This guide to Batman: Arkham City contains a very thorough walkthrough of the main story mode of the game. Most importantly, you can find precise instructions regarding completing missions, reaching important locations and safely moving through them and what gadgets you will need to complete the puzzles prepared by the creators. A considerable portion of the guide has been dedicated to the issue of effective elimination of enemies. Descriptions of the main fights include hints on efficient methods of taking care of your opponents, including the elite types. In case of the more stealthy missions, a big part of the description refers to the rooms and how to safely get through them. The guide of course also contains very detailed descriptions of boss battles which can get pretty complicated in the later part of the game. The whole is aided by a big number of screens, helpful in navigating through Arkham City.
The guide contains the following colour symbols:
Red refers mainly to characters appearing throughout the game, regardless of whether they're friendly or hostile towards you. Additionally this colour informs of enemy flying machines and proximity mines that you might come across occasionally.
Blue refers to locations visited by Batman, both main buildings in Arkham City (like the museum) and single rooms (e.g. the torture chamber).
Green refers to items found or received during the game, mainly new gadgets and items connected with the story.
Orange refers to special moves and skill of Batman (e.g. the Inverted Takedown), as well as his gadgets (e.g. the Cryptographic Sequencer). In the latter case, a proper symbol appears each time you have choose a given gadget from your inventory.
Jacek "Stranger" Halas
Translated to English by Jakub "cilgan" Lasota
You begin the game inside a interrogation room. Use the right analog stick in order to lower the camera #1. Afterwards start moving the left stick left and right, causing Bruce to move on the chair #2 an eventually cause it to fall.
Wait for the TYGER guard to enter the room. When the distinctive symbols appear above his head #1, press Y for a counter attack #2. Don't worry if you won't succeed at first, as the game will let you try again. Unfortunately a second guard will eventually grab you and pull out of the room.
Wait for Bruce to get up and head toward and passage with a painted A letter #1. The other prisoner will eventually move away and you will be able to pass through #2.
You will have a short conversation with Jack Ryder #1, without a chance to influence it in any way. Wait for the gate to open and head forward. You should get attacked by two new prisoners. Use the previously learned counterattack in both cases, waiting for the icons to appear above the enemy's head #2 and pressing Y.
After eliminating both inmates, move towards Ryder. Start off by countering the third prisoner, who will attack you #1. Get rid of the last prisoner with a standard attack by pressing X #2.
Make sure you've knocked all the prisoners, approach Jack Ryder and press A #1. Another cutscene will play, ending with meeting Penguin. Just like with the first guard, wait for the right moment #2 and press Y for a counterattack. The Penguin will retreat, forcing you to deal with his men.
In the first part of the battle, focus mainly on countering the enemy attacks #1. One of such counters will result in breaking the handcuffs, allowing you to use the standard attacks #2 by pressing X. Get rid of all the enemies in the area.
Ignore the Penguin for now and find the container that you can climb onto #1. In accordance with the instruction, you can perform such action by holding down A. after climbing onto it, use the ladder #2 to reach the upper balcony.
Face the ledge visible in the distance #1. Hold down A and lean the analog stick towards it and Bruce should automatically jump onto it. Ignore Penguin's yells and continue climbing #2, making use of a second ladder on your way. After getting to the top, head onto the roof on the left and listen to a short conversation with Alfred. It turn out that Batman's equipment has been dropped onto the roof of the nearby Ace Chemicals building.
In accordance with the information received from Alfred, you now need to reach the roof of the Ace Chemicals building. Face towards it #1, hold down A and move the analog stick. The main hero should automatically jump towards the ledge visible in the distance and grab it #2.
Move to the right, thanks to which you will reach a new ledge #1. Climb up and afterwards use two new ladders. After reaching the higher platform, press and hold the right trigger to crouch #2 and move forward.
Approach the ledge and following the instructions, press the right trigger and A at the same time. It should cause Bruce to drop down and grab the ledge #1. Move to the right and you should soon reach a place where you can climb back up #2.
Move forward a bit and crouch once again #1 to be able to move on. Use the ladder on your way and after reaching the new ledge, hold down A and jump towards the platform visible in the distance #2.
Ignore the flying machine and continue climbing up, eventually reaching a ladder leading onto the top of the building #1. Look for the package from Alfred and interact with it by pressing A #2. Bruce Wayne will put on the Batman suit.
You will have to solve an easy mini-game involving the Cryptographic Sequencer. Start by using the left analog stick to find two green points #1 #2 and spend a few seconds on listening to a short recording.
In the end track the orange area in the upper right corner #1. Hold down A and wait for the decoding process to end #2. From the new recording you will learn that Catwoman is being held hostage by Harvey Dent (aka Two-Face) in the Solomon Wayne Courthouse. Saving her is your next objective.
Notice! Before attending this mission, I'd recommend you take a look at the mini-encyclopedia (Waynetech) which offers - inter alia - a description of all of Batman's gadgets and attacks at your disposition.
Now you can also access the map, thanks to which you will be able to locate your destination point more easily. You can do it by pressing the BACK button. Solomon Wayne Courthouse can be found north of your current location #1. The game doesn't require you to attend this mission at once, as the sandbox character of the game lets you spend any amount of time you like on finding secrets, fighting the bad guys and completing side missions. You are also completely free to choose your preferred way of reaching the courthouse. As a result, you can jump down and venture the streets of Arkham City, or follow the roofs. In the latter case, I'd suggest using gliding (by holding down A) #2 and the Grapnel Gun (RB), thanks to which you can easily grab onto the roof edges and other interactive objects.
The more obvious method of reaching the courthouse implies using the front door, though you will have to deal with the bandits standing there. It would be good to attack them from high above, aiming at one of them #1 and attacking (X) #2.
Start eliminating the enemies gathered around the courthouse #1. It's of course worth to enrich your combos with attacks described in the encyclopedia (and known from the first game) to gain more experience points. You can now head to the mentioned front door #2.
The less obvious option implies gliding onto the balcony above the main courthouse entrance #1. In order to make sure you'll reach it, you'd have to jump off one of the nearby taller buildings. The advantage of this method is that it lets you avoid the enemies gathered by the entrance. You'd have to eventually find a door in this case as well #2.
If you start at the ground floor, you will have to find stairs #1. Otherwise you just need to follow the only possible corridor #2. Approach the windows and watch a cutscene with Two-Face.
Turn right and use the ladder found here #1. After reaching the upper balcony, press and hold the right trigger, carefully approach the nearby sniper and press Y for a surprise attack (you can also finish him off by pressing X) #2.
Now follow the instructions received from the game and go along the wire #1. Stop above the bandits, aim at one of them #2 and execute the already well-known surprise attack (X).
Some of the enemies will run away from this room, though you will still have to take care of those who stay #1. Just like in the previous fights, try to perform counters #2, use various types of attacks and try to keep a high multiplier.
Right after taking care of them, Two-Face will shoot at you #1. Luckily you won't have to fight him, as Catwoman will do it for you. The further part of the cutscene will show Joker's failed sniper assassination attempt #2. Batman will decide to determine where the shot was fired from.
Start off by launching the Evidence Scanner by pressing LB. Aim at the hole in the window through which Joker's bullet came #1. Approach it and keep A pressed until the scanning ends #2.
Now you need to find the place in which the bullet has ended its flight. Examine the floor #1. Just like before, you need to aim at the trace and keep A pressed until the scanning ends #2. You should now notice that the bullets' trajectory is visible in detective more, though in order to determine the exact spot from which it was fired you will have to go outside.
Before leaving the area, you can have an optional conversation with Two-Face. He's hanging at the same spot where Catwoman previously was. As for choosing the exit, you have two options. The more obvious solution is using the Grapnel Gun on one of the upper floor windows #1. It would let you reach the previously examines balcony #2 and from there to one of the exits.
If you don't want to follow the same route, you can head to the door located in the corner of the room #1. A few moments later you will reach a rear entrance from the courthouse #2.
Notice! If you have left the building through the front door, be ready for eliminating some more enemies!
You next target is the Medical Center found inside the church located north-east you're your current location. Depending on your taste, you can get there by following the streets #1 or gliding #2 and using the Grapnel Gun.
Regardless of the chosen method, you have to reach the Medical Center entrance. It would be good to surprise the enemies gathered there with an attack from above #1, though it's not absolutely essential. Of course remember to make use of counterattacks and dodges throughout the fight #2.
Once you're ready, use the door leading to the Medical Center #1. After getting inside, go to the next room and be ready to quickly press Y when Harley Quinn attacks #2. Listen out the short conversation with this character, after which Harley will exit the building and leave you with a few armed enemies.
Now you have to perform all the moves flawlessly, or else Batman ore one of the hostages is going to die. Start off by pressing Y to throw a Smoke Pellet #1. Afterwards QUICKLY press RB so that Batman uses the Grapnel Gun to get onto the gargoyle statue #2, getting out of the enemy's sight.
Follow Batman's suggestion and turn on the Detective Mode #1. That way you will learn that there are four armed enemies in the building and two of them have taken hostages. Eliminating them will be very linear, though the game won't leave any place for mistakes. Start jumping through the gargoyles #2 using the Grapnel Gun (RB).
Stop after reaching the second vantage points and Batman will notice the enemy with a hostage below #1. Hold down A and start gliding towards him #2.
After reaching the balcony above the enemy, press Y to take him out #1. You need to hurry, as otherwise he will kill the hostage. Afterwards you can use the Grapnel Gun to return onto the nearest vantage point #2.
Now we will focus on eliminating the second guard with a hostage #1. Move to the vantage points closest to him and afterwards glide down #2, landing behind them.
Crouch and approach the destructible wall #1, beside which the guard is standing. In accordance with the received instructions, press Y to break through the wall and take down the bandit #2. Once again return onto the gargoyles.
Now you need to eliminate the two last enemies, who should now be standing beside each other #1. Move to one of the neighbouring ledges and press B, making Batman quietly land behind their backs #2.
Press and hold the right trigger and approach the guards. Make sure that you're standing close enough and press Y #1 to perform a double takedown. Afterwards you can take a look around the medical center without being disturbed by anyone. I'd suggest talking with the doctors, Adam Hamasaki, Anne Bishop and Aaron Cash #2.
Head towards the door left of the Medical Center exit, in the north part of the building #1. Go up the stairs onto the upper platform and use the Grapnel Gun on the ledge visible in the distance #2, thanks to which you will be able to continue the climbing.
As the stairs to the bell tower have been damaged, keep using the Grapnel Gun to grab onto the upper ledges #1. Eventually you should reach the ladder leading into the bell room. After reaching it, approach the sniper rifle from which the fire has been shot #2.
After hearing out Batman's short comment, press LB to turn on the Evidence Scanner. Aim at the sniper rifle #1 and keep A pressed until you finish scanning the evidence #2.
Now you will have to talk with Joker, after which a countdown to the explosion of the bombs inside the bell tower will begin. Quickly approach one of the windows #1, lean the analog stick towards it and press A twice to make Batman jump through it, getting out of the explosive trap #2. Listen to the conversation with Alfred concerning the plan of tracking down Joker's signal, i.e. your next objective.
Finding Joker's hideout isn't very difficult, especially that he won't change his location and you will be updated on the distance to the target. Your objective is reaching the Sionis Steel Mill found in the industrial district in the south-east part of Arkham City. Just like before, you can either go by foot #1 or glide and use the Grapnel Gun #2. In the latter case, you should know that you can't fly through the restricted zone in the middle part of the city.
As the industrial district is located on a separate island, it would be good to go across the bridge #1 which will let you avoid many attempts to stay away from the water. Joker's Funland neon will inform you that you have reached the target #2.
During the exploration of the industrial district, be sure to use the Grapnel Gun often, as the lower levels are patrolled by Joker's goons #1. That doesn't however mean that you can feel completely safe on the upper levels, as some towers are also occupied by single guards #2.
Gradually move south #1, towards the Sionis Steel Mill. Be careful when approaching the destination points, as you can come across enemies with firearms on the lower level #2. Considering that Batman's equipment is probably poorly developed at his points, it would be good to stay away from them.
Your goal is reaching the high tower with multicoloured lights #1. Listen to a short conversation with Alfred #2, from which you will learn that you need to enter the Sionis Steel Mill by jumping into one of the chimneys.
Stay where you are and turn towards the big chimney with skulls attached to it. #1. Note that you can use the Grapnel Gun to grab its upper part #2.
After reaching the chimney hole, a cutscene showing Batman spectacularly gliding down will automatically play #1. You will resume crouching on a line inside the Waste Exchange and you'll have to glide (hold down A) to the ledge visible in the distance #2.
Move along the only possible route. After reaching the partially crumbled passage, gain momentum (A) and hold the right trigger at the right moment, thanks to which Batman will perform an impressive slide #1. Afterwards move on, automatically getting past a couple obstacles #2.
Stop after reaching the hot balustrade. Choose the Batclaw and in accordance with the instructions, shoot it at the valve visible in the distance (hold down the left trigger and press the right) #1. Now you have to rhythmically press A #2 in order to open the valve.
Note that the temperature in this part of the room has depreciated, so you can jump onto the balustrade #1 and press B to jump down onto the lower shelf. Follow the only possible path here as well. After reaching its end, approach the edge #2 and press the right trigger and A at the same time to hang above the abyss.
Move to the left #1 and soon you will reach a place where you will have to climb onto a new ledge. Continue forward and interact with the nearby barrier #2.
Walk along the barrier to the middle part of the room and turn right #1. In accordance with the instructions, lean out the analog stick up and press A to jump towards the invisible platform. carefully jump down onto stable ground and head forward. Stop at the place where the game will suggest you turn on Detective Mode #2.
As you have probably noticed, the floor here is rather weak. Choose the Explosive Gel from the inventory, get onto the fragile floor part, hold down the left trigger and afterwards press the right one to spray the gel #1. Move away to a safe distance and press RB to detonate the charge #2. Now you can jump down onto the lower floor.
Start off by pressing the right trigger, thanks to which you will pass below the pipes #1. At the same time, note that you have reached the Loading Bay. Open the inventory and choose the Batarang. Hold down the left trigger, aim at the switch on the right wall #2 and press the right trigger to throw the Batarang. Hitting the switch will turn off the steam.
Climb up and continue going through the narrow tunnels #1, eventually reaching a spot from where you will be able to see Harley Quinn and the abducted doctor Stacy Baker from behind some crates. Move on and soon you will reach a tunnel with blazing fire #2. There are two "traps" to avoid here, both of which require you to wait until the flame disappears and quickly passing by it.
Keep going along the only possible tunnel, listening to numerous conversations on the way. Don't get scared, as the camera will change its position after some time #1. You can continue moving using this view or press the right trigger to return to the first person perspective. Don't worry about the bandits above you, as they won't notice you. Your target is reaching the tunnel located in the west part of the Loading Bay #2.
Head north and take the first turn right #1. Right after you enter the tunnel it will turn out that the passage is blocked by steam. Follow the hint and switch to Detective Mode #2. You will have to follow the distinguishable yellow pipe.
Return to the main corridor and for a change use the left passage. After a short walk you should reach the steam corridor #1. Equip the Batarang. In a short period of time, you will have to throw a total of three Batarangs, in each case you should only press (not hold!) the left trigger. The Batarangs will hit the safety valves visible in the distance #2 and the objective is to turn off all three green lamps above them at the same time.
You can return to the previously explored corridor. Note that now you can pass to the main room of the Loading Bay #1. Stand in such a place that you're able to attack one of the enemies standing above you by surprise (Y) #2 and begin this fight in such a way.
Afterwards take care of the other enemies present in the room #1, remembering to perform dodges and counterattacks often. I'd especially suggest looking out for the ones equipped with weapons and throwing big objects at you #2. You can either destroy them or avoid getting hit. After the fight, listen to new conversations with Harley Quinn and Alfred. Your current priority will change, as you will have to rescue the doctor abducted by Joker.
Choose the door in the north-west part of the Loading Bay (Death Ride) #1. You can follow the hint and scan the currently unobtainable trophies (by holding LB) or just pass by and head to the next door #2. They lead to the Assembly Line.
Note that inside the room south of here there are three armed enemies. Theoretically you could reach them by jumping through the glass (or blowing it up using the explosive gel) #1, but it's much better to use an alternative route and surprise them. Jump onto the assembly line and find the switch in the east part of the room #2.
Crouch and choose the newly unlocked passage. You will have to use the Grapnel Gun to reach the upper balcony #1. After finding yourself back beside the room with enemies, once again fire Grapnel Gun, this time aiming at one of the vantage points #2. I'd now suggest spending some time in Detective Mode, watching the enemies' behaviour.
Note that one of the bandits is standing alone, he should be our first target. Use the local vantage points to get behind the backs of the characters below #1 and carefully jump down. Crouch and approach the previously mentioned lonely guard #2. Press Y to silently take him down.
Stay where you are and approach the two other guards who are standing beside each other #1. Press Y here as well, eliminating them both at the same time. Now you can head towards the west door. They're locked, so jump trough one of the local windows (lean out the analog stick towards it and press A twice) #2.
Use the nearest door leading to the further part of the Steel Mill #1, the Smelting Chamber. Note that you have reached a room with new thugs and a hostage, so you have to plan your moves carefully. Start off by crouching and wait for the guards on the nearby balcony to stand beside each other #2. Approach them and press Y to take them both down.
Now it would be good to use the Grapnel Gun and reach one of the nearby vantage points. There are four enemies left to take care of and I'd suggest beginning with the one patrolling the upper balconies #1. Jump down at the proper place to find yourself behind the guard's back and silently take him down in the well known way #2.
The second enemy is, for a change, patrolling the lower floor of the chamber #1. Just like before, jump down and attack him by surprise #2. Quickly return to the vantage point, as one of the bandits guarding the hostage will note the disappearance of his buddies that you have eliminated.
The thug mentioned above will exit the room where the hostage is #1. It would be good to eliminate his fast, so that he doesn't reach the bodies of the enemies you have taken down a moment ago. You have many options here, you can either use the Batarang, attack from above or wait for him to get below a vantage point and use the Inverted Takedown #2.
Now you have just one more enemy left to eliminate, the one inside the room with the hostage. The easiest way of surprising him is landing on the balcony and waiting for the thug to stand beside the window #1, through you could as well go through the ventilation shafts or reach the fragile ceiling part above the room. If you have chosen the solution I suggested, press Y as soon as you get a chance #2.
Now you can enter the room where doctor Stacy Baker is and free her (A) #1. Hear out some new conversations and note that you have gained a new and very useful gadget - the Remote Electric Charge #2. I'd suggest acquainting with it (Waynetech), as it has a couple different modes.
Head to the east part of the Smelting Chamber and search for the locked door #1. Choose the recently obtained Remote Electric Charge and aim (hold the left trigger) at the engine above the door #2. Press RB to send an impulse and activate the engine for a short while.
Note that now you can use the newly unblocked passage. Repeat the same process after reaching the second locked door #1. Approach the door and open it to get back to the Assembly Line. Use the Grapnel Gun #2 and get inside the ventilation shaft.
Head to the neighbouring room and note that 4 new enemies have appeared here. Carefully exit the shaft. The game will suggest you check out the new offensive mode of the Electrical Charge (activated by pressing the left trigger and B at the same time) #1, but it's much better to stick with traditional methods. Stun the two first enemies with a surprise attack #2 and afterwards take care of the two other Thugs.
Now you can head east and then turn north, using the door or jumping through the window on your way. Your objective is reaching the main room of the Loading Bay #1. Head to its middle part and listen out to another conversation with Harley Quinn #2.
You will have to solve a puzzle in order to gain access into Joker's office. Approach the generator found in the middle part of the room #1 and equip the Remote Electric Charge. Choose the negative charge (RB) #2 and note that it sets the big hook into motion.
Keep on sending charges to give the hook momentum, causing it to hit the door leading into Joker's office #1. It's not the end, as now you have to pull out the door. Once again aim at the generator #2, but this time use the negative charge by pressing the right trigger. It should cause the hook to tear out the door, creating a passage for you.
Now you can approach the place where the door used to be and use the Grapnel Gun #1. Unfortunately, as you try to climb up, you will be thrown down by Mister Hammer #2 and therefore forced to fight.
As the battle starts, focus on eliminating the "regular" enemies first #1. Remember about having to counterattack often, thanks to which you shouldn't lose too much energy here. At the same time try to dodge Mister Hammer's attacks #2. Normally he's rather slow, but occasionally he can perform a long jump and slam his hammer, be sure to quickly react and dodge it.
Fight until you get rid of the normal Thugs and afterwards move your attention to Hammer. Choose the Remote Electric Charge and send a charge towards the boss #1 by pressing the left trigger and B at the same time. Quickly approach the stunned Mister Hammer and start rhythmically pressing X to land some quick hits #2.
One such action should be enough to eliminate the boss #1. If it won't do, you will have to repeat the whole cycle - stun Mister Hammer and quickly approach him. After you're done with him, you can attempt to reach Joker's office for the second time #2. This time you will succeed and a cutscene will start. You will receive the next objective - finding Mister Freeze's hideout - only after "leaving" the Steel Mill.
The overall idea is very similar to the one used while looking for Joker's hideout. A Climate Analyzer will appear on-screen, informing you of the temperature of the environment #1. As you have probably guessed, you need to find the coldest place in the city. If you don't want to spend time on searching on your own, you can head to the GCPD building located in the eastern part of Arkham City #2.
If you want, you can talk with the Political Prisoner standing on the roof of one of the buildings west of the station #1, though it's optional. The next step is figuring out a way of getting inside the police station. It's guarded by five armed enemies who you will probably have to take out one after another. Start off by taking care of the enemy patrolling the upper balcony #2. Wait for him to move towards the opposite direction, jump onto the balcony and take him down quietly (Y).
The second guard is also patrolling the upper balconies, though he's stationed a bit further #1. Make sure no one sees you as you're sneaking onto him. Afterwards take a look at the square in front of the building. you should note one patrolling thug and two others standing still #2. You should take care of the first one now.
Attack the enemy when he's as far from his two other buddies as possible, landing beside his back and taking him down quietly #1. Afterwards move in onto the last group. It would be good to approach the enemies from behind and eliminate them at the same time #2.
Stay beside the gate beside which the Thugs you eliminated a moment ago were standing and equip the Remote Electric Charge. Send out a charge (RB) towards the industrial engine #1. The gate has moved up only a bit #2, so you have to quickly run towards it and slide underneath (right trigger).
After reaching the new location, hear out Batman's thought regarding listening in on Penguin's communications. Approach one of the bodies and #1 take out the Encryption Key from the radio. You will have to solve an already well-known mini-game. Aim at the orange area in the lower left corner #2 and afterwards hold down A until you decode the transmission. Afterwards Batman will automatically enter the Gotham City Police Dept.
The Gotham City Police Dept. is occupied by five enemies and I wouldn't recommend attacking them directly, as they're well armed and organized. As a result, you should start off by heading forward (to the east) #1. Stop when you see two guards blocking the morgue entrance in the distance. Don't move in too close, as you would be noticed by the one on the left - instead, look up and use the Grapnel Gun to grab the upper ledge #2.
After reaching the upper level, approach the vent grate #1 and pull it out by systematically pressing A. get into the shaft and go through it onto the balcony above the main room of the building #2.
I'd suggest using the Grapnel Gun to reach one of the vantage points #1 and afterwards observe how the enemies behave. Three of them are standing still and the other two are patrolling the room #2. In order to determine Mister Freeze's whereabouts, you will have to take care of all five of them, though this time it won't be as easy. Each time you neutralize an enemy, it will send out a signal informing the others. As a result, you have to quickly get away from the scene after eliminating each target, without being noticed. If however one of them sees you, use the Smoke Pellet and quickly find yourself a good hiding point.
You can eliminate the enemies in any way you desire, though the Inverted Takedown is by far by skill of choice. After reaching one of the vantage points you have to press the right trigger #1, wait for an enemy to appear below you and attack him by pressing Y #2. The advantage of this method is that you don't need to finish off the enemy, though you also have to quickly leave the vantage point to avoid getting noticed. You should be able to eliminate 2-3 enemies using this way, of course as long as you're patient enough.
You can also eliminate the enemies using the Explosive Gel, spraying it onto the destructible elements of walls and ceilings #1. Wait for one of the Thugs to approach it #2 and detonate the charge.
Other methods worth taking into consideration are hiding in the grates on the ground floor and attacking from above #1. In the latter case you however need to remember to finish off the dazed enemy #2 and quickly return onto the vantage points.
Your objective is eliminate four out of five guards, resulting in the fifth giving up #1. Start interrogating him (Y) #2 to learn that the Penguin is holding Freeze inside the Museum.
Head towards the exit door which you used previously. Unfortunately the passage will be blocked by the Penguin #1 and as a result you will have to use the Gotham codes. Stay beside the exit and turn on the Detective Mode. Look for a grate in the floor #2 and press the right trigger and A to enter it.
Use the shaft to reach the locked-off room in the north #1. Get out of the shaft (A) and take a look around the area. Choose the Cryptographic Sequencer, hold down the left trigger, aim at the door panel #2 and press the right trigger.
You will have to solve a new type of mini-game, though it's not all that complicated. You need to use the analog stick to create a password. I'd recommend starting off by moving the left stick (clockwise, or counter) until the device stops on the first part of the password #1. Afterwards do the same with the right stick which will create the password DISSECT #2.
Once again jump into the shaft and return to the main corridor. Now you will be able to use the door leading outside #1. Here use the Electrical Charge once again to set the industrial engine into motion #2. Afterwards run onto the gate and slide underneath it.
Now you can head to the local Museum. The building can be found in the south-west part of Arkham City and you need to get to area of the main entrance #1. Note the Thugs gathered by the gate #2. It would be good to initiate the fight with a surprise attack and then finish them off conventionally. You shouldn't have a hard time fighting them, though you need to look out for the ones carrying weapons.
Afterwards approach the entrance and use the Cryptographic Sequencer on the right control panel #1. Solve the mini-game by moving both analog sticks and create the password FOSSIL #2. Now you can use the door and enter the Trophy Room.
After getting inside you will be forced to fight a new type of enemy, Thugs equipped with knives #1. If you want to test out the suggested tactic, push the analog stick back and press Y at the right moment. It will make Batman automatically dodge incoming attacks #2.
The tactic described above is unfortunately rather risky and not particularly effective when there's more than one enemy with a knife. As a result I'd suggest jumping over the enemies by leaning the analog stick towards the enemy and pressing A #1. Regardless of the chosen tactic, you have to defeat them both #2.
If you turn on the Detective Mode, you should note that there's a laser barrier #1 which blocks access to the main part of the museum if crossed. In order to solve this problem, go right from the entrance and jump through the small window #2.
Approach the control panel found in this room #1 and prepare the Cryptographic Sequencer. Unfortunately you won't be able to hack it, as the Penguin has placed jamming devices in the area #2. As a result you will have to find and destroy them.
Jump back through the window and get out of the museum. Now you can head out to find the first disruptor, using the information displayed on-screen. The object you're looking for has been placed on a balcony n the northern part of the museum #1 #2.
It of course would be good to attack the enemies below by surprise. The difficulty in this fight is that enemies might try to take firearms from the nearby locker #1. You need to stop them at once then they try to. If one of them manages to get one, start dodging and try to quickly disarm him. Afterwards approach the disruptor and approach one of the screens #2. Press A to break through it and tear out the wires.
You have to do the same with the two other screen of the disruptor. #1. It will disable the machine and let you head out to find the two others #2.
The second disruptor can be found on the roof of one of the nearby buildings #1 #2. Getting onto the ledge of the nearby Gotham Bank building would create a good starting point.
Note that the enemies are equipped with firearms, so an all-out attack isn't a good idea. Silent takedowns also aren't great here (except for the first one), as the Thugs here are also equipped with transmitters notifying of them getting eliminated. I'd suggest taking out single enemies #1 by using the glide kick (and quickly finishing them off afterwards) #2 and quickly leaving the site once you're done.
If you want to be sure you will be able to safely evacuate after each attack, you can consider using the smoke pellets #1, though you could also just use the Grapnel Gun to quickly return onto vantage points #2 or the roofs of the nearby buildings.
Keep repeating this until all the enemies guarding the second jammer are eliminated. Land nearby the mission objective and destroy the machine in the already known way #1. Listen to the next radio conversation #2 from which you will learn that the last, third jammer, has been placed underneath Arkham, at a closed subway station to be precise.
As the last jammer is at the subway station, you have to start by getting there. Your objective is located east of the Museum. I'd suggest flying there #1, thanks to which you will be able to land on the partially destroyed glass dome #2, without alarming the enemies below.
The entrance area is patrolled by a few Thugs armed with firearms, though you don't need to eliminate them. Just wait for the two standing beside the stairs #1 finishes talking and goes away. Jump down and head towards the subway station entrance #2.
After reaching the station, carefully approach the two guards on the left and take them out simultaneously #1. Use the stairs they were guarding and you should soon reach the station, where you need to turn left #2 and head east.
Use the Grapnel Gun to reach the upper platform #1 and continue going east, choosing the destroyed passage on your way #2. Soon afterwards you will have to run and perform a slide.
Stop after reaching the barricaded passage. Turn on the Detective Mode and you should note that the nearby wall can be destroyed #1. Choose the Explosive Gel, spray it onto the wall and detonate #2. Luckily, it won't alarm the enemies.
You can continue going east and eventually you should reach a new group of Thugs #1. You can attack them from above or quietly jump down and takedown two of them at once. After finishing them off, head east. Choose the Remote Electric Charge and use it to activate the industrial engine above the gate #2. Crouch and quickly get to the other side.
You have to be careful, as you're nearing in on the main room of the station, guarded by five armed Thugs. I'd suggest using the ventilation shaft opposite to you #1. After reaching the exit, wait for a good moment and quickly use the Grapnel Gun to reach one of the vantage points above #2.
The overall strategy is very similar to the previous fights with Penguin's men. As a result you have to consider that each time you eliminate one of the enemies, the others will be alarmed. Just like at the police station, it's good to use the Inverted Takedown #1 #2. Unfortunately many vantage points aren't above balconies, so you won't be able to eliminate more than two guards this way.
Of course using the Inverted Takedown isn't the only way of eliminating the enemies. If you're more creative, you can always hide inside the grates #1 or spray Explosive Gel onto destructible wall #2 and ceiling fragments.
Surprising enemies from above #1 is rather risky, as the small size of the room makes it easy for other enemies to notice you after you attack a given thug. Using the smoke pellets can partially solve this problem. Make sure you've secured the station and break through all three screens of the jamming device #2.
Now you have to return to the Museum, which means having to leave the subway station. Choose the same route and don't forget about having to use the Electrical Charge beside one of the gates #1. Soon you should reach stairs leading to the surface #2.
Head towards the museum and note that the entrance area is guarded by a new group of enemies #1. Attack them from above and look out for the ones equipped with knives #2, dodging their attacks using the tactic described above. After the fight enter the museum to reach the Trophy Room.
Jump through the right window again. Choose the Cryptographic Sequencer and interact with the control panel #1. This time you will be able to approach the mini-game. Use both analog sticks to create the password #2.
Return to the main corridor and head west. Stop after reaching the proper area of the room and note the enemies below, holding a hostage #1. Before trying to attack them I'd suggest using the Grapnel Gun to reach one of the upper ledges #2.
If you have chosen to get onto the upper ledge, you will now be able to attack the enemies by surprise #1. Look out as they will be using knives, so you will have to dodge their attacks. The thug wearing the red robe will be by far the most difficult one to defeat, as he will be blocking your attacks and you will have to stun him with your cloak #2. You can perform it by pressing B.
After stunning an enemy with a knife, start pressing X to hit him with a combo attack #1. One such actions should be enough to finish him off. After you're done, approach officer Elvis Jones and talk with him #2. He will tell you that all members of his squad have been captured. Rescuing them will become your main objective. A list of the officer with their whereabouts will appear in the map window.
Choose the corridor leading west #1 and open the nearest door. After reaching the crossroads with a painted sign turn right #2 and note the corridor behind the grate.
Choose the Remote Controlled Batarang aim at the hole above the grate (left trigger) #1 and throw it (right trigger). You have to control the Batarang as it flies, slowing time (left trigger) makes it much easier. You have to fly it through the hole and then lead downwards #2.
Hitting the control panel #1 with the Batarang shouldn't be too hard and afterwards you will be able to move on. Shortly after you should reach The Gladiator Pit #2. Here you will see Penguin murdering officer Best. It's not the end of trouble, as a few tough fights await you.
The first wave will consist of a big group of inmates #1. Remember about countering often, but also look out the enemies throwing big items at you #2, as they can easily break your flow. You can destroy those objects in mid-air, throw them out of the enemies' hands or just dodge often.
Defeating all the enemies won't be enough, as you will then be forced to fight an Titan infected thug #1. For now he can only you a charged attack #2 which can be quite easily avoided by dodging in advance.
Trying to damage the infected thug using common methods won't do any good, so you will have to use a proper tactic. Wait for the beast to end one of its charges, quickly approach it and press B three times #1 to perform the Ultra stun. When the Titan is stunned, start rhythmically pressing X (Beat down) #2 to execute a quick series of attacks.
A successful series of attack will end with Batman jumping onto the boss' back #1. New inmates will come in and you will be able to use the boss to eliminate at least some of them #2.
Apart from waving arms, it's also worth to test out the Titan's two other skills, i.e. the attack (A) #1 and shock wave (B; you should be standing somewhere nearby enemies) #2.
After some time the beast will throw you off its back and the second phase of the fight will begin. Start attacking the enemies yourself #1. It's important to look out for the Titan's attacks, especially that apart from the charges he can also throw bodies of the defeated enemies at you #2. Dodge them if he does.
Keep fighting until you get rid of all the enemies and focus your attention on the Titan afterwards. you have to repeat the above actions, i.e. stun the boss (3x B) #1 and afterwards start attacking him (by rhythmically pressing X). Leading out successful attack will eventually bring the Titan down #2. Listen to the conversation with Alfred and the Oracle.
Your next task is getting out of The Gladiator Pit, as only that way you will be able to reach the other hostages. Approach the electrified gate #1 and prepare the Remote Controlled Batarang. Throw the Batarang and make it fly through the small hole above the gate (discharges can be seen around it) #2.
Turn the Batarang left and up through the first staircase #1. After reaching the corridor, fly straight #2, towards the second staircase.
Now turn the Batarang a bit down #1. After a few second you should reach the switch #2.
Note that hitting the switch caused the gate on the left to unlock #1. Head there and after reaching the new location examine the area on the left side. Equip the Cryptographic Sequencer and use it on the new control panel #2.
As you have probably guessed, you will have to solve a mini-game to create a password #1. Approach the newly unlocked passage and jump into the elevator #2.
Now prepare the Remote Electric Charge and use it on the nearby industrial engine #1 to set the elevator in motion. Wait for it to take you onto the higher level. It's not the end, as now you will have to use the explosive gel on the fragile part of the ceiling #2.
Depending on your liking, you can either ride the elevator down or just stand in the corner and detonate the charge at once #1. Now you can climb up #2, reaching the upper level of The Gladiator Pit.
Head north and on your way you will come across one more weak wall #1 on which you have to use the explosive gel. After detonating the charge, choose the newly unlocked passage and you should reach the western door #2 leading to The Torture Chamber.
Head west and soon enough you should reach a wall of ice #1 - as you have probably guessed, you will have to use the explosive gel. A cutscene will start, during which it will turn out that Penguin #2 has obtained Freeze's gun. He will also use it to freeze three cops inside the room.
Try jumping off the upper ledge #1 and you will be informed of some very nasty handicap. The majority of the room has been covered with a thin layer of ice, meaning you cannot make any fast moves. Ignoring it will end with falling into the water and in this particular case Batman won't return onto the nearest ledge, but will be eaten by the shark Tiny #2.
Carefully head west #1. In order to stay as safe as possible, I'd recommend crouching with the right trigger and leading the analog stick only halfway. Also keep an eye on the ice density meter and stop or slow down considerably when the red exclamation mark appears. Approach the first frozen cop, officer Forrester #2. Pressing A will automatically get him to safety.
Once again jump down and head west. Don't let Tiny scare you #1, as the shark won't hurt you as long as you stick to the hint above. Stop around the middle of the torture chamber and face north #2.
Prepare and shoot the Grapnel Gun towards the platform hanging above the water #1. Afterwards start rhythmically pressing A to bring it down and then repeat the same action to push it towards you #2. Afterwards you can jump onto it.
You will have to use the Grapnel Gun again , this time aiming at one of the grapple points #1. Choose any north-west of here, which will let you approach the frozen officer Whitman #2. Press A to set him free.
Stay on the platform and for a change use the Grapnel Gun to move north-east #1. Jump onto land and approach the last frozen cop #2, officer Strickland. Pressing A will set him free.
Three more officers are imprisoned inside the room north of here, so you have to use the nearby ladder #1. Keep heading north until you reach a door leading to the War Room #2.
There are six armed Thugs inside this room, plus there's an additional difficulty involved, as they are all equipped with thermal goggles #1. It makes using the vantage points much more difficult, as they will often scan them #2. As a result, you should even consider not using them at all. If however you decide to make use of them, you have to be very cautious of what the enemies are doing and quickly run away from the vantage points that are going to be scanned if needed. The only exception is when you have the heat signature conceal, allowing Batman to stay invisible in thermovision (as long as he stays motionless during the scanning).
A better way of surprising an eliminating the enemies here is using the grates on the lowest level #1. Depending on what you prefer, you can either use them as hideout or perform full-time takedowns (Y) #2. Other tactics I already mentioned in the guide, like using the explosive gel, will also work well here. Remember to quickly get away from any eliminated guard, as they all have transmitters.
If you don't mess up too much, eliminating enemies shouldn't cause you any major problems. However it might happen that one of the Thugs will panic and put a gun against the hostage's head #1. In such a situation you will have to plan your next moves very carefully, as the death of a hostage will end the mission. I'd suggest moving to one of the nearest vantage points #2.
Note that the thug holding the hostage at gunpoint sometimes turns around with him. It's important to wait for the right moment, quickly jump down onto the balcony #1, and silently take him down from behind (Y). After eliminating all of the enemies, you can head to the highest level of the War Room, locate the officers and talk with officer Miller #2. He will inform you of the need to save two more cops taken hostage by Penguin.
Follow the same route back to the Torture Chamber #1. Once again use the floating platform and the Grapnel Gun to reach the frozen middle part of the area #2.
Ignore the map, showing that the last two hostages are east of here and head south for now #1. Stop only after reaching the southern exit from the room. Use the Grapnel Gun to reach the upper balcony #2.
Go up the stairs and for now ignore the Thugs in the distance, as there's a new puzzle waiting to be solved. Turn on the Detective Mode and note that there's a new laser barrier here. Prepare the Cryptographic Sequencer and use it on the nearby control panel #1 to break the password #2.
Now you can attack the enemies who have been making fun of you up until now. Throughout the fight, you will have to especially look out for the armoured one #1. To be specific, it's best to first stun him (B) and then use Beat down (by rhythmically pressing X). After finishing off them all, use the southern door #2 to reach the War Room.
Head west. After reaching the partially locked gate #1, start running and slide underneath it. Approach the big glass window and press A #2 to learn that Freeze has not only been imprisoned by Penguin, but also robbed of his armour. Freeing him will become your next objective.
Approach the wall in the north-west part of the room and spray Explosive Gel onto it #1. Detonating it will lead to a fight with a few Thugs, including a mini-boss Abramovici #2. The enemy is very similar to Mr. Hammer that you've already fought during Break into Joker's office in the Loading Bay. Therefore you have to avoid his standard hits and charged jumps.
During the first part of the fight it's of course worth to take care of the normal enemies #1, at the same time avoiding the boss' attacks. Keep fighting until Abramovici is the last enemy still standing and use the Electrical Charge to temporarily stun him #2.
After you manage to stun him, approach the enemy and perform the Beat down by rhythmically pressing X #1. It should be enough to defeat the boss. Afterwards you will be able to use the passage which you unlocked by blowing up the wall #2.
Turn to the south and stop after reaching the back of Mister Freeze's cage #1. Prepare the Cryptographic Sequencer and use it on the left control panel to break the password #2. A cutscene with Mister Freeze will start. From it you will learn that the chip which can deactivate the weapon stolen by Penguin is inside Freeze's suit. Finding it will of course become your next objective.
Freeze's suit can be found inside the Armory which you have already visited just a while ago. Take the route back to the Torture Chamber and note that a major part of the ice has already melted by now #1. As a result you have to jump down onto the platform #2 and use the Grapnel Gun to swim north, making use of the grapple points.
Once again use the ladder and follow the passage into the Armory. After reaching it, stay on the upper level and explore the north-west part of the room #1. A cutscene will start after you reach the capsule inside which the suit is. Note that Batman has gained the Disruptor #2. For now, the only thing you can use this device for is disrupting the Freeze Gun stolen by Penguin, though it will also gain other functions later on.
Once again you will have to return to the Torture Chamber, the central room of the museum. Jump down onto one of the floating platforms and use the Grapnel Gun to move west #1. Get ready, as in a few moments you will be attacked by Tiny, Penguin's pet-shark. Start rhythmically pressing X #2 to defeat the beast.
Now you can finish going west and afterwards use the Grapnel Gun to reach the upper balcony #1. Go west and soon you should reach a door leading into the Iceberg Lounge #2.
Head to the middle part of the room and get ready, as Penguin will soon start attacking you #1. As you need to approach him first, choose one of the side corridors. Evade the places where the balconies are #2 to avoid getting him with the Freeze Gun.
Your objective is reaching the western part of the room, from where you will be able to get to Penguin #1. Equip the Disruptor and wait for Penguin to decide that he's going to try his luck and let you attack him #2.
Quickly choose the corridor leading to Penguin and stop around the middle #1. Aim at Penguin and keep holding the right trigger. Don't let go until the Freeze Gun gets turned off #2.
You can now approach Penguin #1 and lead out an attack which he won't be able to dodge. A cutscene will start, though don't think you're done with Penguin. Before you can finally get rid of him, you will have to fight rightful boss - Solomon Grundy #2.
I'd recommend beginning by observing Solomon Grundy's attack patterns. Mostly he will swing his balls #1 and perform a spin with them #2. A universal way of dodging them is running along the outer part of the arena and using evade when needed.
It's also important not to let Solomon catch you, which might happen after he jumps #1. You can react to this by either performing a counter attack, or just evading correctly. Failing to do so will unfortunately cost you quite a lot of energy. Note that Grundy's energy bar in the upper right corner will be depleting over time and from time to time he will regenerate it #2. As you can easily guess, the key to defeating Solomon is block his ability to regenerate health.
In order to put the plan into action, you will have to turn off the three orange generators on the floor #1 using the Explosive Gel. Luckily you don't have to spray it manually, as you can also use the shortcut prompted by the game (left trigger + X) #2.
Regardless of whether you place the gel at the right place or not, you need to detonate it using the same buttons (left trigger + X). If you have placed the gel at the proper place, the generator will be turned off #1, otherwise you will have to try again. Using this tactic, you will have to switch off all three generators #2.
Quickly approach the kneeling Grundy #1 and use the Beat down by rhythmically pressing X to lead out quick hits. That's unfortunately not the end, as Penguin will turn on the machinery once again and the second phase of the fight will begin #2.
This phase doesn't differ much from the last one, through this time Grundy's attacks will be more powerful. Especially keep an eye on his distance attack #1, as it will force you to keep moving even more than before. Occasionally you might also have to destroy some small "enemies" #2 and it's when the ability to quickly throw Batarangs by pressing (not holding!) the left trigger will come in handy.
Just like before, you have to use the Explosive Gel on the generators #1 and afterwards detonate the planted charges. After switching off all of them, approach Solomon and start pressing X for a quick series of attacks #2.
After hitting him with all the attacks in Beat down, the boss should tremble over. Quickly approach him and press X, his time only once #1. Get ready for mashing A during the cutscene #2. Ending this sequence will let you move to the third phase.
This time it's noticeably different, as Solomon will be attacking you while standing still. Above all avoid the shock waves he generates #1, by jumping above them. Also look out for the long distance ball attacks that he performs #2.
The method of weakening the boss changes in this phase as well. Note that the generators keep changing their colours from orange to blue #1. Plant the Explosive Gel when a given generator is orange. The same goes for choosing the moment to detonate the charge #2, as making it in the wrong moment will bring you nothing.
Traditionally, you have to shut down all the generators on the arena, after which a cutscene should start #1. Approach Grundy and start rhythmically pressing X #2 to defeat him, this time for good.
Now you can finally take care of Penguin #1 and luckily it won't be very hard. Run towards him #2 slaloming or evading often, so that he can't hit you.
Once you approach him, use the well-known skill Beat down, leading out fast attack by rhythmically pressing X #1. Before you is a whole series of cutscenes. Eventually it will turn out you have to find the body of Ra's al Ghul and use his blood to create the cure. In order to find al Ghul, you will have to follow the trace of one of his assassins #2.
You begin inside the museum, in the Trophy Room to be precise. Turn on the Evidence Scanner and analyze the big blood stain on the floor #1. Keep holding A until the process finishes. Now you will have to listen to a radio conversation with Oracle #2, regarding the plan to follow one of the members of the League of Assassins in order to reach Ra's al Ghul's body.
If you want, you can have an optional conversation with Mister Freeze. Turn on the Detective Mode back on and start looking for smaller blood stains, you should find one every couple meters #1. They will eventually lead you to the main museum exit #2.
Listen out to the conversation with Alfred regarding the drop off of the Line Launcher and head north #1. You of course still have to use the Detective Mode to locate the blood trails. After a few moments turn north-west and use the Grapnel Gun to reach the upper balcony #2.
Turn off the Detective Mode for a moment, as you will probably come across a couple enemies and you will have to take care of them #1. After finishing them off, once again start following the trail, eventually reaching the roof of the glass construction #2.
Now you will have to move north, defeating obstacles on your way #1. Remember not to hurry, as you might lose the trail otherwise. Soon you will have to jump down #2 and head north-east.
Stay cautious, as you might be spotted by the Thugs north of here #1 and you would have to take care of them before moving on. Turn east and climb onto the balustrade #2.
Jump down onto the glass roof below you, head east and use the Grapnel Gun to reach the balustrade above #1. Now you have to turn slightly north-east, choosing the alley between two buildings #2. After a few steps, turn north.
Jump onto the new balustrade and attack the new enemies by surprise #1. During this fight you have to look out for the ones equipped with knifes. After you're done with them, once again activate the Detective Mode and search for more trails, leading north-east #2.
Face the northern building and start climbing #1, helping yourself with the Grapnel Gun. Your goal is reaching the roof of this building and heading north #2.
Soon you will be forced to reach the upper part of the roof #1. Turn east and soon you should reach a point where the assassin's trail ends #2. Batman will suggest examining this place thoroughly.
Turn on the Evidence Scanner and scan the bandages on the ground #1. Of course you need to hold A pressed down until the process finishes. Watch a short cutscene and note the running assassin #2 which you will have to chase.
Head east #1, glide onto the next building and quickly climb the roof. You can't get too far away or make big mistakes during this chase, as allowing the assassin to get too far away will end the mission. Keep following the ninja, avoiding any obstacles on the way. Soon you will have to make a new jump #2 towards the ledge in the distance.
Prepare for jumping onto the roof of the higher building in just a while #1. Run east, eventually reaching a ledge sticking out of the wall #2. Climb onto it and turn left.
Continue climbing up #1. Look out not to fall down, as even using the Grapnel Gun to save yourself might cause the assassin to run away. After reaching one of the higher ledges turn left again and jump towards the roof of the nearby building #2.
Run straight, jumping onto the roofs of the lower buildings #1. Luckily the chase will soon end #2, as the assassin will stop and start attacking you.
The fight will be very short, as the only thing you have to do is wait for the well-known signs to appear above her head #1 and perform a counterattack when it does (Y). The cutscene will show that Batman has manages to put a tracking device on her. Hear out a conversation with Robin, from whom you will receive the Line Launcher #2.
Before you is a well-known type of mission during which you will have to reach the assassin hideout by following the hints displayed on-screen. This time it won't be a full-time pointer, but an indicator showing your distance to the assassin #1. Luckily you don't have to hurry this time, as you're not limited by anything. In order to locate the assassin, you have to head to the north-east part of Arkham City, to the industrial district #2.
The place you're searching for is a big hole in the ground, the Subway Maintenance Access #1. It can be found in the western part of the industrial district #2.
As the four enemies found here are using firearms, it would be good to attack them by surprise. I'd suggest jumping down, carefully approaching them and taking down two of them at once #1. Afterwards quickly finish off the two others, without letting them damage Batman too much. Now you can jump into the large hole #2, reaching the Subway Maintenance Access.
Choose the tunnel heading north #1, overcoming a few small obstacles on your way. After reaching the crossroads turn left, to the west. Your goal is reaching the place from which you will see three Joker Thugs below you #2.
It of course would be good to attack them by surprise. Look out for the armoured enemy #1, first stun him with your cloak (B) and then lead out some quick attacks (X). Afterwards head west and turn north. Hold down the right trigger to walk below the partially raised gate #2.
You should reach a tunnel with a big abyss. Choose the Line Launcher, aim (left trigger) at the opposite wall #1 and shoot the line (right trigger) #2.
That's unfortunately not the end, as a standard use of the Launcher won't be enough. Once Batman starts moving along the line, hold down the left trigger to slow down his movements. Wait until you reach a branching, quickly turn the camera left and aim at the next (west) wall #1. Press the right trigger and Batman will automatically turn 90 degrees #2.
After safely landing on the proper ledge head south #1, walking below another partially raised gate on your way. Note the enemies below you and note a destructible part of the floor #2. Use the Explosive Gel to break through to the other side.
Blowing up the floor will of course alarm the thugs, so you won't be able to surprise them. Jump down and start attacking the inmates. Stay very cautious, as the small room makes it harder to dodge attacks than normally. Start off by attacking the enemies with firearms and knifes #1. It's also worth to blind the dazzle the enemies from time to time, either by using a Smoke Pellet or letting one of them throw a fire-extinguisher #2.
After you're done with them, take out the Cryptographic Sequencer and use it to hack into the nearby control panel #1. You will of course have to solve a mini-game to create a password #2, in result gaining access to the subway station.
You shouldn't encounter any enemies on the station, so start searching for an interactive door in the northern part #1. After crossing the narrow corridor you will reach a place where you will need to use once again the Line Launcher #2. Aim at the distant wall and shoot the line (this time you won't need to change the direction).
After reaching the new ledge, look up and use the Grapnel Gun to reach the higher level #1. Open the door leading to the Collapsed Street. Wait for Batman to regain his strength, head north and afterwards turn west to reach a new abyss #2.
Prepare the Line Launcher and aim at the opposite wall #1. Now you can act in one of two ways. The more obvious solution is allowing Batman to reach the next ledge, though I'd recommend changing the direction. Hold down the left trigger and wait until you get nearby the room with enemies #2.
If you decided to change direction, you will be able to surprise at least one of the enemies here #1. During the proper part of the fight, focus mainly on eliminating the inmates equipped with firearms or those planning on obtaining one #2.
Look out the armoured enemy, stun him before attacking. As the fight will take place beside an abyss, you can also try approaching the ledge and throwing enemies down #1. Hear out the conversation with Oracle and use the northern door #2 leading to Wonder Tower Foundations.
Inside the room you will face a new difficulty, a using the Detective Mode to trace enemy movement will be impossible at start #1. The only solution to this problem is locating the enemy with the jamming device, you can recognize hi m by the antenna sticking out of the equipment on his back #2.
In order to neutralize the thug mentioned above, move onto one of the vantage points on the left side #1. Wait for him to move away from his buddies and walk below the vantage point, so that you're able to use the well-known inverted takedown #2. After a successful action you of course have to quickly move away from the place, as Joker's men are also equipped with transmitters.
There are five enemies left to take care of and you can do it in any way you like. I'd suggest sticking with glide kicks #1 or using the grate on the lowest level on the room #2.
Unfortunately, just like before, you have to take into account that one of the enemies might at some point panic and take Fiona Wilson - the nurse - as hostage. In such case, quickly move to the nearest vantage point #1, wait for the enemy to turn around and QUICKLY jump down to attack him by surprise (Y) #2.
After you're done with the enemies, return onto the upper balconies and approach Fiona Wilson #1. Batman will transport the woman to a safe place and afterwards speak with her. Afterwards return to the main room and head north. You need to find the door leading to the Wonder Avenue #2.
Wait for Batman to pull it together and approach the first gate. Take out the Remote Electric Charge and use it on the engine sticking out of the ground #1. Ignore the inmate with a blade in his back, as he's only an announcement of what's waiting for you. Approach the second gate and use the Electrical Charge again to open it #2.
Right after going through the second gate, a group of assassins will surround Batman #1. Generally you fight them like the standard enemies with knives, though they're more agile. I'd suggest evading often (including those suggested by the game, used by leaning the analog stick and holding down Y) and jumping over the assassins #2.
After the fight is over, approach the third gate and turn on Detective Mode. It will let you see that the third engine is below a destructible floor fragment #1. Use the Explosive Gel and afterwards the Electrical Charge to set the engine in motion #2.
Now you can enter the main part of the Wonder Avenue #1. Head straight and soon you should reach a large gate #2. Listen out Batman's comment regarding analyzing one of the mechanical guardians, which should be helpful in establishing how the assassin you're tracking reached the next room.
In accordance with the instruction, approach the nearest Mechanical Guardian #1, press and hold LB to scan it. Unfortunately the process will stop after reaching 30% #2 and as a result you will have to search for other Guardians inside the Wonder Avenue.
Just as the game suggest, it would be good to turn on Detective Mode, as it will make searching for the Guardian easier. The second one can be found south of your current position #1 #2. Just like before, you have to approach it and hold down LB to download further data.
Head even further south and find the Mechanical Guardian beside the small exhibition #1 #2.
Downloading data from the third Guardian will cause a new group of assassins to appear #1. Remember about evading often and you shouldn't have any problems winning. Return to where the third Guardian was and examine the opposite display #2 to collect further data.
In order to reach the fifth guardian, head to the north-west part of the Wonder Avenue and look for an upper ledge which you can access using the Grapnel Gun #1 #2.
After reaching the room above, look for another Mechanical Guardian #1 #2 resume downloading data in the well-known way.
Stay in the west part of the Wonder Avenue and look for another upper ledge #1 #2. Just like before, use the Grapnel Gun to reach it and stay cautious, as a new group of assassins will attack you. As the room is rather small, you might want to return to the lower level and continue fighting there.
Search the room in which the assassins attacked you and you will come across the sixth Guardian #1 #2, leaving only one machine left to find.
In order to reach the seventh Guardian, you have to go to the central part of Wonder Avenue. Look up and note that you can use the Grapnel Gun on the roof of one of the eastern buildings #1 #2.
After getting upstairs you should at once note the last Mechanical Guardian #1 #2. Approach him and finish downloading the video data. The game will play the material, thanks to which you will learn where to search for the secret passage.
Jump back down and head north, towards the big locked gate. Turn left and you should find yourself beside the wall seen on in the video #1 #2.
Approach the wall and examine the fragment below the CANCELLED sign #1. Press A to interact with the secret panel and get ready to eliminate one more assassin. Wait for the right moment #2 and press Y. Batman will use her to unlock the secret passage, of course you should use it.
Follow the only possible route heading north and afterwards turn east. Eventually you will reach a ladder #1 leading to the Chamber of the Demon. Watch a cutscene involving a slowly weakening Batman and afterwards head north #2.
You need to reach the big gate #1. A cutscene involving Talia al Ghul will be played. Batman will tell her that he wants to join the League of Assassins, which involves passing the Demon Trial. After the conversation ends, follow Talia using the newly unlocked stairs #2. After getting downstairs you will watch yet another cutscene.
After reaching the new location, hear out what Ra's al Ghul has to say. Follow his instructions, approach the chalice #1 and press A to drink the Blood of the Demon. Wait for all the walls to disappear and move a few steps forward #2. Listen out to the details of the upcoming trials and you will learn that you need to reach the place marked by al Ghul without touching the ground or any other elements of the environment.
Thoroughly read the instruction displayed on the screen. Approach the ledge and note the blue trail left by Ra's al Ghul, suggesting a route you should follow. Jump off the ledge and start gliding. You will need to alternate between doing two things. The first is the Dive Bomb, performed by holding down the right trigger #1 and the second is Pulling Up done by letting go of the right trigger and at the same time leaning the left analog stick down #2.
Don't worry if you won't get the drift and fail a couple times, as some training is required here. What's important is trying to perform the two mentioned moves so that you stay as close to the blue trail as possible. Your goal for now is reaching the blue crystal platform #1. It's worth mentioning that in case you have lowered the altitude too much, you can always use the Grapnel Gun without any penalties. After reaching the platform, hear out what Ra's al Ghul has to say #2.
The next trial is very similar to the previous one, though this time you will also have to dodge obstacles on your way #1 and correct the direction you're flying from to time by turning left. Keep in mind to always fly following the trail left by Ra's al Ghul. In this case as well you're objective is reaching the crystal platform, on which you can land both conventionally as well as using the Grapnel Gun #2.
A couple assassins will appear on the platform you've landed on #1. You need to use the same tactic as with other enemies equipped witch blades, so often evade or jump over your foes #2. Luckily the assassins aren't very tough. After you're done with them, Ra's al Ghul will show you the further flight route.
After jumping off the ledge you will of course need to alternate between diving and pulling up, though this sequence differs from the last one in that you don't need to reach a platform, instead having to fly to a large vortex #1. Fly directly above the vortex and hold down the right trigger to dive into it #2.
If you've done everything properly, you safely fly through the vortex and reach a new area, landing on top of a small tower #1. Listen to Ra's al Ghul's speech and jump off the ledge. The main difficulty in this trial is the need to fly through the elements of a steel construction. In result you have to pay more attention to choosing the moment in which you pull up #2, as that's when you have the least control over Batman.
Right after flying through the steel construction you should see a new crystal platform in the distance #1. Just like before, you can either land on it or use the Grapnel Gun. Hear out what Ra's al Ghul has to say and continue on. In this particular case the whole diving and pulling up segment will last a bit longer #2, though you won't bump into any obstacles on your way. Your objective is reaching the new crystal platform.
Once again be prepared to fight assassins #1. You have to stay especially cautious, as this time they will be in a bigger group. The overall tactic stays the same, though you might try to throw some of the enemies down from the platform #2, which should make winning easier.
Start the last flight. This time you will have to reach another vortex #1 and just like before dive (by holding the right trigger) in the right moment #2.
Note that you've returned to the same room to which Talia has brought you before. Get out and go up the stairs #1, returning to the Chamber of the Demon. After reaching the gate, talk with Talia al Ghul #2. You will have to watch a longer cutscene, during which Batman will refuse to take the new position. It will lead to a fight with Ra's al Ghul.
Wait for the action to move to a new area #1 and start fighting. During the first phase of the battle I'd suggest focusing mainly on learning Ra's al Ghul's basic attack, the dash followed with an attack #2. The universal method of dodging these types of attacks is evading often.
After a few moments normal assassins will show up #1. Start attacking them, remembering about the need to perform multiple counterattacks #2, also those connected with the blades they're using.
Keep an eye on what Ra's al Ghul is up to. When he appears on the battlefield and starts preparing to attack, stop whatever you're doing and focus on dodging it #1. Keep fighting until you get rid of all the standard assassins #2. It should move the battle to the second phase.
You will recognize this phase by the fact that Ra's al Ghul will appear in a "slightly" bigger form #1. As you've probably guessed, it will change the whole character of the battle. Start running around Ra's al Ghul, dodging his distance attacks (mostly large shurikens) #2.
The key to winning this phase of the battle is using the Electrical Charge, though you won't need to aim at the boss yourself, as you can pretty much use the left trigger + B combination. It's very important for the charge to hit directly Ra's al Ghul and not the assassin wall he's surrounded with #1. Therefore you have to choose the right moment to attack each time. After hitting the boss for the first time an additional difficulty will appear, in the form of swords coming at Batman at high speed #2. Theoretically you could avoid taking damage from the swords by standing in the right place, but it's much better to just dodge them completely by running around the arena and evading when needed.
Constantly keep moving, regularly using Electrical Charge to drain the boss' life bar #1. After completely depleting his life, be prepared to counter his attack by pressing #2.
After you successfully counter Ra's al Ghul's first attack, start rhythmically pressing Y so that Batman can respond to his further attacks #1. Successfully completing this part will initiate a cutscene, after which the third phase of the battle will begin #2.
This phase consists of two main parts which will keep on repeating one after another. In the first, a big group of enemies will jump out of the ground. If you manage to press Y at the right moment, Batman should defend from their attack #1. Otherwise you will lose some health right at the start of the battle #2.
In the second part you will have to attack the assassins that came out of the ground #1. Defeating them shouldn't be too difficult, though that doesn't mean you don't need to use counterattacks and other more advanced moves. Similarly to the beginning of the battle, keep an eye on Ra's al Ghul #2, who will appear on the battlefield from time to time. Dodging his fast attacks is essential.
Keep repeating the above actions until you get rid of all the standard assassins #1. You should therefore advance to the fourth part of the battle, during which Ra's al Ghul will change into his bigger form again #2.
This time you will have to dodge the shurikens and fast swords from the very beginning of the battle #1, as well as the boss' attacks with a big sword #2. Therefore you have to constantly keep moving and evade often.
The tactic is identical to the one used in the second phase, you have to use the Electrical Charge (left trigger + B) and shoot so that the charges fly through the holes in the "wall" #1. Unfortunately you have to take into account that the number of obstacles will be successively increasing #2. Keep using the Electrical Charge until you drain the whole health bar.
Be ready for Ra's al Ghul to appear in his normal form #1 and start rhythmically pressing Y. you will soon have to change the tactic and use Beat down by pressing X, for a change #2.
You will advance to the fifth and last phase of the battle which will take place inside the Chamber of the Demon. Ra's al Ghul has taken Talia hostage #1 and in order to save her you will have to use the newly unlocked Batarang upgrade - the Reverse Batarang #2.
Make sure you're facing Ra's al Ghul directly. Press and hold the left trigger and afterwards RB. Wait for the enemy to be successfully targeted #1 and let go of RB, thanks to which the Batarang will automatically go round Ra's al Ghul and knock him out #2. Another cutscene will play, during which Batman will take a sample of Ra's al Ghul's blood and talk with the furious Talia. Afterwards listen to the conversations with Oracle and Robin. The next step is brining the blood to Mister Freeze.
Before you can approach the next objective you will have to return to the surface, which means having to backtrack through numerous previously visited locations. You have to leave Wonder City and reach the subway terminal. Head south and find the sewers entrance #1. Go through the sewers and afterwards the Wonder Avenue #2.
Eventually you should reach the door leading to the Wonder Tower Foundation #1. Head south here as well and afterwards use the Grapnel Gun to get nearby the southern door #2, leading to the Collapsed Street.
You should now be in the place where you've fought some enemies before. Choose the Line Launcher and aim at the wall in front of you #1. Slow down (left trigger) right after shooting the line, turn the camera left and aim at the eastern wall #2.
Now you can head south, eventually reaching the door connecting this location with the subway terminal #1. Here you will have to use the Line Launcher as well #2. After reaching the ledge visible in the distance, head to the main room of the terminal.
Right after reaching the subway terminal, get ready for dealing with some enemies equipped with firearms. Traditionally with such sequences, you can act in a couple different ways. If you want to stay on the higher level, make use of the vantage points #1 and lead out aerial attacks #2.
If, on the other hand, you want to use the lower level of the terminal, the best solution would be using the grates #1. Of course remember to quickly get away from the area of each successful attack, as the other thugs will be informed that someone got taken out. After you're done with them, head to the western exit from the subway terminal main room #2.
After a few meters you will come across a locked door #1 In order to get further, you will have to use the Electrical Charge. Go to the subway tunnels and you will be forced to fight inmates equipped with big shields for the first time #2.
The main difficulty is of course the fact that they will be able to block your standard attacks and as a result you will have to eliminate them in a different way. Each time begin with pressing B to stun the enemy with your cape #1. Afterwards quickly press A twice, making Batman jump onto the enemy and crush him down #2. Eliminate all the enemies, including those without shields.
Afterwards use the Grapnel Gun to get onto the subway car's roof #1 and head west. On your way you will have to crouch and jump between cars a few times, but you shouldn't have problems with it. Eventually you will reach a place from which you will be able to jump down to the very bottom #2.
Examine the southern wall of the tunnel, thanks to which you will find a ventilation shaft entrance #1. Get inside and cross it to the other side, ending up above a group of inmates #2.
It would be good to begin the fight with a surprise attack (Y) on the armoured enemy #1. Only afterwards should you move to attacking the other enemies #2. I'd suggest taking care of the weaker thugs first, though you'll have to look out for any objects thrown at you, dodging them at the right moment.
Leave the shielded enemies for the end #1, as considering their slow movement they will be easy to dodge during the fight. You have to use the previously described tactic here, stunning and afterwards jumping onto them #2.
After the fight examine the northern part of this room. Prepare the Cryptographic Sequencer and use it on the control panel #1 to break the password and hack into the system #2.
Use the newly unlocked stairs #1 to reach the upper level of the subway terminal. Nearby the surface exit #2 you should hear a radio transmission lead by Hugo Strange, from which you will learn that the madman has arrested mayor Quincy Sharp. Interrogating him before he lands in prison will become your primary objective for now, so you will have to leave visiting the GCPD building for later.
Quincy Sharp's current whereabouts is east of the subway terminal exit. After getting there you should see the mayor being bullied by a group of inmates #1, so it would be good to plan an attack from above #2, using one of the nearby buildings to your advantage.
Note that the enemies are equipped with firearms, so you have to be very efficient at attacking and finishing them off #1 and use Smoke Pellet when things get ugly #2. Others gadgets might also come in handy here, for example the Disruptor upgrade allowing you to jam the enemies' firearms.
Keep fighting until you get rid of all the thugs. Stay down, find the mayor #1 and press Y. Batman will interrogate him in a quite unconventional way #2 which will bring new light onto the accomplishments and further plans of Hugo Strange. Now you can resume the task of reaching the GCPD building.
In order to move to story forward, you will of course have to go to the Gotham City Police Dept. #1 which you have already visited previously in the game. As you might have guessed, new enemies have appeared in the area and as a result you will have to take care of them. I'd suggest attacking the inmates from above, aiming at the armoured one #2 and afterwards quickly finishing him off.
After the proper part of the fight begins, start attacking the normal enemies, but look out for the canisters #1 and other big items that they throw. In the end take care of the ones with shields #2. You need to use the same tactic as before, so stun them first (B) and afterwards crush to the ground (2xA).
After you're done with them, choose the Remote Electric Charge and use it to partially raise the gate #1. Start running towards it and slide underneath (right trigger). Turn right and choose the door leading inside the Gotham City Police Dept. #2.
Head to the main room of the building #1 and approach Mister Freeze to initiate a conversation. The meeting will soon turn into an argument, as Freeze won't want to give Batman the only cure until he doesn't save his wife. As a result, you will have to fight him.
The biggest difficulty of this battle is that Mister Freeze will become immune to any attack you use after the first try. Therefore you will need to use five different tactics against him, as that's the amount of attack you need to perform on him to win.
You should perform the first attack right after the battle begins. It implies using the Disruptor, so obviously you need to equip it. Quickly aim at Freeze and disrupt his freeze gun #1. Afterwards run to him and start leading out fast attack with the Beat down skill by rhythmically pressing X #2.
Before you do anything more, dedicate some time to analyze Mister Freeze's skills. He will be walking through the room and using his freeze gun whenever he sees Batman #1, therefore you should often use Detective Mode to watch his movements. Apart from that Freeze will launch guided ice projectiles from time to time #2. The attack is best avoided by hiding inside one of the rooms on the bottom level. Also do note that you can't use any vantage points. Therefore the whole battle is best played while staying on the ground, maybe using the Grapnel Gun just to quickly reach the side balconies.
The second attack implies attacking him by surprise. Turn on Detective Mode and use it to quietly get behind Mister Freeze's back #1. Approach him, press Y #2 and afterwards quickly approach him once again and this time start pressing X rhythmically.
The third attack implies surprising Mister Freeze by attacking from one of the grates in the floor #1. Hide inside one of them, wait for Freeze to get nearby and press Y #2. It's also worth to notice that is Freeze fires the guided projectiles, they can find Batman inside the shaft and damage him. In such situations you should quickly get out and hide inside one of the side rooms. After performing the attack, be sure not to forget about the finishing move (pressing X).
The fourth attack is best led in the western room on the lowest level. Place yourself beside the big red button #1 and wait for Freeze to come. When he comes and stops on the flooded part of the floor, press the button to zap him with electricity #2. Just like before, approach him and start attacking by pressing X.
The last, fifth attack implies using the Electrical Charge. Find one of the generators in the room, hide inside the northern room, aim at it #1 and wait for Freeze to come. Send a charge and note that the discharge has worked on the boss #2. Of course attack him (X).
If the above attack was the fifth one, you will now have to finish off Freeze for good by pressing X #1. Winning the battle will start another cutscene, during which Harley Quinn will take advantage of the situation and steal the cure. As a compensation, Freeze will give you a new gadget - the Freeze Blast #2.
Before you can head out to find Joker and the stolen cure, you will have to leave the Gotham City Police Dept. Unfortunately you can't use the main entrance, as it's covered by a wall of ice now. In result, choose the south-east exit from the main room #1, thanks to which you will reach the previously ignored corridor leading to the (Morgue) #2.
Equip the newly-gained Freeze Blast and aim (left trigger) at one of the pipes from which steam is coming out #1. Fire a projectiles (right trigger) and note that it has sealed the pipe. Do the same with the second pipe #2.
Now you can crouch and pass below the gate. Use the stairs and soon you should reach an alternative exit from the building #1. In a few moments a local TV helicopter with Vicki Vale on board will appear. It will be eventually shot down by Joker's men #2, forcing you to once again put aside your main objective and instead focusing on saving the famous reporter.
Start by using the Grapnel Gun #1 to avoid falling into the water and reaching the roof of the Gotham City Police Dept. Head west, towards the crash site. After getting there, it will turn out the crash site is observed by four snipers #2 who you will of course have to eliminate.
For starters, I'd suggest taking care of the snipers south-east of the crash site #1. Don't perform the standard dive attack, instead try landing behind them and silently take them both down (Y) #2.
The two other sniper can be found on top of the roof, north-west of the crash site #1. It's worth to use the fact that they're standing beside each other and take them both down at the same time #2.
Now you can jump down and take a look around the crash site to find Vicki Vale #1. Have a short conversation with her #2 and afterwards you will be able to once again focus on finding Joker and retrieving the cure.
In order to reach the Sionis Steel Mill you of course need to head to the industrial district in the south-east part of Arkham City. DO NOT use the main road, as there are two snipers on the drawbridge #1. Instead, go maximally to the east and only afterwards turn south #2, flying above the water or using the Grapnel Gun to grab one of the cranes.
I'd suggest dedicating some time to take care of the nearby snipers, beginning with the one occupying the nearest observation tower #1. It's best to attack each of them by surprise (silent takedown) #2, thanks to which you won't alert any other snipers. If however you will, it's best to jump down and hide between buildings, where the enemies will have a hard time finding Batman.
Keep successively moving west, eliminating the sniper on your way #1 and making sure you don't get spotted by any of them prematurely. Using the chance, you can also take care of the two snipers on the drawbridge #2, though it's completely optional.
In accordance with the information received from Joker himself, you won't be able to use the large chimney to get back into the Sionis Steel Mill. In result, head to the back of the building (its southern part), encountering new enemies there #1 #2.
I'd suggest starting off by eliminating the two snipers occupying the towers, first the one on the higher one #1 and afterwards his buddy on the lower tower #2. Just like during previous fights, try to stay unnoticed thanks to which you won't alert the other enemies prematurely.
Now you can take care of eliminating the armed enemies patrolling the area. If possible, try to eliminate them one at a time, choosing single targets #1. If you get noticed, help yourself with a quick Smoke Pellet throw, followed by using the Grapnel Gun #2.
In the end take care of the two enemies guarding the entrance #1. Attack one of them by surprise and afterwards take care of his buddy. Now you can get inside the Sionis Steel Mill #2, reaching the Cooling Tunnel B.
Be careful, as the nearby corridor is guarded by a few enemies. If you want, you can follow that the game instructions and test out the recently gained Freeze Blast here, either by manually aiming at an inmate or pressing the right trigger twice. A frozen enemy won't be able to attack you #1, though you can freeze only one person present on the battlefield. Regardless of what you choose to do, take care of all the guards #2.
Now head north #1 and jump down onto the lower ledge. Equip the Freeze Blast and aim at the water #2. Shoot and note that the projectile has created an ice floe.
Jump onto the ice floe (Batman should do it automatically, as long as it's not too far away from the ledge), crouch and let the flow take you to a new area #1. After reaching it, take out the Batclaw and shoot the Grapnel Gun into one of the grapple points #2.
Keep moving between the grapple points to reach the new ledge #1 and climb onto it. Turn to the north, choose the Freeze Blast again and create a new ice floe #2.
Jump onto the ice and once again start grabbing the grapple points #1. As you move north, it's important not to hit the giant drill #2, as it would partially or - at the worst case - destroy the ice floe completely. Carefully plan ahead, successively grabbing the grapple points.
Your goal is to reach the northernmost grapple points #1, as it will let you climb onto the new ledge. Turn left here and interact with the ventilation shaft cover #2. Go through the shaft which will lead you to a new ledge in the west.
Go west a bit and place yourself on the highest platform so that you have the glass wall - behind which you should see some enemies - in front of you #1. Press X to perform an aerial attack and Batman will break through the wall #2, knocking out the previously targeted thug.
Now you can approach the new fight. During it, most of all try to stop the inmates from collecting any guns from the lockers #1. If you won't manage to keep them away, focus on those with guns in the first place. Also take note of the armoured enemy #2, remembering that you will need to stun him (B) before you can attack.
After the fight hear out Joker #1, who has apparently taken the cure and returned to full health. Afterwards you will be able to use the western door #2, leading into Cooling Tunnel D.
Carefully approach the enemies standing south of here. You will be able to attack one of them by surprise #1, unfortunately the same doesn't apply to the armoured one, as you will have to eliminate him in direct combat. Approach the inmate and press A to save him #2.
Curiously, the man you have saved will eventually attack you himself #1, so be ready to quickly deal with him with a counterattack. Approach the southern wall #2 and use the Explosive Gel to break through to the other side.
As you have reached yet another river, equip the Freeze Blast and use it to create an ice raft #1. Sail west and look out for more giant drills #2, pulling to the grapple points you pass by.
Soon after passing by the drill you should turn right and grab the grapple points nearby the new ledge #1. Sail there and jump onto it. You will now have to turn around, shoot the Line Launcher at the wall in the west #2 and use it to reach the new ledge.
Turn north and use the Freeze Blast to seal the pipe #1, thanks to which (after crouching down) you will be able to move on. In just a few steps you will reach another pipe #2 which you will have to treat the same way.
Doing the above will let you reach a new platform surrounded by water #1. Use the Freeze Blast and create an ice flea, though only to jump onto it and therefore reach the upper ledge #2.
Before you is a rather complicated puzzle which you have to solve to unlock the further passage. Choose the Remote Controlled Batarang and stand opposite to the locked gate #1. Throw out the Batarang and make it fly through one the holes #2.
Don't change the direction, as the Batarang needs to reach the coil with discharges visible around it #1. Flying beside it should electrify the Batarang. Turn it around #2, either by pressing the left and right triggers together or leaning the analog stick properly. Also don't forget about being able to slow down the Batarang by holding down the left trigger.
The Batarang will start flying back towards Batman, though you need to fly with it through the grates on the right #1. Afterwards turn slightly to the right and make it hit the fuse box #2. If you have done everything properly, you should unlock the further passage.
Approach the ledge and once again use the Freeze Blast to create an ice raft #1. Jump onto it and swim north-east, of course helping yourself by grabbing the grapple points. However be sure not to go too far, as there are two large drills at the end of the tunnel. Instead, swim to the small platform in the north #2.
Turn around and use the Grapnel Gun to reach the upper south ledge #1. Take a look around and you should find a control panel that you can hack #2 by using the Cryptographic Sequencer.
Solve the mini-game to create the password #1. Note that it has lowered the drawbridge #2 and as a result you will be able to head north.
Turn right and don't be scared by Dr. Stacy Baker #1, who will attack Batman taking him for one of the thugs. Listen out to the conversation with her and afterwards use the door #2 to reach the Smelting Chamber and therefore start the exploration of the main part of the Sionis Steel Mill.
There is a total of seven armed enemies inside the Smelting Chamber and there's another major difficulty connected with them. If you turn on Detective Mode, you should note that some of the inmates are wearing proximity mines #1. Therefore, you can't approach the from behind and instead have to focus on attacking from above #2, grates, inverted takedowns and each other known tactic.
It's not the end of trouble however, as after you let the enemies know of your presence, they will plant mines on their patrol routes from time to time #1. You can't destroy the mines using Batarangs, you would need to have the Disruptor with the Mine Detonator #2 (you can get this upgrade for finishing the Remote Hideout side mission). If you have already obtained it, you should use it after an enemy approaches one of the mines, as you're limited to two uses per location. Otherwise you will have to avoid the mines, they're clearly visible in the Detective Mode.
Try to take out the enemies with mines first, so that they don't plant too much of them #1. Only after taking care of them should you move to the other enemies, of course keeping all the necessary precautions. After you're done with everyone, use the eastern door #2 leading to the Assembly Line.
You have to be very careful here, as there's a sniper inside the adjacent room #1. Therefore you should crouch for the whole time (right trigger) and don' try jumping through the windows. Approach the door leading to the room with the sniper, look up and locate the balcony that you will be able to reach using the Grapnel Gun #2.
Turn to the south and look for the small assembly line that you can jump down onto #1. Afterwards wait for the barrier to open #2, letting you reach the room with the sniper. It would be good to have the right trigger pressed here as well, thanks to which Batman won't get noticed prematurely.
Carefully move east along the assembly line #1 and afterwards turn north. Don't go down from the assembly line too soon, as there's lots of mines in the area and one of them is beside the sniper #2.
I'd suggest going down from the line after getting directly behind the sniper #1. Carefully approach and take him down. Afterwards you can turn north and use the Grapnel Gun to reach the upper ledge #2.
After getting there, it would be good to speak with Harley Quinn #1 to receive the Hot and Cold side mission. Jump onto the ledge on the right and head north, eventually reaching a small room on the assembly line #2.
Use the northern door to reach the Loading Bay #1. Head east, stopping after reaching the main room marked by the game #2. Be careful here, as there are a few armed enemies in the area.
First off you should deal with the two snipers on the upper level, inside the previously visited Joker's office. Go slightly to the east and stand beside the stairs, from where you will see the laser beams #1. Note that you can use the Grapnel Gun to grab the ledge and end up right beside the snipers #2.
Don't try climbing up, instead press Y to eliminate both of them #1. It will of course alert the enemies downstairs, so quickly climb up and wait for the situation to settle down #2.
The three others enemies are best eliminates from above #1, though you can also use your creativity and for example use the Disruptor on their guns. Afterwards use the Grapnel Gun to return to the upper room #2, the one previously occupied by snipers.
Head west and soon you will reach a new door #1. After you reach the new location, a cutscene will start, during which Joker will challenge Batman for a fistfight #2.
The first part of the Joker fight is VERY easy. Use standard attacks and counters (Y) at the right time #1. Keep doing it until Joker falls down #2. Luckily that was only an introduction, as now Joker will "invite" his goons to play along.
Before we move on to discussing the enemies, a few words have to be said about the unique difficulty applying to this battlefield. There are two railway tracks, along which train cars will come from time to time #1 and you of course should avoid getting hit by them. An incoming car is always indicated by a flashing red light #2. If you feel up to it, you can wait with evading it till the last moment, thanks to which the enemies won't make it in time and get hit themselves.
The fight begins with, "only" common enemies. As they're in a very numerous group, you have to remember about performing counter attacks often #1. Look out for the ones equipped with firearms #2 and don't let them hit you too often. Also keep an eye on anyone trying to throw anything at you. Joker will also participate in this fight, though he won't be too much of a threat and you can ignore him for the most time.
Unfortunately the thugs will soon be joined by much stronger enemies. The first will be the already known Abramovici #1. Keep away from him, looking out for his strong ground hits #2 and occasional jumps. It's best to leave him for the end.
The second stronger enemy that will join the fight is a Titan #1. In this case you have to look out for his charges #2 and the defeated enemies' bodies that he throws. Depending on your preferences, you can leave the Titan for the end, or jump onto his back sooner (after performing the Super Stun) and therefore have an easier time eliminating the normal goons.
Continue fighting #1, while constantly moving and keeping Batman's health at an reasonable level. Also don't forget about having to dodge the train cars. Your objective is reaching a state in which only Joker, Abramovici and the Titan are left on the battlefield #2.
Abramovici should prove much easier to take care of than the Titan. Stun him with the Electrical Charge #1 and afterwards use Beat down by rhythmically pressing X #2.
As for the infected Titan, you have to run to him after one of his charges and use the Super Stun by pressing B three times #1. Only afterwards should you use the Beat down (X) #2.
In the end you will have to take care of Joker, treating him in the same manner as the enemies equipped with blades #1, i.e. jumping above him or pushing the analog stick backwards while holding down Y. Defeating the lonely Joker won't be hard #2. Watch the new cutscene including Talia al Ghul and Catwoman. The man hero will be forced to stop Protocol 10 from commencing, before he can head after Talia and Joker.
Head towards the exit from the partially destroyed Sionis Steel Mill #1. After getting outside, Batman will speak with Alfred and Oracle #2, commenting Hugo Strange's latest actions. In order to stop the madman, you will have to get inside the Miracle Tower, though first you have to gain the access codes.
Before you do anything, a few words should be said about the TYGER helicopters that are flying above all of Arkham City #1. Up until now, if one of them has detected Batman, it only informed Hugo Strange about it and nothing more happened. Now you will have to take into account that they will attack you upon detection #2. In such situations I'd recommend using the Grapnel Gun and quickly move towards any direction, hoping to lose the helicopter. Luckily the helicopters won't be searching for Batman specifically, so as long as you dodge their searchlights you can pretty much complete this mission without being detected.
The primary objective of this mission is scanning helicopter and each time you have to wait for it to get nearby Batman #1. In order to improve this process, you can of course reduce the distance to them by using towers, roofs and other high points. Scanning can be done by pressing LB and filling up the bar that displays on screen #2.
The first scans will of course end with failure, but don't get discouraged too soon and keep scanning further machines #1. It's also worth pointing out that eventually you will have to leave the industrial district, as not every helicopter flies above this part of Arkham City. Keep repeating this until you find the proper helicopter and receive further instructions #2.
Stay beside the helicopter you have scanned a moment ago and use the Grapnel Gun (RB) on it #1. Batman should automatically launch the line and grab one of the helicopter's skids. Afterwards you have to press X #2 and watch Batman obtain the Master Control Program in a very risky way. Listen out to the short conversation with Oracle, from which you will learn that the codes will let you reach the Miracle Tower by using the guards room beside the main gate.
You can now let go of the helicopter, as it would just continue flying through the area. The Wonder Tower you're looking for can be found in the western part of Arkham City, beside the subway station to be precise. You need to stay careful while going there, as you can still get attacked by TYGER helicopters #1. You of course have to properly react to such situations, quickly changing location and using buildings and other objects as cover. After reaching the destination, land on the roof of one of the nearby buildings and note that the entrance gate is guarded by two snipers #2.
It would be good to attack those snipers by surprise. In order to do that, I'd suggest firstly getting above them #1, afterwards carefully jumping down and approaching each of them from behind, performing a silent takedown #2.
Stay on the balcony on which the snipers were and look around for a control panel #1 you can hack into using the Cryptographic Sequencer #2.
Choose the only possible corridor and eventually you will reach the Arkham City Processing Center, opening a passage using the Electrical Charge on your way #1. After reaching the new room, glide onto the lower balcony #2.
Here you can look for another locked passage #1 and once again use the Remote Electric Charge. Head north and soon you will reach a new room. Here you will encounter a new kind of enemy, TYGER guards equipped with stun sticks #2.
You can of course attack the first enemy from above, though the other enemies will require a special tactic to handle. You have to press A twice to jump above a guard to disorient him #1 and afterwards quickly press X to attack him #2. Try attacking the guards one at a time and evade when getting electrocuted seems inevitable.
Continue using the above tactic until you take care of all the guard with stun sticks. Afterwards listen to what Hugo Strange has to say #1 and prepare for a slightly harder fight #2.
The main difficulty of this fight is having to handle a few types of enemies at once, so you will have to keep in mind all the best tactic described in this guide and suggested by the game. I'd especially suggest focusing on the enemies with firearms (remember that anyone can pick a dropped gun from the ground!) #1 and guards with stun sticks (A, A, X button combination), who debuted a few moments ago #2.
OF course you can't ignore other enemies in this room, leading out successful counterattack #1. You also have to keep an eye on the ones throwing various objects at Batman #2, as each hit will not only deal damage, but also throw you out of rhythm. It's only worth to make an exception for the ones throwing extinguishers, as destroying it will blind the enemies (Batman will automatically switch to Detective Mode).
Also don't forget about enemies with blades. I'd recommend leaving the armoured (B followed by repeatedly pressing X) #1 and shielded guard (B and afterwards A twice) for the end #2.
After the fight, listen to Hugo Strange's comment and talk with the saved political prisoners #1. Take a look around the room and interact with the hatch in the ground to get into the sewers #2 and reach the Collapsed Streets.
Head east, eventually jumping onto the lower level #1. You goal is reaching the partially flooded area behind the destroyed buildings. Stand so that you have to south wall in front of you and use the Line Launcher on it #2.
Right after the ride begins you should slow down (left trigger) and turn towards the north-east corner and shoot the line there. You will recognize the place by the distinctive Riddle trophy found there #1. Look up and note the niche you can grab onto #2.
Move right, passing by the corner and jumping onto the new ledge in the eastern part of the Collapsed Streets. Move a bit further east, turn on the Detective Mode, search for a destructible floor fragment #2 and spray the Explosive Gel onto it. Detonate, go down and choose the door leading to the Wonder Tower Foundations.
Talk with Fiona Wilson #1, who will tell you that since your last visit, the TYGER guards have taken over the tower. Start off by suing the Grapnel Gun to reach the nearest vantage point #2. There are eight enemies inside the room in total, three of them are snipers and they're the ones you should take care of first.
Start off by heading onto the vantage points on the left #1. Afterwards glide towards the first sniper patrolling the north-east corner of the room #2. Don't glide kick him, as it would alarm the whole room. Instead, land behind him.
Move in onto the first sniper mentioned above and silently take him down #1. Now you will have to act quick, so that you can eliminate the two other snipers before the enemies learn about it. You can use the fact that Hugo Strange won't be able to inform his goons that they're under attack until he doesn't officially end his speech. The second sniper is quite nearby, to the south #2.
After eliminating the second sniper, head even further to the south, but don't walk through the mined south-east corner, instead turn right and use the stairs #1. Wait for the third and last sniper above you to turn to around and go up the left stairs #2, therefore returning onto the upper balcony.
Now you can safely approach the third sniper and eliminate him #1. Afterwards take care of the five other enemies, who will be easy to neutralize without the sniper around #2.
Just like with the recent battle, you have to take into account that some enemies are equipped with proximity mines and they plant them from time to time #1. It's worth to upgrade the Disruptor so that you're able to remotely detonate the mines, though you can also stick with the traditional methods and attack from above (look out for the thermal goggles!) #2, using the grates on the lowest lever or using your gadgets. You have already secured this room previously in the game, so you shouldn't have a hard time navigating through it.
After securing the area, examine the middle part of the upper balconies to find an elevator entrance #1. Use the Cryptographic Sequencer on the control panel right of the elevator entrance and create a password (OBSESSIONS) #2.
Now you can enter the elevator. You will have to once again use the Cryptographic Sequencer (the panel is inside the elevator) and create yet another password (MEDICATION) #1. Wait for the elevator to take you to the upper level of the Miracle Tower #2 and get ready for action.
You have to quickly get out of the elevator, as the enemies on this level are expecting Batman's arrival and plan on opening fire when only the elevator open. Look up and use the Grapnel Gun #1. Carefully go forward and note that you're above the enemy units #2.
Glide forward and turn around to get behind the enemies' backs #1. You can act in multiple ways here, for example silently taking out one of the enemies or using the Disruptor on the guns. If you only have the chance, I'd recommend using the Freeze Cluster #2 to immobilize the enemies (you receive it for completing the Hot and Cold side mission).
Regardless of whether you have used the Freeze Cluster or not, your absolute priority is attacking the enemies equipped with firearms #1, who you should at least once blind with the Smoke Pellet. Only after eliminating them should you focus on the others, especially the ones with stun sticks #2. Traditionally leave the armoured one for the end.
After you're done, take out the Cryptographic Sequencer and hack the panel in the west corner #1 (SAFEGUARDING) #2.
Now you will be able to use the new passage which will take you north. After a few moments you will have to drop down #1 by, as you probably remember well, pressing the right rigger and A. Move right and don't let go of the cornice #2.
Stop after reaching the place where below you can see a little platform (north wall of the tower) #1 with an extension arm attached to it. Let go and look up. You have to use the Grapnel Gun to reach the platform on the upper level #2.
After getting up turn left and jump towards the extension arm in front of you #1. Afterwards pull up, turn right and head forward #2.
Now you will have to go round the whole Miracle Tower. Be careful, as one of the TYGER helicopters flying in the area might shoot a missile at you #1. In such case you must quickly back out, so that the missile hits the building and not Batman. Stop after reaching the western wall of the tower #2.
Look up and once again use the Grapnel Gun #1, this time to grab onto the extension arm above. Carefully move to its end, turn left and use the Grapnel Gun to grab the upper part of the steel construction #2.
Head towards the bigger platform #1, therefore ending the first part of the climb. Go left and after reaching the elevator shaft #2 dive onto the lower platform in front of you.
Head right and eventually you will reach a spot #1 where you will have to start climbing up again. Turn around and use the Grapnel Gun to reach the upper part of the construction #2.
Head forward and afterwards left, reaching the northern wall of the Miracle Tower. Look up and find the interactive platform which you will be able to grab using the Grapnel Gun #1. Climb up and note that you've reached a floor with a new elevator #2.
Take a look around the room to find a control panel #1 and of course hack it using the Cryptographic Sequencer. The password is MAINTENANCE #2.
A short hint on the next step will be displayed. Look up and use the Grapnel Gun to grab the ledge above you #1, thanks to which you will reach the Security Control Center. Keep following the only possible corridor and eventually you should reach a place where you can jump into a ventilation shaft #2.
The shaft can take you to two different places. If you decide to choose the branch on the same level #1, upon reaching the Security Control Center you will be inside one of the grates in the floor #2.
If you decide to follow the branch leading down #1, you will reach an exit in the building wall and after unlocking it you will be able to jump onto one of the outer balconies #2.
In order to complete finish the current objective, you will need to take care of all the enemies here, though there will be one additional difficulty here. In the middle part of the Security Control Center there's a room inside of which is Hugo Strange #1. If he notices you, he will inform all the guards of your presence #2. Luckily Strange's moves can be easily predicted and running to a safe place isn't very hard either.
The guards inside the Security Control Center can be eliminated in a variety of ways. The easiest is surprising them by hiding inside the grates in the floor #1, as well as approaching them from behind and silently taking out #2.
Note that the vantage points are outside the building #1, so it's best to use them as well as the numerous balconies #2 mainly for escaping when Batman gets spotted as well as for waiting for a good moment to sneak up on a guard from behind. Eliminate all the enemies to continue.
Now you can head onto the upper balconies and look for the entrance to the control room in which Hugo Strange is hiding #1. Use the Cryptographic Sequencer on the control panel and create the password GOTHAMSAVIOR #2.
A long cutscene with Hugo Strange and Ra's al Ghul #1 will start and end with a bang. Afterwards listen out to a conversation with the Oracle and watch Joker's message. #2. As you have probably guessed, your next objective is rescuing Talia al Ghul from Joker.
In order to find Joker's latest hideout, you will once again use the tracking device. Talia al Ghul is being held inside a theatre in the western part of Arkham City, nearby Ace Chemicals #1. You can recognize this area by the fact that it's whole monitored by snipers #2, who you will have to carefully eliminate. I'd suggest taking care of them in the order showed below, thanks to which you won't get in sight of any of them too quick. That of course doesn't mean you can approach them carelessly.
The screen above shows the roofs where the snipers are and the suggested order of eliminating them. A more detailed description can be found in the further part of the guide.
I'd suggest starting with the sniper on the roof south the theatre entrance #1 #2. It would be good to approach him from the south, using the fact that it's mostly covered by a building.
Go slightly to the north, eliminating a sniper in front of you #1 #2. He's standing above the entrance, so make sure you don't jump down after eliminating him or you'd end up targeted by all the others.
Move away from your current destination and locate the sniper patrolling the area west of the theatre building #1 #2. As he's standing on a rather small platform, you could lower yourself behind him and throw him down by pressing Y. Don't move for a moment after getting rid of him, making sure no one else is looking in your direction.
Now I'd suggest approaching the sniper standing on the roof of the left building, the one north-west of the theatre #1 #2.
In order to reach the next sniper, you will have to return east. He's north of the theatre building #1 #2 and eliminating him earlier on would probably cause one of the previously eliminated enemies to notice you.
The next sniper is standing on the roof of the building located south-west of the theatre #1 #2. You should approach him from the west and at the same time avoid using the main street, travelling along roofs and gliding.
Now head straight east and very soon you will come across yet another sniper #1 #2.
The last of the snipers standing on roofs can be found north of here #1 #2, to the north-west of the theatre building.
Now you will only have to eliminate the two snipers standing beside the theatre entrance #1. I'd suggest attacking one of them from above, though you could also make some preparations and use the Disruptor or Reverse Batarang #2.
Upon landing, quickly attack the second sniper #1 before he can shoot at Batman. Afterwards you can use the main door leading into the theatre #1.
After getting inside you will see a long cutscene #1, explaining the previous performances including the miraculously cured Joker and showing the death of Talia al Ghul. Curiously, your final enemy won't be Joker, but Clayface #2.
Traditionally it would be good to start with an analysis of Clayface's main offensive skills. He will mostly try to attack you from a distance and depending on the kind of attack he uses you should either evade #1 or perform a counter (Y) #2.
Also try to avoid dodge his jumps #1, escaping from where he'll presumably land #2.
Clayface can be attacked in two main ways. The first implies using the Freeze Blast #1 and it's worth noticing that you won't have to manually aim at the boss as you can also press the right trigger twice. Each hit will take a small part of Clayface's health bar #2.
A much better way of weakening Clayface is standing in the corners of the room, where the explosive materials are. Wait for Clayface to morph into a large ball and starts rolling towards you #1. Dodge in the right moment and Clayface will roll into the explosives, causing it to explode #2.
You have to lead to a situation in which Clayface's is almost fully depleted #1. Continue attacking using the Freeze Blast until you manage to freeze him for a bit #2.
Quickly approach him and press A to grab the sword #1. Afterwards keep repeatedly pressing X #2 for Batman to attack with the blade. Keep doing in until you advance to the second stage of the battle and the boss' energy will refill.
During this part of the battle you will have to dodge not only Clayface's old attacks, but also a couple new types. Most of all, the boss will throw clay projectiles at you. Depending on the type, you have to either jump above them #1 or crouch and wait for them to fly above Batman. Apart from that, look out for his attempts to crush you #2, jump aside fast enough to avoid them.
You have to damage Clayface using the method as before. If there are any explosives left in one of the corners, you can use them as well #1. In case you've used them all up, focus on attacking with the Freeze Blast #2. It's also worth to consider using the Freeze Cluster, of course if you have such in your equipment.
Just like before, you need to keep attacking until you drain of all the boss' health and therefore freeze him #1. Approach Clayface and press A to grab the sword. Afterwards start attacking, making him gradually break up into smaller pieces #2. Another cutscene will start and you will advance to the third and last phase of the battle.
The tactic will completely change during this phase. Start fighting the clay monsters #1, remembering about countering often #2. Note that eliminating them makes the orange health bar to melt down.
The boss will appear himself once you drain the whole orange part of the health bar #1. Use this chance to attack him, using the Freeze Blast for best effect #2.
Clayface will eventually melt down and you will have to fight the clay monster again #1. You need to do exactly the same things as above, so eliminate all the clay enemies and start using ice attacks once Clayface appears #2.
Using this tactic you will gradually drain the blue part of Clayface's health bar. Eventually, after you completely deprive him of energy, he will freeze #1. Quickly run to him and press A to get the cure #2.
Now some cutscenes will play, including numerous surprising moments #1 #2. Congratulations! You have just finished the game!
Notice! Don't forget about being able to continue the game to complete all the challenges and side missions. You can also decide to start a new story in the New Game Plus mode, in which you keep all of you skills and gadgets and have to face the game on the highest difficulty setting.
There are 12 side missions available in the game and in most cases you will be informed of the possibility to start a new one while you're playing through the main story (screen above). In a few cases however, you will have to first reach a certain point on the map or find an NPC to receive one. Detailed information on how to start a given quest can be of course found in the further part of the guide.
Keep in mind that you don't have to rush with side missions, as you will be able to return to them after finishing the main story. It of course doesn't mean that you should do that, as completing them will earn you experience needed to unlock new skills and gadgets.
You can check on the progress with given missions by turning on the Arkham City map and pressing X. In some cases, choosing a mission from the list will cause markers helpful in completing them to appear (e.g. the location of the next crime scene).
You will gain the chance to approach this mission while exploring Arkham City. On one of the roofs in The Bowery #1 you should meet the Mystery Stalker #2. Approach and speak with him.
Take a look around the place where he was and you should find a painted symbol #1. In accordance with the received information, press LB to scan it #2 and note the marks that will appear on the map.
The second rendezvous with the Mystery Stalker will take place on one of the roofs in Park Row #1 #2. Just like before, you will have to scan (LB) the symbols he leaves behind.
The third meeting with the Mystery Stalker will take place in the Amusement Mile district, west of the GCPD Building #1 #2. Just like before, locate and scan the symbol.
For the fourth meeting, head to the eastern part of the Industrial District and find the Ferris Wheel #1 #2.
Use the Grapnel Gun to reach the highest passenger cars and on one of them you will find the Mystery Stalker #1. Listen out to what he has to say, jump onto the next roof and scan the symbol #2.
Now you will have to complete a bit harder puzzle to locate the place of the final, fifth meeting. Wait for the Arkham City map to open and note that you can use both analog sticks to manipulate the unlocked symbols. The left is used for moving and the right for rotating and enlarging, from which I'd recommend to begin. Afterwards turn them around and try to place them on the four previous Stalker rendezvous points. The solution can be seen on the screen above.
As you have probably noticed, solving the puzzle will cause a new points to appear on the map #1. It's located nearby the Church, where you have to head now. After getting there, land on the small cemetery at the back of the building #2.
Examine every wall of the church and on one of them you will find painted symbols #1. Scan them just like before, by pressing LB. You will speak with the Mystery Stalker - Azrael #2 - for the last time and therefore end the mission.
You will know you can approach this mission after a new distress flare appears on the Arkham City map #1, in the Amusement Mile district in the east. As the whole area surrounding it is flooded #2, you will have to make good use of the Grapnel Gun and gliding. You won't die upon falling into the water, but will lose a few second waiting to reach a safe spot.
You need to reach the Krank Co. Toys building. after reaching it you should note that the entrance is guarded by a group of inmates #1. Attack them by surprise and afterwards finish off in direct combat. Afterwards enter the building #2.
Follow the only possible corridor and soon you should reach a slightly bigger room #1. Here Batman will meet an old acquaintance - Bane - with whom he has already fought #2. This time you won't have to fight him however, instead having to search and destroy TITAN containers. You need to take care of six of them.
Note that the locations of the containers have been added to your map, though you can't yet access all of them (assuming you have taken on this mission at the first possible occasion). Two of them can be found in common areas and I'd suggest taking care of them first. The first container is in the south-west part of Arkham City, at the Subway Terminal in the Bowery #1. After getting there, jump down to the lowest level and search for the container #2.
It will be probably guarded by enemies equipped with firearms, so I'd suggest staying very cautious throughout the fight #1. Try to attack the enemies by surprise if possible and keep knocking guns out of their hands. After the fight equip the Explosive Gel (left on the d-pad) #2.
Approach the container and press the right trigger to spray Explosive Gel onto it #1. Afterwards detonate the charge by pressing RB #2.
The second container can be found in the south-east part of Arkham City, in the Industrial District #1. After reaching the spot, head south and look for a fenced area guarded by a few inmates #2.
It of course would be best to attack them by surprise #1. Luckily, unlike the previous group, they shouldn't be equipped with any firearms. Once you're done with them, spray the Explosive Gel onto the container and detonate it #2.
The third container is inside the Sionis Steel Mill building in the Industrial District of Arkham City. Head there and examine the southern wall of the building, finding a door leading inside #1 #2. Notice! If you're visiting this place further in the game, there might be some enemies in the area. In such case, check out the Infiltrate the Steel Mill (further part) walkthrough.
If you have chosen the proper passage, you should begin the exploration of the Steel Mill inside the Cooling Tunnel B. The container can be found nearby the starting point #1 #2 and shouldn't be guarded by anyone. Traditionally, spray the Explosive Gel onto it and detonate.
The fourth container can be found in the tunnel connecting the Subway Terminals #1. In order to reach it, I'd suggest heading to the entrance located in the Bowery, east of the Museum #2.
Depending on your previous actions, the subway station may be guarded by a numerous group of armed bandits #1, or only by a few. Regardless of the turn of events, you have to find the terminal entrance #2 and go down the stairs.
After reaching the subway terminal turn left and use the stairs #1. Soon you should reach the station, where you have to turn left (east) #2.
Use the Grapnel Gun to reach the upper platform #1 and continue going east, choosing the destroyed passage of your way #2. Eventually you will have to perform a slide.
Stop after reaching the barricaded passage. Turn on the Detective Mode and you should note that one of the walls is destructible #1. Choose the Explosive Gel, spray in onto the wall and detonate #2. Luckily you won't alarm the nearby enemies.
Now head east, jump on your way there and you should reach enemies guarding the container #1. You can attack them from above or quietly jump down and take down two of them at once. Afterwards choose the Explosive Gel, spray it onto the container and detonate #2.
The fifth container can be found inside the Museum, in the War Room located in the south part of the building #1. The Museum entrance is of course guarded by inmates #2. It's also worth noticing that you can fully explore this building only after completing Disable Penguin's Final Communications Disruptor underground.
Your goal is reaching The Torture Chamber located in the middle part of the Museum. If you come here before defeating Penguin (Rescue remaining undercover GCPD officers in the Museum main mission), the majority of the room will be covered in ice #1, forcing you to carefully plan your moves. If you have already defeated Penguin, the whole area will be flooded #2 and you will have to constantly use the floating platforms or make use of the Freeze Blast (ice floes).
Regardless of the scenario, you have to head to the south part of the Torture Chamber #1. Swim or walk there and afterwards use the Grapnel Gun to reach the upper shelf #2.
If you have defeated Penguin, you will be able to revisit the War Room without any problems. Otherwise, you will have to solve a puzzle. Turn on the Detective Mode and note the laser barrier here. Equip the Cryptographic Sequencer and use it on the nearby control panel #1. In this case the password is FOSSIL #2.
Now you can attack the inmates who have been laughing of you until now. Look out for the armoured enemy #1. As a reminder, it's best to first stun them (B) and afterwards use Beat Down (by rapidly pressing X). regardless of whether you had to fight here or not, choose the door leading to the War Room #2.
Head west. Upon reaching the partially closed gate #1 start running and slide underneath it. If you have already fought here, you will be able to head north-west at once. Otherwise you will have to blow up the wall here #2. It of course means having to use the Explosive Gel.
Detonating it will lead to a fight with a few Thugs, including a mini-boss Abramovici #2. The enemy is very similar to Mr. Hammer that you've already fought during Break into Joker's office in the Loading Bay. Therefore you have to avoid his standard hits and charged jumps. In the first part of the battle it's of course worth to take care of the normal enemies #2, avoiding the boss' attacks.
Keep fighting until Abramovici is the last enemy still standing and use the Electrical Charge to temporarily stun him #1 and afterwards start rhythmically pressing X to attack #2. One such series should do the job.
Regardless of whether you have fought or not, you have to use the north-west passage #1. Afterwards turn south and eventually you should reach the container #2. Spray the Explosive Gel on it and detonate.
The last, sixth container can be found in the Wonder Tower Foundation #1. If you have already finished the story mode, you should have an idea of how to get there. Otherwise, it would be good to wait until you receive the Follow assassin using tracker device to locate Ra's al Ghul objective and reach the Subway Station - which you have already approached while looking for the fourth container #2 - as part of it.
If there are thugs at the station, you will have to take care of them. Otherwise you can start looking for an interactive door in the northern part of the station #1. After going through a narrow corridor you will reach a spot where you will have the use the Line Launcher #2. Aim at the distant wall and shoot the line.
After reaching the new ledge, look up and use the Grapnel Gun to reach the upper level #1. Open the door leading to the Collapsed Street. Head north and afterwards turn west, stopping by another pit #2.
Prepare the Line Launcher and shoot at the opposite wall #1. If there are any enemies in the area, I'd suggest attacking them by surprise. In order to do that you would have to change direction while on the line. Hold down the left trigger and wait until you are nearby the enemy room #2. Attack them and be careful, as some of them might be equipped with firearms and use armour.
Regardless of whether you had to fight or not, choose the northern door leading to the Wonder Tower Foundation #1. There's a high probability of coming across enemy units here as well #2. If it's your first visit here, I'd suggest checking out the Follow assassin using tracker device to locate Ra's al Ghul walkthrough.
If you have already been here before, you won't have to worry about keeping the hostage alive. Nevertheless it's worth to carefully plan your actions and use the vantage points #1, ventilation shafts and other environment elements to your advantage. After clearing the room, examine its southern part to find the container #2. Spray the Explosive Gel and detonate it.
As you have destroyed all the containers, you can now return to Bane. As a reminder, he can be found in the Krank Co. Toys building in the eastern part of the city #1. Unfortunately, enemies have appeared by the entrance in the meantime #2 and additionally they're equipped with firearms. Therefore you should try and take out at least one of them silently.
Enter the building and head to the main room to talk with Bane #1. You will be interrupted by the arrival of TYGER guards #2.
Note that in this fight, Bane will be your ally. What's more, there aren't any elite units among the enemies, so winning shouldn't be hard #1. Try to keep your distance from him, as otherwise he might accidentally hit you. Afterwards watch a short cutscene, showing Bane's failed attempt to trick Batman #2.
Go inside the room in which Bane stored the six containers he has found #1 and prepare the Explosive Gel. Plant two charges, at best on both middle containers on both sides of the room. Step away and detonate the charges #2. The quest will completed only if you manage to destroy all of the containers. Before getting out of the building you can speak with Bane again, though it's completely optional.
You will be informed of the fact that you can approach this side mission by a W marker on the city map #1. Head to the point marked as AR Training (1 of 4) in the south-east part of the city, nearby the Industrial District entrance. Look around for a red Batman sign on one of the towers #2 and approach it to activate the challenge.
The overall idea is rather obvious, as you have to fly though five green checkpoints #1 by using the glide ability (hold down A). Throughout the flight you will only have to change directions slightly and shouldn't have problems with reaching the last, fifth checkpoint #2. Be sure not to hit anything or miss any checkpoints, as it means failing the whole challenge (this is also true for the other challenges in this mission). In case you fail, you just have to return onto the tower to try again.
Now you can head to AR Training (2 of 4) #1, found on top of the large crane #2 in the Industrial District, so in the same area as the last challenge. Using the Grapnel Gun will prove very helpful in reaching the target.
Even though this challenge requires you to fly through only four checkpoints, it's harder than the previous one. Start off by flying through the first checkpoint #1 and at the right moment press the right trigger to activate the dive bomb and fly straight down #2. Use it to fly through the other gates and complete the challenge.
Find the AR Training (3 of 4) on the map #1. You'll have to reach the top of a crane in the Industrial District area in this case as well #2.
This time things will be even harder than before. Right after flying through the first checkpoint, start diving (right trigger) to reach two further gates #1. However don't rush it with diving, as right after flying through the third one you have to flatten out. Fly through the fourth checkpoint below the tower #2 and afterwards to the fifth and last one.
Head to AR Training (4 of 4) #1. It will once again take place in the Industrial District, though this time you have to reach the top of one of the towers #2. the Grapnel Gun will of course come in handy here.
Fly towards the first gate and afterwards start diving down. Flatten out right after flying through the second gate and reach the third one, making sure not to hit the obstacle on the way #1. Get ready to press the right trigger again, flying through the third and fourth gate. Flatten out once again and reach the rather easily reachable fifth checkpoint. It's on top of a small platform #2.
Note that by completing this challenge you have gained access to a very handy prototype Grapnel Boost. You won't however get it automatically, but will have to reach the drop zone added to your map #1, the top of the drawbridge in the Industrial District #2. I'd recommend checking it out at once (its description can be found in the Wayne Tech), as it makes moving through the city much easier.
It's not the end of the AR fun, as there are four more challenges waiting for you. You can complete them in any order you like, but let's begin for the one marked as Advanced AR Training 1 #1. It can be found in the very middle of the Industrial District, on top of one of the towers with a neon sign #2.
Jump off properly and fly towards the first checkpoint. After flying through it wait a short while and hold down the right trigger to dive #1. Fly through fates #2 and #3 this way and afterwards quickly flatten out to fly into a small tunnel #2. It's important to start off as close to the ceiling as possible, as the last gate is pretty far away.
Now you can search for the point marked as Advanced AR Training 2 #1. It can be found in the Bowery, in the south-west part of Arkham City. After getting there look for the Gotham Bank building #2. You need to reach one of the gargoyles.
The challenge is rather difficult, so I'd suggest staying focused. Glide towards the first gate and start diving right after passing through it #1. You have to flatten out the flight at the exactly right moment, thanks to which you end up below a roof and fly through the second gate #2, without touching the ground or any other objects.
Fly forward, but get ready to turn left at the first chance #1. Lean out the analog stick only for a short while, so that the turn won't be too sharp. Now you just need to safely reach the last gate #2.
Open the map and choose the point marked as Advanced AR Training 3 #1. It's in a well known place, on top of one of the cranes in the Industrial District #2.
This time you have to fly only through three gates, but it doesn't mean it will be easy. Fly to the first one and start diving, turning a bit to the right at the same time #1. You will then have to flatten out fast and fly through the narrow pass #2. It's important not to be too low when you stop diving down, as otherwise you might now be able to reach the last gate.
Find the last point, marked as Advanced AR Training 4 #1. It's in Park Row, in the district where you began exploring the city. Search for one of the highest buildings #2 and reach its ledge.
The challenge isn't too hard overall, but requires some skills. Fly to the first gate and start diving down to get through the second #1. Flatten out and fly forwards, turning around after a dozen or so meters #2. Make sure not to hit any nearby buildings while doing it.
You should end up opposite to the third gate #1. Fly through it, but make sure you're high enough while doing it #2.
The ground level here is rising, so reaching the fourth gate #1 would normally be impossible, as sooner or later Batman would hit concrete. As a result you have to use the Grapnel Gun and grab one of the objects BEHIND the checkpoint (not on the sides!) #2. Don't worry if it will force you to turn around once again, as the only thing that matters here is flying through the fourth gate. Doing so will end the mission.
You will be informed of the possibility to approach this mission after s new SOS signal appear on Arkham City map #1. It can be found in the eastern part of town, in the Amusement Mile district nearby the bridge leading to the Industrial District. After reaching the area, find a broadcasting building with GCR neon signs #2 and glide there.
After reaching one of the higher level of the leaned tower, find the Political Prisoner #1 and speak with him. After a rather short conversation, he will be killed by an unidentified sniper #2.
Finding the shooter is your next task. In order to do that, turn on the Evidence Scanner (LB). you have to find the small chimney in which the bullet has ended #1. Hold down A and wait for the scanning process to end #2.
Just like with the other missions, you will now have to use the view of the bullet's trajectory and find where the shot was fired from #1. Head towards the Industrial District, south from where you are #2.
You need to reach a small, fenced area on one of the roofs in the northern part of the Industrial District #1. There you will have to use the Evidence Scanner once again. Locate the bullet shell on the ground #2, press A and wait for the scan to end. Batman will establish that the sniper he's looking for is Deadshot.
You will be able to resume this mission after receiving information that the second Deadshot victim has been found #1. At the same time note that its approximate location has been added to the map #2, so you will have to find the exact place yourself.
The body of the sniper's victim is lying on the destroyed part of the highway #1 #2. Of course be careful, as there might be enemies in the area.
As you have probably guessed, you need to turn on the Evidence Scanner. Take a look at the wall and find the bullet #1. Hold down A until you finish scanning. It will lead to the bullet's trajectory to be displayed #2.
Head south-east, passing by a water tower through which Deadshot's bullet has passed #1. Your goal is reaching the wall of the Gotham Casino #2.
The roof of the casino will be guarded by a few inmates #1, which you will of course have to take care off. Afterwards examine the south-west corner of the roof and you will find a tripod used by Deadshot #2.
Once again turn on the evidence scanner. You of course have to take a closer look at the tripod #1 by holding down A. Listen out to the conversation with the Oracle regarding the traces of a rare substance found on the tripod #2.
Just like before, you have to resume playing the game and wait for the information about Deadshot's third victim #1. This time you will have to take a look around Park Row #2.
The body is in the western part of the park, nearby the wall separating Arkham City from the rest of the world #1. You can distinguish it by a group of inmates gathered around #2.
It would be of course good to attack them from above, using the element of surprise #1. Finishing them off shouldn't be hard, though one of them might be equipped with an armour and you will have to take it into account. After the fight's over, approach the body behind the car wreck #2 and activate the Evidence Scanner.
Traditionally, you will have to find the place where the bullet has landed. This time it will be the lower part of the metal fence #1. Press A and wait for the scanning process to finish. Listen out to the conversation with the Oracle and start searching for the place from where the shot was fired #2.
Curiously, you won't even have to get off ground at first, but only head east #1. You have to reach the place where Deadshot's bullet hit #2. Turn on the Evidence Scanner.
Scan (by holding down A) the trace on the wall #1 to establish that Deadshot was able to kill the last victim with a ricochet. Head further east, eventually getting off the ground #2.
You have to reach the roof pointed by the bullet's trajectory #1 #2. Listen out to Batman's comment.
Follow the game's suggestion and turn on the Evidence Scanner. You have to scan the place where Deadshot has been lying #1, causing the snow to melt. Wait for the scanning to end and listen out to another conversation with the Oracle #2. This time Batman will be able to narrow down Deadshot's location to three substations found throughout the city. Examining each of them will be your next objective, which you will be able to start right off.
Start off by heading to the Museum substation, in the south-west part of Arkham City #1. Land on the Museum's roof #2.
Follow the game's suggestion and turn on the Detective Mode. You have to interact with three maintenance hatches found in the area #1, pulling out each of them by rhythmically pressing A #2. By doing so Batman will be able to determine that Deadshot was never here.
Now you can head to the Industrial District substation in the south-east part of Arkham City #1. Your destination is one of the local demolished buildings #2.
Be careful, as the top floor is likely to be patrolled by two guards equipped with firearms. Luckily, if only you stay careful, you will be able to silently eliminate both of them #1. Just like before, you need to search for three maintenance hatches #2 and pull out each of them. Batman won't come across any traces here either.
Your next objective is reaching the Amusement Mile substation in the north-east corner of Arkham City #1. The building you're looking for is one of those surrounded by water #2.
Just like with the second substation, you have to take into account that the area is patrolled by armed enemies #1. Surprising all of them might be difficult, but you can always quickly retreat should problems occur. Afterwards start pulling out the hatches #2.
Pulling out the fourth one #1 should lead to discovering that this is the substation that Deadshot has been using and finding his equipment inside #2.
In accordance with the received information, prepare the Cryptographic Sequencer and find start hacking into Deadshot's PDA. The password here should be HEADSHOT #2. Batman will be able to determine that Deadshot has three targets left on his list - Batman, Bruce Wayne and Jack Ryder. Rather obviously, you will have to take care of saving the last one.
Open the map and find the Jack Ryder Assassination Location in the Bowery, in the western part of Arkham City #1. Note that a counter has started, though three minutes is enough time to reach the target. Of course you should use the Grapnel Gun to your advantage #2, maintaining high speed.
Lower the altitude after getting nearby the target #1. A cutscene should start, showing Batman saving Jack Ryder #2.
The game will automatically move to a new spot #1 and you will be forced to defeat Deadshot. Don't try leaning out, as a single bullet will instantly kill Batman. Don't use any gadgets as well, as you won't need them here. Note however, that Deadshot turns 180 degrees from time to time. Wait until he turns his back on you and quickly move to the next wall #2.
Afterwards you will have to repeat the same action, so wait until Deadshot turns around and move to the next cover #1. Eventually enter the crate running underneath the platform on which Deadshot is standing #2.
Stop directly below Deadshot #1 and press Y to knock out and arrest him #2. It will also end the mission.
You will be informed of the possibility to approach this mission by a marker pointing an unidentified victim murder site appearing on the Arkham City #1. It's an alley in the Bowery, east of the Subway Station and the Museum building #2.
Jump down to the very bottom and approach the victim's body #1. In accordance with the received hint, press LB to turn on the Evidence Scanner. Start off by aiming at the victim's head #2 and hold down A until the scanning ends. Batman will note the victim's face has been separated from the rest of the body, which is a signature of a serial killer known as the Identity Thief.
Now scan the blood stain nearby the body #1. Batman will decide to calibrate his scanner so that he can follow the killer's trail. Keep the Detective Mode turned on, turn around and head north #2. You will come across further trails every couple meters and you don't have to scan them.
Your objective is reaching the fence #1 and climbing it to the other side. Be careful, as starting from here you will be coming across groups of thugs #2. When you do, turn off the Detective Mode and fight them. At the same time try to stay nearby where you started the fight, to avoid wasting time on searching for the last blood trail.
After jumping over the fence, turn left twice and you should end up heading south. Eventually you should reach another fence, jump over it as well #1. Approach the Political Prisoner #1 and speak with him. He will state that he's not the killer and that the real one looks like Bruce Wayne.
You will have to find the second victim on your own, as the game won't give you any hints on his whereabouts. Examine the alley west of the Church in Park Row (screen above). If there are enemies in the area, it would of course be good to take care of them.
Head west, jumping over a fence #1 and eventually reaching the place where the body has been dumped #2. In accordance with the suggestion, you will have to examine the body to find new evidence.
Press LB to turn on the Evidence Scanner. Start off by scanning (hold down A) the sharp tool lying by the body #1 to gain fingerprints. Afterwards scan the bandaged head #2. Listen out to new conversations to find out that the fingerprints from the murder weapon point to... Bruce Wayne.
Now you can move to finding the third victim. Also in this case you will have to look around Park Row, finding the body in an alley adjoining the Ace Chemicals building (screen above).
Approach the body, turn on the Evidence Scanner and start examining it. Start off by scanning the bleach traces by the body #1 and afterwards focus on the bandaged head #2.
Keep the Detective Mode, as now you will have to follow the bleach traces. Head west #1 and turn north-west after jumping over the fence #2.
After reaching the new alley, jump over the second fence #1 and head west. The traces will soon take you north #2. Look out, as soon after jumping over one more fence you will probably bump into a group of inmates. Luckily defeating them shouldn't be hard.
After the battle return to tracking down the killer and eventually the traces will lead your north #1. Soon you will come across an inmate facing the other direction #2. Approach him and press Y to interrogate him. He will tell you that dumping the body and using the bleach was all Bruce Wayne's idea. He will also point you where you should look for the murderer.
It's high time to head out and find the Identity Thief. Open the map and you should note a new point east of the Solomon Wayne Courthouse in Park Row #1. You will need get there, using the roofs of the local buildings at best #2.
After reaching the marked spot, look for a door #1 leading inside the Identity Thief's hideout. Go forward and turn left. Stop by the tape recorder #2 and press A.
A cutscene will play during which you will listen to the journal #1 and meet doctor Thomas Elliot #2, the man who has stolen Bruce Wayne's identity. Curiously, you won't have to fight him in any way.
After the cutscene, search the room and use the Cryptographic Sequencer on the control panel #1. Solve the mini-game and create the password #2. Afterwards you will be able to go through the gate and listen to a conversation with Oracle, therefore ending the mission.
You will be informed of the possibility to approach this mission while roaming the streets of Arkham City #1. It will be possible only after getting rid of Penguin (Defeat Penguin), as the mission is connected with saving the officers who have been held captive by the madman. In accordance with the received instructions, head to the Museum #2.
Don't choose the main Museum entrance, instead start off by examining the northern wall of the building. There you should come across a couple inmates trying to break in #1. It of course would be good to attack them by surprise. During the fight itself, make sure no one is able to pick up a shield from the ground #2.
After the fight, approach the door #1 and press A to knock on it. You will be able to get inside, automatically moving to the Iceberg Lounge. Here, talk with Officer Jones, from whom you will receive a new gadget, the mine detonator #2.
You will be able to approach this side mission after saving Vicki Vale, that is after completing the Rescue Vicki Vale from chopper crash site. Open the map and check out the Park Row area to find a new interactive point #1. After getting there, listen to a message from Alfred, who has apparently finished working on the cure and it would be good to try it out as soon as possible. Head to the marked point, a roof guarded by a few inmates #2.
The enemies on the roof will be using firearms, so it would be good to attack them by surprise and use gadgets to your advantage (especially smoke pellets #1). After the fight is over, land on the roof and take cure #2.
A very interesting cutscene will start, during which it will turn out that the Mad Hatter has tricked Batman #1. After the cinematic ends, start tapping A #2.
It's not the end however, as in order to "break out", you will have to fight with a very numerous group of enemies #1. During the battle, it will be very important to use counters often #2, as Batman will be almost constantly surrounded by a numerous group of enemies.
Keep looking for the Mad Hatter, who will be appearing from time to time #1. When he does, ignore the normal enemies and focus on attacking him. During one of such attacks, you will be able to finish him off by pressing the right trigger and Y at the same time #2.
Doing so will lead to defeating the Mad Hatter #1 and ending the whole mission. You will be able to use the door to get out of the building #2 and return to Park Row.
You will receive this mission after defeating Mr. Freeze, during Defeat Mr. Freeze #1. Start off by heading out of the GCPD building #2.
Open the map and you should note that in order to find Nora Fries - Mr. Freeze's wife - you need to head to the Industrial District (south-east part of Arkham City) #1. To be precise, you have to land on the platform drifting north of the island on which the Industrial District is #2.
Turn to the south-east and you should note a destructible wall #1. There's water separating you from it, so equip the Freeze Blast and shoot at the water to create an ice raft #2.
Jump onto it and prepare the Batclaw. Aim it at the grapple point above the wall and start pulling yourself in #1. After reaching the wall, choose the Explosive Gel, spray #2 and detonate it, unlocking access to a new location.
Once again aim at the grapple point #1 and reach the ledge behind the wall you have just destroyed. Open the door leading to Storage Warehouse 5B #2.
After getting inside, search for a ventilation shaft entrance #1 and use the Grapnel Gun to get inside. Eventually you should reach a room with a big group of enemies inside #2.
Of course it's a good idea to start the fight with a surprise attack, activated by pressing Y (you need to be nearby one of the inmates) #1. The fight itself will however be quite hard. I'd especially suggest keeping an eye on the weapons locker, stopping enemies from opening it as long as possible #2. If someone manages to take out a weapon, you should focus your attention on them in the first place.
Apart from the armed bandits, you should also look out for the ones equipped with blades #1. I'd also suggest dodging often, as some enemies will be throwing various items at you #2.
In the end take care of the shielded enemies (B, A, A) #1 and the armoured one (B followed by tapping X) #2.
Once the battle is over, Batman will automatically note Nora Fries frozen body, no need to interact with it. You can return following the same path or go through the main door #1. In such situation, you would need to hack into the nearby control panel using the Cryptographic Sequencer and create a password #2.
In accordance with the received information, you will now have to return to the GCPD building. don't try using the main entrance, because - as you probably remember - it's frozen. Instead, try reaching the backdoor by gliding #1 and with the help of the Batclaw. Enter the building #2.
Head to the main room of the GCPD building (you will have to once again neutralize the steam with the Freeze Blast) and speak with Mr. Freeze #1 to inform him of the state of his wife #2. He will thank you and the mission will end.
You will be able to approach this side mission after completing Locate Joker in the Steel Mill. During the exploration of the Steel Mill, inside the Assembly Line to be precise, you need to reach the place where Harley Quinn is held #1. Un-gag and listen to what she has to say. You will be able to resume the mission after reaching and securing the Loading Bay #2.
Head to the door in the south-east part of the Loading Bay main room #1. They're locked, so you need to use the Electrical Charge and open the door afterwards, reaching the Freight Elevator #2.
Prepare the Cryptographic Sequencer and interact with the control panel #1. You have to break the password #2 to gain access to two elevator shafts.
Jump into the right shaft #1 and land on the lower ledge. Turn left, equip the Electrical Charge and aim at the engine on the top of the elevator with thugs #2.
It's very important to press RB, so that the charge sends the elevator up #1. Quickly use the newly created passage and jump to the very bottom of the shaft #2.
Look for a higher ledge onto which you can get with the Grapnel Gun. Crouch and carefully approach the two guards #1, taking them out with a single attack from behind. Afterwards use the nearby door (no need for a charge this time) #2 to reach the Boiler Room.
Carefully approach the middle of the Boiler Room, in which you will come across a very numerous group of thugs. Attacking form above unfortunately isn't possible, though you can prepare for the attack by setting traps with the Explosive Gel inside the previous corridor #1, using the Disruptor or by carefully choosing your first target #2.
Throughout the fight itself I'd suggest eliminating the ones equipped with firearms in the first place #1, even though their bullets should hit other enemies more than Batman, considering the size of the room. Look out for the ones throwing fire extinguishers and other large objects #2, evade often.
After the fight, head to the northern part of the Boiler Room and look for a small crate #1. Take the highly useful Freeze Cluster #2, therefore ending the mission.
Even though the mission has ended, it would be good to mention how you can return to the Loading Bay. Get out of the Boiler Room, reaching the Freight Elevator. Place yourself below the elevator with enemies, prepare the Electrical Charge and aim at the engine below the elevator #1. Press RB to make the lift go up and be prepared to use the Grapnel Gun on the previously used upper ledge #2. From there you can easily return to the main part of the Steel Mill.
You will be able to start this mission after a marker point regarding a lost medical team will appear on the Arkham City map #1. Go to the Medical Center inside the Church, where you have already been while completing one of the main missions. After getting there, deal with a group of thugs beside the Church entrance #2. It shouldn't be too hard.
After securing the area of the Church entrance, get inside and head to the main room. Riddler will appear on the big screen #1 and Batman will talk with him. You will learn that in order to save the hostages kidnapped by this madman, you will have to solve a series of riddles that he has prepared. The 1st riddle will be easy, head forwards after hearing out the hint #2.
Stand in front of the organs and hold down LB to scan them #1 and therefore complete this riddle. Hear out the conversation to learn that the next hostage is held in the Solomon Wayne Courthouse. Saving him is the 2nd riddle. Turn around and head towards the Church exit #2.
After getting inside - in accordance with Riddler's warning - you will be attacked by a group of thugs. Note the enemy marked with green #1. In order to gain information from him, you will first need to get rid of all his buddies, leaving him for the end. It of course forces you to change your fighting style and carefully choose targets. Make sure that the informant is the last man standing, approach him and press Y to begin the interrogation #2. Note that he has given you hints on locations of the nearby secrets. You can now do the same with the other "informants" found at other parts of town. It will make collecting secrets easier.
Head to the well-known Solomon Wayne Courthouse. Just like during your last visit, you will be able to choose a passage. In case you don't want to fight with anyone, use the entrance at the back or on the balcony #1. Otherwise, get rid of the thugs beside the building #2 and go through the front door. Personally I'd recommend the latter option, as while you're at it you will be able to interrogate another informant.
Regardless of the chosen passage, you will need to reach the middle room of the Courthouse, inside which you saved Catwoman. It would be good to attack the enemies here from above #1. During the fight, I'd once again recommend taking into account the presence of the informant #2 and leaving him for the end.
After the fight, approach Eddie Burlow #1 and free him. The man will give you another hint from Riddler, understanding it is the 3rd riddle. Batman will automatically determine that it's a radio frequency #2 and take out the Cryptographic Sequencer.
The riddle itself is fairly easy, as you have to use both analog sticks to set the proper frequency. The X (horizontal) axis must show 275 (numbers beyond the decimal points don't matter) and the Y (vertical) axis 325. The proper position can be seen on the screen above. Hold down A to decode the transmission and listen to a new message from Riddler.
The next, 4th riddle, is related to the Enigma Machine that the officer you've saved just a moment ago has received from the Riddler. Press BACK to initiate a mini-game. It's very easy, you have to use both analog stick (and A to confirm) to create the word SECRET. The solution can be seen on the screen above.
The next hostage is held inside a special room and saving him is the 5th riddle. Get out of the courthouse and head to the marked point #1 beside the Church. Afterwards find the wall with two The Black Canary neon signs and a big painted question mark #2.
Approach the question mark #1 and press A to destroy the part of the nearby wall. Use the door leading inside the building #2 and listen to a new conversation with the Riddler.
Make a few steps forward, turn around and use the Batarang to hit the question mark in front of you #1. Afterwards head to the next door. It leads to a special Riddler room. You will have to dodge the electricity here and reach the hostage held on the upper platform #2.
Start off by throwing a Batarang into the question mark in front of you #1. Note that it caused safe floor tiles to activate for 20 seconds #2. Stop after reaching a new question mark tile which will stay safe even after the safe time expires.
Turn right and throw a Batarang at the question mark closest to the entrance #1. It will cause new safe tiles to appear, along which you can of course run #2. Just like before, stop after reaching the new question mark tile.
Now aim at the same mark as in the beginning #1. Traditionally, use the safe path #2.
Now it's going to be a bit harder, as you need to throw Batarangs at two different question marks #1 #2, the two that you have already hit to be precise.
Doing so will lead to two new paths to appear #1. Use them to reach the elevator #2.
Turn a bit to the right and aim at the so far unused question mark #1. Use the Batarang and wait for the elevator to take you upstairs #2.
Turn towards the platform on which the hostage is, glide towards it #1 and free Adam Hamasaki #2. The game will automatically move you back to the previous corridor.
The 6th riddle is very similar to the 3rd one. Once again you will have to use the Cryptographic Sequencer to find the proper radio frequency. This time the horizontal axis has to be set on 625 and the vertical on 925. Of course don't forget about pressing A. The solution can be seen on the screen above, though keep in mind that the Riddler will give you further instruction only if you have completed enough of his challenges.
You will be able to approach the 7th riddle only after obtaining at least 80 Riddler's collectibles (collectibles + challenges). A new section will be unlocked in Batman's computer which you can access by pressing BACK. The riddle once again makes use of the Enigma Machine. Use both analog sticks to create the password DARKNESS and accept with A. The solution can be seen on the screen above.
Note that a new point has appeared on the Arkham City map #1. It points the localization of the second Riddler room, in which the next hostage is held, saving whom is the 8th Riddle. Head to the marked post found in the Amusement Mile. After getting there, jump onto one of the lower levels (securing the local roofs isn't necessary) and look for a wall with a green question mark #2.
Just like with the 5th riddle, you have to approach the question mark #1 and press A to destroy the fragile wall fragment. Afterwards use the door leading inside the building #2 and listen out to what the Riddler has to say.
Jump onto the lower ledge, turn left and stand on the interactive plate #1. From a short introduction, you will learn that in order to save the hostage #2 you will have to take part in a sort of a quiz.
Luckily you don't have to keep a eye on the movements of the domes, as it's enough to use the Detective Mode #1 to see where the hostage is being taken. He should end up beneath the left dome #2.
Turn off the Detective Mode, throw a Batarang into the question mark below the left dome #1 and jump towards the platform on which the domes were #2.
Approach William North and press A to save him #1. Batman will automatically take him to a safe spot #2 and receive information needed for further progression.
The assumptions of the 9th riddle should be well-known to you. You have to use the Cryptographic Sequencer to find the proper radio frequency. This time the horizontal axis should point 860 and the vertical 120. Of course don't forget to down A. The solution can be seen on the screen above and traditionally the Riddler won't allow you to continue unless you complete enough if his challenges.
You will be able to approach the 10th riddle only after obtaining at least 160 Riddler's collectibles (collectibles + challenges). A new section will be unlocked in Batman's computer which you can access by pressing BACK. The riddle once again makes use of the Enigma Machine. Use both analog sticks to create the password PENNY and accept with A. The solution can be seen on the screen above.
Note that a new point has appeared on the Arkham City map #1. In points the location of the third Riddler room, in which the new hostage is held. Saving him is the 11th riddle. Head to the marked spot in the eastern part of the Industrial District. There, jump onto the lowest level and look for a wall with a green question mark #2.
Just like with the previous riddles, you need to approach the question mark #1 and press A to destruct the fragile wall fragment. Afterwards use the door leading inside the building #2 and head to the next room to hear out what Riddler has to say.
Contrary to what it might seem like, you don't need to use the Freeze Blast here. Instead, equip the Line Launcher, fire at the wall in front of you #1 and wait for Batman to reach the other end #2.
Now you will have to play with the water flow in the waterfall. Take out the Electrical Charge and aim at the left electromagnet above you #1. Shoot a charge to cause the big metal plate between the magnets to move right #2.
Note that therefore you have blocked the water flow in the right part of the waterfall, unveiling a question mark #1. Prepare the Batarang and throw it at the question mark #2.
Once again equip the Electrical Charge and for a change shoot at the right electromagnet #1 to move the big metal plate left #2.
Hitting the left question mark #1 will be a bit harder, as it's behind a grate. That means you will have to use the Remote Controlled Batarang, steer it below the grate #2 and afterwards hit the question mark.
Turn right and approach the newly unblocked corridor with working machinery #1. Prepare the Line Launcher and shoot at the wall in front of you #2.
Right after shooting the line and starting the ride slow down (left trigger), as soon you will have to change direction. Wait until you reach an intersection and shoot at the wall at the end of the right corridor #1. Now Batman will reach a room with a new riddle #2.
The goal in this puzzle is placing the steel platform on the interactive plate #1 and therefore turn off the barrier blocking access to the hostage #2. Unfortunately, it won't be particularly easy.
Prepare the Electrical Charge, as you will be using it to solve this puzzle. Start off by shooting at the left electromagnet #1 to move the steel platform left #2.
Now aim at the upper magnet #1 and send a charge to move the platform towards it #2.
The next step needs to be done fast, before the previously activated magnet ceases to work. Once again aim at the left magnet #1 and send a charge. By doing so you will attract the platform to the magnet #2 and therefore get it out of the blocked area.
It however still isn't the end. Once again shoot at the left electromagnet #1, but this time with e negative charge, so that the steel platform moves to the right #2.
In the end, aim at the so far unused middle magnet #1. Use the charge for the last time, so that the steel plate moves onto the interactive plate #2.
Now you can use the unlocked passage #1. Approach the hostage #2 and press A to save her. The woman will of course give you information needed for the next riddle.
The 12th riddle won't surprise you with anything new. You have to once again use the Cryptographic Sequencer to find the proper radio frequency. This time the horizontal axis need to show 606 and the vertical 120. Of course don't forget to hold down A. The solution can be seen on the screen above and traditionally the Riddler won't let you move further until you complete enough of his challenges.
You will be able to approach the 13th riddle only after obtaining at least 240 Riddler's collectibles (collectibles + challenges). A new section will be unlocked in Batman's computer which you can access by pressing BACK. The riddle once again makes use of the Enigma Machine. Use both analog sticks to create the password SHADOW and accept with A. The solution can be seen on the screen above.
Note that a new point has appeared on the Arkham City map #1. It shows the location of the fourth Riddler room, inside of which the next hostage is being held. Saving him is the 14th riddle. Head to the spot, found in the western part of the Industrial District, beside the subway tunnels entrance. After getting there, jump to the lowest level and look for a wall #2 with a green question mark.
You should already know what to do here. As a reminder, approach the question mark #1 and press A to destroy the fragile wall fragment. Afterwards use the door leading inside the building #2, make a few steps forward and listen to the Riddler's comment.
Move to the next room. Note where the hostage is being held #1 and the blades moving through the room #2, which you will have to dodge at all cost for the following couple minutes.
Turn around, take out the Cryptographic Sequencer and use it on the control panel beside the door you came through just a moment ago #1. Solve the hacking mini-game by creating the password CONUNDRUM #2.
Completing the mini-game will activate a counter and unblock a passage to the next safe spot #1. Head towards it, but keep an eye on the mentioned blades. Luckily you won't have to dodge the main element of the machine, as Batman will automatically crouch down to avoid hitting it #2.
Your goal is reaching the orange platform #1 which will stay safe after the time limit expires. It's worth to mention that if you fail, you will have to go through the hacking mini-game all over again. In order to continue, turn to the right, take out the Batarang and throw it at the question mark in the distance #2.
Hitting the question mark will unlock a new safe path and start a new counter #1, so don't waste time. Just like before, make sure to dodge the blades. You can make things easier and hit the question mark after passing through the blades, therefore reaching the other side of the room without any problems. Don't stop after reaching the question mark, as it's not the end. Start climbing up #2.
After reaching the top platform, turn right and head forward #1. You can't stop, as you're still in the hazardous zone and the clock is ticking. Don't forget about having to dodge the blades and be ready for making a small jump on your way #2.
The next safe spot is the orange plate at the end of the upper platform #1. Turn right and take out the Line Launcher. Wait for the blades to start moving along the lower part of the room and shoot a line at the wall in the distance #2.
Reaching the next ledge #1 shouldn't be problematic. Equip the Explosive Gel and spray in on the left, destructible wall #2. Detonate the charge.
In the distance you should see a question mark, but a steel plate is blocking the path. Prepare the Electrical Charge and send a charge at the magnet above you #1. It should make the steel plate move #2.
Stay where you are and equip the Remote Controlled Batarang. Aim at the hole above you #1 and throw it. You need to guide it into the hole you have opened #2 and afterwards hit the dot of the shining question mark.
Hitting the question mark will cause the passage behind you to open #1. Use it and stop after reaching the interactive floor plate #2.
Take out the Line Launcher and shoot it into the wall in the distance #1. Once the ride begins, press the left trigger to slow down. It's crucial, as you will have to change direction almost immediately. Wait until you see hole on your right #2 and shoot a new line into it.
As you have probably noticed, you are now moving towards the hostage #1. Batman will automatically grab #2 and take him to a safe spot. Hear out the hint needed for the next riddle.
The 15th riddle is a collection of well known activities. You have to once again use the Cryptographic Sequencer to find the proper radio frequency. This time the horizontal axis has to show 115 and the vertical 780. Of course don't forget about holding down A. The solution can be seen on the screen above traditionally Riddler won't let you move further before completing enough of his challenges.
You will be able to approach the 16th riddle only after obtaining at least 320 Riddler's collectibles (collectibles + challenges). A new section will be unlocked in Batman's computer which you can access by pressing BACK. The riddle once again makes use of the Enigma Machine. Use both analog sticks to create the password MIRROR and accept with A. The solution can be seen on the screen above.
Note that a new point has appeared on the Arkham City map #1. It points the location of the fifth Riddler room, inside of which another hostage is being held. Saving him is the 17th riddle. Head to the spot, found in the Amusement Mile district north of the GCPD building. after getting there, look for a water tower and you should see a wall with a green question mark #2.
Just like before, you need to approach the question mark #1 and press A to destroy the fragile wall fragment. Afterwards use the door leading inside the building #2, make a few steps and listen out to what the Riddler has to say.
Go to the next room and note the woman imprisoned on the platform #1. She will be electrocuted from time to time, though you don't have to worry about her dying prematurely. Start off by turning right #2.
As you have probably guessed, you need to gain momentum and slide (right trigger) underneath the partially opened grate #1. Turn left. after reaching the new gate note the crusher blocking the further path. Take out the Electrical Charge and shoot at the magnet by the ceiling #2.
Sending the charge will result in raising the crusher #1. It however won't stay that way for long, so you need to hurry and perform another slide #2.
Stop after reaching the red line #1, so that you end up between two working crushers. Wait for the crusher in front of you to raise and QUICKLY run forward. Be ready to perform the last slide #2.
Turn left and stand on the red tiles #1. Listen to what the Riddler has to say and start throwing Batarangs in the lit question marks #2.
You need to be fast about doing that, as otherwise Batman will get electrocuted. Keep an eye on those high up, as they might be hard to notice at first #1. You also don't have to manually aim at each on, as using the shortcut (left trigger x2) is fine as well. After completing this puzzle, head to the newly unlocked passage #2.
Go up and note that there are steel pallets and a destructible wall behind the barrier #1. Turn around and note the electromagnet on the wall #2. Use the Electrical Charge to set the pallets in motion and break through the wall as a result.
Once again approach the barrier and this time equip the Remote Controlled Batarang. Aim at the big hole above the gate #1 and throw it. You need to make it hit one of the question marks #2, which will turn off the force field.
Now use the standard Batarang to hit the second question mark #1. Afterwards jump over the small hole and use the ladder to the right of the switched off question marks #2.
Head into the new corridor #1 and after listening out to another Riddler monologue, prepare the Line Launcher. Shoot it at the wall in front of you #2 and traditionally slow things down with the left trigger right after Batman start sliding along the line.
You need to be ready to change the direction to the right corridor with working machinery inside #1. Shoot at the wall at its end and wait for Batman to reach that spot #2.
Nearby the landing area there's a control panel, so take out the Cryptographic Sequencer and start hacking it #1. In order to solve the mini-game, you need to create the password BAMBOOZLING #2.
Once again equip the Line Launcher, and aim at the wall at the end of the corridor with working machinery #1. After getting through the corridor, change the direction by aiming at the right wall #2.
Land on the new ledge and use the Grapnel Gun to reach the passage you have opened by solving the hacking mini-game #1. Soon you should reach another corridor with electrified floor tiles. Equip the Electrical Charge and shoot at the magnet built into the floor #2.
If you have done everything properly, the magnet will throw up the metal pallets behind you through the ceiling #1. Once again aim at the lower electromagnet, though this time you need to throw the metal pallets at the wall in the distance to destroy it #2.
Now you can use the Grapnel Gun. Don't worry that the game suggests attaching to the upper ledge #1, as you will be able to lower yourself after reaching it (right trigger + A) #2 and grab the proper one #2. Afterwards you can head on.
Stand in front of the electrified floor tiles, take out the Line Launcher and shoot it at the wall in the distance #1. Be ready to change direction after reaching the corner, as you can't land on the red tiles. Instead, turn the camera left and shoot a new line #2.
Slow down this time as well (left trigger), as soon you will reach a hole in the left wall #1. Fire a line towards the platform on which officer Anne Bishop is and land on it #2.
Traditionally, you have to approach the hostage and press A to save her #1. After getting to a safe spot, you won't receive any radio frequency. Instead, listen to a conversation with the Oracle regarding the plan of finding the Riddler's hideout #2.
Unfortunately, you will be able to head for search of the Riddler only after obtaining all 400 collectibles that he has prepared for Batman. The game should then start a short conversation with the Oracle #1, during which you will learn of the possible location of the madman #2. The place is in the Burrows, north of the Museum.
Head to the northern Museum entrance #1, the one leading into the Iceberg Lounge. The enemies here can be eliminated or simply ignored. Head west, reaching a spot where you can jump onto the lower level #2.
Now you need to repeat the same actions needed to gather one of the secrets here. Head onto one of the poles located west of the mission objective #1 #2.
As you probably remember, you will now have to glide down #1 and afterwards flatten out at the right moment, flying above the electric fence #2.
Land and look for a door in the north which will lead you to The Riddler's hideout #1. Once inside, try opening the closest door #2, only to find out that they're locked.
Look up and find a ledge which you can grab using the Grapnel Gun #1. After reaching the upper balcony, approach the ventilation shaft grate #2 and pull it out by tapping A.
Enter the ventilation shaft and follow the only possible path #1, listening to the Riddler's monologues on your way. Eventually you will reach the end of the shaft and will be able to jump out of it #2.
Take some time to familiarize yourself with the situation in which the Riddler's hostages are. They are constantly moving #1 and wearing helmets that send localizing beams #2. The key to success will be avoiding the beams symbolized by green circles, as otherwise the hostage will die and you will fail the whole mission. Luckily the game will give you a little margin of error, though you will be able to enter the field of detection only for a short while.
Wait for one of the hostages to pass by you and follow him #1. Try staying as close to him as possible, so another one doesn't catch on Batman. Keep following the hostage until you will be able to safely turn left #2.
Here you will also have to wait for a hostage to come and follow him #1. At the same time look out for the previous hostages, trying to stick as close to the middle as possible, minimizing the probability of failing the mission. Keep following the second hostage until you reach a new passage on the left #2.
Note that the hostages from the third group are moving in the other direction, so you will have to go to the right #1. The hostage should eventually turn left twice. Get ready, as you're closing in on the Riddler #2.
Head forward until you find yourself directly below the room occupied by the Riddler. You will be informed of this by a prompt that you can perform a takedown #1. Quickly press Y, thanks to which Batman will attack the Riddler by surprise #2.
A longer cutscene will play, featuring the arresting of Riddler #1 and a conversation with Aaron Cash #2. Curiously, you can irritate the Riddler by stepping into his localizing beam :) That marks the end of this very long mission.
You will be informed of the possibility to approach this mission as you're travelling through Arkham City, a prompt saying that a ringing phone has been detected in the area will appear #1. Land on the ground and use the Detective Mode to locate the phone #2. The conversation will unveil that it's Zsasz, known from the previous game. He will force you to participate in his crazy game in order to save innocent people.
Initially you won't be able to do anything, so wait until you receive another information about a ringing phone. Just like before, you have to land and pick up the phone #1, though this time you will receive the real challenge. You will have to reach another phone booth in a different part of town #2.
The main difficulty is of course the time limit #1. I'd suggest planning a route on the map (you might have to avoid the restricted area). The Grapnel Boost gained for completing the AR Training would definitely come in handy here, as it's able to catapult Batman. After reaching the destination, approach the ringing phone #2.
It's not the end though, as now you will have to manually locate the spot from Zsasz was calling. In order to do that, use the left analog stick to follow the area showed by the game #1. Try not to lose the signal for too long and keep it up until the conversation ends #2.
The further part of this quest will have a very similar course. You will be able to pick up new calls from time to time #1, each time having to reach a new phone booth in the time limit #2. It will let you resume the search for Zsasz.
You will have to repeat this until you fill up the green bar at the bottom of the screen #1, thanks to which you will be able to locate Zsasz. His hideout is in the Industrial District #2 and that's where you need to head.
After reaching the spot, you will have to eliminate a couple inmates #1, though you shouldn't have problems with it. Afterwards find the interactive door #2 leading to Zsasz's hideout.
Go down the stairs. Don't bother with trying to open the door here, as it's locked. Instead turn right, take out the Batclaw and use it to pull out the ventilation shaft grate #1. Afterwards use the Grapnel Gun to access the shaft and head to the room where Zsasz is holding two hostages #2.
Theoretically it could seem that Batman should avoid Zsasz's sight, but he will probably be so occupied with his hostages that it won't be really necessary. Get out of the shaft #1 and head forward. Stop by the ledge and wait a couple seconds to note, that the water level keeps changing. Wait for it to come up and cross the bridge #2.
Pass the room where Zsasz is and stop after reaching the end of the current ledge #1. Here, you can act in two different ways. The first method is jumping to the ledge in the distance #2, though you would have to do it when the water level goes down.
If you don't want to risk, you can use the Freeze Blast and create an ice float with it #1. Jump onto it and use the Grapnel Gun #2 or wait for the water level to raise.
Regardless of the chosen method, after reaching the new ledge you need to head left. Start running here #1 and afterwards perform a slide (right trigger). If you have done everything correctly, Batman should automatically grab onto the ledge #2.
Move right until you reach a new ledge onto which you can climb #1. Go left, stopping after reaching another gap #2.
Don't use the Freeze Blast, as the drill would destroy the ice anyway. Instead, wait for the water level to raise and jump towards the new ledge #1. Make a few steps forward and only afterwards use the Freeze Blast to create an ice raft #2.
Jump onto the ice, wait for the water level to go up and use the Grapnel Gun to grab the grapple point above the last platforms #1. Pull yourself towards the new ledge and jump onto it. Crouch and carefully go left. Wait for Zsasz to stand by the glass wall #2, approach him and press Y.
If you have done everything correctly, Batman should attack Zsasz by surprise #1 and take him down. You can talk with the political prisoners, though it's not necessary. In order to get out of the room, use the previously inaccessible door #2.
You will be informed of the possibility to approach this mission with a marker on the Arkham City map, pointing an act of violence #1. It will probably point to Park Row, where you began the game. After reaching the spot, you will note a group of thugs attacking an innocent political prisoner #2.
Try to attack the enemies from above if possible and afterwards eliminate the others in direct combat #1. Be careful, as they will be very numerous. Once you're done with them, talk with the saved prisoner who turns out to be Jack Ryder #2.
The further part of this mission is very similar. From time to time you will note a new marker pointing to an act of violence #1 and you will have to eliminate a few thugs after reaching the area. I'd especially recommend looking out for the ones equipped with firearms #2. You should attack them by surprise early on and during the fight itself often evade and throw weapons out of their hands. Keep repeating the above actions until you save all the political prisoners.
The Secrets and Challenges guide to Batman: Arkham City will take you through all the challenges prepared by the Riddler. In it, you will most of all find instructions regarding obtaining all 440 secrets, as well as completing all the special challenges included in the "Riddler's Revenge". Finding all the collectibles is made easier thanks to the multiple screens and detailed maps with their locations marked on them
The full content of this guide includes:
Jacek "Stranger" Halas
Translated to English by Jakub "cilgan" Lasota
If you want to find all the secrets using this guide, it would be best to follow the same order to avoid getting lost. If, on the other hand, you are looking for information regarding a particular secret, you should use the fact that the order in which they are presented is the same as in the menu of Batman's computer.
Example:
We're looking for information regarding Batman's Wonder City Trophy, specifically the first one in the fourth row. If you count all of them, you will note that it's the sixteenth Trophy in this location (screen above). Now all you need to do is find Trophy 16 in the guide.
Apart from reading the description of Trophy 16, you can also look find it on the Wonder City map (screen above). Connecting both those information should be enough to locate and obtain the secret.
There is a total of 440 collectibles. 400 of them are reserved for Batman and the other 40 for Catwoman. There are five basic types of collectibles:
1) Batman's Trophies - In the further part o the guide they are marked orange. All you have to do is pick up the Trophy, though reaching it is not always that obvious. In many cases the Trophies are hidden or locked in a cage and you will have to perform some additional tasks before being able to collect it.
2) Riddles - In the further part o the guide they are marked green. Completing them requires you to scan an item (for example a flyer) or location (for example a building) which are connected with the Riddle. You can scan by holding down LB, after placing the object in the middle of the camera.
3) Breakable Objects - In the further part o the guide they are marked blue. Breaking an object is mostly done with the Batarang, though sometimes you will have to use the Remote Electrical Charge. The type of objects vary depending on the location (balloons, cameras, penguins and others). Additionally some Arkham City district also contain a special control panel that you have to find and hack.
4) Catwoman's Trophies - In the further part o the guide they are marked red. These Trophies can be located and marked as Batman, but only Catwoman can collect them. It's worth to notice that sometimes you will have to use the abilities of both characters, e.g. destroying a wall blocking access to a Catwoman's trophy with Batman.
5) Physical challenges - It's a special category which doesn't require you to find objects. Instead, you have to complete various challenges connected with fighting (for example defeating enemies in a given time) or exploring an area (for example gliding for a given period of time).
Just like in the previous game, in Arkham City you can learn the location of various collectibles. It's however done completely differently, by interrogating informants - inmates surrounded by a green aura (screen above). You should come across the first enemy of this kind after beginning Enigma Conundrum. Afterwards you will come across other informants on a regular basis.
It's extremely important that you can't knock out an enemy before interrogating him. He has to be the last enemy standing (screen above) and only then you will be able to approach him and press Y to interrogate. Don't worry if you fail, as you will be able to gain information regarding a given group of secrets from a different enemy.
The interrogation itself is automatic and end with receiving an information on the location, together with markers informing of secrets (screen above). IT DOESN'T MEAN that all icons will appear at once, as it will only concern a small part of them. In order to learn the location of all the secrets, you will therefore have to interrogate tens of informants. It isn't absolutely necessary if you intend to use the guide, but still I wouldn't recommend completely giving up on this option. On a side note, it's worth to mention that you can also manually mark any Batman or Catwoman Trophies that you come across (hold down LB) and you should do it with those that you can't reach at the moment (for example because of the lack of some gadgets or playing as the wrong character).
Park Row stays fully accessible throughout the game. Because of the easy street structure and lack of flooded areas, it's also easily to navigate. However you will need to look out for armed enemies placed on the roofs of some buildings.
There are two big buildings in Park Row which you can examine, both containing a few Trophies and Riddles. The first one is a Church and a Medical Center in one (screen above). It's worth to notice that if you want to examine this building after completing Locate the source of the sniper shot, you will have to use the Electrical Charge to gain access to the main part of the Church.
The second building in Park Row is the Solomon Wayne Courthouse. During the beginning part of the game, accessing the building won't be limited in any way. However after Scan the TYGER helicopter to locate the Master Control Program the main entrance will be unfortunately destroyed (screen above) and therefore you will have to use the entrance at the back of the building.
LOCATION STATISTICS:
Batman Trophies - 36
Riddles - 14
TYGER cameras - 12 (4 challenges) + 1 camera Relay HUB
Catwoman Trophies - 5
TROPHY 1
Gadgets used: Disruptor - Jam Firearm
Start south-east of where the Trophy is. Note that the passage is guarded by a turret. Take out the Disruptor and use it on the turret to make in unable to attack #1. Walk past it and collect the Trophy #2.
TROPHY 2
Gadgets used: Remote Controlled Batarang
The Trophy can be found in the Courthouse basement, accessible through the stairs in the northern part of the building #1. Unfortunately upon reaching it you will find out that the door leading to the cell is locked #2.
Go out of the basement and check the corridor nearby the northern Courthouse exit. You should see electric discharges above you #1. Take out the Remote Controlled Batarang and throw it at the discharges #2 to electrify it.
Now you need to steer the Batarang to the basement, so lead it towards the stairs #1 and afterwards turn right #2.
Don't steer it towards the cell, instead fly straight and fly above the grate #1. Eventually you will note a fuse box which you have to hit #2.
You can return down, use the newly unlocked cell entrance #1 and pick up the Trophy #2.
TROPHY 3
Gadgets used: Batarang
Stand beside the Trophy cage, turn west and walk forward a bit. In the distance you should see an interactive question mark, hit it with an ordinary Batarang #1. By doing it you will open the cage #2.
TROPHY 4
Gadgets used: Batclaw
Examine the walls beside where the Trophy is and you should note that one of them can be destroyed #1. Use the Batclaw to reach one of the nearby vantage points #2.
Glide towards the wooden wall #1, hitting it will cause Batman to break through it. Notice! If you don't want to use gliding, you can also look for an upper balcony and shoot at the wall with the Line Launcher. Regardless of the chosen method, you will be able to collect the Trophy #2.
TROPHY 5
Gadgets used: Remote Electrical Charge, Explosive Gel
Move towards where the Trophy is hidden from the north-east. After getting there #1 you should note that electrical discharges block access to the Trophy. Equip the Remote Electrical Charge and shoot at the fuse box visible in the distance #2.
Afterwards you will be able to move on. Use the Explosive Gel to destroy the left wall #1. It will let you reach the Trophy #2.
TROPHY 6
Gadgets used: Explosive Gel
Turn on the Detective Mode to note that you can destroy the wooden obstacle with the Explosive Gel #1. Detonate and pick up the Trophy #2.
TROPHY 7
The Trophy can be found below the car wreck #1. You can't pick it up by only crouching, so slide underneath the car and grab it then #2.
TROPHY 8
Gadgets used: Freeze Blast
Stop by the edge nearby where the Trophy is hidden. Equip the Freeze Blast and create an ice raft by aiming at the Trophy #1. Glide there and collect the Trophy after landing on the ice float #2. Notice! If the ice float is at the bad spot, you can use the Batclaw to grab onto grapple points and push yourself towards it.
TROPHY 9
Gadgets used: Explosive Gel, Remote Electrical Charge
Jump to the lower level and locate a destructible wall north-east of the Trophy #1 #2. Use the Explosive Gel to bring it down.
Head to the south-west. Locate a closed gate and raise it by shooting with the Electrical Charge in the engine #1. Afterwards you will be able to enter the small room and take the Trophy #2.
TROPHY 10
Gadgets used: Disruptor - Jam Firearm, Explosive Gel
Start off south-east of where the Trophy is. Note that the passage is guarded by a turret #1. Take out the Disruptor and use it on the turret to disable it #2.
Head towards the Trophy and use the Explosive Gel to bring down the wall on your way #1. Pick up the collectible #2.
TROPHY 11
Gadgets used: Freeze Blast
The Trophy is hidden left of the big neon sign #1. Go there and equip the Freeze Blast. Shoot at the pipe to seal it #2, crouch and collect the Trophy.
TROPHY 12
Gadgets used: Batclaw
Use the door leading to the Bell Tower #1 #2.
After reaching the new room, start climbing up by grabbing the upper ledge with the Batclaw #1. After reaching the next room, turn around and look up. the Trophy is hanging from the side wall #2, use the Batclaw to grab it.
TROPHY 13
Gadgets used: Cryptographic Sequencer
Use the Cryptographic Sequencer on the control panel #1 and hack it #2. Afterwards you will be able to collect the Trophy from the place previously blocked by grates.
TROPHY 14
Gadgets used: Batarang
The Trophy is inside a cage. Turn on the Detective Mode to note that the cage is connected with a different device #1. Turn around towards the closest building and start climbing #2.
You need to reach the device that the cage is connected with. It will turn out to be an interactive question mark #1 #2.
Throw a Batarang at the question mark and QUICKLY start running towards the cage #1. As you don't have much time to reach the Trophy, jump down #2 and use Dive Bomb. Quickly collect the Trophy before the cage locks again.
TROPHY 15
After reaching the place where the Trophy is hidden, it will turn out that it's behind grates #1 and the only way of reaching it is destroying the wooden wall directly above it #2.
Stand on the roof north of the Trophy #1 and glide towards the wooden wall #2.
Hitting the fragile wall will cause it to break #1. Jump down and pick up the Trophy #2.
TROPHY 16
Gadgets used: Explosive Gel, Batarang
The puzzle connected with this Trophy #1 is complicated and quite hard to complete. If you turn on Detective Mode, you should note that there are cables coming out of the cage with the collectible #2, leading to four different question marks. The idea is to turn them off within a short time interval.
Three of them can be destroyed with the Explosive Gel. Start off by finding the one south-west of the cage, on one of the lower roof parts #1 #2. Spray the Explosive Gel on the question mark but DO NOT detonate it yet.
The second one is on the same level as the cage, west of where the Trophy is hidden #1 #2.
In order to reach the third one, head north. You should find it quite far from the cage #1 #2.
After planting three charges, return to where the cage is. Stand on one of higher platforms and look at the previously ignored question mark (it's too high to spray Explosive Gel on it) #1. Start turning around towards the previously sprayed charges and successively detonate them #2. At the same time note that detonating the first charge will cause a timer to start.
Detonate all three charges and afterwards quickly throw a Batarang at the last question mark #1. If you have done everything correctly, you will be able to collect the Trophy from the cage #2.
TROPHY 17
Solving this riddle is quite hard and required you to activate three pressure plates without touching any other walls or ground. Start off on the roof of the building (standing on the pressure tower at best) directly north of the Trophy cage #1 #2.
Glide south. You need to fly towards the pressure plate on the wall of the building in the south #1. The key to success in this case is activating the plate and bouncing off the wall #2. In order to do that, you have to let go of A at the last moment and quickly press X. Of course don't forget to press A again after Batman bounces off to start gliding again.
It's important to try and bounce off the first plate at its upper part, thanks to which you will have an easier time reaching the next one. The plate is on the northern building wall #1, the one on which you began everything. Just like before, you have to let go of A at the right moment and press X #2.
Fly back south and keep in mind that the last, third pressure plate, is on the ground #1. You will probably be quite high above it, so choose the right moment to stop gliding. Collect the Trophy afterwards #2.
TROPHY 18
Gadgets used: Explosive Gel
Turn on the Detective Mode to note that the wooden obstacle can be destroyed using the Explosive Gel #1. After a successful detonation, pick up the Trophy #2.
TROPHY 19
Gadgets used: Cryptographic Sequencer
Get onto the lower part of the Church roof. Prepare the Cryptographic Sequencer and use it on the control panel beside the cage #1. Create the password ANALYTICAL #2 and collect the Trophy.
TROPHY 20
Check out the narrow alley behind the fence to find a spot where you can perform a slide #1. Get to the other side and pick up the Trophy #2.
TROPHY 21
Used skills: Dive Bomb, Shock Wave
Gadgets used: Batarang
The puzzle connected with the Trophy is quite untypical, as it requires you to hit a pressure plate with great force. Start off by heading to one of the vantage points south-east of the cage #1 #2.
Glide towards the pressure plate and soon afterwards press the right trigger to activate the Dive Bomb #1. Right after hitting the plate, press B to activate the Shock Wave. If you have done everything properly, all of the arrows should become lit #2. If only a part of them becomes activated, it means that the hit was too weak and you will have to repeat everything from the beginning (be sure that to choose a high enough starting point and keep dive bomb active long enough).
Stay on the pressure plate and throw an ordinary Batarang at the interactive question mark that should become lit #1. Afterwards you will be able to take the Trophy from the cage #2.
TROPHY 22
Gadgets used: Freeze Blast
Approach the place where the Trophy is hidden from the north. Choose the Freeze Blast and use it to seal the pipe from which steam is coming out #1. Gain momentum and perform a slide #2 to reach the secret.
TROPHY 23
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier + Cryptographic Sequencer Range Amplifier
Approach the Trophy from the east. Choose the Cryptographic Sequencer and interact with the control panel on the right #1. Solve the mini-game to crack the password #2. Enter the newly unlocked area and collect the Trophy.
TROPHY 24
Gadgets used: Explosive Gel
Don't try using Batarangs here, just approach each of the three interactive question marks and spray Explosive Gel #1. Afterwards detonate all three charges at once #2 and take the Trophy from the open cage.
TROPHY 25
Gadgets used: Batarang
After reaching the area, note the five interactive question marks on the wall. They lit in a determined order: first, fourth, third, fifth, second. The order in which you hit them with the Batarang doesn't matter, you just need to feel the right moment. Notice! Turning a question mark doesn't cause the next one to activate faster. It of course makes the whole thing harder, as you need to pay more attention to throwing the Batarang at the proper time. In return for turning off all five question marks, you will be able to take the Trophy.
TROPHY 26
Gadgets used: Explosive Gel
Take a look around where Jack Ryder is for a destructible wooden wall #1. Spray and detonate the Explosive Gel and you will be able to collect the Trophy #2.
TROPHY 27
Gadgets used: Batclaw
Find the pressure plate nearby the Trophy cage and stand on it #1. Turn towards the Trophy and grab it using the Batclaw (you can't get off the plate, as it will cause the cage to close again) #2.
TROPHY 28
Gadgets used: Disruptor - Mine Detonator
After reaching the area where the Trophy is hidden you should note that there are two proximity mines blocking the way to it. Use the Disruptor on each to detonate them #1. Afterwards pick up the Trophy #2.
TROPHY 29
Gadgets used: Batclaw
After reaching the area where the Trophy is hidden you should note that there is a large horizontal gate blocking access to it #1. You can't unlock it in any ordinary manner, so look up and search for a vantage points marked with green #2. Reach it using the Batclaw.
The gate below you should open, though it's going to close a few moments after you leave the vantage point. Therefore it's important to fly perfectly down after jumping off #1, without hitting any obstacle on your way. After reaching the new location take a look around for a Trophy #2. Luckily collecting it will unlock the exit.
TROPHY 30
Gadgets used: Batclaw
Locate stairs leading to the basement in the northern part of the building #1. Use them, but stop around the middle. Turn around, look up and use the Batclaw to grab the Trophy hanging from the wall #2.
TROPHY 31
Used skills: Dive Bomb
After reaching the area where the Trophy is hidden you should note that it's blocked by a large horizontal gate #1. You can't open it in any ordinary manner, so look around the eastern building's roof for a pressure plate #2. Stand on it, of course.
The gate below you should open #1, though it's going to close again a few moments after you leave the plate. Therefore you should jump off, glide for a short moment and afterwards use the Dive Bomb by holding down the right trigger #2.
Batman should not only fly through the gate before it closes again, but also break through a floor fragment #1. Look around for the Trophy #2. Luckily collecting it will cause the exit to open.
TROPHY 32
Gadgets used: Remote Electrical Charge
After reaching the area, take some time to familiarize yourself with the puzzle. You will have to push the ball from the starting point #1 to the hole #2. It can be accomplished using as much as three electromagnets.
Equip the Remote Electrical Charge and start off by shooting at the lower magnet #1, the one beside which the ball is. Make the magnet push off the ball, causing it to move upwards #2.
It's important to quickly send a charge towards the second electromagnet found above the first one #1. Eventually both active magnets should cause the ball to fall into the horizontal tunnel #2 leading towards the "labyrinth" exit.
All you have to do now is interacting with the so far ignored, third magnet #1 found right beside the hole. Push the ball towards it and go there to take the Trophy out of the ball #2.
TROPHY 33
Gadgets used: Line Launcher, Batclaw
Locate the metal construction adjoining the church, enter it and stand on the green pressure plate #1. Equip the Line Launcher and shoot at the grate visible in the distance #2 which will let you avoid three red pressure plates.
Wait for Batman to land, turn around and use the Batclaw to grab onto the upper ledge #1. Here head forwards and take the Trophy from the open cage #2.
TROPHY 34
Gadgets used: Remote Controlled Batarang
Stand on the roof of the building east of the Trophy, opposite to the ventilation shaft to be precise #1 #2.
Equip the Remote Controlled Batarang and throw it into the ventilation shaft #1. After taking control over the Batarang, be ready to turn right #2.
Make the Batarang fly through the whole shaft and hit the interactive question mark #1. Afterwards jump onto the neighbouring roof and collect the Trophy #2.
TROPHY 35
Gadgets used: Remote Electrical Charge
Jump over the fence, prepare the Remote Electrical Charge and shoot at the engine #1 to raise the gate. Head inside and collect the Trophy #2.
TROPHY 36
Gadgets used: Batarang
Note the interactive question marks behind the Trophy cage. Prepare the Batarang and throw it at the first question mark from the right at the proper moment #1. If you have done it correctly (the question mark has to be lit when getting hit), the cage will open and you will be able to collect the Trophy #2.
RIDDLE 1 - It's far from PURRFECT, but she calls it home.
Get onto the roof of the building and scan Catwoman's hideout through the window (screen above). You can of course approach from a different side if you care for a better shot.
RIDDLE 2 - I wonder how you can land an appointment with this milliner? Perhaps it would be best to book?
You can solve this riddle only after completing The Tea Party side quest. After reaching the spot marked by the game, search for the door leading to the previously visited Mad Hatter's hideout (screen above).
Get inside the building and scan the table where the Mad Hatter is standing (screen above).
RIDDLE 3 - This question can only be answered from an unusual perspective. Can you get yourself there?
If you use Detective Mode to scan the area of the spot marked by the game, you should note an incomplete question mark and a dot (screen above). In order to solve this riddle you have to arrange them into one.
The perfect place for doing that is the vantage point above the main entrance to the Solomon Wayne Courthouse, located north of the question mark. The spot has been presented on the two above screens. Remember to arrange yourself so that the main part of the question mark and the dot to create one.
RIDDLE 4 - You've been warned. People aren't the only unstable part of this city.
Find the fence with signs warning of subsidence (screen above) and scan it.
RIDDLE 5 - Do you have Strange thoughts? Maybe you should seek help?
Find the door leading inside the building with a Strange Minds sign (screen above) and scan it.
RIDDLE 6 - DA campaign special: Get two votes for the price of one.
Find the entrance to Harvey Dent's office (screen above) and scan it.
RIDDLE 7 - If you find the name, does the Cash come hand in hand?
Approach the table from the south-east side (screen above).
Zoom in on the items on the table, especially including Aaron's Cash ID (screen above). Scan it.
RIDDLE 8 - I am an actor who can transform a film with the final cut. Who am I?
Find the large movie poster hanging from the wall (screen above) and scan it.
RIDDLE 9 - BANG! BANG! Order in the court.
Examine the court's main room (the one in which Catwoman was held) and approach the small glass cabin (it was occupied by Two-Face; screen above).
Zoom in and scan the judge's hammer (screen above).
RIDDLE 10 - This den is where the vicious animals take your treasure. Is it theft, if it's already stolen?
Find the entrance to the TYGER confiscated good treasury (screen above) and scan it.
RIDDLE 11 - Six legs went in and only two came out. Where am I?
Find the Crime Alley signpost (screen above) and scan it.
RIDDLE 12 - Who's crazy enough to date this guy?
Find stairs leading to the basement in the northern part of the court. Go down, locate the cell in which the Calendar Man is being held and scan him (screen above).
RIDDLE 13 - Has this flower turned a new leaf?
Find the Baudelaire flower shop (screen above) and scan it.
RIDDLE 14 - Acing the chemistry test will illuminate you.
Get onto the roof of the building located west of the riddle solution spot and scan the Ace Chemicals neon sign (screen above). If you're having problems make sure you're not standing right beneath it or use the zoom option.
1 - RELAY HUB
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier
Look around the roof for a control panel that you can hack #1 and use the Cryptographic Sequencer on it. Solve the mini game and crack the password #2. Note that therefore the locations of all 12 cameras in Park Row have been added t the map.
CAMERAS
Gadgets used: Batarang
There is a total of twelve TYGER cams in Park Row and destroying them will let you complete a total of four riddles (three cameras per each). Each time you find a camera (K on the attached map), prepare an ordinary Batarang and throw at it.
TROPHY 1
Approach the Trophy from the north #1. It's blocked by a destructible wall. As Catwoman isn't capable of taking down walls, Batman will have to do it for her with the use of the Explosive Gel #2. It's best done while collecting Batman's Trophy #9.
After going through the destroyed wall, get onto the ceiling by press RB #1 and head for the Trophy #2.
TROPHY 2
After reaching the area where the Trophy is hidden After reaching the area where the Trophy is hidden you should note that it's inside a large cage #1. Stand directly below it and press RB to stack walking along the ceiling #2.
Head to the interactive grate #1, press A to open it and collect the Trophy #2.
TROPHY 3
The Trophy can be found on the roof of the building, right beside the big billboard to be precise (screen above).
TROPHY 4
Find the big steel construction beside the place where the Trophy is hidden #1. Step inside and stand on the first, green pressure plate #2.
Now you have to press RB to stick onto the ceiling #1. Head forward and after reaching the other end press A to climb onto the ledge #2.
You should reach the upper balcony #1, press RB yet again there. Now just approach and collect the Trophy #2.
TROPHY 5
Approach the Trophy from the north #1 and climb the gate found there #2.
You now have to use the Ceiling Climb skill, so look up #1 and press RB to stick onto the ceiling. After wards approach the Trophy and collect it #2.
The Amusement Mile stays a completely accessible district of Arkham City throughout the whole game. In the beginning, navigating through it won't involve any real difficulties. In the later part of the game, you must take into consideration that a large portion of streets and bridges will get destroyed. Therefore you will have to use Batman's Grapnel Gun and Catwoman's whip more often.
The Amusement Miles includes two buildings which you can explore. In both cases you will find a couple Trophies and Riddles inside. The by far bigger building of the two is the GCPD building. in the beginning you should access it through the main entrance (screen above), helping yourself with the Electrical Charge.
After completing Defeat Mister Freeze using the main entrance will be impossible, as it will end up frozen. As a result you will have to use the door at the back of the station (screen above). The second building is the Krank Co. Toys. The object doesn't have its own map and hides only two Trophies (one for Batman and one for Catwoman).
LOCATION STATISTICS:
Batman Trophies - 37
Riddles - 9
TYGER cameras - 12 (4 challenges) + 1 camera Relay HUB
Balloons - 12
Catwoman Trophies - 5
TROPHY 1
Gadgets used: Explosive Gel
Turn on the Detective Mode thanks to which you will note that you can destroy the wooden wall with the Explosive Gel #1. Afterwards pick up the Trophy #2.
TROPHY 2
Gadgets used: Freeze Blast, Line Launcher, Remote Electrical Charge, Batclaw
Try landing on the roof of the metal construction. The idea behind this puzzle is pushing down the sphere with the Trophy into the hole found on this level (screen above).
Head north #1 and jump onto the lower platform. Turn north and you should end up opposite to a small water tank #2.
Equip the Freeze Blast and create an ice raft #1, making sure that it's as close to the wall in the distance as possible. Afterwards use the Line Launcher to safely reach the ice float #2.
Land on it and equip the Remote Electrical Charge. Aim at the electromagnet above you #1. Sending a charge into it will result in pushing the ball into the hole mentioned before (i.e. up and afterwards left) #2.
Now you need to return to the starting point, so use the Line Launcher #1 and afterwards the Claw. Approach the hole #2 and collect the Trophy from the sphere.
TROPHY 3
Gadgets used: Remote Controlled Batarang
In order to reach the Trophy you have to jump off the highway and land on the small platform beside the water #1. Stand on the pressure plate and turn towards the interactive question marks to the west #2.
Take out the Remote Controlled Batarang and throw it at the middle question mark #1. Things will get more complicated from here on, as the other two question marks are hidden behind pillars and additionally a timer will start. Quickly throw another RCB. It's worth to press the right trigger to increase its speed during the flight. Steer into one of the side question marks #2.
Immediately throw the last Remote Controlled Batarang and make it hit the third question mark #1. Switching off them all will cause the Trophy cage to open #2.
TROPHY 4
Gadgets used: Batclaw, Explosive Gel
Start off by standing west of the Gotham City Olympus building #1 #2.
Aim at the balcony below the neon sign and use the Grapnel Gun to get there #1. Afterwards equip the Explosive Gel and destroy the wooden wall using it #2. Afterwards pick up the Trophy.
TROPHY 5
In order to find the Trophy you will have to reach the underground police station parking. Start off north of the destination, placing yourself by the edge of the roof #1. Glide south, towards the wooden wall beside the water #2.
Batman should automatically break through the wall upon hitting it #1. Pull up if necessary and afterwards turn right to find the Trophy #2.
TROPHY 6
Gadgets used: Batclaw
The solution to this puzzle is quite complicated and it implies activating three pressure plates. The first plate is on the roof of the building located north of the Trophy #1 #2.
Jump off the edge and glide south. You need to head towards the pressure plate on the wall of the southern building #1. The key in this case is bouncing off the wall connected with activating the plate #2. In order to perform that action, you have to let go of A at the last moment and quickly press X. of course don't forget to press and hold down A again after Batman bounces off to start gliding again.
It's important to try and bounce off the plate in its upper part, thanks to which it will be easier to reach the next one. It's on the wall of the northern building #1, the one on which you started. Just like before, you have to let go of A at the right moment and press X #2.
That's the last plate, so after bouncing off the wall use the Grapnel Gun to reach the roof of the southern building #1. Keep in mind that you have to hurry with it, as a timer has started. Grab the Trophy right after reaching the roof #2.
TROPHY 7
Used skills: Grapnel Boost
The solution to this puzzle isn't quite obvious, so try to directly follow the hints given here. Note that the Trophy and the three pressure plates #1 are found in separate cages. In order to gain access to the secret you have to land on each plate without touching the ground. Start off by standing on any of the plates #2.
In order to safely leave the cage, you will have to use the Grapnel Boost. Aim at any object above you (e.g. the chimney or large crane #1) and after a standard press of RB additionally press A twice (and hold it down afterwards). If you have done everything correctly, Batman will not only get out of the cage, but will also get catapulted #2.
Start gliding above the cages in which the other two pressure plates are #1. Lower the altitude and try to safely land on one of them. It's worth to notice that you will have to restart the whole puzzle if you don't land perfectly on the plate and for example grab onto the fence #2. If you do though, it's important to let go of the fence and not climb it.
Repeat the above actions with the last, third plate. Catapult yourself #1 and after a dozen or so second of gliding, land safely on it. Afterwards you will be able to jump inside the cage in which the Trophy is #2.
TROPHY 8
Get inside the Morgue at the GCPD building #1. The Trophy is on one of the tables #2.
TROPHY 9
Gadgets used: Freeze Blast, Disruptor - Jam Firearm, Batclaw
Stand somewhere above the tunnel leading to where the Trophy is hidden #1. Equip the Freeze Blast, create an ice float using it #2 and of course jump onto it.
Note that the access to the Trophy is protected by a turret #1. Equip the Disruptor and use it on the turret #2 so that it's incapable of attacking.
Now you will just have to swim for the Trophy. Use the Batclaw to grab onto the grapple points #1 (optionally, you can also use the Line Launcher). Jump onto the small ledge and pick up the Trophy #2.
TROPHY 10
After getting to the area you should note that the platform on which the Trophy is keeps turning from time to time, varying between blocking #1 and unblocking #2 access to the secret.
Start running towards the metal construction and perform as slide #1. You however need to coordinate it with the platform's motion, so that you can grab the Trophy during the slide #2.
TROPHY 11
Gadgets used: Explosive Gel, Batclaw, Batarang
Dedicate a moment to familiarize yourself with this rather complicated puzzle. You have to turn off six interactive question marks in a short period of time. Three of them are on your current level #1 and the other three a bit higher #2.
We will start with the question marks on this level. Approach each of them #1 and spray Explosive Gel #2. Plant three charges that way, BUT don't detonate them just yet.
Now use the Grapnel Gun to reach the roof of the nearest building and turn towards the three question marks on the upper level #1. Once you're ready, detonate the three charges planted before #2.
Now you have to QUICKLY throw three Batarang #1 by pressing the left trigger three times. They should automatically fly towards the upper question marks and turn them off. If you have made it in time, you can return down and collect the prize #2.
TROPHY 12
The puzzle connected with this Trophy is fairly easy. You have to stand on the pressure plate exactly when it changes its colour to green #1. It will cause the Trophy cage to unlock #2.
TROPHY 13
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Range Amplifier
Land on the roof of the building west of where the Trophy is hidden #1 #2.
Equip the Cryptographic Sequencer and locate the control panel behind the fence #1. Create the password to hack it #2.
Now you can access the main part of the police parking and use the newly unlocked passage #1. The trophy is hidden inside the little lounge #2.
TROPHY 14
Gadgets used: Remote Electrical Charge, Batclaw, Cryptographic Sequencer + Cryptographic Sequencer Range Amplifier
The Trophy is hidden below the Krank Co. Toys. Stand beside the lower edge, equip the Freeze Blast, use it to create an ice float #1 and afterwards jump onto it #2.
Turn towards the Trophy #1 and start pulling yourself towards it using the grapple points #2.
Eventually you should reach the grate with the Trophy behind it #1. Take out the Cryptographic Sequencer and start hacking the terminal on the right #2.
Solve the mini-game by creating the password #1. Wait for the grate to raise. Once again use the Batclaw on the grapple points to reach the Trophy #2.
TROPHY 15
Gadgets used: Remote Electrical Charge, Batclaw
The Trophy you're looking for is underwater #1, at the spot where you can see a green sign. Unfortunately you can't get it using the Freeze Blast, so head to the top of the nearby crane #2.
Locate the crane's engine #1 and use the Electrical Charge on it. You need to make the hook plunge into the water #2.
Once again aim at the engine, this time choosing the negative charge to make the hook come out of the water #1. Use the Batclaw to catch the Trophy #2.
TROPHY 16
Gadgets used: Cryptographic Sequencer, Explosive Gel
Find the entrance to the cage adjoining the one in which the Trophy has been hidden. Equip the Cryptographic Sequencer and use it on the control panel #1. Solve the mini-game by creating the password #2.
Get inside the cell and note that one of the wall has reduced durability #1. Spray the Explosive Gel onto it, detonate it and enter the room with the Trophy #2.
TROPHY 17
Gadgets used: Explosive Gel
Turn on the Detective Mode thanks to which you should note that the wooden obstacle can be destroyed with Explosive Gel #1. After a successful explosion, pick up the Trophy #2.
TROPHY 18
Gadgets used: Freeze Blast, Batclaw, Explosive Gel
Search for the Trophy cage on one of the lower parts of the roof #1 and afterwards look for the three interactive question marks right beside the water #2.
Use the Freeze Blast to create an ice float beside the question marks #1 and glide there #2.
Approach each of the question marks using the grapple points (Batclaw) and spray Explosive Gel onto them #1. Plant three charges that way #2, BUT don't detonate them just yet.
Return to where the Trophy is and stand on the pressure plate #1 thanks to which you will activate the question marks. Only afterward should you detonate the previously planted charges. Pick up the Trophy #2.
TROPHY 19
Gadgets used: Disruptor - Mine Detonator
The while fenced area around the Trophy is a minefield which you have to pass through. In order to make it safe, start off by detonating the two proximity mines marked on the screen above. You of course have to use the Disruptor in both cases.
Now you can enter the labyrinth, starting with a turn to the right (where the first mine was) #1. After reaching the spot showed on the screen #2, turn slightly to the left and afterwards right.
After reaching the corner of the labyrinth of course turn right. Go pass the recently destroyed mine and turn right once again #1. You should note the Trophy now and you can safely head for it #2. Afterwards safely leave the minefield following the same way. Luckily in case you make a mistake, the explosion will only hurt Batman and not kill him.
TROPHY 20
Gadgets used: Remote Electrical Charge
After reaching the destination point, take some time to familiarize yourself with the assumptions of this riddle. Your task is to push the sphere with the Trophy from the starting point #1 to the destination, i.e. the hole #2. For that you will use the electromagnet and the pressure plate.
Stand on the pressure plate #1 thanks to which you will move the grate right in front of the sphere. Take out the Remote Electrical Charge and shoot at the magnet #2.
Sending the charge will cause the electromagnet to attract the sphere #1. Wait for the sphere to move maximally to the right and quickly get off the pressure plate, thanks to which after bouncing off the barrier it won't return to the starting point, but will stop around the middle of the road. Send another charge towards the magnet #2.
When the sphere gets right beside the magnet, get onto the pressure plate #1 which will cause the barrier to move out and stop it. Fire a charge at the magnet for the last time. Quickly run to the sphere before the magnet stops working and take out the Trophy #2.
TROPHY 21
Gadgets used: Batclaw
Head to the back of the GCPD building and glide towards the platform east of the Trophy #1. Turn towards the police station, locate the Trophy hanging from the wall and catch it with the Batclaw #2.
TROPHY 22
Used skills: Dive Bomb
After reaching the destination you should note that the Trophy is inside a big cage #1 and that the access is blocked by red pressure plated that you cannot touch #2. As the game won't allow you to use the Line Launcher here, the only solution will be flying above the pressure plates.
Head north and find a high vantage point on the roof of the GCPD building #1 #2. Turn south so that you see the spot you have to fly to.
Jump off the ledge, but don't use normal gliding as it probably won't let you reach the destination without touching the pressure plates. Instead, use the Dive Bomb #1 by pressing the right trigger. Soon afterwards let go of the trigger and lean the analog stick down, which will cause Batman to gain altitude #2.
If you manage to pull off the above actions properly, you will be able to fly into the cage nearby its ceiling #1. Therefore you will be able to fly above the pressure plates. Land nearby the Trophy and pick it up #2
TROPHY 23
Gadgets used: Batclaw
In order to reach the area where the Trophy is hidden, you need to enter the Krank Co. Toys building #1. Head to the main room and look for a Trophy visible behind one of the windows #2. Grab it using the Batclaw.
TROPHY 24
Gadgets used: Line Launcher
Find the small balcony south-east of the Trophy #1. Note that approaching it will cause the grate to lower #2.
Go south, find another pressure plate #1 #2 and of course stand on it.
Turn north (towards the Trophy) #1 and equip the Line Launcher. Shoot at the wooden wall in the distance #2.
Start riding the line and Batman will automatically break through wooden walls #1. Eventually you should land nearby the place where the Trophy is #2.
TROPHY 25
Gadgets used: Batclaw
Search for the pressure plate nearby the Trophy cage and stand on it #1. Turn around towards the Trophy and grab it using the Batclaw (you can't get off the plate, as it will cause the cage to close again) #2.
TROPHY 26
The puzzle behind the Trophy is very easy. Run through the three pressure plates before the cage #1 and it should open as a result #2.
TROPHY 27
Gadgets used: Batclaw
Use the Grapnel Gun or the gliding to reach the upper balconies of the leaned radio tower #1. On one of the balconies you will come across a Trophy #2.
TROPHY 28
Examine the upper balconies in the GCPD building to find a ventilation shaft entrance #1. Use it and collect the Trophy hidden there #2.
TROPHY 29
Gadgets used: Remote Controlled Batarang
Land on the roof of the Krank Co. Toys building and search for a ventilation shaft nearby the Trophy cage #1. You can't enter it yourself, so equip the Remote Controlled Batarang. You have to choose the right moment to throw the Batarang, as the blockades will keep opening and closing #2.
After throwing the Batarang, speed it up (right trigger) and fly straight #1. Try to hit the first interactive question mark this way #2.
Once again throw the RCB into the shaft, but this time after reaching the first fork #1 turn left. be ready for a right turn soon afterwards #2.
Now you just need to lead the Batarang into the second interactive question mark #1. Approach the open cage and pick up the Trophy #2.
TROPHY 30
Gadgets used: Batclaw, Line Launcher
Stand in the corridor east of the secret and look up. you should note that you can use the Grapnel Gun to reach the upper balconies #1. Approach the Trophy cage #2 and take some time to familiarize yourself with the assumptions of this riddle. You will have to activate three pressure plates without standing on any other parts of the floor.
Stand on the plate closest to the Trophy #1 and turn east. Equip the Line Launcher and shoot at the wall in front of you #2.
Right after jumping onto the line, hold the left trigger to slow down the whole process. After reaching the fork, turn right and shoot at the southern wall #1. Resume the ride but let go of the line soon enough to land on the second pressure plate #2. You can't make it too late, as otherwise Batman won't hit the plate and you will have to repeat the whole process from the beginning.
Turn north and shoot at the wall in the distance #1. Here you will have to let go of the line at the right moment as well #2, landing on the third and last pressure plate.
If you have done everything correctly, all the plates should deactivate #1. Return to the open cage to collect the Trophy #2.
TROPHY 31
The assumption of this puzzle is activating three different pressure plates without touching any other environment elements or the ground. Start off by standing on the pressure plate on the roof of the highest building, south-west of the cage #1 #2.
Glide north-east #1 and land on the pressure plate north of the Trophy #2.
Now turn south and fly to the third pressure plate using the same method #1. Return to the cage and take the Trophy from inside #2.
TROPHY 32
Gadgets used: Batclaw
After reaching the destination it will turn out that the Trophy is hidden inside a cage #1. The only way to open it is touching the pressure plate below, though it can't be done in an ordinary way as the passage is blocked by a large horizontal gate #2. As a result you will have to reach the gate from a different place.
In order to solve this puzzle, get onto the roof of the GCPD building, located south-east from here (screen above).
Jump off the edge and start gliding towards the mentioned pressure plate #1. Remember not to fly too high or too low. Lead Batman onto the plate #2.
You can't just normally hit the plate, so at the last moment let go of the glide button and press X #1. Don't however bounce off the plate. Note that a horizontal gate has opened above you. Quickly use the Grapnel Gun to get above #2. Now you can take the Trophy from the cage.
TROPHY 33
Gadgets used: Cryptographic Sequencer
After reaching the area where the Trophy is hidden, search for a control panel that you can hack and use the Cryptographic Sequencer on it #1. Start the mini-game and create the password #2 thanks to which you will unlock access to the Trophy.
TROPHY 34
Gadgets used: Remote Electrical Charge, Explosive Gel
Stand south of the Trophy, opposite to the gate used to access the police station to be precise #1. Use the Electrical Charge on the engine above the gate in the well known way and slide underneath it #2.
Now head north, choosing the ramp leading down. Destroy the wall with the Explosive Gel #1 and you will be able to pick up the Trophy #2.
TROPHY 35
Gadgets used: Freeze Blast, Batclaw
The Trophy is underneath the drawbridge. Use the Freeze Blast aiming nearby it #1. Afterwards glide towards the ice float, look up and grab the Trophy with the Claw #2.
TROPHY 36
Gadgets used: Batarang
After reaching the area where the Trophy is hidden, stand on the pressure plate and note that by doing that you have causes the question marks to light up. The idea behind this puzzle is hitting the question marks in the exact same order in which they have been activated by using the Batarang. There are three sequences in total to complete.
First sequence: first, third, fifth, second, fourth.
Second sequence: fourth, third, first, fifth, second.
Third sequence: third, fifth, second, first, fourth.
Now you can collect the Trophy from the open cage.
TROPHY 37
Gadgets used: Remote Controlled Batarang
The Trophy can be found inside a cell that you can't access normally. Head to the eastern part of the station, to the area of the morgue (if you haven't been here yet, you should note that you can access it using the Freeze Blast). Stop when you note discharges above you #1 #2.
Equip the Remote Controlled Batarang and throw it towards the discharges to electrify it #1. Now lead it west, flying below the gate #2 and following the main corridor.
After reaching the fork turn north #1. Fly to the Trophy cell using the small hole above the door #2.
Now you need to lead the Batarang to the fuse box #1. Watch a short cutscene and head there yourself to pick up the Trophy #2.
RIDDLE 1 - Which acrobat family gambled with their lives, and has now been left to fly solo?
Find the giant circus poster on the wall of the building (screen above) and scan it.
RIDDLE 2 - This place has taken a TURN for the worse. Is it a little BEAR for your tastes?
Scan the bear together with the neon sign above the Krank Co. Toys building entrance (screen above).
RIDDLE 3 - Would an invitation to party like the gods be a bolt out of the blue?
Centre the camera on the Zeus statue above the Gotham City Olympus neon sign (screen above) and scan it.
RIDDLE 4 - This question can only be answered from an unusual perspective. Can you get yourself there?
Start by reaching the TYGER billboard (screen above) on one of the roofs.
Examine the back of the billboard in Detective Mode and you should note that there's a question mark painted on it. Stand as seen in the screen above and scan.
RIDDLE 5 - Park in his spot and you may just get a ticket.
Gadgets used: Line Launcher
In order to fins the solution of this riddle, you will first have to reach the underground police parking. Start off north of the destination point, standing by the edge of the police building #1 #2.
Glide south, towards the wooden construction nearby the water #1. Batman should automatically break through the wall upon hitting it #2.
Pull up if necessary and afterwards head south, stopping after reaching the flooded part of the parking lot #1. Prepare the Line Launcher and shoot at the wall in the distance #2.
Afterwards scan James Gordon's parking space (screen above).
RIDDLE 6 - Look out! Can you see where the madness began?
The riddle is rather untypical, as it requires you to scan an area beyond Arkham City, to the east of Amusement Mile to be precise. Get onto the roof of the GCPD building and look for an island visible in the distance. It's Arkham Asylum, the place where the action of the first game took place (screen above).
Zoom in on the island (press the right analog stick) and scan afterwards.
RIDDLE 7 - Always a shining example of justice? Not if you ask me.
Search for the large searchlight used to call Batman on the GCPD building (screen above) and scan it.
RIDDLE 8 - If she is the ROOT of evil, how could anyone be expected to contain her?
Centre the camera on the roots coming out of Poison Ivy's estate (screen above) and scan them.
RIDDLE 9 - If you're afraid, don't be scared to crow about it.
Search for hay on the very top of the drawbridge (screen above) and scan it.
1 - RELAY HUB
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier
Search the roof of the building for a control panel that you can hack #1 and use the Cryptographic Sequencer on it. Solve the mini-game by creating a proper password #2. Note that therefore the location of all 12 cameras Note that therefore the locations of all 12 cameras in Amusement Mile have been added to the map.
CAMERAS
Gadgets used: Batarang
There is a total of twelve TYGER cams in Amusement Mile and destroying them will let you complete a total of four riddles (three cameras per each). Each time you find a camera (K on the attached map), prepare an ordinary Batarang and throw at it.
BALLOONS
Gadgets used: Batarang
There is a total of 12 balloon sets in Amusement Mile and by destroying them you will solve 4 riddles (three sets per each). Each time you find a balloon set (B on the included map), prepare and ordinary Batarang and throw it at them.
TROPHY 1
The Trophy is hidden below the bridge leading to Poison Ivy's estate #1. Start off by getting to the area and stand south-east of the secret, below the stairs to be precise #2.
Now press RB to stick onto the bottom of the bridge #1. Approach the Trophy and collect it #2.
TROPHY 2
The Trophy can be found below the highway and it would be best to start on one of the lower level, south-east of its whereabouts #1 #2.
Press RB to stick onto the road #1. Now you just need to reach the spot where the Trophy is #2.
TROPHY 3
After reaching the area where the Trophy is hidden, it will turn out that the passage leading towards it is blocked #1. As Catwoman is incapable of destroying walls, Batman will have to do it for her by using the Explosive Gel #2. After the wall is done with, return there and collect the Trophy.
TROPHY 4
Obtaining this Trophy requires strict Batman-Catwoman coordination. First, you will have to access the underground police station and that's a job for Batman. You can do it while solving riddle #5 or obtaining Batman's Trophy #5. Start off north of the underground parking lot, standing on the edge of the GCPD building roof #1 #2.
Glide south, towards the wooden wall nearby the water #1. Batman should automatically break through the wall upon hitting it #2.
Now you can switch to Catwoman and use the hole in the wall created by Batman #1 to reach the underground parking lot #2.
Now press RB to stick onto the ceiling #1. Head south, going above the water. Let go only after reaching the southern part of the parking lot. The Trophy is on the barrel #2.
TROPHY 5
In order to obtain the Trophy, you will have to enter the Krank Co. Toys building #1. Inside, head to the room where the canisters collected by Bane where stored #2. It's worth to notice that you can do it only after completing one of Batman's side missions, i.e. Fragile Alliance.
Use Ceiling Climb skill by pressing RB and collect the Trophy (screen above).
The Industrial District is a completely accessible part of Arkham City throughout the whole game. However I'd suggest exploring it only after familiarizing yourself with the game and unblocking some new skills and gadgets, as you will constantly come across enemies equipped with firearms.
There are a couple building that you can enter in the Industrial District, but only two of them are worth mentioning. The first one is the Storage Warehouse 5B (screen above), you can find how to get inside it in the main guide, to be precise in the Heart of Ice walkthrough.
The second building is Zsasz's hideout. Just like above, I'd suggest checking out the main guide, the solution of the Cold Call Killer side mission to be precise.
LOCATION STATISTICS:
Batman Trophies - 37
Riddles - 9
TYGER cameras - 12 (4 challenges) + 1 camera Relay HUB
Balloons - 12
Catwoman Trophies - 5
TROPHY 1
Gadgets used: Remote Electrical Charge, Batclaw
The Trophy is underwater, at the spot with the green sign to be precise #1. You unfortunately can't obtain it with the Freeze Blast, so turn towards the nearby crane #2.
Locate the crane's engine using the Detective Mode #1 and use the Electrical Charge on it. By doing it you will cause the to lower into the water #2.
Once again shoot at the engine, this time with the opposite charge and you will cause the hook to raise up again #1. Use the Claw to catch the Trophy\ #2.
TROPHY 2
Gadgets used: Line Launcher
After reaching the area where the Trophy is hidden you should note that it's inside a tower #1. The only way of getting inside is breaking through the weak wooden wall #2.
You can get rid of the wall in a few ways. One of them is gliding from one of the higher buildings and hitting the wall. I'd recommend the faster method, implying using the Line Launcher north-west of the target #1. The line should break through the wall and all you will have to do it climb up after riding it. The Trophy luckily isn't protected in any way #2.
TROPHY 3
Gadgets used: Remote Controlled Batarang, Batarang
After getting to the destination, search for a pressure plate found right beside the Trophy cage #1. Note that by standing on it you will cause the two metal gates in the distance to open for a short while #2. The key to completing this puzzle is hitting all three interactive question marks with the Batarang before the gates close and make any further attempts impossible.
Start off by quickly throwing a Remote Controlled Batarang and leading it towards the metal door #1. Afterwards turn right, towards the question mark in the distance #2. I'd suggest using the boost option activated by pressing the right trigger as often as possible to speed things up.
Right after hitting the right question mark, quickly throw a normal Batarang by pressing the left trigger. Therefore you will hit the question mark in front of you #1. Afterwards once again throw a Remote Controlled Batarang and turn left after it flies through the closing metal door #2.
You don't have to hurry so much with hitting the third question mark #1. If you have done everything properly, the cage will open and you will be able to pick up the Trophy #2.
TROPHY 4
The whole fenced area is a one big minefield #1, through which you have to pass. Curiously, you won't need to use the Disruptor here, as there is a safe path leading to the objective. Crouch and immediately turn right #2.
Turn left after reaching the spot marked in screenshot #1. Head forward, turning left after reaching the reaching the place in screenshot #2.
Here, turn right immediately #1. Head to the very end and turn left #2 thanks to which you will reach the Trophy. Afterwards carefully leave the minefield following the same path as before. Luckily, in case you make a mistake, the mine will only hurt Batman and not kill him.
TROPHY 5
The Trophy is below the large crane #1. Crouch and collect it #2.
TROPHY 6
Head to eastern edge of the Steel Mill and start carefully jumping onto the lower ledges #1. After reaching a bigger balcony, turn around and you should note the Trophy #2.
TROPHY 7
Gadgets used: Remote Electrical Charge, Explosive Gel, Batclaw
Stand south of where the Trophy is hidden, nearby the entrance to a small tunnel #1 #2.
Take out the Remote Electrical Charge and shoot at the engine found inside a small locomotive #1. That should cause it to ride north #2.
Approach the spot at which it has stopped and jump onto its roof. Look up and destroy the fragile wall fragment with the Explosive Gel #1. In the end use the Batclaw to grab the Trophy from afar #2.
TROPHY 8
Gadgets used: Remote Controlled Batarang, Batclaw
This Trophy can be found inside Zsasz's hideout. For more details concerning unblocking and finding that location, check out the walkthrough of the Cold Call Killer mission. use the door leading inside the building (screen above).
Head to the main room and interact with the control panel #1. It should cause electrical discharges to appear directly below the control room #2.
Get out of the control room, turn right and wait for the water level to lower. Equip the Remote Controlled Batarang and throw it towards the water #1. Afterwards direct it onto the discharges which have appeared after you activated the console #2.
After the Batarang becomes electrified, lead it towards the ceiling and turn right #1. You need to find the ventilation shaft entrance #2.
Fly the Batarang into the shaft and after reaching the first fork #1 choose the left tunnel. Soon enough the Batarang should reach a fuse box #2. Watch a short cinematic showing the cage with the Trophy getting unlocked.
Exit this room and return to the stairs. Turn left and use the Grapnel Hook to enter the ventilation shaft #1. Go through it, jump down onto the well-known balcony and turn left to reach the Trophy cage #2.
TROPHY 9
Gadgets used: Explosive Gel, Remote Electrical Charge
Stand east of the Trophy and locate a destructible wall on the lower level #1 #2. Of course use the Explosive Gel to destroy it.
Go inside and familiarize yourself with the assumptions of this riddle. You will have to push the Trophy sphere from the starting point #1 to the destination point, i.e. the hole #2. You will use the two electromagnets to complete it.
Take out the Remote Electrical Charge and aim at the right electromagnet #1, causing the second to move left #2.
Aim at the electromagnet you have just moved (it should be in the upper left corner now) #1. Send a charge, so that the sphere moves towards the magnet #2.
QUICKLY turn right and once again shoot at the right magnet #1. The idea here is moving the magnet which is "holding" the sphere back right #2, although you need to do it before it stops working and lets go of the sphere.
If you have made everything in time, the electromagnet you have moved will let go of the sphere only after reaching the right side #1. Approach the hole and take the Trophy out of the sphere #2.
TROPHY 10
Gadgets used: Explosive Gel, Line Launcher
Jump over the metal barrier and stand south of where the Trophy is hidden #1 #2.
There are three weak wall separating you from the secret and depending on your likings you can either use the Explosive Gel #1 or break through them with the Line Launcher. Regardless of the chosen method you will reach the Trophy #2.
TROPHY 11
Gadgets used: Batclaw
Start climbing up the large ferries wheel #1, using the Grapnel Gun. The Trophy is inside one of the higher cars. Land on the roof of the lower cart and grab the secret with the Claw #2.
TROPHY 12
Gadgets used: Cryptographic Sequencer
Jump over the small wall and equip the. Use it on the control panel found right beside the secret #1 and create the password #2. Pick up the Trophy afterwards.
TROPHY 13
Used skills: Dive Bomb
Gadgets used: Explosive Gel, Batclaw
Start on one of the higher vantage points, east of the tower in which the Trophy is #1 #2.
Jump off and glide towards the destructible wooden wall #1. Batman should break through it, though if you won't destroy it all you can always use the Explosive Gel to take care of the rest #2.
Note that you have ended up nearby the Trophy cage #1 and in order to open it you will have to touch the plate on the wall #2.
Return to the previous vantage point #1. Once again jump off the ledge, but this time use the Dive Bomb while gliding #2. You can activate it by pressing the right trigger.
Be ready to let go of the right trigger and leaning out the left analog stick back once Batman reaches the hole #1. Glide towards the pressure plate from which you need to bounce off #2 by letting go of A in the last moment and pressing X for a change.
Afterwards you will have to once again press and hold down A. It's very important, as you have to get away without touching the red tiles #1. Land anywhere else and return to the opened cage to collect your reward #2.
TROPHY 14
Gadgets used: Explosive Gel, Remote Controlled Batarang
Stand south of the Trophy and locate a destructible wall #1 #2. You of course need to use the Explosive Gel to destroy it.
For now ignore the question mark in the distance and head north, stopping beside the Trophy cage #1. Turn north, equip the Remote Controlled Batarang and throw it #2.
Direct it towards the destroyed passage #1 and afterwards into the previously mentioned question mark #2. Right after the Batarang hits the question mark, you will only have a few second to collect the Trophy from the cage, though it shouldn't be hard considering that you're standing right beside it.
TROPHY 15
Gadgets used: Batclaw
Stand east of where the Trophy is, start running towards the partially raised gate and slide underneath it #1. After reaching the new area, look up and grab the Trophy hanging from the ceiling with the Claw #2.
TROPHY 16
Gadgets used: Batclaw, Freeze Blast
The Trophy is hidden inside the building in which Zsasz had his hideout. You can find more details regarding that location in the walkthrough of the Cold Call Killer side mission. Use the door leading into the hideout (screen above).
Go down the stairs, turn right and use the Grapnel Gun to get into the ventilation shaft #1. Go through it to reach the balcony you already know from the previous visit #2.
Approach the bridge which raises with the water level and turn right. Take out the Freeze Blast and shoot into the water #1. At the same time try to create the ice float as far away from the ledge you're currently on as possible. Wait for the water level to lower and glide towards the ice #2.
If you have done everything properly, you should end up in a spot far away from the main room #1. Turn left and use the Claw to grab the Trophy attached to the wall #2.
TROPHY 17
Used skills: Dive Bomb, Shock Wave
Gadgets used: Batarang
The puzzle connected with this Trophy is rather untypical, as it requires you to hit a pressure plate with great force. As a result, start off by climbing onto one of the high chimneys east of the cage #1 #2.
Glide towards the pressure plate and getting nearby it additionally press the right trigger to activate the Dive Bomb skill #1. Right after hitting the plate press B to create a Shock Wave. If you have done everything properly, all the arrow will light up #2. If only a few of them activate, it means that you have hit the plate with too little force and therefore will have to repeat the whole process (make sure you have chosen the highest chimney and had the Dive Bomb activated for long enough).
Stay on the pressure plate on which you have landed and throw a Batarang into the interactive question mark for it to light up #1. Now you can take the Trophy from the cage #2.
TROPHY 18
Gadgets used: Freeze Blast, Disruptor - Mine Detonator
Approach the Trophy from the east #1. Start off by choosing the Freeze Blast and use it to seal the pipe from which steam is coming out #2.
Now prepare the Disruptor and use it to detonate the proximity mine from a safe distance #1. Crouch and move further. Once again use the Freeze Blast to deal with the upper pipe #2.
In the end use the Disruptor for the second time and detonate the proximity mine right beside the secret #1. Pick up the Trophy #2.
TROPHY 19
Gadgets used: Remote Electrical Charge
After reaching the area where the Trophy is hidden, take some time to familiarize yourself with the assumptions of this puzzle. The goal here is to push the sphere with the Trophy from the starting point #1 to the hole #2.
In order to do it, you will have to use the two electromagnets #1 #2. Send charges into them, attracting or pulling away (RB and right trigger) the sphere according to need.
Continue sending charges until the sphere rolls to the exit #1. Now just approach the hole and take the Trophy #2.
TROPHY 20
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier + Cryptographic Sequencer Range Amplifier
Approach the Trophy from the east. Take out the Cryptographic Sequencer and use it to hack the control panel behind the bars #1. Solve the mini-game by creating the password #2 and head west to collect the Trophy.
TROPHY 21
Gadgets used: Explosive Gel
Jump over the small wall and look for a fragile wall fragment nearby the Trophy #1. Destroy the wall using the Explosive Gel and take the collectible #2.
TROPHY 22
Gadgets used: Line Launcher
Stand north of the Trophy and note the electrical discharges blocking access to it #1 #2.
Equip the Line Launcher and shoot it at the wall behind the electrified floor #1. Pick up the Trophy after reaching the new area #2. Curiously, you can also use a different method and hit the red button on the wall with the Remote Controlled Batarang. By the way hitting the button is very advisable, as it will let you leave the area without any problems.
TROPHY 23
Gadgets used: Explosive Gel
Stand west of the Trophy and use the Explosive Gel on the destructible wall #1. Go inside and collect the Trophy #2.
TROPHY 24
Gadgets used: Grapnel Boost
This puzzle is rather complicated and its solutions isn't quite obvious. In order to open the Trophy cage #1 you have to activate three pressure plates on the walls of the nearby chimneys #2. What's more, you have to do it without touching any other objects or the ground.
Start off by getting onto one of the chimneys #1 and glide towards the pressure plate #2.
After getting near the plate, you have to bounce off it #1. In order to do that, you have to let go of A at the last moment and press X. after bouncing off, once again press and hold down A to start gliding again #2.
It's not the end of trouble, as after bouncing off the pressure plate Batman will obviously start losing altitude. Move the camera onto the top of one of the chimneys #1 and press RB. Additionally you have to use the Grapnel Boost by taping A twice (and holding it down after the second one). Properly executing this action will cause Batman to catapult #2 and therefore gain altitude.
Start going round the chimneys, aiming at the pressure plate #1. Just like before, you have to bounce off it and use the Grapnel Boost to gain altitude afterwards #2.
Repeat all the actions described above with the third pressure plate #1. After you press it, all the plates should deactivate. Return to where the Trophy is and collect it #2.
TROPHY 25
Gadgets used: Explosive Gel
Turn on the Detective Mode thanks to which you should note that the wooden obstacle can be destroyed with the Explosive Gel #1. After a successful detonation, pick up the Trophy #2.
TROPHY 26
Gadgets used: Batclaw
Get to the very top of the construction and find the pressure plate #1. Note that stepping onto it will cause a timer to start #2.
Quickly run to the edge and jump onto the lower ledge #1. Now turn around towards the construction on which you were standing just before. The Trophy is hanging from the ceiling #2 and you can grab it using the Batclaw.
TROPHY 27
After reaching the destination you should note that the Trophy is inside a cage #1 and that there are five pressure plates around it. Stand by the plate furthest from the Trophy #2.
In order to solve this puzzle, you have to run across the plates #1 at the exactly proper moment. You need to step onto each of them when it turns its colours to green. The prize for doing it properly will of course be the possibility to collect the Trophy from the cage #2.
TROPHY 28
Gadgets used: Freeze Blast, Batclaw
Stand west of the Trophy, beside the water #1 #2.
Equip the Freeze Blast and use it to create an ice float #1. After landing on it, prepare the Batclaw and use it to open the hatch above you #2.
Note that a frozen Trophy has fallen out through the hatch #1. Swim there by using the Claw to grab the local grapple points and pick up the Trophy #2.
TROPHY 29
Gadgets used: Batarang
Stand on one of the pressure plates beside the Trophy cage and note that is has caused one of the question marks in the distance to light up #1. Focus all of you attention on it, as it will star turning around with the others. Wait for the "wheel of fortune" to stop and aim at the one that was activated at the very beginning #2.
If you hit the right one, all of them should deactivate #1 and the Trophy cage open #2.
TROPHY 30
Used skills: Dive Bomb
Start on the roof of the Steel Mill, north-east of the Trophy location #1 #2. Turn towards the partially submerged big cage.
Jump off the ledge and after getting near enough to the cage, press the right trigger to activate the Dive Bomb #1. Now you have to perfectly choose the moment to let go of the right trigger and lean the analog stick backwards, so that you neither fall into the water or hit the cage #2.
Glide west, letting go of A only after finding yourself above the pressure plate #1. Turn right and pick up the Trophy #2.
TROPHY 31
After reaching the destination you should note that the Trophy is in a cage #1 and there are three pressure plates around it. Stand beside the plate closest to the Trophy #2.
In order to complete this riddle, you have to run across all of the plates #1 in the proper moment, when it changes its colour to green. The prize for properly doing this will be of course the possibility to take the Trophy from the opened cage #2.
TROPHY 32
Gadgets used: Line Launcher + Tightrope, Batclaw
After reaching the area where the Trophy is hidden, look around the lowest level for a passage marked with an arrow #1. Choose it and afterwards turn right #2.
Prepare the Line Launcher and shoot it at the fence in the distance #1. After the ride starts, hold down the left trigger as you will have to change direction after reaching the corner #2.
Continue riding the rope, though press RB right after getting out of the tunnel. That should cause Batman to stop and jump onto the rope #1. Turn around so that you see the upper ledge in front of you #2.
Take out the Batclaw and use it to grab the upper platform #1. You can now pick up the Trophy #2. Notice! You don't need to follow the same way back. Instead, stand on the nearby pressure plate to unlock an alternative exit from the big cage.
TROPHY 33
After reaching the destination you should note two pressure plates and seven inactive lamps. Each time you stand on the left plate three new lamps will be lit #1 and standing n the right one will cause five of them to activate #2. Each them the total amount is higher than 7 (or its multiple), the process will begin from the beginning, though retaining the sequence. For example, if you gain a total of 8 (3 for standing on the left and +5 for the right plate), one lamp will be activated.
The goal here is of course causing all seven lamps to activate #1. The easiest way of reaching it is standing on the: left, left, right and left plate (3+3+5+3 = 14, seven times two). You can also pretty much keep walking onto one of the plates until you reach the desired result. Regardless of how you intend to behave, solving this riddle will be rewarded with a Trophy #2.
TROPHY 34
After reaching the marked point you should note that the Trophy is beneath you #1. Go down and stand on one of the three pressure plates #2.
The key to solving this riddle is activating all three plates without touching the floor. Theoretically you could use the Line Launcher and land on each of them, though it's easier to just jump between them #1, as they're quite close to each other. In return for activating all three, you will unlock the Trophy #2.
TROPHY 35
Gadgets used: Cryptographic Sequencer
Jump over the small wall and look for a control panel around the area where the Trophy is #1. Use the Cryptographic Sequencer on it and solve the mini-game #2. Afterwards you will be able to collect the Trophy.
TROPHY 36
Gadgets used: Remote Electrical Charge, Cryptographic Sequencer + Cryptographic Sequencer Range Amplifier, Explosive Gel
Search for a locked door south-east of the Trophy #1 #2 and open them with the Electrical Charge. Crouch and go inside.
Inside, stand on the pressure plate #1. Take out the Cryptographic Sequencer and hack into the control panel in the distance #2.
Solve the hacking mini-game #1 and return outside by once again using the Electrical Charge #2.
Turn left and use the Explosive Gel to bring down the wall #1. You can now re-enter the building and take the Trophy from the cage #2.
TROPHY 37
Used skills: Dive Bomb
The Trophy is hidden in a hardly accessible place, reachable through a hole in the wall south of the Industrial District #1. Start off by getting onto one of the higher balconies on the Sionis Steel Mill roof, standing north of the destination point #2.
Jump off the ledge and start gliding towards the Trophy. Of course you won't reach it solely by doing that, as you will have to use the Dive Bomb skill. You have to alternate between holding down the right trigger #1 and leaning the analog stick down #2.
Doing as described above will let you keep a steady altitude. Get to the area where the Trophy is #1, safely land and look for you prize #2.
RIDDLE 1 - Air, sea, or land. It would be criminal not to use these wise guys, wouldn't it?
Find the Falcone Warehousing and Storage billboard (screen above) and scan it.
RIDDLE 2 - Can you find this cool couple before romance thaws?
The solution to this puzzle can be found inside Storage Warehouse 5B where you should head only after completing Heart of Ice. Use the previously inaccessible main door (screen above).
After getting inside the building, stand in front of the chamber with Nora Fries, beside which Mister Freeze should be (screen above). Scan them both. Notice! If Mister Freeze isn't here, make sure you've completed Heart of Ice in 100%, i.e. you reported to Freeze on the whereabouts of his wife.
RIDDLE 3 - Was this parasite ratted out, or does he continue to plague Gotham?
Find the Otis Flannegan Pest Control billboard (screen above) and scan it.
RIDDLE 4 - This question can only be answered from an unusual perspective. Can you get yourself there?
If you analyze the area in Detective Mode, you should note that there's an incomplete question mark there (screen above). In order to solve this riddle, you have to find the missing dot.
The dot in on the roof of one of the building east of the big question mark. The place was marked on the screen above. Remember to stand in such a place that the main part of the question mark and the dot create a whole.
RIDDLE 5 - Does Zsasz still pose a threat? This guy called to find out.
Find the body of an inmate leaned against a telephone booth (screen above) and scan it.
RIDDLE 6 - Which notorious family keeps talking trash?
Jump, swim or glide to the barque north of the Industrial District. Locate the name of the company it belongs to (screen above) and scan it.
RIDDLE 7 - Did you hear the HOLE story of how Black Mask escaped?
Find the Black Mask poster (screen above) and scan it.
RIDDLE 8 - Breaking news! Get out while you still can.
Find the closed hot-dog booth (Bill's Hotdogs) and examine its side. you need to scan the pages torn out of the Gotham City Globe newspaper (screen above).
RIDDLE 9 - If you're planning on making your mark in Arkham City, you'll need a special kind of realtor.
This riddle can be solved inside the building in which Zsasz's had his hideout. For more details regarding how to unblock and reach that location, check out the Cold Call Killer side mission walkthrough. Use the door leading inside the hideout (screen above).
After getting inside, head to the main room and scan the business cards on the table (screen above).
1 - RELAY HUB
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier
Use any method you like to reach the very top of the tower #1. After getting there find a control panel that you can hack #2 and use the Cryptographic Sequencer on it.
Approach the mini-game and hack the password #1. Note that therefore the locations of all 12 cameras in Industrial District have been added to the map #2.
CAMERAS
Gadgets used: Batarang
There is a total of twelve TYGER cams in the Industrial District and destroying them will let you complete a total of four riddles (three cameras per each). Each time you find a camera (K on the attached map), prepare an ordinary Batarang and throw at it.
BALLOONS
Gadgets used: Batarang
There's a total of twelve balloon sets in the DISTRICT and destroying them all will let you complete four riddles (three sets per riddle). Each time you find balloons (B on the attached map) equip an ordinary Batarang and throw it at them.
TROPHY 1
The Trophy can be found below the balcony #1 and even though obtaining it won't be difficult, you should look out not to fall into the water. Get onto the upper part of the mentioned balcony and climb up onto the balustrade #2.
Carefully lower yourself #1 and use the Ceiling Climb skill by pressing RB. It should result in Catwoman to stick onto the balcony #2. All you have to do now is approach the Trophy and collect it.
TROPHY 2
The Trophy can be found in the room inside the tower and reaching it requires the cooperation of Batman and Catwoman. Playing as the Bat, locate a destructible wooden wall #1. You can get rid of it in a couple ways. One of them is gliding off one of the higher buildings to hit the wall. I'd recommend a faster method, assuming standing north-west of the objective and using the Line Launcher #2. The Line should break through the wall. It's best to do it while collecting Trophy #2 for Batman.
Now you can switch to Catwoman, return to the area #1 and jump inside #2. Here you should note that in order to open the Trophy cage you have to activate three pressure plates, though without touching any other elements of the floor.
Stand on the first pressure plate #1 and afterwards use the Ceiling Climb skill by pressing RB #2.
Move along the ceiling and stop above the second pressure plate #1. Let go and land on the plate #2.
Now you need to repeat the above actions with the third plate, so "stick" to the ceiling and reach a spot from which you will be able to jump down onto the pressure plate #1. Now you can use the well-known way to reach the Trophy cage #2.
TROPHY 3
The Trophy is on the roof, guarded by armed enemies #1. It's worth to use Thief Vision #2, activated by pressing LB, to locate them. I'd suggest using silent takedowns and the left trigger + Y in case Catwoman is detected, thanks to which you can knock out guns out of enemies' hands.
After clearing the roof, stand beside the fence #1. You will have to use the Ceiling Climb skill, so press RB to stick onto the fence. Now you just need to approach the Trophy and collect it #2.
TROPHY 4
Approach the Trophy from the north #1 #2 and find a small passage.
The Trophy is beside a small fence, on the other side of which there's a statue of a seal with a balloon #1. You have to use the Ceiling Climb skill by pressing RB #2 and collect the Trophy afterwards.
TROPHY 5
The Trophy inside the Storage Warehouse 5B where you must head after completing Batman's side mission Heart of Ice. Use the main door leading into the building (screen above).
After getting inside the biggest room of the Warehouse, jump into the shaft in the floor #1. Follow it until you reach the opposite exit #2.
Jump down into the little room and look up to find the Trophy, attached to the ceiling #1. You have to use the Ceiling Climb skill here by pressing the RB button #2. Collect the Trophy.
The subway tunnels stay an open location of Arkham City throughout the whole game, though you won't be able to check out every its part at once. In order to reach the central station, you will need the Remote Electric Charge, while the eastern part of the tunnel require the Line Launcher.
In order to reach the tunnels, you can use either of the two possible entrances. In the beginning part of the game the better choice is using the western one (screen above), found in the Bowery, nearby the museum. Be careful however, as the area is likely to be patrolled by armed enemies.
The eastern entrance is in the Industrial District and it's a large hole into which you can jump (screen above). In this case you will have to look out for armed inmates as well.
LOCATION STATISTICS:
Batman Trophies - 26
Riddles - 5
Joker Teeth - 12 (4 challenges)
Catwoman Trophies - 5
TROPHY 1
Use the northern stairs leading to the station and look for a ventilation shaft grate after getting there #1. Pull out the grate, enter the shaft and find the Trophy inside a small room below the stairs #2.
TROPHY 2
Start off directly east of the Trophy's location, standing on the roof of one of the cars #1. Head west and afterwards jump down #2 to find the Trophy.
TROPHY 3
Gadgets used: Batclaw
Approach the Trophy from the eastern side. Turn on the Detective Mode and examine the area above the stairs (the main room of the station) to note that there's a destructible wall #1. Use the Grapnel Gun to reach one of the vantage points located east from here #2.
The solution of this puzzle is fairly easy, as you just need to glide into the fragile wall #1. It should get destroyed as Batman hits it, thanks to which you will be able to obtain the Trophy #2.
TROPHY 4
Gadgets used: Remote Electrical Charge
Take some time to familiarize yourself with the situation. The Trophy is inside a locked room adjacent to the stairs #1 and in order to reach it you will have to destroy the fuse box #2.
Go down and approach the Trophy location from the east. Take out the Remote Electrical Charge and stand so that you're able to hit the by sending a charge through the small hole (screen above). Afterwards return up and collect the Trophy.
TROPHY 5
Gadgets used: Line Launcher
Start off south-west of where the Trophy is. Stop by the partially flooded part of the tunnel #1 and equip the Line Launcher. Shoot a line at the northern wall #2 and start riding it.
I'd definitely suggest holding down the left trigger to slow down, as soon afterwards you will have to change direction. Be ready to shoot a new line into the eastern wall #1. Wait for Batman to reach the new ledge and pick up the Trophy #2.
TROPHY 6
Gadgets used: Remote Controlled Batarang
After reaching the area where the Trophy is hidden, you should note that it's behind a locked gate #1. The only way to get past is destroying the fuse box in the distance #2.
Head south, stopping beside the eastern subway tunnels exit #1. Turn west and you should note electrical discharges in the distance #2. Equip the Remote Controlled Batarang.
Throw the Batarang into the discharges #1, and turn it around towards Batman right after it gets electrified #2. The easiest way to do it is by pressing the left and right trigger at the same time.
Now guide the electrifies Batarang north, towards the Trophy #1. After reaching the previously mentioned gate, make the Batarang fly through the small hole #2.
Now you just need to direct the Batarang into the fuse box #1. After destroying it go north yourself, use the newly unlocked passage and collect the Trophy #2.
TROPHY 7
Gadgets used: Cryptographic Sequencer
Examine the upper level of the subway station to find a room in the south-east corner into which you can break #1. Choose the Cryptographic Sequencer and use it on the control panel on the right #2.
Solve the mini-game by creating the proper password #1 and enter the room to collect the Trophy #2.
TROPHY 8
Gadgets used: Remote Controlled Batarang
Start off south-east of the Trophy location and follow the partially collapsed passage leading north #1 #2.
Now turn west #1. After reaching the Trophy cage stand on the pressure plate #2. By doing so you will cause three interactive question marks to activate and which you will have to deactivate again. Equip the Remote Controlled Batarang.
Make sure that you are facing west, throw the Batarang and make it fly into the nearest car #1. Ignore the two question marks that you will come across and direct the Batarang into the one found in the last car #2. Note that by hitting it you have also activated a timer, meaning that from now you will have to hurry.
Quickly throw another Batarang, directing it into the middle question mark #1. Throughout the flight it's worth to press the right trigger to make the Batarang fly faster. Leave the closest question mark for the end. If you destroy all the question marks in time, you will be able to collect the Trophy #2.
TROPHY 9
You can't approach this from the north, as you would come across a locked gate. Instead, take a look around south-west of it behind the stairs #1. Go down the stairs and pick up the Trophy #2.
TROPHY 10
Gadgets used: Remote Electrical Charge
Approach the Trophy from the west. Stand beside the locked gate #1, choose the Remote Electrical Charge and shoot at the engine above you. Now gain momentum and slide underneath the partially raised gate #2 which will let you reach the Trophy room.
TROPHY 11
Gadgets used: Freeze Blast, Batclaw
Start off on the lower platform in the waterfalls room #1. Climb one of the balustrades, equip the Freeze Blast and shoot at the water beneath you #2.
Wait for an ice float to form #1 and carefully jump down onto it. Take a look around and you should note that there's a Trophy attached to the western wall #2. Use the Claw to grab it.
TROPHY 12
Get down onto the platform (lower level of the station) and look for shafts built into the floor #1. Jump into one of them (right trigger + A) and hold down the right trigger which will let you find the Trophy hidden here more easily #2.
TROPHY 13
Gadgets used: Cryptographic Sequencer, Line Launcher + Tightrope
Notice - this Trophy is obtained together with two others, i.e. #18 and #23.
Start off south of the Trophies, choosing the partially collapsed passage leading north #1. After reaching the new area, crouch down and pass under the partly raised northern gate #2.
Equip the Cryptographic Sequencer and use it on the control panel here #1. Solve the mini-game by creating the password #2.
Don't wait for the Riddler to finish his speech, instead quickly stand against one of the walls #1. Equip the Line Launcher and shoot it at the opposite wall #2.
Right after shooting the line, press TB and Batman will jump onto it #1. You should note that soon enough the whole floor will become electrified #2. On the line however, you are safe.
Wait for the whole process to end, which you will know by the exit becoming open again #1. Jump off the line and collect all three Trophies #2.
TROPHY 14
Gadgets used: Batclaw
Examine the cars on the station #1. There's a Trophy attached to the ceiling of one of them and you can obtain it with the Claw #2.
TROPHY 15
Gadgets used: Freeze Blast
Stand on the wooden footbridge beside the flooded part of the tunnel, equip the Freeze Blast and create an ice float directly beneath yourself #1. Jump down onto it, locate the floating Trophy and pick it up #2.
TROPHY 16
Gadgets used: Explosive Gel, Freeze Blast
Notice - This Trophy is obtained together with two others, i.e. #21 and #26.
Start off north of the Trophies location. Turn on the Detective Mode thanks to which you should note that the wall here can be destroyed with the Explosive Gel #1. Afterwards head south and crouch to walk beneath the partially raised hatch #2.
Stand on the pressure plate #1 and listen out to Riddler's speech. It will turn out that you're in a trap connected with the steam coming out of the pipes #2, so Batman's life is at stake here.
Take out the Freeze Blast and get ready for using it. Start off by sealing the two pipes closest to the hatch #1 #2.
After you seal the two pipes mentioned above, run forward without having to worry about losing health. Turn around and seal more pipes with the Freeze Blast #1. After sealing all of them, you will be able to collect the Trophy without any problems #2.
TROPHY 17
Gadgets used: Explosive Gel
Enter one of the southern room on the upper level of the station #1 and search for a ventilation shaft grate #2. You of course have to pull out the grate and enter the shaft.
After passing through the shaft, turn on the Detective Mode thanks to which you will establish that you can destroy the nearby wall fragment with the Explosive Gel #1. Detonate it and jump down into the room beneath you to find the Trophy #2.
TROPHY 18
Gadgets used: Cryptographic Sequencer, Line Launcher + Tightrope
Notice - This Trophy is obtained together with two others, i.e. #13 and #23. You can learn how to obtain all of them in the description of Trophy 13.
TROPHY 19
Gadgets used: Batclaw, Cryptographic Sequencer
Take a look around where the Trophy is hidden and you should note a hole above you #1. Get there using the Claw. Afterwards take out the Cryptographic Sequencer and interact with the control panel #2.
Solve the hacking mini-game by creating the proper password #1. Afterwards collect the Trophy from the opened cage #2.
TROPHY 20
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Range Amplifier, Batclaw
Stand on the wooden platform south of the Trophy #1. Take out the Cryptographic Sequencer and use it to remotely hack into the control panel on the wall #2.
Approach the hacking mini-game and create the password #1. You can grab the Trophy from the cage using the Batclaw #2.
TROPHY 21
Gadgets used: Explosive Gel, Freeze Blast
Notice - This Trophy is obtained together with two others, i.e. #16 and #26. You can learn how to obtain all of them in the description of Trophy 16.
TROPHY 22
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier
Approach the Trophy from the west. Stand by the big gate on the lower platform and look for a control panel into which you can hack using the Cryptographic Sequencer #1. Approach the mini-game and create the password #2.
Use the newly unlocked passage by choosing the northern tunnel #1. Enter the car found there, head east and eventually you will find the Trophy #2.
TROPHY 23
Gadgets used: Cryptographic Sequencer, Line Launcher + Tightrope
Notice - This Trophy is obtained together with two others, i.e. #13 and #18. You can learn how to obtain all of them in the description of Trophy 13.
TROPHY 24
Approach the Trophy from the east to find a small hole #1. Crouch and walk through it to find the secret #2.
TROPHY 25
Gadgets used: Line Launcher
Approach the Trophy from the east. Make sure you're on the upper ledge, equip the Line Launcher and shoot at the western wall #1. After reaching the new area, you will be able to pick up the Trophy #2. Notice! If you begin on the lower level, you can use the Grapnel Gun to reach the eastern ledge, or the one with the Trophy at once.
TROPHY 26
Gadgets used: Explosive Gel, Freeze Blast
Notice - This Trophy is obtained together with two others, i.e. #21 and #26. You can learn how to obtain all of them in the description of Trophy 16.
RIDDLE 1 - This Killer was collared, but is he now on the loose?
Gadgets used: Line Launcher, Explosive Gel
Approach the area from the east. Make sure that you're on the upper ledge, equip the Line Launcher and shoot at the western wall in the distance #1. Wait for Batman to reach the destination #2.
After reaching the western ledge, turn on the Detective Mode thanks to which you should note that the floor here can be destroyed #1. Equip the Explosive Gel, spray and detonate it. You can jump to the lower room #2.
Completing the above actions will let you reach Killer Croc's hideout (screen above). Scan it.
RIDDLE 2 - This question can only be answered from an unusual perspective. Can you get yourself there?
Approach the area from the east, entering one of the cars #1. Afterwards turn to the north and activate the Detective Mode thanks to which you will find the partial solution of the riddle #2.
The question mark you have found is a reflection, so as you have probably guessed you will have to turn around and examine the windows in the southern part of the wagon. Stand so that you can put the dot and the proper part of the question mark in one frame (screen above).
RIDDLE 3 - BOARD at drive-time? I'm not going to broadcast any more clues!
Search the platform (lower level) for a Vicki Vale billboard (screen above) and scan it.
RIDDLE 4 - Coming back from the dead is cheating on any day of the week.
Find a Solomon Grundy graffiti on the wall (screen above) and scan it.
RIDDLE 5 - It's vacation time. Where shall I go? Somewhere venomous?
Find the Santa Prisca poster on the northern wall of the main station room (screen above) and scan it.
TEETH
Gadgets used: Batarang
There's a total of twelve Joker Teeth inside the subway tunnels and destroying all of them will let you solve as much as four Riddles (three per each). Each time you find one (S on the attached map), prepare a normal Batarang and throw at it. Don't worry if you miss for the first time, as the Teeth won't leave the designated area.
TROPHY 1
The Trophy is hidden in one of the rooms on the upper level of the subway station #1 #2.
TROPHY 2
After reaching the area marked as the Trophy location, look up #1 and use the Ceiling Climb skill by pressing RB to stick onto the metal construction #2.
Head west, reaching the area where you will be able to climb onto the upper ledge by pressing A #1. Afterwards return east, thanks to which you will come across the secret you're looking for #2.
TROPHY 3
The Trophy you're looking for can be found above the locked gate dividing the tunnels from the main subway station #1, but luckily you don't need to call Batman for help. Instead, use the Ceiling Climb skill by pressing RB and collect the Trophy #2.
TROPHY 4
The trophy is below the balcony #1, so start off by jumping onto one of the balustrades #2.
Press the right trigger and A at the same time, which should result in Catwoman sticking onto the balcony #1. Now just approach and collect the Trophy #2.
TROPHY 5
The Trophy is hanging from the roof. Start off west #1 of its location and use the Ceiling Climb skill by press RB to stick onto the metal construction. Collect the secret #2.
The Bowery remains an open district of Arkham City throughout the whole game. Its northern part and the Museum area are more or less safe, as you will mostly come across weakly equipped inmates. You should however stay cautious while exploring the subway entrance area and the roofs of higher buildings, as usually they are patrolled by groups of armed enemies.
The only area of the Bowery you can't access at the beginning is the Arkham City Processing Center (screen above). It's found in the eastern part of the district and is becomes unlocked only after completing the Gain access to Wonder Tower main mission.
LOCATION STATISTICS:
Batman Trophies - 39
Riddles - 11
TYGER cameras - 12 (4 challenges) + 1 camera Relay HUB
Catwoman Trophies - 5
TROPHY 1
Gadgets used: Explosive Gel
This puzzle is far more complicated than it might seem at first, so carefully complete the successive moves. Ignore the pressure plate for now and jump over the small fence #1 to reach three interactive question marks. Equip the Explosive Gel and spray it on each of them #2. Don't however detonate the charges yet.
Now return to the Trophy cage and stand on the pressure plate #1. Note that by doing so you have lit only the middle question mark #2.
Zoom in on the middle question mark (by pressing the right analog stick) #1 and only afterwards press the RB button to detonate. By doing so you should cause only the middle one to explode. The left question mark should be the next one to lit #2.
Just like before, zoom in and detonate only the left charge #1. The question mark on the right will be the last on to activate #2.
This time you don't need to zoom in, but only detonate the last charge in a traditional way #1. Afterwards you will be able to collect the Trophy from the open cage #2.
TROPHY 2
Gadgets used: Batclaw
Search for a horse statue nearby the northern Museum entrance #1. The Trophy is on the animal's back and is best grabbed with the Claw #2.
TROPHY 3
Gadgets used: Batclaw
Examine the pillars north of the Museum, reaching it with the help of the Grapnel Gun #1. On top of one of them you will find the Trophy #2.
TROPHY 4
Gadgets used: Disruptor - Mine Detonator, Explosive Gel
Approach the Trophy from the north-east side. Climb the fence #1, but don't jump down, as there's a minefield below you. As a result choose the Disruptor and use it to destroy two proximity mines closest to the left wall #2.
After detonating the mines, glide towards the spot where they were. The wall #1 there is fragile, so spray Explosive Gel onto it. Detonate it and take the Trophy #2.
TROPHY 5
Gadgets used: Explosive Gel, Batarang
The puzzle connected with this Trophy #1 is quite complicated. If you turn on Detective Mode, you should note that there are cables coming out of the secret cage #2, leading to two question marks. The idea behind this riddle is switching them both off in a short period of time.
Start off by heading to the question mark north of the Trophy cage #1. Equip the Explosive Gel and spray it #2, but DON'T detonate it at once.
Now head to the question mark east of the Trophy cage #1. Prepare the detonator and activate the charge planted by the first question mark now #2. Note that therefore you have activated a timer.
Quickly turn towards the second question mark and throw a Batarang at it (best done by tapping the left trigger) #1. If you have made it quick enough, you will be able to take the Trophy from the opened cage #2.
TROPHY 6
Gadgets used: Explosive Gel
Start exploring the corridors located below the main Museum entrance. On the lowest level you should come across a destructible wall #1. Spray the Explosive Gel onto it and after detonating enter the small room and pick up the Trophy #2.
TROPHY 7
Gadgets used: Remote Controlled Batarang
After reaching the destination, take some time to familiarize yourself with the puzzle. In order to obtain the Trophy, you will have to hit the question mark in the south #1. It's however impossible to do normally, as it's behind a fence. Therefore head west, towards the roof of the building #2.
As I have mentioned before, you should land on the roof west of the Trophy's location #1 #2. Turn towards it and equip the Remote Controlled Batarang.
Throw the Batarang, aiming at the ventilation shaft entrance found beside the Trophy cage #1. Be sure to slow it down by pressing the left trigger to avoid hitting any environment elements. The Batarang should eventually reach a small fenced area #2.
Press the left and right trigger at the same time to turn the Batarang around and afterwards direct it towards the entrance to the left ventilation shaft #1. Be ready for a sharp turn left #2.
Now you just need to lead the Batarang into hitting the question mark #1. Afterwards glide back east and collect the Trophy from the opened cage #2.
TROPHY 8
Gadgets used: Remote Electrical Charge, Freeze Blast, Batclaw
After reaching the Arkham City Processing Center, use the Electrical Charge to open the nearby door #1. It will let you reach the partially flooded room #2.
Now equip the Freeze Blast and shoot it at the water to create an ice float #1. Carefully land on it #2.
Turn south and find the interactive hatch. Equip the Batclaw and use it to open the hatch #1. Afterwards use it again, this time to grab the Trophy from a distance #2.
TROPHY 9
Gadgets used: Line Launcher
In order to reach the Trophy, it's best to start off north of the Museum building and search for a balustrade which you can jump over and then reach the lower level #1. Here it will turn out that the Trophy is inside a cage #2 and in order to open it you have to land on three nearby pressure plates. The basic problem here is that you won't be able to touch any other objects and ground elements.
I'd suggest starting off by standing on the pressure plate south-west of the Trophy cage #1. Equip the Line Launcher and turn towards the second pressure plate, east of your location #2.
Shoot a line and right after starting the ride hold down the left trigger to slow down. You have to let go of the line at the right moment and land on the second platform #1. What's more, you need to carry out the whole process perfectly, ass otherwise you will have start off from the beginning. After landing, turn around and aim at the last pressure plate, located north-west of the cage #2.
Just like before, you have to perfectly choose the moment to land on the plate #1. If you perform everything according to plan, all three plates should deactivate. Take the Trophy from the opened cage #2.
TROPHY 10
Used skills: Dive Bomb
Gadgets used: Batclaw
IT would be good to start off by taking a look around the area. Find a balustrade north of the Museum building, which after jumping over lets you reach the lower level #1. If you then head east, you should note that there's an electrified fence between you and the Trophy #2. The idea behind this puzzle will be finding a way to fly above it.
Head back west and look for a large pillar whose top you can using the Grapnel Gun #1 #2.
Now turn east, jump off the edge and use the Dive Bomb by holding down the right trigger in mid-air #1. The key to success here is letting go of the trigger at the right moment, together with leaning out the left analog stick back #2. Try not to hit the ground and don't fly too low.
Now you just need to safely fly over the fence #1, landing only after reaching the previously inaccessible area. Afterwards you can safely look for the Trophy #2. Notice! In order to leave this are safely, make use of the crates which will let you jump over the fence.
TROPHY 11
The Trophy is on the lowest level, so look for a balustrade which you can jump over nearby it #1. The secret is hidden beside one of the pillar #2.
TROPHY 12
Gadgets used: Batclaw
The Trophy can be found on the roof which is guarded by armed enemies, i.e. at the very top of one of the pillars there #1 #2. It's best to catch it from a distance, with the help of the Claw.
TROPHY 13
Gadgets used: Batclaw
Reach the balcony adjoining the Arkham City Processing Center entrance #1. Look up and use the Claw to catch the Trophy attached to the wall here #2.
TROPHY 14
Gadgets used: Line Launcher
Now start exploring the corridors below the main Museum entrance #1. You should note that one of the higher walls can be destroyed #2 and that will be your next objective.
Head east from where the Trophy is hidden. Stop on one of the higher ledges from which you will have a direct view of the fragile wall #1 #2.
Equip the Line Launcher and shoot it at the wooden wall. After hitting it, Batman should automatically break through #1. You can now collect the Trophy #2.
TROPHY 15
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier, Batclaw
Approach the Trophy from the north, reaching a large TYGER gate #1. Take out the Cryptographic Sequencer and use it on the control panel on the left #2.
Approach the hacking mini-game and create the password #1. Note that the gate is partially open now, so crouch and head to the other side. Equip the Batclaw and grab the Trophy attached to the ceiling #2.
TROPHY 16
Gadgets used: Batclaw
Approach the Trophy from the south. Stand in front of the one-way mirror and break through it. Curiously, you don't need to use the Explosive Gel here, as jumping will be enough #1. After reaching the seemingly inaccessible room, equip the Batclaw and use it to grab the Trophy attached to the ceiling #2.
TROPHY 17
Gadgets used: Line Launcher + Tightrope, Batarang
Start off by standing on the pressure plate #1. This puzzle is more difficult than it might seem at first, as you can't use neither Batarang nor the Explosive Gel to switch off the question marks. As a result equip the Line Launcher and shoot at the fragment of the wall between the two interactive question marks #2.
Start riding the line and after a short while press RB to make Batman jump onto the line #1. Using this skill, get to the big cage inside of which the question marks are #2.
Now equip the Batarang and throw it into the left question mark #1. Note that it has led to the grates behind your back to raise #2, but you shouldn't trouble yourself with it now.
Once again use the Batarang, this time aiming at the question mark on the right #1. Afterwards collect the Trophy #2.
TROPHY 18
Gadgets used: Cryptographic Sequencer
After reaching the area where the Trophy is hidden, equip the Cryptographic Sequencer and use it on the right control panel #1. Solve the mini-game and create the password #2. Afterwards collect the Trophy.
TROPHY 19
Gadgets used: Remote Electrical Charge
Approach the Trophy from the west. Equip the Remote Electrical Charge and shoot at the engine above the locked door #1. Quickly slide underneath to reach the small room and collect the Trophy #2.
TROPHY 20
Gadgets used: Line Launcher
Stand on one of the higher platforms, directly west of where the Trophy is #1. Turn on the Detective Mode, thanks to which you should note that you can destroy the nearby wooden wall #2.
Next, use the Line Launcher, aiming at the wall and destroying it upon contact #1. Afterwards collect the Trophy #2.
TROPHY 21
This Trophy is easily accessible. Get onto the roof of the Museum and search for the collectible #1 #2.
TROPHY 22
Gadgets used: Remote Electrical Charge
After reaching the destination, take some time to familiarize yourself with the assumptions of this puzzle. You will have to push the sphere from the starting point to the hole (screen above). In order to do that, you will have to make use of the two electromagnets and the pressure plate.
Start off by standing on the pressure plate #1. Equip the Remote Electrical Charge and shoot at the left electromagnet (the one beside the exit hole) #2
Push the sphere left and note that is has stopped by the blockade #1. As a result, shoot at the second magnet in the distance #2.
This time the sphere should roll to the upper part of the steel construction #1. Get off the pressure plate, thanks to which some of the gates will move and therefore change the configuration of the labyrinth #2.
Aim at the left magnet and make the sphere move towards you #1. It should hit the grate, so get back onto the pressure plat #2.
Shoot at the left magnet and make the sphere move slightly to the right #1. Once again get off the plate to unlock the final part of the labyrinth #2.
Now you just need to push the sphere to the exit #1. Shooting the electromagnet on the left should be enough, but if the situation requires it you can also use the upper one. Afterwards approach the hole and collect the Trophy from the sphere #2.
TROPHY 23
Used skills: Dive Bomb
Gadgets used: Line Launcher
In order to unlock the Trophy you will have to interact with three pressure plates without touching any other environment elements or the ground. Start off by heading south-west of the cage, finding the pressure plate on the upper roof #1 #2. Of course stand on it to begin the whole process.
Jump off the ledge and glide towards the second plate found north of here #1, helping yourself with the Dive Bomb (activated by holding down the right trigger in mid-air) #2.
After successfully landing, turn towards the last pressure plate. It's located nearby the Trophy cage, i.e. north-east from here #1. Equip the Line Launcher and shoot at the wall behind the pressure plate #2.
Right after beginning the ride, hold down the left trigger to slow down the whole process. You have to land on the last plate at the right moment #1 and you can't let go of the line too late, as Batman will miss the plate and you will have to begin everything from the beginning. If you manage to touch all three plates without any mistakes, you will be of course able to collect the Trophy #2.
TROPHY 24
Gadgets used: Batclaw, Explosive Gel
Approach the Trophy from the north. Instead of using the door, equip the Grapnel Gun and reach the upper balcony #1. Locate a destructible wall there #2 and make use of the Explosive Gel. Pick up the Trophy.
TROPHY 25
Gadgets used: Remote Electrical Charge
Start off south-west of where the Trophy is, jumping over the fence. Now look for a locked door #1. Equip the Remote Electrical Charge and shoot with it into the engine. Crouch, enter the small room and pick up the Trophy #2.
TROPHY 26
Stand on the pressure plate located west of the Trophy #1. Note that it has led to the grate blocking access to the secret to temporarily raise. Head towards them and perform a slide #2 before the time runs out. Pick up the Trophy. Leave the area in the same way, without worrying about the grates now.
TROPHY 27
Gadgets used: Batarang, Batclaw
The Trophy cage is found below the big bridge #1 and you should start off by reaching the monorail track #2. Get ready for a rather complicated puzzle which will require you to turn off six nearby interactive question marks in a short period of time.
Stand opposite to the group of three question marks #1. Equip a standard Batarang and get ready to throw three of them #2 by tapping the left trigger.
After throwing the Batarangs, quickly turn around as you won't have too much time for hitting the three other question marks #1. Just like before, use the quick throw by tapping the left trigger. If you manage to do it within the time limit, all the question marks should deactivate. Look up and grab the Trophy using the Batclaw #2.
TROPHY 28
Gadgets used: Freeze Blast
Approach the Trophy from the west. Take out the Freeze Blast and use it to seal the pipe from which steam is coming out #1. Gain momentum and perform a slide #2 to reach the secret.
TROPHY 29
Gadgets used: Cryptographic Sequencer
Find the stairs leading onto the upper platform of the monorail #1. After getting there, approach the train car, equip the Cryptographic Sequencer and use it on the control panel #2.
Approach the hacking mini-game and create the password #1. Afterwards enter the car and pick up the Trophy #2.
TROPHY 30
Gadgets used: Explosive Gel
Approach the Trophy from the east. Find a destructible wall #1 and spray Explosive Gel onto it. After a successful detonation, enter the small room and pick up the Trophy #2.
TROPHY 31
Gadgets used: Cryptographic Sequencer
Use the Cryptographic Sequencer on the local control panel #1. Approach the hacking mini-game and create the password #2. Afterwards collect the Trophy from the spot previously blocked by grates.
TROPHY 32
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier, Batclaw
Jump down onto the lower level and stand north of the Trophy. Equip the Cryptographic Sequencer and interact with the control panel #1. Approach the mini-game and create the password #2.
Now you can use the passage leading into the small room #1. Turn right, look up and use the Claw to grab the Trophy hanging from the ceiling #2.
TROPHY 33
Gadgets used: Explosive Gel
Ignore the guard tower and examine the area south of the Trophy's location. There you should find a boarded up passage which you have to destroy with the Explosive Gel #1 #2.
After detonating it, approach he newly unlocked ventilation shaft entrance #1 and use it. Cross the shaft, reaching the exit soon enough. You should end up right next to the Trophy #2.
TROPHY 34
Gadgets used: Batclaw
After reaching the Trophy, you should note that each time you approach it, the cage closes #1. Stand far enough from it and grab the Trophy using the Claw #2.
TROPHY 35
Locating this Trophy isn't easy, as it's inside a high car of the monorail #1. Stand on one of the nearby vantage points and turn on the Detective Mode to note that the side wall of the car can be destroyed #2.
Luckily you don't need to use any complicated tactics, as simply gliding towards it will be enough #1. Make sure Batman hit the wall and afterwards pull up #2 or help yourself with the Grapnel Gun, depending on the situation. Pick up the Trophy.
TROPHY 36
Gadgets used: Explosive Gel
Turn on the Detective Mode, thanks to which you will note that the wooden obstacle can be destroyed with the Explosive Gel #1. Afterwards pick up the Trophy #2.
TROPHY 37
Approach the Trophy from the east and you should note that it's hidden behind a fence #1. Gain momentum and perform a slide #2, thanks to which you will be able to obtain it\.
TROPHY 38
Solving this puzzle is quite hard and it implies activating three pressure plates without touching walls or the ground. Start off at the roof of the building (standing on the water tower at best), directly east of the Trophy cage #1 #2.
Glide west. You need to head towards the pressure plate on the wall of the western building #1. The key to success in this case is bouncing off the wall connecter with activating the plate #2. In order to do that, you have to let go of the A button at the last moment and quickly press X. Of course don't forget to press and hold A again after Batman bounces off, to start gliding again.
It's important to bounce off the first plate in its upper part, so that you have an easier time reaching the next one. It's on the wall of the eastern building #1, the one on which you began the whole procedure. Just like before, you have to let go of A at the right moment and press X instead #2.
Once again fly west, though the last pressure plate will be on the ground #1. A proper landing will be rewarded with a possibility to collect the Trophy from the cage #2.
TROPHY 39
Gadgets used: Cryptographic Sequencer
Get onto the roof of the building and search for a control panel into which you can hack using the Cryptographic Sequencer #1. Approach the mini-game and create the password #2. Afterwards collect the Trophy from the cage.
RIDDLE 1 - My intellect towers above yours, Batman. I wonder if you'll ever solve this riddle?
The "official" location of this riddle is very misleading, as you don't even have to be in the Bowery. It's only important to scan the Wonder Tower (screen above), the highest building in the whole Arkham City. If the game keeps telling you that the object is too far away, try zooming in the view. Notice! Whether the Tower is untouched or already partially destroyed doesn't matter, you can complete the riddle anyway.
RIDDLE 2 - Arkham city is not a place for the rich or famous, Bruce Wayne never felt so wanted.
Find the Bruce Wayne wanted posters (screen above) and scan them.
RIDDLE 3 - The feuding families always sit down to a good meal. Will there be a massacre?
Find the entrance to the Maroni's Italian restaurant (screen above) and scan it.
RIDDLE 4 - You're a dummy if you don't try and buy one.
Find the entrance to the Magic and Props shop (screen above) and scan it.
RIDDLE 5 - Cowboy, trilby or bowler? Hats off to anyone brave enough to try one on.
Find the hats shop (screen above) and scan the entrance.
RIDDLE 6 - Studies have shown that if you're not on your best behavior, you'll come out crazy. How Strange?
Find the gate with the TYGER logo (screen above) and scan it. It's not important whether it's locked or partially raised.
RIDDLE 7 - Do you need to look SHARP to campaign for change?
Find the campaign billboard (screen above) and scan it.
RIDDLE 8 - You don't want to be caught off-guard in this place, do you?
Get to the room with the hostage (from the south) and scan him (screen above).
RIDDLE 9 - This question can only be answered from an unusual perspective. Can you get yourself there?
Gadgets used: Remote Electrical Charge, Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier + Cryptographic Sequencer Range Amplifier
After reaching the Arkham City Processing Center entrance, use the REC to open the nearby door #1. It will let you reach a partially flooded room. If you now turn towards the passage through which you came here and turn on the Detective Mode, you should note an incomplete question mark #2. In order to solve the riddle, you have to find the missing dot.
Stay on the balconies and approach the locked grate east of here. Equip the Cryptographic Sequencer and use it on the control panel in the distance #1. Start hacking it and create the password #2.
Enter the newly unlocked room. Use the Detective Mode to find the missing dot. Afterwards you will just have to stand properly, as shown on the two above screens. Remember that the main part of the question mark and the dot have to create a whole.
RIDDLE 10 - Was the writing on the wall from the moment you entered?
Get onto the balcony adjoining the Arkham City Processing Center (screen above).
Examine the southern part of the balcony to find a plate informing of the date on which Arkham City was opened. Zoom in on it (screen above) and scan it.
RIDDLE 11 - You don't have to be crazy to shop here, do you?
Stand in front of the big gate (screen above).
Zoom in on the JEZEBEL CENTER sign (screen above) and scan it.
1 - RELAY HUB
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier
Search the roof for a control panel that you can hack #1 and use the Cryptographic Sequencer on it. Approach the hacking mini-game and create the password #2. Note that therefore the locations of all 12 cameras in the Bowery have been added to the map.
CAMERAS
Gadgets used: Batarang
There is a total of twelve TYGER cams in the Bowery and destroying them will let you complete a total of four riddles (three cameras per each). Each time you find a camera (K on the attached map), prepare an ordinary Batarang and throw at it.
TROPHY 1
The Trophy can be found below a big bridge #1. After getting there, use the Ceiling Climb ability by pressing RB to stick onto the bridge. Now you just need to approach the Trophy #2.
TROPHY 2
The Trophy is found in a normally inaccessible area, so as a result Catwoman and Batman will have to cooperate. You can perform the needed actions while obtaining Batman's Trophy #20. Playing as the Bat, stand on one of the higher platforms directly west of where Catwoman's Trophy is #1. Turn on the Detective Mode, thanks to which you should note that you can destroy the nearby wooden wall #2.
Use the Line Launcher for that, shooting at the wall and destroying it upon contact #1. Afterwards you can switch to Catwoman and reach the area unlocked by Batman #2.
Look up #1 and use the Ceiling Climb ability by pressing RB to stick onto the steel construction. Afterwards stand on the grate and press A #2. It will let you reach the Trophy.
TROPHY 3
This Trophy can be reached very easily. Get onto the roof of the Museum and look around to find the collectible (screen above).
TROPHY 4
Start off on the balcony north-west of where the Trophy is #1 #2.
Jump onto the southernmost balcony, grabbing the balustrade #1. Afterwards you just need to climb and pick up the Trophy #2.
TROPHY 5
This Trophy can be reached very easily. It can be found on the roof of the building (screen above).
Access to the Sionis Steel Mill is very limited. Right at the beginning of the game it's inaccessible and you can explore as part of the Access the Sionis Steel Mill through the main chimney main mission. the chimney mentioned in the name of the mission can unfortunately be used only once, as it will be blocked further into the game. In such situation, you will have to choose between two other Steel Mill entrances.
The first option is using the southern entrance (screen above), leading into the Cooling Tunnel D. Unfortunately, it's always guarded by armed inmates. Additionally in order to be able to safely navigate through the Steel Mill, you will need to have the Freeze Blast which you receive after completing Defeat Mister Freeze.
The second entrance can be found on the destroyed roof (screen above) and leads into Joker's Office, adjoining the Loading Bay. Do note however, that this entrance is unlocked only after completing the Defeat Joker main mission (second Steel Mill visit, as part of the main story).
LOCATION STATISTICS:
Batman Trophies - 24
Riddles - 7
Harley Heads - 12 (4 challenges)
Catwoman Trophies - 5
TROPHY 1
Gadgets used: Batclaw
Get inside the tunnel leading from the Waste Exchange to the Loading Bay. You need to find the hatch #1 and open it with the Claw. Afterwards collect the Trophy #2.
TROPHY 2
Gadgets used: Batclaw
Stay on the upper floor (the one with the Loading Bay) and examine the northern wall. You need to find the hatch #1 and open it with the Claw. Afterwards collect the Trophy #2.
TROPHY 3
Gadgets used: Batclaw, Explosive Gel
Start in the Assembly Line, standing south-west of where the Trophy is hidden. Look up and search for a ledge which you can grab with the Grapnel Gun (screen above).
After reaching the upper ledge, equip the Explosive Gel and use it to destroy the wall above the Joker's Funland neon sign #1. Afterwards collect the Trophy #2.
TROPHY 4
Gadgets used: Batclaw
Begin on the bridge north-east of where the Trophy is hidden #1 #2.
Equip the Batclaw and shoot it at the ventilation shaft grate in the distance #1. Pull it out and afterwards use the Grapnel Gun (or glide) to reach the shaft #2. Pull up, make a few steps and collect the Trophy.
TROPHY 5
Gadgets used: Line Launcher, Cryptographic Sequencer
Stand south of the Trophy and equip the Line Launcher. Shoot it at the wall in front of you #1 and wait for Batman to safely reach the new area. After landing, prepare the Cryptographic Sequencer and use it on the nearby control panel #2.
Approach the hacking mini-game and create he password #1. Pick up the Trophy #2. Notice! If you don't want to waste time on using the Line Launcher, you can use the Freeze Blast (ice float) or hack the control panel remotely and use the Batclaw to grab the Trophy.
TROPHY 6
Gadgets used: Freeze Blast
Explore the are below the Loading Bay and stop north-east of the Trophy #1 #2.
Equip the Freeze Blast and use it to seal the pipe #1. Afterwards climb up and pick up the Trophy #2.
TROPHY 7
Gadgets used: Batclaw
Get to the very bottom of the elevator shaft, which has been described in the Hot and Cold walkthrough. After reaching the lowest level, look up and search for a ledge that you can grab with the Grapnel Gun (not the one leading to the engine room!) #1. Use the gadget and pick up the Trophy #2.
TROPHY 8
Examine the middle construction of the Smelting chamber and you should note that the Trophy is hidden underneath it #1. Move away and start running into it #2.
Perform a slide at the proper moment #1 and note that you will have to grab the Trophy during it #2. Luckily if you won't manage to do it the first time, you will be able to repeat the whole process without any problems.
TROPHY 9
Gadgets used: Freeze Blast, Batclaw
Use the Freeze Blast (ice float) and Batclaw to move along the water #1. After reaching the destination point, look up and grab the Trophy hanging from the ceiling with the Batclaw #2. Notice! It would be good to hurry with it, before the ice float approaches the drill!
TROPHY 10
Gadgets used: Batclaw, Explosive Gel
Stand east of the secret and use the Grapnel Gun to reach the upper ledge #1. Here, take out the explosive Gel and spray it onto the destructible wall #2. Enter the small area and pick up the Trophy.
TROPHY 11
Gadgets used: Cryptographic Sequencer
Stand north of the Trophy and use the Cryptographic Sequencer on the nearby control panel #1. Approach the mini-game and create the password #2. Afterwards collect the Trophy.
TROPHY 12
Gadgets used: Explosive Gel
Get to the very bottom of the elevator shaft, which has been described in the Hot and Cold walkthrough. Stand south of the Trophy and look for a destructible floor fragment #1 #2.
After the detonation, jump into the newly created hole #1. Head north and soon enough you will come across the Trophy #2.
TROPHY 13
Gadgets used: Batclaw
Start exploring the north-west part of the Smelting Chamber to find a shaft entrance #1 #2. Cross it to the other side.
After using the shaft, look up and find a spot where you can use the Grapnel Gun #1. It will let you reach the upper ledge, on which the Trophy has been hidden #2.
TROPHY 14
Gadgets used: Freeze Blast, Batclaw
After reaching the ledge, use the Freeze Blast to create an ice float #1. Jump onto it, turn east and look up to find a ledge which you can grab using the Grapnel Gun #2.
Using the Grapnel Gun should let you reach an otherwise inaccessible upper room #1. Search for the Trophy there #2.
TROPHY 15
Gadgets used: Batarang, Batclaw
Get to the Boiler Room, which has been described in the Hot and Cold walkthrough. Stand in front of the shooting range #1 #2.
Start using the Batarangs to destroy the penguins #1. After you destroy all of them, the Trophy will appear on the line and you will have to grab it with the Batclaw #2.
TROPHY 16
Gadgets used: Remote Electrical Charge, Batclaw
Start off in the main room of the Loading Bay, north of where the Trophy is. Equip the Remote Electrical Charge and aim at the engine in the very middle of the room #1. Start alternating between pressing RB and the right trigger, therefore sending opposite charges and setting the big hook into motion #2.
You need to swing the hook enough for it to hit the big fan on the southern wall #1. Afterwards you can use the hook to get there. You will find the Trophy right after reaching the tunnel #2.
TROPHY 17
Gadgets used: Remote Electrical Charge
Start off in the room north of the Trophy, to be precise in the area where the electric cars are #1 #2.
Prepare the Remote Electrical Charge and shoot at the magnet beside the northern wall from a safe distance #1. You need to cause it to attract the cars #2.
Go down, turn south and note that moving the cars has led to unlocking the ventilation shaft entrance #1. Pull out the grate and enter the shaft #2.
You need to reach the shaft exit #1. Go across the inactive assembly line and pick up the Trophy in the corner #2.
TROPHY 18
Gadgets used: Batclaw
Examine the southern wall. Find the hatch which you can open with the Batclaw #1 and afterwards use it again to grab the Trophy #2.
TROPHY 19
Gadgets used: Batclaw, Remote Controlled Batarang
Stat off nearby where the Trophy is hidden, searching for an interactive hatch #1. Use the Batclaw and open it #2.
Now equip the Remote Controlled Batarang turn to the north and throw it at the balcony above you #1. Afterwards make the Batarang fly towards the bridge #2. Notice - if the passage is blocked, you will first need to reach the bridge (from the west) and open the gate using the Cryptographic Sequencer.
Turn the Batarang left, leading it into towards the area with electrical discharges #1. Fly beside the discharges to electrify the Batarang and afterwards turn it around #2, once again leading it towards the bridge. It's best to just press the left and right trigger to do it.
Now you need to return with the Batarang to the area in which Batman is, so turn south #1. Now comes the hardest part, as you will have to fly the Batarang into the tunnel on the left, accessible thanks to opening the hatch #2.
Be ready for a sharp turn right #1, helping yourself by slowing down the Batarang (left trigger). Eventually you should hit the fuse box at the end of the corridor #2.
Note that the grate that has been blocking access to the Trophy is now raised #1. Head there and collect your prize #2.
TROPHY 20
Gadgets used: Explosive Gel
Get to the Boiler Room, which has been described in the Hot and Cold walkthrough. Stand south of the Trophy and use the Explosive Gel to destroy the fragile wall fragment #1. Pick up the Trophy #2.
TROPHY 21
Gadgets used: Remote Electrical Charge, Batclaw, Line Launcher
Start off in the main room of the Loading Bay, north-east of the Trophy. Equip the Remote Electrical Charge and shoot at the engine in the very middle of the room #1. Now alternate between pressing RB and the right trigger to send opposite charges and therefore set the hook into motion #2.
You need to swing the hook enough for it to hit the big fan in the southern wall #1. Afterwards use the Grapnel Gun to get there #2.
Head south and afterwards turn west, jumping into the hole #1. Approach the ledge, equip the Line Launcher and shoot into the wall in the distance #2.
End the ride on the pressure plate #1. Afterwards collect the Trophy from the open cage #2.
TROPHY 22
Gadgets used: Remote Electrical Charge, Freeze Blast
Start off in the room east of the Trophy, inside the room with the electrical cars to be precise #1 #2.
Prepare the Remote Electrical Charge and shoot at the magnet beside the northern wall from a safe distance #1. You need to cause it to attract the cars #2.
Afterwards go down and turn west to note that the passage leading to the collectible has been unlocked #1. Use the Freeze Blast to seal the pipe. Afterwards crouch and head for the Trophy #2.
TROPHY 23
Gadgets used: Remote Electrical Charge
The Trophy is found below the mine car #1 and unfortunately you can't collect it at once. Prepare the Remote Electrical Charge and shoot at the electromagnet on the left #1.
Use the magnet to move the car #1, therefore unlocking access to the Trophy #2.
TROPHY 24
Gadgets used: Batarang, Line Launcher
Start off south of the Trophy, on the other side of the river. Locate the question mark which you can hit with the Batarang #1 #2.
Note that hitting the question mark has led to the grate above him to raise. Equip the Line Launcher and shoot there #1. After reaching the new ledge, turn left and pull out the ventilation shaft grate #2.
Now you can enter the shaft #1 which will take you to where the Trophy is hidden #2.
RIDDLE 1 - They say the more things change the more they stay the same. Which dummy said that?
Get inside Joker's office adjoining the Loading Bay and take a look around the area. You need to scan the pregnancy test lying on the floor (screen above).
RIDDLE 2 - What's a funnyman without his box of tricks?
Get to the Boiler Room, which has been described in the Hot and Cold walkthrough. Here find the small box with items belonging to Joker (screen above) and scan it.
RIDDLE 3 - Once assembled, do these two become one again?
Gadgets used: Remote Electrical Charge
Start off inside the Smelting Chamber, west of the riddle area #1 #2.
Head east. On your way, you will have to unlock two doors and in both cases you need to use the Remote Electrical Charge #1 #2.
After reaching the destination, scan the Abramovici twins, sitting with their back onto you (screen above). Notice! If for some reason they aren't here, make sure that you have dealt with each of the twins in the main story mode! It also worth noticing that if you don't want to use the REC, you can also reach the twins' whereabouts from the south, going through the ventilation shaft.
RIDDLE 4 - Surely someone was clowning around when they qualified this person?
Find Joker's photos and the Gotham University diploma (screen above) and scan them all in one go.
RIDDLE 5 - Do you really need to hammer it home? Everyone knows Harley is stupid.
Stand in front of one of Harley heads (no matter whether it's already destroyed or not) and scan it together with the hammer beside it (screen above).
RIDDLE 6 - This question can only be answered from an unusual perspective. Can you get yourself there?
If you stand in the marked spot and turn on the Detective Mode, you should note an incomplete question mark #1. In order to solve this riddle you need to find the missing part and for that, head south #2.
After approaching the ledge, lower yourself (without letting go!) and use the Detective Mode to find the missing dot. The exact spot has been shown on the two above screens. Remember to place yourself in such a position that the main part of the question mark and the dot create a whole.
RIDDLE 7 - Who can BOYLE and Freeze at the same time?
Find the Boyle Cryogenics banner (screen above) and scan it.
HEADS
Gadgets used: Remote Electrical Charge
There is a total of twelve so-called Harley Heads inside the Sionis Steel Mill and destroying all of them will let you complete four riddles (three heads per each). Each time you find a head (H on the attached map), prepare the Remote Electrical Charge and aim at the heart. Successfully hitting it should result in the device exploding. Notice! If you want to listen to the short recordings beside each of the heads, be sure to make it before throwing the Batarang!
TROPHY 1
The Trophy is found in an normally inaccessible room of the Steel Mill, so as a result a strict cooperation of Catwoman and Batman is required here. You can perform the required actions while obtaining Batman's Trophies #16 and #21. Playing as the Bat, head to the main room of the Loading Bay, north of where the Trophy is. Equip the Remote Electrical Charge and aim at the engine in the middle of the room #1. Start alternating between pressing RB and the right trigger, sending out different charges and setting the big hook into motion #2.
You need to swing the hook enough for it to destroy the big fan on the southern wall #1. Afterwards switch to Catwoman and head to the tunnel unlocked thanks to the hook #2.
Head south and afterwards turn west, jumping into the hole you come across #1. Stand by the ledge and use the Ceiling Climb skill by pressing RB to stick onto the ceiling#2.
Head west #1, remembering not to jump anywhere. After a few moment you should reach the place where the Trophy has been hidden #2.
TROPHY 2
A locked gate guards access to the Trophy. As Catwoman can't hack into control panels, Batman has to do it for her with the Cryptographic Sequencer #1. It's best to do it while collecting Batman's Trophy #11. Change to Catwoman and collect the Trophy #2.
TROPHY 3
Start off in the Assembly Line room, standing south of the Trophy. Look up and search for a ledge which you can reach (screen above).
After getting onto the upper ledge, approach the interactive grate just beside #1. Press the right trigger and the A button at once to open it and therefore use the Ceiling Climb skill #2.
Head towards the second grate and after getting there #1 press A. Doing so should result in finding yourself right beside the Trophy #2.
TROPHY 4
Take a look around for the Trophy which is attached to the balcony #1. Stand there and use the Ceiling Climb ability by pressing RB to stick onto the ceiling #2. Afterwards collect the Trophy.
TROPHY 5
After reaching the area where the Trophy is hidden, stop on the bridge #1. Approach the ledge and press A to lower yourself #2.
Now use the Ceiling Climb skill by pressing the right trigger. It should result in Catwoman sticking onto the bridge #1. Now you just need to approach the Trophy and collect it #2.
The access to the Museum is limited. At first exploring it is completely impossible, as the a laser barrier is protecting access to the main rooms. It changes after completing the Disable Penguin's Final Communications Disruptor underground main mission.
The museum has two entrances. The more obvious option implies using the front door (screen above), beside which there's always a small group of enemies. Choosing this entrance guarantees access to most of the Museum rooms. During your first visit though, you will have to use the Cryptographic Sequencer to unlock the door.
The only exception is the Iceberg Lounge. Exploring the room is possible only after completing the Defeat Penguin main mission. You unfortunately can't get there by choosing the path leading to the torture chamber and as a result you will have to locate the northern Museum entrance (screen above). Just like with the front door, you will have to defeat a small group of inmates.
LOCATION STATISTICS:
Batman Trophies - 23
Riddles - 8
Penguins - 12 (4 challenges)
Catwoman Trophies - 5
TROPHY 1
Gadgets used: Explosive Gel, Batarang
Use the Explosive Gel on the hole north of the Trophy (Trophy Room) #1. After detonating it, enter the small room and stand in front of the Trophy cage #2.
In order to solve this riddle, you have to throw three Batarangs by quickly tapping the left trigger (don't hold it down!) in a short period of time #1. If you mange to switch off all three question marks at the same time the cage will open #2.
TROPHY 2
Gadgets used: Batclaw, Line Launcher
Take a look around north of the Trophy for a higher ledge which you can access using the Grapnel Gun #1 #2.
After getting upstairs, turn around to the south and use the Line Launcher #1. Wait for the ride - during which Batman will automatically break through a couple obstacles - to end #2. You should land inside the Trophy room, so all that's left is just taking it.
TROPHY 3
Gadgets used: Batclaw, Line Launcher
Start off north-west of the Trophy's location, i.e. on the northern balcony adjoining the passage leading to the War Room. Search for scaffoldings and reach its upper part using the Grapnel Gun.
Now turn to the south-east, equip the Line Launcher and shoot into the wall on the other end of the Torture Chamber #1. Right after the ride begins, hold down the left trigger to slow down the process as you will have to change direction. Turn the camera left and shoot at the ledge located in the north-east corner of the room #2.
Patiently wait for Batman to reach the mentioned ledge #1. Carefully land on it and pick up the Trophy #2.
TROPHY 4
Start exploring the lower level of the War Room and search for grates in the wall into which you can jump #1. Inside one of such shafts, the Trophy has been hidden #2.
TROPHY 5
Gadgets used: Remote Electrical Charge
Stand by the locked gate north of the Trophy, equip the Remote Electrical Charge and shoot at the engine #1. After the gate raises, enter the small room and collect the Trophy #2.
TROPHY 6
Gadgets used: Explosive Gel
Explore the southern part of the upper floor of the Torture Chamber. You should find a destructible wall fragment there #1 and you of course have to use the Explosive Gel. Afterwards jump onto the crates, finding the Trophy on one of them #2.
TROPHY 7
Gadgets used: Remote Electrical Charge, Explosive Gel
Start off in the southern part of the Gladiator Pit, i.e. standing in front of the elevator #1. Use the Electrical Charge to send the elevator up #2.
Note that you can now approach the wall on the right - which has been previously covered by the elevator #1 - and destroy it with the Explosive Gel. Enter the newly unlocked area and collect the Trophy #2.
TROPHY 8
Gadgets used: Freeze Blast, Batclaw
Start off by reaching the balcony north of the Trophy #1 #2.
Prepare the Freeze Blast and aim at the fenced part of the tank #1, causing an ice float to be created. Glide towards the ice and start pulling yourself towards the frozen Trophy by using the grapple points. After you reach the Trophy, the game will let you pick it up #2.
TROPHY 9
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Range Amplifier, Batclaw
Start exploring the lowest level of the War Room, taking a look around the Mammoth #1. You should note a control panel on one of the walls #2 and you have to use the Cryptographic Sequencer to remotely hack it.
Create the password to solve the mini-game #1. Afterwards equip the Batclaw and grab the Trophy attached to the wall using it #2.
TROPHY 10
Gadgets used: Remote Controlled Batarang
Start off in the central part of the Gladiator Pit and turn north. Take out the Remote Controlled Batarang and throw it at the hole with discharges in front of you #1. Turn the Batarang around after it gets electrified (making it fly towards Batman) #2.
Lead the Batarang onto the partially raised grate in the south-west part of the room #1. If for some reasons it's not raised, check out the walkthrough of Rescue remaining undercover GCPD officers in the Museum to learn how to do it. After the Batarang flies beneath the grate, turn it slightly right #2.
Wait for the Batarang to reach the big water tanks and this time turn right #1. Afterwards make it fly though the small hole #2.
Turn the Batarang right for the last time #1. You need to make it hit the fuse box #2.
Note that destroying the box has led to the middle (western) grate getting partially raised #1. Slide underneath it and find the Trophy in the partially flooded room #2.
TROPHY 11
Gadgets used: Grapnel Gun
Go to the main room with the dinosaur exhibit. Look up and look for the platform hanging from the ceiling which you can grab with the Grapnel Gun #1. After reaching it, collect the Trophy from the floor #2.
TROPHY 12
Gadgets used: Batclaw
Use the elevator to reach the higher level of the Gladiator Pit and afterwards examine the western wall. Search for the hatch which can be opened with the Batclaw #1 and afterwards use this gadget to catch from Trophy from afar #2.
TROPHY 13
Gadgets used: Remote Electrical Charge, Batarang
Stand beside the locked gate north of the Trophy, equip the Remote Electrical Charge and shoot at the engine #1. After the gate raises, crouch and get inside #2.
You will have to solve an easy puzzle requiring you to hit one of the question marks in the moment it lights up. Completing this task will once again require using the Remote Electrical Charge, though you could pretty well use the normal Batarang as well #1. In return for a well timed throw, you will be rewarded with the opportunity to pick up the Trophy #2.
TROPHY 14
Gadgets used: Freeze Blast
Start exploring the lowest level of the War Room, the north-west corner to be precise. Find the ventilation shaft entrance here #1. After crossing the shaft, turn right #2.
Equip the Freeze Blast and shoot with it at the spot from which the steam is coming out #1 to seal the pipe. Afterwards move on and collect the Trophy #2.
TROPHY 15
Gadgets used: Cryptographic Sequencer
Examine the north-east corner of the War Room to find a locked gate #1. Equip the Cryptographic Sequencer and use it on the control panel on the left #2.
Approach the mini-game and create the password #1. Afterwards enter the small storage and pick up the Trophy #2.
TROPHY 16
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Range Amplifier
Start off north of the objective, performing a slide underneath a partially opened gate #1. Head south. Ignore the fact that the laser beams have caused the gate to locked and stand beside it. Equip the Cryptographic Sequencer and use it on the control panel in the distance #2.
Solve the mini-game by creating the proper password #1. Enter the southern room and collect the Trophy #2.
TROPHY 17
Gadgets used: Remote Controlled Batarang
Begin in the middle part of the Gladiator Pit and turn north. Equip the Remote Controlled Batarang and aim it at the hole with discharges in front of you #1. Throw the Batarang, but turn it around right after it gets electrified (towards Batman) #2.
Lead the Batarang onto the partially raised grate in the south-west part of the room #1. If for some reasons it's not raised, check out the walkthrough of Rescue remaining undercover GCPD officers in the Museum to learn how to do it. After the Batarang flies beneath the grate, turn it slightly right #2.
Wait for the Batarang to reach the large water tanks and this time turn it sharply right #1. Afterwards make it fly through the small hole #2.
Turn the Batarang right for the last time #1. You need to make it hit the fuse box #2.
Note that destroying the fuse box has led to the middle (western) grate to raise #1. Slide underneath it and after reaching the partially flooded room turn right. Find the small window on the northern wall #2 and jump through it #2.
Head north and afterwards turn right #1. After a few steps you will come across the Trophy #2.
TROPHY 18
Gadgets used: Explosive Gel
Stand in the middle part of the War Room and head north-west. If it's your first visit here, you will have to use the Explosive Gel to blow up the wall #1. Otherwise, you will be able to move on without any problems #2.
Turn south. You need to use the use the entrance to the cage in which Mister Freeze was held #1 and it will be possible only after finishing the Defeat Penguin main mission. after getting inside, search for an open chest, inside of which is the Trophy #2.
TROPHY 19
Gadgets used: Batclaw
Start exploring the lowest level of the War Room. Look around the ceiling and you should note that there's a big hole at once spot #1. Reach it with the Grapnel Gun and afterwards pick up the Trophy #2.
TROPHY 20
Gadgets used: Disruptor - Jam Firearm
Start off south-east of the Trophy, in the dinosaur room to be precise. Search the north-west corner of the room to find a ventilation shaft entrance #1 #2.
Go through the shaft, thanks to which you will find yourself south of the destination. Equip the Disruptor and use in on the turret hanging from the ceiling #1, therefore blocking it. Now you can head north and pick up the Trophy #2.
TROPHY 21
Gadgets used: Freeze Blast, Batclaw
If you intend to collect this Trophy during your first visit at the Museum, you just need to jump down onto the fragile ice. Otherwise, you will need to pull a platform towards yourself or use the Freeze Blast to create an ice float #1.Regardless of the chosen method, turn east and find the hatch which you can open using the Claw #2. The Trophy is hidden inside.
TROPHY 22
Gadgets used: Explosive Gel, Freeze Blast
Stand in the middle part of the War Room and head north-west. If it's your first visit, you will have to use the Explosive Gel to blow up the wall #1. Otherwise, you will be able to move on at once #2.
Stop after reaching the north-west corner. In order to reach the Trophy, you need to have the Freeze Blast. Shoot at the pipe from which steam is coming out #1 and seal it. Afterwards crouch and reach the Trophy #2.
TROPHY 23
Gadgets used: Disruptor - Mine Detonator
After reaching the destination, you should note that the gate is only partially raised and that there are two proximity mines set below it #1. Take out the Disruptor and use it to detonate them both #2.
Afterwards perform a slide underneath the gate #1. After reaching the new area, take a look around for the Trophy #2.
RIDDLE 1 - Was he framed? Or does it run in the family?
Find the painting hanging from the wall (screen above) and scan it.
RIDDLE 2 - How do you protect yourself when it's raining bullets?
Stand beside one of the saved undercover officers (screen above) and scan him.
RIDDLE 3 - Have Joker's pets laughed themselves to death, or just eaten too much?
O your way to the main part of the War Room, find the hyena exhibit (screen above) and scan it.
RIDDLE 4 - Brothers in arms. Brother at war. Who's right? Who's... Left?
Gadgets used: Explosive Gel
Stand in the middle part of the War Room and head north-west. If it's your first visit in this location, you will have to use the Explosive Gel to blow up the wall #1. Otherwise, you will be able to move on without any problems #2.
Soon afterwards, turn south. You need to reach the place where you will note a Abramovici brothers poster (screen above). Scan it to complete the riddle.
RIDDLE 5 - This question can only be answered from an unusual perspective. Can you get yourself there?
If you sail towards the spot marked by the game and turn on the Detective Mode, you should note an incomplete question mark #1. In order to solve this riddle, you have to find the missing dot. It has been painted on one of the pillars with grapple points, east of the question mark #2.
The place in which you have to scan has been presented on the two above screens. Remember to place yourself so that the main part of the question mark and the dot create a whole.
RIDDLE 6 - See no evil, hear no evil, speak no evil, or there will be explosives consequences.
Explore the lower level of the War Room. Find the exhibit in its northern part (screen above) and scan it.
RIDDLE 7 - Who's in control here? The puppet or the puppeteer?
Find the puppet exhibit (screen above), approach it and press the red button to set it into motion. Go back a bit and scan it.
RIDDLE 8 - Can anyone TOP the Penguin when it comes to the full VIP treatment?
Find Penguin's pieces of clothing (mainly hats) in the Iceberg Lounge and scan them (screen above).
PENGUINS
Gadgets used: Batarang
Inside the Museum, there's a total of twelve Penguins and destroying them all will let you complete four challenges (three Penguins per each). Each time you find a Penguin (P on the attached map), prepare a standard Batarang and throw at it.
Destroying the two Penguin inside the Gladiators Pit might be a bit more problematic. The Penguin behind the electrified fence has to be destroyed using the Remote Controlled Batarang (e.g. by flying through the hole with discharges and afterwards turning the Batarang around) #1. The second Penguin can be found inside the cage and it's best to destroy it after reaching the upper floor of this room #2.
TROPHY 1
The Trophy can be found inside a normally closed room and therefore it requires a strict cooperation between Catwoman and Batman. You can perform the needed actions while collecting Batman's Trophy #5. Playing as the Bat, stand by the locked gate north of Catwoman's Trophy, equip the Remote Electrical Charge and shoot at the engine #1. Now return here with Catwoman and use the unlocked passage #2.
After entering the small room, look up #1 and use the Ceiling Climb ability by pressing RB to stick onto the metal construction. Find the interactive grate, move towards it #2 and press A. Pick up the Trophy.
TROPHY 2
Start off on the balcony south of the Trophy #1. Approach the ledge of the balcony and at the same time press the right trigger and A, therefore activating the Ceiling Climb ability #2.
Now head north, reaching the interactive grate which you can open by pressing A #1. Completing all those actions should lead you inside the big cage, where you will find the Trophy #2.
TROPHY 3
Start off on the balcony south-east of the Trophy #1. Approach the ledge of the balcony and at the same time press the right trigger and A, therefore activating the Ceiling Climb ability #2.
Now head north, reaching an interactive grate which you can open by pressing A #1. Those actions should cause you to get inside a big cage, in which a different Trophy of Catwoman was. Look for a part of the ceiling which you can grab by pressing RB #2.
Start heading west #1. Soon afterwards you should reach the spot where the Trophy is #2.
TROPHY 4
The Trophy is on the roof of the big capsule inside if which you found Mister Freeze's costume playing as Batman #1 #2.
TROPHY 5
The trophy is below the balcony #1. After reaching the destination, use the Ceiling Climb ability by pressing RB to stick onto the ceiling #2. Afterwards just collect the Trophy #2.
Access to the Wonder City is unfortunately highly limited. You can't reach it at all at first and it changes only after starting Follow assassin using tracker device to locate Ra's al Ghul. It's also worth to notice that part of this location - the Wonder Tower - becomes accessible after beginning Gain access to Wonder Tower. Moreover, its top level gets destroyed after completing Climb the observation deck to stop Protocol 10, but luckily there aren't any secrets hidden there so you won't miss anything.
There are two main paths leading into Miracle Tower. The first is the door found on the main subway station (screen above). You will probably use it for the first time during Follow assassin using tracer device to locate Ra's al Ghul, as soon after getting through it you have to use the Line Launcher.
The second passage leads through the Arkham City Process Center found in the Bowery (screen above). The path gets unlocked for the first time during Gain access to Wonder Tower.
While we're at it, it's also worth to mention the elevator found in the Wonder Tower Foundation, taking passengers onto the upper levels of the Tower (screen above). You can use it for the first time during Climb the observation deck to stop Protocol 10, though if you intend to return to it in the further part of the game you will have to once again solve two hacking mini-games.
LOCATION STATISTICS:
Batman Trophies - 25
Riddles - 6
Demon Seals - 12 (4 challenges)
TROPHY 1
Gadgets used: Batclaw
Stand east of the Trophy, look up and use the Grapnel Gun to reach the upper ledge #1. Pick up the Trophy #2.
TROPHY 2
Gadgets used: Line Launcher, Batclaw
Start off by the ledge, south-east of where the Trophy is #1. Shoot a line towards the western wall. Right after the ride begins, hold down the left trigger to slow down the process. Turn the camera right and be ready to change direction, aiming at the small platform in the north (not into the big hole, where enemies have been) #2.
Eventually you should reach a platform east of the Trophy's location #1 #2.
Take a look around the western wall and you should note a hole which you can grab with the Grapnel Gun #1. After reaching the small room, examine the ceiling. Use the Batclaw to grab the collectible #2.
TROPHY 3
Gadgets used: Explosive Gel
Examine the eastern wall, finding a place where you can spray the Explosive Gel with the Detective Mode #1. Detonate the charge and collect the Trophy #2.
TROPHY 4
Gadgets used: Batarang
The Trophy is found inside a cage #1 and in order to open it you need to throw a Batarang into the question mark above you #2. Notice! If there's a destructible wall here, it means that you came for this Trophy too early. In such situation, wait until you complete Gain access to Wonder Tower, as during it Batman will break through the wall into the library.
TROPHY 5
The Trophy is hidden inside the pram (screen above) left beside the street lamp.
TROPHY 6
Gadgets used: Freeze Blast, Batclaw
Approach the Trophy from the north. Equip the Freeze Blast and look up to locate two pipes that you can seal #1 #2.
Sealing the pipes will let you access the upper ledge, so grab the ledge with the Grapnel Gun #1. After reaching the destination, collect the Trophy #2.
TROPHY 7
Gadgets used: Freeze Blast
The Trophy in the water, so stand beside the lower ledge, equip the Freeze Blast and use it to create an ice raft #1. Afterwards glide there. If you have created the ice right next to the Trophy, you will be able to collect it at once #2. Otherwise, help yourself with the Batclaw by using it on the grapple points.
TROPHY 8
Gadgets used: Freeze Blast, Batclaw
Stand by the ledge north of the Trophy #1. Equip the Freeze Blast an use it to create an ice raft, as close to the southern wall as possible #2.
Now you of course need to glide towards the ice raft #1. After landing on it, look up and grab the Trophy attached to the balcony #2 using the Batclaw.
TROPHY 9
Gadgets used: Batclaw, Line Launcher
Take a look around north of the Trophy to find an upper ledge which you can grab with the Grapnel Gun #1. After getting upstairs #2, it will turn out that in order to obtain the Trophy, you have to activate three pressure plates without touching any other environment elements or the ground.
Start off by standing on the pressure plate beside the cage #1. Equip the Line Launcher and shoot at the northern wall #2, as that's where the second pressure plate is.
Start riding the line, but be ready for letting go at the proper moment, so that Batman perfectly land on the second plate #1. You can't do it too late or too fast, as otherwise you will have to begin the whole procedure from the beginning. Turn west and shoot at the wall located behind the third pressure plate #2.
Just like before, you need to perfectly choose the moment to let go of the line #1. If you make it, all three pressure plats should switch off. Return to the starting point to collect you prize #2.
TROPHY 10
Gadgets used: Disruptor - Mine Detonator
Start off south-east of the Trophy's location, beside the secret tunnel entrance to be precise #1. As a reminder, you unlock this corridor for the first time during Locate the secret entrance using the video data. Head west and afterwards north, stopping after reaching the blocked passage #2.
Take out the Disruptor and use it to detonate the proximity mine on the ground #1. Only afterwards perform a slide #2, thanks to which you will reach the area where the Trophy is\.
TROPHY 11
Gadgets used: Line Launcher
Stand by the ledge north-east of the Trophy #1 #2. Equip the Line Launcher.
Fire a line at the western wall in the distance #1. Right after you begin the ride, hold down the left trigger to slow down. Turn the camera left and be ready to change the direction, aiming at the small southern ledge on which the Trophy is #2. Land on it and pick up the collectible.
TROPHY 12
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier, Batclaw
Approach the Trophy from the north, using one of the barrow balconies to reach a locked door. Equip the Cryptographic Sequencer and use it on the control panel on the left #1. Solve the mini-game by creating the password #2.
Now open the door and go down the stairs #1. Look up and use the Batclaw to grab the Trophy hanging from the ceiling #2.
TROPHY 13
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Range Amplifier, Batclaw
Stand on the ledge north of the Trophy's location. If you zoom in, you should note that the Trophy is inside a cage #1 and that in order to open it, you will have to break into the local security system. Equip the Cryptographic Sequencer and use it to remotely hack the control panel behind the fence #2.
Begin the hacking mini-game and create the password #1. Afterwards grab the Trophy hanging from the wall with the Batclaw #2.
TROPHY 14
Approach the Trophy from the west and you should note that it's hidden beneath a building #1. Stand in front of the small hole, gain momentum and slide underneath it #2, thanks to which you will be able to collect it.
TROPHY 15
Gadgets used: Remote Electrical Charge
Start off east of the Trophy's location. Equip the Remote Electrical Charge, approach the large gate and send a charge towards the engine built into the floor #1. Afterwards head west and collect the Trophy #2. Notice! Stay cautious, as while leaving this location you can get unexpectedly attacked by an assassin.
TROPHY 16
Gadgets used: Freeze Blast, Grapnel Boost
Head to the area where the Trophy is hidden and stand by the western ledge #1. Equip the Freeze Blast and use it to create an ice raft, onto which you of course need to jump #2.
After landing on the ice, turn around and make sure you're west of the secret #1. Prepare the Grapnel Gun and aim at the red ledge in the distance (zoom in if you're having troubles locating it) #2.
Right after you launch off, use the Grapnel Boost by pressing A twice (and holding down the button after the second time). That way you will gain more speed by catapulting Batman and as a result he will break through a fragment of the ceiling #1 in which the Trophy was hidden. Wait for Batman to land and use the Batclaw to grab the Trophy #2.
TROPHY 17
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier
Search for a control panel nearby the Trophy's location and hack it with the Cryptographic Sequencer #1. Complete the mini-game by creating the password #2. Afterwards collect the Trophy.
TROPHY 18
Gadgets used: Line Launcher
The Trophy is on a small ledge which you come across during one of the main story missions, Gain access to Wonder Tower to be precise. If you didn't pick up the Trophy on the first run, use the below description. Start off standing beside the ledge, west of the Trophy's location #1. Take out the Line Launcher and shoot at the southern wall #2.
Right after the ride starts, hold down the left trigger to slow down as you will have to change direction. Turn the camera left and shoot at the ledge north-east from your current location #1. After reaching it, pick up the Trophy #2.
TROPHY 19
Gadgets used: Explosive Gel, Remote Controlled Batarang
Collecting this Trophy is unfortunately rather hard, as it implies performing a few not very obvious actions. Start off east of the Trophy's location, beside the secret tunnel entrance #1 #2. As a reminder, this corridor becomes unlocked for the first time during Locate the secret entrance using the video data.
Head west, but don't turn right at once. Instead, blow up the wall with the Explosive Gel #1. You will find a Trophy cage and establish that in order to open it, you will have to deactivate the interactive question mark to which the cable is going #2.
Turn around, equip the Remote Controlled Batarang and throw it #1, causing it to fly out of the secret passage. Afterwards turn it right, towards the south-west. It should not fly towards the passage between the buildings #2.
After reaching the street lamp, turn the Batarang slightly right #1 and afterwards a bit more sharply. Eventually the Batarang should be flying towards the north #2.
You need to lead it into hitting the interactive question mark #1. It can be found directly west of the Trophy #2, separated from the cage with a wall. Turn around once again and collect the Trophy.
TROPHY 20
Soon after using the elevator to the upper levels of the Wonder Tower, you will have to go round the whole construction using the cornices #1. Move north using this method and afterwards west #2, WITHOUT jumping onto the ledge following which you could continue the climb.
Soon you should find yourself by the western wall of the building and here you need to move south #1. It will let you reach a small ledge with the Trophy on it #2. Curiously, the ledge adjoins the observation platform reached after getting out of the elevator.
TROPHY 21
Gadgets used: Explosive Gel, Line Launcher, Batclaw
Take some time to familiarize yourself with the situation. The Trophy is inside a cage in a small room #1, which opens each time you get out. Therefore, you will have to grab the Trophy from afar. Start off by spraying Explosive Gel onto the window in this room #2.
Get out of the room and head west, stopping after reaching the ledge #1. Shoot a line towards the western wall. Right after beginning the ride, press the left trigger to slow things down. Turn the camera right and be ready to change direction, aiming at the small northern platform (not into the big hole inside of which enemies were) #2.
Eventually you should reach a platform north-west of the Trophy's location #1 #2.
Turn south-east, i.e. towards the Trophy. Equip the Batclaw and use it to grab the secret (screen above), using the window destroyed by the explosion.
TROPHY 22
Explore the south-east corner of the Wonder Tower Foundation, its lowest level to be precise. The Trophy can be found by one of the shafts built into the floor (screen above).
TROPHY 23
Gadgets used: Batarang, Freeze Blast
Start off by reaching the small ledge located east of the Trophy's location #1. Afterwards turn west, take out the Batarang and use it to hit the Trophy hanging from the line #2.
Upon getting hit by the Batarang, the Trophy will fall down into the water. Equip the Freeze Blast and create an ice float beside it #1. Now just glide there and collect your prize #2.
TROPHY 24
Gadgets used: Explosive Gel
Examine the western wall, finding a spot where you can spray the Explosive Gel using the Detective Mode #1. Detonate the charge and collect the Trophy #2.
TROPHY 25
Gadgets used: Batclaw
You need to start climbing the Wonder Tower, eventually reaching the spot where you use the Grapnel Gun to get onto the metal construction #1. Head towards the northern wall of the building and you should be able to find the Trophy without much problems #2.
RIDDLE 1 - This question can only be answered from an unusual perspective. Can you get yourself there?
Gadgets used: Batclaw
In order to solve this riddle, you will first have to start climbing the Wonder Tower. Stop after reaching one of the higher levels, at the spot from which you can reach the second northern extension arm #1. If you now turn around and activate the Detective Mode, you should note an incomplete question mark painted on the tower #2.
Don't waste time on searching for the missing dot, as it's impossible from this position. Instead, use the Grapnel Gun to reach the upper floor (the one with the control panel) #1. After getting there, turn around and stand by the ledge #2.
You need to jump off the ledge and glide north. After flying a couple dozen meters, start turning around and try to reach a position from which you will see the whole question mark (screen above). Don't worry if you don't manage to do it on the first try, as you can always return to the starting point and start all over again. What's more, if Batman crashes against something and falls down, the game will automatically return him onto one of the previous ledges.
Notice! If you can't handle solving this riddle by gliding, you can always use the alternative method implying standing on the mentioned northern extension arm #1 and afterwards jumping off it (B button), trying to scan the question mark in mid-air #2.
RIDDLE 2 - Where can you get a wonderful view of the past?
Get onto the big terrace after riding the elevator to the upper level of the Tower and scan the Gotham City painting (screen above).
RIDDLE 3 - Crime is a global issue. You'll never stop it, Batman.
Stand beside the antique monument with a globe connected with the Wonder City (screen above) and scan it.
RIDDLE 4 - Read all about it! Is this the sign of the Times?
Find the plate informing of the shutdown of Wonder City (screen above) and scan it.
RIDDLE 5 - Wanted: Dead... and alive?
Find the overturned Solomon Grundy wanted poster (screen above) and scan it.
RIDDLE 6 - Do these demonic twins pose a threat?
Grab the twins statues in one frame (screen above) and scan it.
SEALS
Gadgets used: Batclaw
There is a total of twelve Demon Seals in Wonder City and destroying them all will let you complete four riddles (three seals pear each). Each time you find a Seal (P on the attached map), use the Batclaw to grab it (screen above). Afterwards tap A and Batman will rip out the Seal.
You might have some problems with finding three Seals on the upper level of the Wonder Tower. The first one can be found right after using the elevator. Climb onto its roof and search for a vertical shaft (screen above). You need to do it after heading onto the observation deck.
The second Seal can be found after reaching the southern observation deck. Just turn around and look up (screen above).
The last Seal can be found and destroyed after beginning climbing, to be precise after reaching the spot from which you can glide through a shaft for a short time and land on a lower shelf. Do it and turn around (screen above).
CHALLENGE 1 - Glide continuously for over 150 meters (without using the Grapnel Boost upgrade)
How to complete: It's a very simple challenge, as in order not to land too early, you need to alternate between using the Dive bomb (holding the right trigger; screen above) and ascending (leaning the left analog stick down). Just look out not to hit anything on your way.
CHALLENGE 2 - Glide continuously for over 250 meters (Grapnel Boost upgrade permitted)
How to complete: Curiously, you don't have to use the Boost at all, as you can pretty much just use the tactic described in Challenge #1. If you however plan on using it (by tapping A twice and holding it down after the second one), remember not to hit anything after catapulting Batman (ledges, buildings etc..
CHALLENGE 3 - Perform a vertical dive for over 50 meters
How to complete: The challenge of course corresponds to the Dive Bomb, activated by pressing the right trigger in mid-air. In order to make sure that you can complete this challenge, choose a roof of a very tall building, like the Church or Gotham Bank.
CHALLENGE 4 - Perform five consecutive line launches without touching the ground
How to complete: You can approach this challenge only after obtaining the Line Launcher. The assumptions of this challenge aren't very complicated, as you have probably come across the need to change direction multiple times throughout the story mode. Just remember to constantly use the ability to slow down (left rigger). I'd also recommend completing this in either Park Row or the Bowery, as you will have an easier time moving between the building.
CHALLENGE 5 - Glide for 30 meters while maintaining a height of less than 5 meters above the water
How to complete: You should approach this challenge in the Industrial District. Start off by using the Dive Bomb (hold down the right trigger in mid-air) and flatten out at the very last moment (by pulling the left analog stick back). Now just fly right above the water (screen above) and you should complete the required 30 meters without any problems.
CHALLENGE 6 - Achieve a x20 combat combo
How to complete: It's a pretty simple challenge. Remember not to take any longer breaks between the attacks. The multiplier can be also easily increased by using the Beat Down skill, that is first stunning the enemy with the cloak (B) and afterwards attacking him by tapping X.
CHALLENGE 7 - Use 3 Quickfire gadgets in one combat encounter
How to complete: The Quickfire is offered by, inter alia, Batclaw, Batarang, Batarang, Remote Electrical Charge or Freeze Blast. It's important to use the shortcut each time (e.g. left trigger + B with the Electrical Charge), so without the process of manually aiming. It's also worth to complete this challenge during a fight with a large enough group of inmates, so that you don't run out of enemies before using the required amount of gadgets.
CHALLENGE 8 - Achieve a x5 variation bonus in one combat encounter
How to complete: This challenge shouldn't be especially hard. Start the fight with an aerial attack and during the fight itself lead out different attack types (Stun, Beat down etc.), not just the standard types and counters.
CHALLENGE 9 - Aerial Attack off a stunned enemy into another (3 required)
How to complete: This challenge is easier than it might seem. Start off by stunning an enemy with the cloak (B) and afterwards press A twice to run onto him. Don't wait for Batman to jump above him, but quickly lean out the analog stick towards a different enemy and press X. as a result Batman should bounce off the first enemy and attack the next one. Perform this attack two more times.
CHALLENGE 10 - Use the Slide to trip an enemy (3 required)
How to complete: This trivial challenge can be completed in a matter or second. Start running at an enemy and press the right trigger to slide and trip him. Repeat this attack two more times.
CHALLENGE 11 - Perform a Beat Down to finish an enemy (5 required)
How to complete: Completing this challenge isn't very hard. During the fight, attack every enemy but one, leaving him for the end. Once he's the only one left, stun him with the cloak (B) and afterwards start tapping X, activating the Beat down. Repeat this four more times.
CHALLENGE 12 - Counter an enemy projectile (3 required)
How to complete: The challenge doesn't correspond to the bullets fired from gun, but to items that the inmates throw at Batman (e.g. small crates). Each time you note such an enemy, wait for a counter icon to appear above the thrown item and press Y. Batman should grab the item (screen above) and throw it back. Repeat this two more times.
CHALLENGE 13 - Hit an explosive object with a Batarang before it is thrown
How to complete: You shouldn't have problems here. You need to fight a group of inmates, in which one will try to throw a fire-extinguisher or a different explosive item at Batman. When you note that someone is holding an explosive item, throw a Batarang at him (Quickfire, or manually aiming at him) to cause a premature explosion (screen above).
CHALLENGE 14 - Take out 2 enemies at once with the Glide Boost Attack
How to complete: You will need to have the Glide Boost Attack upgrade to complete this challenge. Start on a vantage points or a roof, nearby a big group of enemies. Glide towards at least two standing beside each other, at first pressing X to aim at one of the inmates and afterwards the right trigger. A yellow icon should appear above the inmate and start filling up (screen above). The icon must start glowing red, thanks to which the force will knock down both enemies.
CHALLENGE 15 - Use a Combo Batarang in combat (10 required)
How to complete: This simple challenge implies using the Batarang by tapping the left trigger (without aiming). Do this move nine more time.
CHALLENGE 16 - Perform a Batclaw Slam (5 required)
How to complete: Completing this challenge requires the Batclaw Slam upgrade. Aim at any enemy and afterwards press the left trigger and Y at the same time. It's however not the end, as after a given enemy get pulled towards Batman, you need to hit him by pressing X (screen above). Repeat this four more times.
CHALLENGE 17 - Use the Quickfire Remote Electrical Charge during a combo (5 Required)
How to complete: You can approach this challenge after obtaining the Remote Electrical Charge. The Quickfire shortcut for this gadget is left trigger + B. It of course cannot be the only attack in the combo, so perform at least one normal attack after using the gadget. Repeat this four more times.
CHALLENGE 18 - Use the Quickfire Explosive Gel during a combo (5 required)
How to complete: The Quickfire shortcut is left trigger + X. of course after planting the charges you need to detonate them at the right moment, so that you hit the enemies. You also need to make sure that it's not the only attack in the combo. Repeat this four more times.
CHALLENGE 19 - Use the Quickfire Freeze Blast during a combo (5 required)
How to complete: You can approach this challenge only after unlocking the Freeze Blast. The Quickfire shortcut for hits gadget is tapping the right trigger twice. You of course need to make sure that it's not the only attack, so attack at least one after using the gadget. Repeat this four more times.
CHALLENGE 20 - Use the Smoke Pellet to disorientate enemies into attacking each other
How to complete: This challenge is best approached in a rather small room, surrounded by a big group of enemies. Press Y to let out a smoke pellet and start running through the smoke hoping that one of the enemies will try to attack you and hit his buddy instead. Luckily, it's much easier than it sounds.
CHALLENGE 21 - Finish a fight with a Combo Batarang (3 required)
How to complete: It's a very simple challenge, requiring you only to knock out the last enemy in a group with the Batarang. If the first Batarang attack causes him only to fall down, wait until he gets up and try again. Repeat this two more times.
CHALLENGE 22 - Use the Remote Electrical Charge to get an armed enemy to fire his weapon and surprise at least one other nearby enemy
How to complete: Stand beside any group of armed enemies and make Batman doesn't get noticed by them. Aim at one of the enemies with the Remote Electrical Charge and shoot at him. The challenge will be completed if there as at least one other inmate beside him.
CHALLENGE 23 - Use the Remote Electrical Charge to force an enemy to hit another enemy (3 required)
How to complete: Start by locating a group of enemies with at least one equipped with a stun stick. You can either shoot him from above or fight the group directly, focusing your attention of that one enemy (screen above). In the latter case, you should of course use the Quickfire option (left trigger + B). Repeat this two more times.
CHALLENGE 24 - Use the Remote Electrical Charge to blast one armored thug into any other thug
How to complete: Find an armoured enemy (the type which you defeat using Beat Down, screen above). Shoot at him with the Remote Electrical Charge and with some luck he will hit another inmate while stunned.
CHALLENGE 25 - Use the Freeze Cluster Grenade to immobilize three or more henchmen at one time (Upgrade required)
How to complete: You can approach this challenge only after unlocking the Freeze Cluster Grenade. It's worth to try this challenge in smaller areas, as the enemies don't have anywhere to run. You can also search for a place where they're standing beside each other (screen above) and attack them by surprise.
CHALLENGE 26 - Use the Freeze Blast to freeze an enemy then a Batarang to knock them down
How to complete: You can approach this challenge only after unlocking the Freeze Blast. Additional description seems needless, as the name says it all. Make sure not to attack the enemy in any other way after freezing him, but use the Batarang at once.
CHALLENGE 27 - Perform a Grapnel Boost Takedown
How to complete: You can approach this challenge only after unlocking the Grapnel Gun Boost. Take a look around Park Row or the industrial District for a roof patrolled by armed enemies. Provoke the enemies by showing yourself to them and wait for one of them to approach the roof ledge (screen 1). Aim at that ledge with the Grapnel Gun and afterwards use the Boost by pressing (and holding down) A twice. If you have done everything properly, Batman won't catapult upon reaching the ledge, but automatically knock out the enemy (screen 2).
CHALLENGE 28 - Use the Reverse Batarang to knock down an enemy
How to complete: You can approach this challenge only after unlocking the Reverse Batarang. Stand above a group of enemies, aim at one of them (left trigger) and hold down RB until the aiming process finishes. Afterwards let go of RB and the Batarang will automatically circle the enemy and knock him out from behind.
CHALLENGE 29 - Kick an enemy while riding on the Line Launcher (3 required)
How to complete: You can approach this challenge after unlocking the Line Launcher. Stand on the same level as the enemy you want to knock out and aim the line at him. After the ride begins, make sure that Batman will hit him (it's best if the inmate doesn't get alarmed too soon; screen above). Repeat this two more times.
CHALLENGE 30 - While riding on the Line Launcher towards an unaware enemy, use the Takedown attack to drop down and knock them out
How to complete: You can approach this challenge only after unlocking the Line Launcher. Stand on the same level as the enemy you want to knock out. Aim and fire the line. After the ride begins, wait for Batman to get nearby the target (screen above) and press Y for a knockout.
CHALLENGE 31 - Catch a Remote Batarang
How to complete: this trivial challenge implies throwing a Batarang and making sure it returns to Batman. You can perform a full turn or just turn the gadget around by pressing the left and right trigger at the same time.
CHALLENGE 32 - Fly a fully boosted Remote Batarang into a thug and send him flying through the air
How to complete: Throw a Remote Controlled Batarang and hold down the right trigger to make it fly faster. Lead it onto one of the enemies. The hit should be strong enough to send him flying automatically, so you don't need to worry about hitting him at a specific angle.
CHALLENGE 33 - Use the Freeze Blast to freeze an armed enemy before taking him out
How to complete: You can approach this challenge only after obtaining the Freeze Blast. Aim at a single armed enemy, use the Freeze Blast and afterwards approach hi and press Y for a knockout.
CHALLENGE 34 - Use the Smoke Pellet to disorientate an armed enemy and follow up with a Takedown
How to complete: Look for at least one armoured enemy and land beside him. Once Batman get noticed, press Y to let out a smoke pellet, quickly approach the enemy from behind and press U for a knockout (screen above).
CHALLENGE 35 - Disarm an enemy using the Batclaw disarm (3 required)
How to complete: Completing this challenge requires the Batclaw disarm upgrade. Locate a single armed enemy and after getting near enough, press the left trigger and Y. Repeat this two more times afterwards.
CHALLENGE 36 - Use the Disruptor to jam the gun of an armed enemy and then get him to try and fire
How to complete: You can approach this challenge after unlocking the Disruptor and the Jam Firearm upgrade. Locate a single armed enemy and equip the Disruptor. Press the left trigger and then the right one and wait for the bar to fill up (screen above), informing that the gun has been jammed. Jump down and stand in front of the enemy, so that he tries to shoot Batman.
CHALLENGE 37 - Use the Remote Electrical Charge to temporarily disable a backpack Jammer device
How to complete: You can approach this challenge only after unlocking the Electrical Charge. Additionally you will have to find a group of enemies with at least one jammer device (screen above), the perfect place for that being the main subway station. Shoot a charge at the enemy thanks to which the jammer will stop working for a while.
CHALLENGE 38 - Take down an enemy using the Sonic Batarang
How to complete: You can approach this challenge only after unlocking the Sonic Batarang and the Sonic Shock Batarang upgrade. Throw a Batarang and make it hit the floor or a wall beside an enemy's patrol route. Once an enemy gets beside the Batarang, press the left trigger + RB to detonate the gadget.
CHALLENGE 39 - Perform an Inverted Takedown from a Vantage Point
How to complete: It's a very simple challenge which you will probably complete during the main story. You need to reach one of the rooms in which you need to act from the shadows and with vantage points. Reach one of such points, wait for a guard to get beneath you and press Y for a Inverted Takedown (screen above).
CHALLENGE 40 - Perform a Knockout Smash (5 required)
How to complete: Completing this challenge shouldn't be hard. Approach any enemy from behind, helping yourself by crouching down if you need to. After getting beside him press Y for a silent takedown. Repeat this four more times.
CHALLENGE 1 - Use Caltrops to stun an enemy (3 required)
How to complete: This challenge isn't particularly hard, it only implies using one of Catwoman's gadgets. With the Caltrops, it's worth to use Quickfire option activated by pressing the left trigger and B.
CHALLENGE 2 - Perform a Special Combo Whiplash and Special Combo Whip Trip in one combo flow
How to complete: You can approach this challenge only after unlocking the Special Combo Whiplash (A+X) Special Combo Whip Trip (A+B). afterwards locate a large group of enemies (e.g. inmates standing beside the Courthouse) and attack them, aiming for a high multiplier. After gaining a high enough value, activate one of the above skills. Quickly start attacking again so that the multiplier doesn't reset and soon afterwards activate the second skill.
CHALLENGE 3 - Complete one Claw Climb using at least 8 separate leaps without missing the timing for a single jump
How to complete: The challenge is a bit harder than it might seem at first, as the jumps need to be performed at a perfect pace. Luckily the game informs you each time if the jump was ideal, or too late or fast. After a few attempts you should master the climbing enough and you will just have to find one of the highest buildings in Arkham City (e.g. the Gotham Bank - screen above). It will let you perform at least 8 jumps before reaching the top of the building.
CHALLENGE 4 - Perform a Pounce attack (3 required)
How to complete: It's a very simple challenge, implying attacking the enemy from above. You will be informed of the possibility to do it by a claw icon appearing above his head (screen above) and then you will have to just press X. Repeat this move two more times.
CHALLENGE 5 - Use the Quickfire Whip attack during combat (3 required)
How to complete: This challenge isn't particularly hard, you pretty much just need to test one of Catwoman's gadgets. It's worth to use the Quickfire option, either by pressing the left trigger or the left trigger + Y combination (disarm).
The overall rules of the challenge maps haven't changed since the first game. I'd definitely recommend approaching them at the end, i.e. after completing the main story mode, side missions and finding all the secrets. There's a total of 12 maps, though you need to complete them separately with each character. Batman and Catwoman are available from the beginning, through you can also buy Robin and Nightwing DLCs. Each of the maps lets you obtain three medals - bronze, silver and gold. Which medal you get depends on the amount of points you have at the end of the third round (more information in the table below) and if you want to max out your score, you should remember about:
LIST OF MAPS
NAME
GOLD
SILVER
BRONZE
Blind Justice
24000 points
12000 points
6000 points
Survival of the Fittest
32000 points
16000 points
8000 points
Rooftop Rumble
32000 points
16000 points
8000 points
Hell's Gate
32000 points
16000 points
8000 points
Funhouse Brawl
60000 points
30000 points
15000 points
Prison Riot
32000 points
16000 points
8000 points
Blind Justice (Extreme)
32000 points
16000 points
8000 points
Survival of the Fittest (Extreme)
60000 points
30000 points
15000 points
Rooftop Rumble (Extreme)
40000 points
20000 points
10000 points
Hell's Gate (Extreme)
48000 points
24000 points
12000 points
Funhouse Brawl (Extreme)
60000 points
30000 points
15000 points
Prison Riot (Extreme)
48000 points
24000 points
12000 points
The overall rules of the challenge maps haven't changed since the first game. I'd definitely recommend approaching them at the end, i.e. after completing the main story mode, side missions and finding all the secrets. There's a total of 12 maps, though you need to complete them separately with each character.
The further part of the walkthrough included the two characters available in the basic game, i.e. Batman and Catwoman. Each of them has their individual mission, though played on the same maps. I'd recommend first completing the ones for Batman, as even the Extreme versions will be easier than those of Catwoman. There are three missions on each map, each with a bigger description in the tables below. Remember to first familiarize yourself with the maps and missions, aiming at completing the map as fast as possible. As a side note, remember that even after completing every mission on a given map, you will still need to eliminate the enemies to finish the challenge.
LIST OF MAPS - BATMAN
NAME
CHALLENGES DESCRIPTION
Meltdown Mayhem
1) Smoke Detector - You need to use a smoke pellet after Batman gets noticed and afterwards use the fact that the local enemies have been blinded and approach one of them from behind and knock him out.
2) Mind Your Head - You need to throw a Batarang at an enemy and afterwards quickly approach him and finish him off before he can get up.
3) Shock Tactics - you need to hit one of the armed guards with an Electric Charge, causing his gun to fire and therefore scare the one beside him. Of course you should attack groups of two or more, as only then you will succeed.
Police Brutality
1) Blast Zone - Spray the Explosive Gel on one of the destructible walls, wait for a guard to reach it and detonate the charge.
2) Knockout Smash - Approach the enemy from behind. Start off by pressing Y to silently take him out and afterwards X to finish him off fast (instead of waiting until his body is laid onto the ground).
3) Window Pain - Stand beside one of the windows, wait for one of the guards to appear on the other side and attack him by surprise (Y button).
Natural Selection
1) Weapon Jam - Use the Disruptor with the Jam Firearm to block the weapon of one of the guards. Afterwards, let him see you so that he tries to shoot you.
2) Aerial Assault - Attack an enemy from above, at best by gliding off one of the vantage points. After knocking him down, quickly finish him off.
3) Friends Fly Free - Use the Grapnel Gun to grab the bridge connecting the upper balconies. Don't however climb up, instead keep hanging from the ledge. Wait for two guards to get beside you and attack them by surprise (Y) to throw them both through the balustrade.
End of the Line
1) Kick Off - Stand on the roof of one of the subway cars on the station. Wait for an enemy to appear on the opposite car, aim at him with the Line Launcher and start the ride, kicking him and therefore throwing down to the ground.
2) Scare Tactics - You need to scare at least one enemy, for example by using the Smoke Pellet or Electrical Charge. You need to act fast, appearing in front of your target by surprise. Therefore you can glide or jump out of the ground shaft.
3) Freeze Frame - Use the Freeze Blast to freeze an armed enemy and afterwards knock him out (Y).
Lost City
1) Grate Moves - You need to hide in the ground shaft, wait for an enemy to get above Batman and perform a surprise attack (Y).
2) Fall Guy - Stand on the lowest balcony and wait for a guard to appear on one of the higher balconies (or the ones adjoining the elevator). Grab him with the Batclaw and push over the balustrade.
3) Breaking and Entering - You need to stand beside one of the wooden walls, wait for an enemy to appear on the other side (Detective Mode will come in handy here) and take him out (Y).
Top of the World
1) Fire Hazard - Wait for an enemy to stand beside one of the fire extinguishers on the lower level. Throw a Batarang at the extinguisher and afterwards quickly approach the blinded enemy. Get behind his back and take him down (Y).
2) Confiscated Weapon - Approach one of the armed enemies. Use the Batclaw with the Disarm upgrade to pull the gun out of his hands. Afterwards, once the disarmed guard is pulled towards you, press X for a knockout.
3) Mined Your Step - Don't eliminate the guard with proximity mines prematurely. Instead, wait for him to plant at least one. Afterwards you need to wait for an enemy to approach it and detonate the mine by using the Disruptor with the Mine Detonator upgrade.
Meltdown Mayhem (Extreme)
1) Armor Piercing - You need to eliminate the armoured enemy as the first one. Luckily it's very easy and doesn't require you to use Beat Down, as you only need to wait for him to get beneath one of the vantage points and use the Inverted Takedown on him.
2) Bringing Down the Roof - Spray the Explosive Gel on a destructible wall fragment. Wait for an enemy to enter the room below and detonate the charge.
3) Venting Anger - Hide inside one of the side ventilation shafts, wait for an enemy to appear and attack him by surprise (Y). Curiously, you don't need to worry about opening the grate as Batman will break through it automatically while leading out the attack.
Police Brutality (Extreme)
1) Don't Touch That Dial - Neutralize the enemy with the Jammer as the last one. Therefore it means that throughout this level you won't be able to use the Detective Mode.
2) Feet First - Stand on the balustrade of one of the higher balconies, wait for a guard to appear beneath you and perform a surprise attack on him (Y). You should of course wait and deal with one of the last enemies using this method, as Batman can be easily spotted by others.
3) Smash and Grab - Locate the vantage point with a glass ceiling fragment beneath it. Wait for a guard to appear in the room on the very bottom and perform a Inverted Takedown, breaking through the glass.
Natural Selection (Extreme)
1) Boom Box - Spray the Explosive Gel beside the crate from which enemies can take weapons. Afterwards alert one of the guards (e.g. by showing yourself or using the Sonic Batarang), therefore making him head for a gun. Stand in a place from which you have a god view on him and detonate the charge as he tries to get the weapon.
2) Chaos Theory - Stand on one of the vantage points, wait for an enemy with thermal vision goggles to appear beneath it and quickly perform an Inverted Takedown on him (Y), before he manages to scan the point.
3) Deep Impact - Stand on one of the vantage points and wait for at least two enemies to stand beside each other on the lowest level. Jump down and hold the right trigger to activate the Dive Bomb. Try to land beside the enemies and press B when Batman touches ground to create a Shock Wave. Notice - you will need the Shock Wave Attack to perform the last step.
End of the Line (Extreme)
1) Perpetual Motion - Start off on one of the higher balconies of the subway station, focusing your attention on the enemy who uses the ladder from time to time. Stand beside the ladder and prepare to use the Electrical Charge. You need to do it when the guard almost finished climbing onto the balcony you're on.
2) What Goes Up - Check out the hints regarding the above (1st) challenge, as you can complete them both at the same time.
3) Don't Touch That Dial - You need to neutralize the enemy with the Jammer as the last one. That means not being able to use the Detective Mode throughout the whole level.
Lost City (Extreme)
1) Bullet Proof - You need to eliminate all the guards without getting damaged. Therefore you should complete the whole stage without getting noticed by anyone.
2) Switch Hitter - This mission is quite hard and I'd recommend trying to complete it on the highest balconies, the one adjoining the elevator. The idea behind this challenge is firing a line towards an enemy, hitting him while riding the line AND afterwards changing direction and doing the same with yet another inmate. You should probably take some time to prepare the whole thing and also make things easier by freezing one of the enemies beforehand.
3) High Speed Impact - Begin on one of the vantage points and equip the Remote Controlled Batarang. Aim at one of the enemies one the higher balconies, the one standing beside the balustrade to be precise. Throw the Batarang and make sure to speed it up by holding the right trigger. The enemy you hit should get sent flying and fly over the balustrade, but in case he doesn't, wait for him to fully recover and quickly throw another Batarang.
Top of the World (Extreme)
1) Fists of Fury - You need to use Beat Down to eliminate one of the enemies (you execute it by pressing B and afterwards tapping X). It's best to do it with the last enemy, therefore ending the level.
2) Human Cannonball - Wait for the enemies to stand beside each other and try to attack them by surprise, using the Remote Electrical Charge. Shoot at the enemy with the armour and with some luck he will fall into his buddies.
3) Cold War - You need to use the Freeze Cluster to freeze at least three guards at the same time. For obvious reasons you should try doing it in the beginning part of the level, making use of the fact the enemies gather in one place.
LIST OF MAPS - CATWOMAN
NAME
CHALLENGES DESCRIPTION
Meltdown Mayhem
1) Whipped Up - Use the Ceiling Climb ability and grab onto the bottom of the metal balconies. Place yourself in such a place that you have an enemy above you (use the Thief Vision) and attack him with the whip by pressing Y (it's also equivalent to getting onto the balcony which he was patrolling).
2) Silence is Golden - You need to silently approach an enemy from behind and silently take him down by pressing Y.
3) Break Your Fall - start off on one of the roofs of vantage points. Wait for an enemy beside which a claws icon will appear to get beneath you. Press X and afterwards quickly approach him and finish off.
Police Brutality
1) Whip Into Shape - Attack the guard using the whip, at best by tapping the left trigger. After the enemy triples over, approach and finish him off.
2) Scare Tactics - Scare at least one enemy by attacking him with the whip and disappearing or letting him find the body of a fellow inmate. You need to act fast and appear by an enemy by surprise, so wait for him beside a corner or jump out of a ground shaft.
3) Hit and Run - You need to attack an armed enemy with standard (X) attack. As it's not a very effective method, you should probably do it with the last enemy standing.
Natural Selection
1) Cat Nap - Use the Ceiling Climb skill to - as the name implies - grab onto one of the ceilings. Wait for an enemy to appear beneath you and press Y to take him out.
2) Grate Moves - You need to hide inside a ground shaft, wait for an enemy to appear above Catwoman and attack him by surprise (Y)
3) Have a Nice Trip - Start following an enemy. After getting near enough to him, start running and press the right trigger to perform a slide. Quickly approach him and finish him off.
End of the Line
1) Bola'd Over - You need to throw Bolas at an enemy (Quickfire with left trigger + X) and finish him off after he falls over. As the action can alert the other guards, you should use this method to eliminate one of the last enemies.
2) Over the Ledge - Head onto the upper balconies, jumping over the balustrade at any place you like. Keep hanging and wait for a guard to get beside you. Attack him by surprise (Y), causing him to fall over the balustrade.
3) Breaking and Entering - You need to stand beside one of the wooden walls, wait for an enemy to appear on the other side (Thief Vision can come in handy here) and knock him out (Y).
Lost City
1) Caltrop Trip - Throw the caltrop (the Quickfire shortcut is left trigger + B) at a spot patrolled by the enemy. Wait for one of the guards to appear here and after he steps onto the caltrops, approach him from behind and knock out (Y).
2) Round the Bend - Begin on the upper balconies, standing by the stairs leading onto the lower level. Press A to hide behind a corner by sticking onto the balustrade. Wait until an enemy appears and go up the stairs and press Y for a takedown.
3) Pouncer - Begin on one of the vantage points. Wait for the enemy beside which a claws icon appears to get beneath you. Press X and afterwards approach him and finish him off.
Top of the World
1) Gun Thief - You need to use the Whip Disarm skill by approach him and using the left trigger + Y combination.
2) Have a Nice Trip - Start following an enemy. After getting near enough to him, start running and press the right trigger to perform a slide. Quickly approach him and finish him off.
3) Feet First - Stand on the balustrade of one of the higher balconies, wait for a guard to appear beneath you and perform a surprise attack on him (Y). You should of course wait and deal with one of the last enemies using this method, as Batman can be easily spotted by others.
Meltdown Mayhem (Extreme)
1) Lone Gunman - Use the Ceiling Climb ability and grab onto the bottom of the metal balconies. Place yourself in such a place that you have an enemy sniper above you (use the Thief Vision) and attack him with the whip by pressing Y (it's also equivalent to getting onto the balcony which he was patrolling)..
2) Grate Moves - You need to hide in the ground shaft, wait for an enemy to get above Batman and perform a surprise attack (Y).
3) Window Pain - Stand beside one of the windows, wait for one of the guards to appear on the other side and attack him by surprise (Y button).
Police Brutality (Extreme)
1) Gun Thief - You need to use the Whip Disarm skill by approach him and using the left trigger + Y combination.
2) Knockout Smash Approach the enemy from behind. Start off by pressing Y to silently take him out and afterwards X to finish him off fast (instead of waiting until his body is laid onto the ground).
3) Bullet Proof - You need to eliminate all the guards without getting damaged. Therefore you should complete the whole stage without getting noticed by anyone.
Natural Selection (Extreme)
1) Cat Fight - You need to use Beat Down to eliminate an armoured enemy. The bad news that the inmate we're talking about is also a sniper, so you can't leave him for the end. As a result you should wait for the enemies to get away from the bridge with the sniper, quickly approach him from behind and use Beat Down (press B and afterwards start tapping X).
2) Breaking and Entering - You need to stand beside one of the wooden walls, wait for an enemy to appear on the other side (Detective Mode will come in handy here) and take him out (Y).
3) Pouncer - Begin on one of the vantage points. Wait for the enemy beside which a claws icon appears to get beneath you. Press X and afterwards approach him and finish him off.
End of the Line (Extreme)
1) Whip Into Shape - Attack the guard using the whip, at best by tapping the left trigger. After the enemy triples over, approach and finish him off.
2) Friends Fly Free - Head onto one of the two main bridges connecting the upper balconies and jump over the balustrade. Holding onto the ledge, wait for two enemy stand beside each other and attack them by surprise (Y), throwing them both over the balustrade.
3) Grate Moves - You need to hide inside a ground shaft, wait for an enemy to appear above Catwoman and attack him by surprise (Y).
Lost City (Extreme)
1) Whipped Up - Use the Ceiling Climb ability and grab onto the bottom of the metal balconies. Place yourself in such a place that you have an enemy above you (use the Thief Vision) and attack him with the whip by pressing Y (it's also equivalent to getting onto the balcony which he was patrolling).
2) Knockout Smash - Approach the enemy from behind. Start off by pressing Y to silently take him out and afterwards X to finish him off fast (instead of waiting until his body is laid onto the ground).
3) Three Strikes - You need to attack at least three different armed enemies in direct combat with the standard attack (X). You should of course get rid of each attacked guard at once and not run away after the first hit. It's worth to take care of this mission at the end and always choose lonely guards so that his buddies don't have time to help him.
Top of the World (Extreme)
1) Cat Fight - You need to use Beat Down (B and then tapping X) to eliminate an armoured enemy. The enemy has a Jammer on his back and you should leave him for the end, giving up on Detective Vision, as it will let you complete mission 3 at the same time.
2) Caltrop Trip - Throw the caltrop (the Quickfire shortcut is left trigger + B) at a spot patrolled by the enemy. Wait for one of the guards to appear here and after he steps onto the caltrops, approach him from behind and knock out (Y).
3) Don't Touch That Dial - Neutralize the enemy with the Jammer as the last one. Therefore it means that throughout this level you won't be able to use the Thief Vision.