and you'll be able to use each ability.  The machine guns and tank shells can be used from the get go, but each of the remaining three abilities will require you to charge up your combo meter before you can use them.

Dirty Tricks

Description: Achieve 3 minutes of drifting time in the Batmobile.

Whilst driving in the Batmobile and travelling at speed you can hit the X/Square button to drift around corners. This is a cumulative achievement/trophy and it requires you to accumulate a total of three minutes worth of drifting time.

Point of Impact

Description: Perform 5 perfect shots in a row with the Vulcan Gun without taking damage.

To perform a critical shot with a Vulcan Gun (machine gun) you'll need to hit opposing Drone Tanks intheir weak spots. These can be identified by the glowing blue lights present on opposing Drone Tanks. Hitting this with the machine gun will result in a ‘Critical Hit' and often instant destruction. We'll need to nail weak spots five times in a row with the machine gun using single shots only to unlock the achievement/trophy.

If you are finding it difficult to pull off, there is an upgrade ‘Vulcan Gun Accuracy' which can be purchased with Waynetech Points to stabilise your aiming. If you run out of Drone Tanks to destroy, you can play through the AR Challenge ‘One Man Army'.

Seduction of the Gun

Description: Achieve 50 critical shots on light tanks.

To perform a critical shot with a Vulcan Gun (machine gun) you'll need to hit opposing Drone Tanks intheir weak spots. These can be identified by the glowing blue lights present on opposing Drone Tanks. Hitting this with the machine gun will result in a ‘Critical Hit' and often instant destruction. Over the course of your time with the game, you'll need to do this a cumulative total of 50 times.

As with the 'Point of Impact' achievement/trophy, if you are finding it difficult to pull off, there is an upgrade ‘Vulcan Gun Accuracy' which can be purchased with Waynetech Points to stabilise your aiming. If you run out of Drone Tanks to destroy, you can play through the AR Challenge ‘One Man Army'.

Savage Metal

Description: Smash 10 militia transport vehicles off the road without using the immobilizer.

This requires that we attack the militia vehicles using the Batmobile's sideways shunt/dash attack. It can be performed on the smaller Humvee type militia vehicles that can either be found roaming the streets or escorting militia APCs. Ram a vehicle enough and it will crash. Repeat this another nine times to earn the achievement/trophy.

AR Challenge Achievements/Trophies

There are a total of 23 AR Challenges and 6 Training Challenges included in Batman Arkham Knight and they can be found either at specific starting locations throughout the city or can be played directly from the main menu. Each of the AR Challenges must be unlocked, often through meeting specific gameplay or campaign progress requirements before you are able to attempt them.

Each of the 23 AR Challenges is rated, with the ability to earn one, two or three stars upon completion. Often, achieving a high enough score will reward you with a Waynetech Point (once only per AR Challenge). Accumulation of stars is also required for the following three achievements/trophies:

Sins of Youth – accumulate 23 total stars in AR Challenges.
Fortunate Son – accumulate 46 total stars in AR Challenges.
Absolution – accumulate 69 total stars in AR Challenges.
For a complete guide to how to unlock each of the AR Challenges and for some handy hits and tips for completing each of them with a three star rating, check out the AR Challenge section above.

Miscellaneous Achievements/Trophies

The following four Trophies and three achievements didn't quite fit into any of the previous categories, they require taking down vehicles without being in the Batmobile, some fancy gliding and of course, unlock every other achievement/trophy for the Playstation 4's Platinum award.Here are the achievements/trophies that fit into this category:

Gotham After Midnight

Description: Glide for 400 meters while less than 20 meters from the ground.

This is an achievement/trophy that requires a bit of fancy flying and gliding. To do this you'll need to fly from a high location until you are over water, or some other low lying location. At this point, you'll want to perform a dive to build up speed and then pull up just before the ground. Hold the glide for long enough and you'll earn the achievement/trophy for your efforts.

Run Through the Jungle

Description: Fly under 3 main bridges between the islands in one continuous glide.

This achievement/trophy is actually somewhat similar to the ‘Gotham After Midnight' achievement/trophy in that it requires you to fly at low altitude for a long period of time. In this instance, we need to fly beneath three of the four major bridges in a single, continuous glide. Your best bet for getting this done is to use your Waynetech points to purchase the Batmobile eject upgrades on one of the bridges and use it to immediately dive under and beneath the bridge, pull up as high as you can and then use a combination of dives to build up speed and pulling up to gain height. 

The Real Deal

Description: Takedown 20 moving cars without using the Batmobile.

This requires Batman to take out 20 cars whilst on foot. There are two ways to do this: You can eitherstand in the path of a car and hit the counter button when you see the icon appear above it, or alternatively you can glide down from the rooftops until you are over a car and hit the Square/X button prompt that appears when you are close enough to take it down.

It should be noted that the achievement/trophy refers to the cars driving around the city, not the Militia APCs, Drone Tanks or the Militia vehicles.

I AM the Batman!

Description: Reclaim your city.

This is the standard Playstation 4 Platinum Trophy. Earn all the other trophies and you will earn this one as well.

 

Miscellaneous

Contact Me

Did you enjoy or dislike the guide? Is there something missing? Do you have an alternate strategy? If so and you feel the need to contact me, there are a couple of ways you can go about doing this. You can reach me at:

Email	
sokkus [at] hotmail [dot] com

Please use the subject 'Batman AK'.

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About Me

Im 30, Australian and live with my lovely wife. I have been thrice named as the world sexiest hugging machine. I work full time and study at University full time as well. I write game guides as a hobby in what little spare time I have and have thouroughly enjoyed writing each and every one. Please head over to the website I write for - www.consoledomination.com to  check out some of my guides, previews and reviews.

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Please feel free to send me an email with any suggestions or corrections and check out some of my other guides at the link below.

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Special Thanks

I would like to thank the following people/entities:

GameFAQs for always being there when I needed help and for accepting my FAQ.
Rocksteady for yet another awesome Batman game.
My lovely wife Kumiko, who is always incredibly patient and understanding.
And everybody who has taken the time to read my FAQs so far.
Version History

Version 1.00

Date Submitted: 11/08/2015

The guide currently contains:

Full walkthrough to the game from start to finish.
Gameplay guide started.
Walkthroughs for all the Most Wanted missions.
guide to AR Challenges
All collectible locations
Achievement/trophy Guide
Version 0.70

Date Submitted: 30/07/2015

The guide currently contains:

Full walkthrough to the game from start to finish.
Gameplay guide started.
Walkthroughs for all the Most Wanted missions.
 

Legal

This guide has been written by Paul Williams aka Sokkus.

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