Batman: Arkham City Walkthrough

Batman: Arkham City Walkthrough


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Welcome to our Batman: Arkham City walkthrough is packed with information, unlockables, side-quests and riddler trophy locations, because the Bat is back — and his rogue’s gallery is not happy. Moved from the destruction of Arkham Island due to the Joker’s scheme from Batman: Arkham Asylum, a huge chunk of Gotham has become home to the city’s most vile and deadly criminals. Watched over by the mysterious Dr. Strange and his gang of mercenaries, the situation is looking grim. It’s up to Batman to use his nifty fighting skills, his gadgets, and a playable Catwoman, to surmount even greater odds than before. Think you’re up to the task?

It’s okay if you aren’t, because the Batman Booster League that is Game Front is here to help with our huge video and text walkthrough below. For more Bat-lists, check out our achievements, trophies, and cheats.

Check back after release to get the full run-down on Batman: Arkham City.

Batman: Arkham City Walkthrough

Video and Text Walkthrough

The Beginning

1. You start off as Catwoman looking to crack open a safe, but Two-Face’s thugs are in the way. When the cut-scene ends, you’ll be in full control of the acrobatic Catwoman. If you’ve played Batman: Arkham Asylum before, the controls should start feeling familiar. Press “square” to attack and “triangle” to counter enemy moves when lighting bolts appear above their heads. You’ll know it worked when you see the enemy left reeling.

2. When all enemies are down and out, walk over to the set of stairs where the picture frame is and press “X” to activate it leading to a cut-scene. Once that’s over, it’s time to start the game proper.

3. After the intense cut-scene, you awake as Bruce Wayne in front of a mirror, tied up to a chair with the voice of Hugo Strange on the loud speaker. When the prompt tells you to “break these cuffs”, do so by moving the “left stick” left and right until Bruce falls down on the ground.

4. A guard will immediately enter the room and you’re prompted to press “triangle” to counter his anger towards you. With a swift block and an added headbutt, the guard will be seeing stars. Unfortunately, fairly soon, you will be too. You’re then dragged out to the courtyard.

5. Once outside, past the inmates, look to your right toward the chain-link fence and head to Line A. Wait in line until you can go through. You’ll be hearing a lot of negativity towards Bruce, especially from one who has you on his list. Bang!

6. When you head through, you’ll meet Strange, then be thrown into room with a couple of people. The door closes behind you as the one in front will open. You’ll then be greeted with a raucous crowd of inmates ready to beat the crap out of you and your friends. Of course your buddies will come first.

7. Walk out and counter any enemies that want to do you harm, preferably by breaking their arms. With the last enemy hurting your friend, you’re prompted to strike, so hit “square” and watch one of the hardest hits I’ve ever seen coming from a man with their hands cuffed. Then press “X” to help Ryder up.

8. Unfortunately you won’t be walking out as an inmate with a metal bat sneaks up behind you. You can’t do anything here so watch your ass get beat first in the back of the legs, then to the back of the head. Then to add to the pain, The Penguin will shove his expensive heel into your face. I am going to assume it’s expensive.

9. When you wake up from the boot to the face, you’re getting dragged. Again. You’re then presented to The Penguin. After a verbal exchange, you’ll probably get punched first. You’ll be ready for the next one, so press “triangle” to stop those brass knuckles. Afterward, the enemy mob around you will attack, but they’re no match for a rich man playboy in handcuffs. When the fisticuffs start getting intense, Bruce will break the cuffs in slow motion and you’ll now be able to unleash some fury.

10. When the enemies are done for, the game will tell you to hold “X” to run. Run around if you want, but once you’re done run up to the dumpster with the ladder hanging above. Climb the ladder then jump toward the vents directly in front of you. Keep climbing up until you reach another ladder, then the top of the building. Run to your left when you reach the top and Bruce will call Alfred.

11. When the conversation is over run toward the neon Ace Chemical Building sign where you’ll jump, then hang off the ledge. Shimmy to the right, then up the two sets of ladders. Hold R2 to crouch underneath the small space, then when you get past that, hang on the ledge by pressing R2 then “X”. Shimmy to the right again, then crouch through another small opening that leads to a ladder. Jump over the gap, then you’ll see the package arrive.

12. Climb the final ladder of the building and access the pod with “X”. It’s time to suit up.

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Batman: Arkham City Walkthrough

Rescuing Catwoman

1. After donning your suit, you’re free to search the city by finding Riddler trophies, fighting groups of inmates, or just explore. Let’s kick some ass for some experience. Glide down the street slight right and you’ll see group of inmates. Take them out then head toward the green way-point found on the top of the screen.

2. When you reach the courthouse, there will be enemies standing in front. Approach how you wish. I always go from the top whenever possible because it’s just cooler that way. Take them all out by attacking and countering, and pretty soon you’ll have a pile of guys who need to go to a hospital. When all is clear, open the door into the courthouse.

3. After the in real life fire alarm scare, head straight up the stairs that look half messed up and half pristine. Follow the stairs up, make a right and watch the cut-scene. Court’s now in session. Follow the corridor to the ladder and when you reach the top you’ll see an armed thug. Press “R2″ to crouch and sneak up silently behind him, then press “triangle” to take him out.

4. Walk on the wire overlooking the trial. Take your time and listen to Two-Face’s speech if you like. Otherwise, drop down and land amidst all those lovely enemies. When you land, most of the enemies will actually run away and a handful will remain. Fight them off using your skills while also avoiding thrown objects like chairs. When you’re done, Two-Face objects as a cut-scene ensues.

5. After the cut-scene it’s time for some world’s greatest detective to work. Tap “L2″ to enter detective mode to trace the trajectory of the bullet. Look down on the floor and look for the bullet hole and scan it. Then look at the window where the bullet also went through and scan that as well. An orange line will show you where the bullet came from.

6. Before you leave you can explore the building. Facing the now upside down Two-Face, you can enter the door on the left and into the basement where you’ll see Calendar Man all cozy and locked up. If you explore more, you’ll find a panel that is compatible with your cryptographic sequencer. Unfortunately you can’t use it yet, so head back up the stairs.

7. From the top, you can exit the way you came from, or, if you turn right and right again in a U shape you can follow the hallway down and exit the door on your left that leads out into the alley. If you head out the alley way, you can talk to some political prisoners. Now off to see where that bullet came from.

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Batman: Arkham City Walkthrough

The Bell Tower

1. When you head out from the courthouse you can take out the enemies that appear at it’s front entrance for some experience. Once they’ve been dispatched, head toward the green marker or if you look up in the sky, the famous Bat Signal.

2. When you reach the tower there will be enemies guarding the entrance. Take them out starting from above then finish them off. Enter the tower.

3. When you enter, Harley will attack as she flips toward you. You can wait for her to reach you then counter, or, you can just punch her. When she’s down, she’ll start talking, then she’ll kiss you goodbye as she heads out the door.

4. The enemies will have their guns pointed at you, so the game will prompt you to press “triangle” to throw a smoke pellet that disorients your foes. Use this distraction to grapple up to the statues above. Then when you’re perched, use detective mode to assess the situation.

5. One of the thugs is holding a hostage with scaffolding above him, the other thug is holding another hostage and is directly behind some wood paneling. Finally, you’ll have to take out two thugs simultaneously, so drop in from behind them and Three Stooge them. When the action is done, you can talk to the hostages, both doctors and officers.

6. Now go down the hall where the sign says “Bell Tower” and enter the door. If you remember Mr. Cash from Arkham Asylum, you can talk to him as well. He’s next to the “Bell Tower” sign. When you enter the door, run down the hallway and turn right. Remember you have a grappling hook so leave those calorie burning stairs in the dust. When you reach the top, climb the ladder to load the area at the top of the tower.

7. When it loads you’ll see the gun, but Joker’s not there. Use detective mode to scan the gun. After that happens, The Joker will give you five seconds to get the hell out of there. Move in a direction and double tap “X” to jump through the window. If you want to make it interesting, wait until 2 seconds to jump out.

8. Hurray! You’ve survived another murder attempt as you see the Bell Tower crumble. Now it’s time to track down The Joker.

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Batman: Arkham City Walkthrough

Joker’s Funland

1. After the explosion you’ll be perched up on a billboard. If you notice just below you there’s a Riddler panel you can step on, which opens the floor below. Jump down and plant an explosive gel on the unstable floor to nab the trophy.

2. Now back to tracking The Joker. Head up from the trophy room to exit. If you notice on your screen now, there’s an indicator showing you a distance value in meters. Make that number go smaller as you swing and run across the rooftops. If you come across any enemies along the way, take them out for some experience.

3. Also since the hub world is large in it’s own right, it’s easy to get distracted by training missions, Riddler trophies and phone calls. Although if you finish the training missions, you’ll get the grapnel boost, which increases the speed of the grapple, essentially launching you in the air. If you double tap “X” while currently grappling something it will vault you over letting you navigate the city faster. In any case, do them if you wish and when you’re ready, head toward The Joker’s domain.

4. As you start getting closer to the objective, distractions aside, you’ll hear some radio chatter involving Harley. You might also want to fight some bad guys along the way. Do so if you wish and rack that combo multiplier up while getting experience. Also when you approach you’ll see some twisted looking decorations.

5. When you get really close, elevate yourself as high as you can and Batman will call Alfred looking for a route inside. He suggests the front door, but you know better than that. Grapple toward the chimney with the clown heads attached to it and dive in. Ignore the molten stuff.

6. After the brief cut-scene you’ll be hanging on a piece of wire with embers flying and rising around you. Glide toward the only opening and turn right down the corridor. You’ll notice a tight space, so run toward it, then press “R2″ to slide underneath. Keep running forward like Faith from Mirror’s Edge until some heated railings stop you. Time to use the batclaw. Select it and aim for the hatch opening. Pull it open and water rushes out cooling the railings.

7. Now jump down, turn around and follow the corridor. When you reach the edge, drop down and shimmy left, then climb back up and follow the path. You’ll reach another set of railings which you’ll need to balance yourself on. When you reach the end of the railing, jump to the other one Prince of Persia style to safely reach the other side. You’ll reach a dead end, but wait, turn on detective mode to reveal a path underneath. Use your gel to make it go away and drop down.

8. Head forward and crouch underneath the next obstacle. When you reach the steam, use your batarang to hit the red switch to turn it off. Now climb through and follow the crawlspace. You’ll hear some enemies talking and eventually you’ll see them through the fence. If you watch, you’ll see Harley do a bad thing with all the inmates watching.

9. Now you need to save someone. If you were facing the spectacle, turn around by turning right and follow the crawlspace that turns you left. You know you’re in the right place when you see flames coming out of pipes. Time your movements to get past them. Keep following the crawlspace. Eventually you’ll come upon the person you need to save almost getting hit by a huge clown with a sledge hammer. She’ll then get moved to the smelting chamber.

10. As you keep moving forward you’ll hit a section where you’re able to see the enemies while you’re roaming around underneath. Pop out and take an enemy down from below as you face the rest. They’ll be throwing bins at you, so watch out. When the enemies are done for, Harley will come out as you watch a cut-scene.

11. When Harley walks away, Batman will talk to Alfred and let him know he’s going to try to find the female doctor first.

12. Alright, so after fighting the thugs and listening to Harley, you’re off to find the doctor. Search the courtyard and find the door with the sign that says “Deadly Rides” up above. You can also check your map by pressing select and cycling to the map icon. You can follow your objective, which is highlighted in green, but the map won’t reveal itself until you’ve explored it personally.

13. So head through the door, scan the Riddler trophy for later and follow the hallway to the double doors. The door will be covered by 3 armed guards, so you’ll need to find an alternate way through. Look around and find the conveyor belt and find a panel with a red button on it. To make things a bit easier, use detective mode to highlight the panel. Once the button is bataranged, a door will slide open. Enter it, then head right.

14. You’ll be able to grapple to a ledge above. Then when you reach the top, there will be an opening on the right. If you look up, grapple to a vantage point to assess the situation. Swing around the other ledges for better angles if you need to. Drop down to take out the lone guard, then approach the two guards standing next to each other slowly and have them say hello to their craniums.

15. Now turn around up the stairs and head into the room with the big Sionis Industries sign on top. Crash through the window and press “X” to activate Harley’s statue. When she’s done talking, head toward the double doors into the smelting chamber.

16. As you sneak down the corridor, you’ll see a lone guard by the railing, but wait a little bit and a second guard will stand next to him where you can Three Stooge them. Once they’re in sleepy land, grapple yourself up to the protruding ledge above and take in the scenery. You’ll be able to hear the doctor and the guards guarding her. You can also see where they are, using detective mode.

17. When you take out one guard the others will be alerted. Try to take them out one by one. Eventually there will be a lone enemy with the doctor inside the room, so use the vent that leads into the room and take him out. Now talk with the doctor who is tied up in the chair. A cut-scene will ensue. When it’s done, you’ll be given a new weapon, a remote electrical charge. It’s used to power generators and electromagnets.

18. Head out of the room and look for the power generator by using detective mode. It’s long and rectangular. But first, search the bottom floor. You should find a vent that you can open that leads to a Riddler Trophy. After you grab it, head into the open vent and blow the floor below you, which leads to the room with the doctor.

19. Now head to door with the power generator above, enter it and use your new gun again to open the next door. Now head through the double doors and grapple to the ledge above and into an open vent on the right. Follow the short vent and you’ll see four enemies who were welding the door shut. Stay on your game and take them out. You’ll be back in the room with the Harley statue. Level up if you need to, other wise head back out the door.

20. If you want to experiment you can turn the electromagnet on with your new gun which is next to the bumper cars and watch them gravitate towards it. Also, there’s a vent you can use near the cars that leads to a Riddler trophy. Now exit back out the way you came toward the courtyard where Harley pushed the doctor out.

21. When you reach the courtyard, Harley will wonder how you got out of the smelting chamber. Harley will close the door, so you’ll need to figure out to get up there. Turn on your detective mode and look for the electromagnet. Shoot it and the heavy hook will meander toward it. Use momentum to open the door up above. The clown face will get smashed. Also if you swing the hook in the other direction, opposite the clown face, a vent will smash open where you can pick up a Riddler Trophy.

22. Head back and grapple to the newly renovated door. You’ll be met with a kick to the face by Giant One-Armed Clown McGee (with a sledge hammer). You’ll also need to dispatch foes. Try to take out the small potatoes first before you take out the big clown. When all the little guys are gone, pull off some rapid punches until the clown can’t take anymore. He should be pretty easy to take out. Finally, head up, as you hear Harley crying, and watch the cut-scene.

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Batman: Arkham City Walkthrough

Catwoman and Poison Ivy

1. You’re in the shoes of Catwoman once again and she’s looking to find Poison Ivy to get into a vault. But before you enter Poison Ivy’s lair, you’ll need to slink your way toward Catwoman’s apartment. Follow the Bat Signal or use the green marker on your compass to move in that direction.

2. Make your way across the rooftops and when you start getting closer you should see a fenced in barrier that leads to Catwoman’s apartment. It looks like a cage. And enemies are down below. You can use your vision to highlight objects just like Batman’s detective mode. Enter from the top where the openings highlight blue.

3. When you enter from the top, Catwoman will automatically be clinging to the ceiling ready to pounce on the enemies below. If you want to hear them talk, let them. When you’re ready to use your claws, jump down and interrupt their conversation. When they’re incapacitated, enter your apartment with “X”. It’s the one where the cats are gathered.

4. When you’re done, you’ll have some new toys. In your possession will be caltrops and bolas. Now it’s time to find Poison Ivy. Press “R1″ to pounce up vertically to the ceiling and head out of the cage. Time to follow the way-point once again.

5. On you way, feel free to take out any unsuspecting enemies along the way as you cross the streets and rooftops. When you reach Ivy’s place, you’ll see plants alongside the building with a bridge that leads to the building. Crawl under the bridge and use the panel to head inside, while picking up the Riddler trophy along the way. Open the door.

6. Watch the cut-scene. When it’s over, you’ll be attacked by Poison Ivy’s plant people. When the first group of enemies are taken care of, jump to the ledge above to escape the poison. More enemies will emerge on this level as well, so tear them up. Once they’re done, head up once up more to fight more plants. On this level, try to avoid the red spores Ivy throws at you.

7. Once all enemies are taken care of, Poison Ivy will hang Catwoman up by her legs after she asks for her help in a cut-scene. And we are left hanging.

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Batman: Arkham City Walkthrough

Cleaning Up the Gotham City Police Department

1. After the cut-scene that involves Joker, Batman and a window, you need to find Mr. Freeze to find a cure for yourself, which what was ailing The Joker. Batman will call Alfred and tell him of his plan to use his cowl to read heat signatures and track the coldest point in Arkham City. Start heading to where the temperatures are getting colder, meaning a higher negative number. If you want to take out some aggression, take out any enemies you see along the way to your goal.

2. When you get close, Batman will mention that Mr. Freeze must be using the old GCPD building using an old forensics lab. Check out the place and you’ll notice 5 armed guards trying to get into the locked garage door. You’ll need to get in there, but not before taking these guys out. You can approach silently by taking out the guards roaming on the higher level, then remove the guards that are trying to get into the door using the double takedown maneuver. Take out the last remaining enemy for good measure.

3. Now head back to the door, shoot the generator with your remote electrical charge and slide under to enter the building. Immediately head right and take the radio from the dead guard, to hack into Penguin’s communications. Now enter the door next to where the dead guard was propped.

4. When the game loads you’ll be in the Gotham City Police Department. If you walk out, you’ll notice all the armed guards, so it would be suicide to step out. Instead, you’ll need to find an alternate way through. Turn back around and go down the long hallway. You should see a path up that you can grapple to. Enter the vent and follow it to the exit past the red lights. You’ll see an opening overlooking the guards you saw previously.

5. Plan out your attack so you aren’t overwhelmed. When the final enemy is left, run up close to him and interrogate him about Mr. Freeze. Now it’s time to find Mr. Freeze.

6. Run back to the exit, but before you do, you’ll be trapped by iron bars. Batman will then call Alfred and you’ll then get the unlock codes for the municipal structures. Now you can finally hack those panels.

7. Enter the floor grate that leads into the adjacent room and hack the panel with your cryptographic sequencer. When you hack the panel with a combination of the left stick and right stick, the irons will open up. Now jump back into the grate and exit the police department. More explosions will occur.

8. If you head down the stairs, there will be a breakable wall for you to pick up a Riddler trophy. Run back up and use your gun to turn on the generator to slide underneath. Now off the find Mr. Freeze.

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Batman: Arkham City Walkthrough

Disabling the Disruptors

1. Once outside, grapple up to get your bearings and look for the waypoint marker or Bat Signal in the sky. Start heading there. Also don’t forget to kick some ass along the way if you feel like it. And you most certainly will.

2. When you get near the marker, you’ll see the museum straight ahead with a few enemies guarding the door, never aware that a gliding Batman will soon be booting them in the face. When they’re on the ground, hack the panel to the front entrance to open the barred door. Enter the building once you’ve successfully hacked it.

3. Once inside, you’ll be met with an enemy, which will turn into enemies, who has stolen Crocodile Dundee’s knife. To counter these guys, hold the left stick away while you’re holding down “triangle”. When they’re done, crash into one of the windows that lead into the adjacent room. There’s a panel there, but something is wrong. When you hack it, your signal starts to jam. It’s time to find those signal disruptors.

4. Head back outside and use the signal tracker to find them. The first one is fairly close, only 37m away. Now grapple your way up and find the first disruptor. It’s on the roof of the museum itself. Take out the enemies guarding it. It’s possible that one of the enemies will be able to unlock the weapon cache, so if you can take him out before he does, do it. After the fight, focus your fists on the disruptor. You’ll need to punch all three screens (terminals) that surround it. Now to head to the second disruptor.

5. Follow the tracker until the number starts to dwindle. Make your way there. The disruptor is found on a metal patio. You’ll also find armed guards here that also happen to love throwing grenades, so be careful on your approach. Once they’re knocked out, break the three terminals on the disruptor and head to the last disruptor, which is a bit farther away, and on a side note, underground, than the previous two.

6. You know you’re on the right track when you see the tunnel with the square glass paneling covering it. There are a lot of armed guards here so it’s a dangerous place as you head to your destination.

7. Since the location is underground, look for a set of stairs that lead into the subway. It’s a bit hard to miss at first glance, but look for the sign that says “Subway”. When you head down, there will be two guards in prime position to execute a double takedown.

8. Take those guys out and keep heading down the stairs, where the sign above says “To The Trains”, toward the final disruptor. Follow the stairs down until you reach the tracks. There’s a vent you can open when you reach the bottom to find another Riddler trophy. As you exit, turn right to face the tracks, then start going left down the tracks, keeping in the mind to let the tracking signal number deplete.

9. There’s a vent ahead on the wall, next to the train that’s blocking the tracks. Enter it and you’ll be lead back the way you can from, but there’s a Riddler trophy there so it’s all worth it. Now, run back to the train next to the vent you previously opened and grapple on top.

10. Once you reach the top, head straight, then enter the opening in the wall to your left. Turn right toward the pipes and slide under them to Mirror’s Edge it up. You’ll reach a wooden wall at the end of the corridor. You can just punch these out of the way, then turn left and jump onto the top of the train car. You’ll see three enemies as they talk with each other. Take them out.

11. Turn toward another garage door and use your electrical charge to power the generator. Slide underneath the door and you’ll see a vent up ahead. Use it to enter the area where the disruptor is, along with armed guards. There are gargoyles you can use to gain a height advantage, so take them up on their offer. Assess the situation and take out each guard when you’re ready. Silently is preferable.

12. When the area is clear, take the disruptor like you did previously, with hard punches. When it’s disabled, explore the area a bit if you would like to look for some Riddler trophies. Remember if you can’t grab them, you can tag them by holding “L2″. When you’re done taking a look around, exit back out the way you came from. If you get lost, don’t forget to use your map to navigate your way upward.

13. As you make your way up, give those access panels a go if you would like to open some doors. Keep going up the stairs and make your way up to the museum. Take out the thugs at the entrance and get ready to head in.

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Batman: Arkham City Walkthrough

Penguin’s Museum

1. When you head inside, you can grab a Riddler trophy on the left by smashing through a window. Tap “L1″ in quick succession to take out the 3 question marks and collect your prize. Now head back into the room where you crashed the window previously and use your sequencer to hack the previously unhackable panel. Once you’ve hacked it, you can now enter the museum without the bars closing in.

2. Run out and grapple up to the scaffolding to gain a better view of the action below. Batman will notice an enemy wearing body armor, along with his gang, behind the T-Rex, who is roughing up someone. You’ll then be prompted to know how to perform a beat down by pressing “circle” to stun, then rapidly tapping “square” for quick strikes.

3. Take out the enemies and talk to the officer who was getting roughed up. After the conversation, Batman decides to rescue his fellow officers, ten of them. Walk down the stairs where the swaying chandeliers are hanging. The map will open and you’ll see the green icons telling you where the officers are located.

4. Open the door down the hallway and hang a left where the spray painted sign says “new recruits this way”. Use your electrical charge to open the garage door. Enter the door, then turn around and Batman will say he can use his remote controlled batarang to push buttons and open the barrier where the “new recruits” arrow leads.

5. Run down the hall where the doors opened and follow the corridor to an opening. You’ll notice the text that appears that says “Gladiator Pit”. I’m pretty sure you’ll know what’s coming up next. A cut-scene will then ensue involving the missing officers and The Penguin. When the cut-scene ends, it’s time to fight a whole mess of enemies. Now let’s watch Mitchell show us what it means to be Batman.

6. After you’ve taken out the swarm of guys, there’s something else on the horizon that The Penguin drops into the arena. A Titan. You’re then prompted to press “circle” three times for an ultra stun. Beat down the Titan for a little bit and Batman will ride on top. Once the enemies come out, you can use the Titan to swing his arms and cut a swath through the bad guys. After some time the Titan will throw you off.

7. Dodge anything the Titan throws at you, while also dodging it’s charges. Keep using the ultra stun and beat down combo to take it out with a nice flourish at the end. Nice, you’ve just taken out a Titan. Batman will then call Alfred once again and Oracle will join the show.

8. When the conversation is over, it’s time to figure out a way through the museum. If you’re facing the staircases with one on your left and one on your right, there’s a red button to press that your remote controlled batarang can hit to your left. Aim the batarang above the fence. The fence is adjacent to the wall that’s decorated with spray paint with the saying “choose your weapon”. When you hit the button, one of the closed gates will open.

9. Run through the gate and immediately to your left, you’ll see a panel. Hack it and a gate will open to reveal an elevator. Hop in the elevator and use your electrical charge to power up the generator inside the elevator. Going up. Now plant explosive gel above you and blow open the ceiling. Climb up into the hallway.

10. Ahead you’ll see a hatch. Use the batclaw to open it and nab a Riddler trophy. Continue following the hallway down and place more gel on the breakable wall ahead. Teach the wall a lesson and head left to enter the door with the green light above it. When you enter the door, you’ll see the words “Torture Chamber” appear. Run down the hallway to the wall of ice and plant explosive gel on it. Shatter the ice and get ready for a cut-scene.

11. After the cut-scene you’ll be inside a huge room with a floor of ice. When you step on it, it will crack so you’ll need to move slowly. Use “R2″ to crouch and head toward the copsicle and press “X” to rescue him. Time for a cinematic.

12. Climb back down to the ice and slowly crouch over toward the centerpiece placed in the middle of the ice. You should see two sculpted stone faces with a beard. Look at the beautiful mug of the one with a wooden platform that’s hanging. Use your batclaw to pull it into the water, then pull it toward you. Get on the raft and you should see a metal ring on the corner of the wall next to one of the frozen cops. Use your batclaw on the ring and pull yourself toward the cop. When you get near him, press “X” to rescue him.

13. Now turn to your right and pull yourself to the next cop that’s on a wooden platform, below the bearded face. Press “X” to rescue him as well. Now use your grapple to reel yourself to the balcony under the bearded face or you can use the ladder. Enter his open maw and follow the corridor down to the door with the green light above it.

14. You’ll meet a new enemy that uses thermal imaging headsets. Take them out strategically, one by one. You can still use the gargoyles above to check out the situation. Also as you explore this area, there are grates you can use on the bottom floor that contains a hidden Riddler trophy. When the enemies are down and out, head to the bridge with the three cops and press “X” to talk to Officer Miller. There are now two cops left to save, but before you leave, explore the area to grab a Riddler trophy, one behind a closed gate you can hack.

15. When you’re done, head up the stairs and enter the door that you entered to gain access to this room. As you go through the corridor there’s a door to be opened with the electrical charge. Use it to slide under the door and you’ll see a gathering of rotating question marks. Quickly dispatch them by tapping “L1″ and the trap should open.

16. Head back out, make a left and another left and you’ll be in the room with the thin ice floor again. Now directly from the doorway you entered to get back into the room, is another room on the opposite wall with another bearded face. Head there using the raft, slowly walking over the ice and grappling on the balcony. Up ahead you’ll see three enemies, but before you take them out, use the panel on your left to disable the trap, then take them out. Head into the door with the green light above it.

17. You’ll now be in the war room. Follow the corridor and slide underneath the gate. You’ll see Mr.Freeze locked up by the Penguin in the most proper tropical environment. Check out the scenery if you wish, then head to the breakable wall to the right of the cage Mr. Freeze is in. Before you detonate the gel, however, it’s time to fight the one armed man and his goons.

18. Like previous fights, try to take out the goons first, then attack the big guy. When you’re on the big guy, pull off some rapid punches and he’ll go down eventually. When they’re all done, head into the wall that was broken and open the panel behind Mr. Freeze’s cage. You’ll get a cut-scene. Now it’s time to head back out to the room to the thin iced floor. When you make your way back, Batman will say the ice is beginning to thaw. Jump on the raft and use the centerpiece to pull yourself.

19. Head back to the room opposite you, where Officer Miller was. When you enter that room, to the left of the bridge, where there is now one cop, is a display with Mr. Freeze’s armor. A cut-scene will start. When it’s finished, you’ll get a “Disruptor: Freeze Override”.

20. After you grab the disruptor device from Mr. Freeze’s suit, run back to the room with the now thawing ice, then pull your way to the “Iceberg Lounge” highlighted in neon blue. When you get close, you’ll meet Jaws again. Beat him down with “square”. When you get close enough to the railing, use your grapple, then head inside. Follow the corridor to the door with the green light above as you keep descending.

21. You’ll enter the lounge and The Penguin will be using Mr. Freeze’s gun, so use the walls for cover. Go in a circle until you get behind him, then whip out the disruptor. You need to get close, so activate it before it can disrupt, then walk forward. When the reticule lights green, you’re good to go. Get up close and punch The Penguin off the balcony. It’s cut-scene time!

22. Time to fight Solomon Grundy. First, run away, then when the lights turn red with a nice foggy mist to them, use an explosive quick gel by pressing “L1″ + “square”. You have to do this with the 3 lights. Grundy will go down so punch him in the head. A small cut-scene will happen where The Penguin will beef up Grundy.

23. In this mode, you need to do the same thing, but the red foggy lights won’t stay so you’ll need to plant them, then detonate them when it lights up. Grundy will go down again, so run up and start punching his head in one more time. Now run up to Grundy and press “square” to finish him off.

24. Well, apparently, it’s not that easy to finish him off as he grabs you before you begin your last strike. Grundy will crawl to the power conduit with you in his hand and electrify himself. Keep tapping “X” to struggle and you’ll be free.

25. Once free, Grundy will use his wrecking ball to create shockwaves on the ground. Dodge these, while planting explosive gels on the red foggy lights one at a time. When you get the last one, it’s time to watch the action, then walk up to Grundy and punch the crap out of him.

26. When Grundy is down, The Penguin joins the fray. Avoid the grenade from the launcher, get close, and savor those punches. The Penguin is now down. Watch the cut-scene with Mr. Freeze. Now it’s time to find Ra’s Al Ghul.

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Batman: Arkham City Walkthrough

Finding Ra’s Al Ghul

1. After the cut-scene, the trapped ninja woman will cut herself and leave a blood trail. Press “L2″ to enter detective mode and scan the blood right below you with “X”. Oracle will give you a call and Batman will say that he’ll have to go after the League of Assassins.

2. After the scan, head up the stairs to your right and you’ll see the drops of blood left by the assassin. Keep following the trail that will lead outside to the double doors. When you exit, the trail moves left, so keep following it. The trail will lead up to the elevated subway stairs. There will be 3 enemies in the vicinity. Take them out.

3. The blood trail will continue above the elevated subway tunnel. Keep following it, to the balcony. On a side note, if you look closely before the cowl auto-analyzes the blood samples, there’s a small white light that indicates the path to follow as well, for points that aren’t analyzed yet. Drop from the balcony onto some glass panels then grapple yourself up to another balcony.

4. When you reach the top of the balcony, a lot of samples will light up. Keep following the trail through the open gate ahead. From the gate, make a left until you reach another balcony. You can see the white dots that reveal the trail. If you decide to jump to the ground, take out the thugs for some experience.

5. When you’ve cleaned up that street, follow the trail up the building, then on the roof, then down the stairs. You’ll need to grapple to another rooftop, then make a right. The blood trail will run cold, but you can scan that last blood stain. When you do however, you’ll get hit, and you’ll need to grab the ninja to put a tracker on her.

6. Chase her across the rooftops. She stops periodically, so use that chance to grab her when you gain ground. When you get close enough, you’ll need to counter her and a cut-scene will begin. Robin helps you out here and he and Batman exchange words. Robin then gives you the line launcher which let’s you move between two horizontal points.

7. After the tracker has been put on the ninja, the waypoint will appear on the map. Follow it to the destination. When you reach the entrance you’ll find that it’s a hole that leads into the subway. Glide down into the hole, or if you want, take out the guards looking over it for some experience. Remember though, they’re armed.

8. Once in the subway, head straight. You’ll still have the marker guiding you. Hop over the hole in the ground, then make a left. Keep going straight. You should see a Riddler trophy. Use your new line launcher to grab it, then head down and take care of the 3 enemies below. Take them out and head down the tunnel as you make a right. Slide under the bars and you’ll notice the gap that can alleviated with the line launcher. From here, you’ll need to turn corners with the line launcher as Batman zips across. To do this, aim the launcher, then when Batman is zipping, hold “L1″ and a reticule will aim. You’ll know you’ve done it right when time slows down. Practice here if you need to. There’s also a Riddler trophy.

9. When you’re done, line launch yourself to where the bright lights are with Joker’s face, spray painted on. Make a left from here and slide under the bars. Follow the tunnel, then make a right. Drop down through the breakable wood to say hello to your friends. Then say goodbye. When they’re all knocked out, hack the panel in the room to open the garage doors.

10. Enter the room and it will be a familiar sight. It’s where you destroyed Penguin’s jammers. In any case, from the garage doors, make a right, and head inside the door. To your right is a garage door you can open for a Riddler trophy. From that door, go straight and turn right. Use your line launcher to get across the water, then grapple to the door above.

11. You’ll now be in the Collapsed Streets. But as you walk forward, you’ll notice something’s wrong, but just keep moving forward and use the line launcher to zip your way across to where it says “Arcadian’s Elixir of Life”. Take out the enemies in the room, then enter the double doors.

12. There will be enemies with a hostage, but one of them is packing a signal jammer. You’ll need to take him out (to regain the ability to see the enemies) and his crew to proceed. When you’ve taken care of them, talk to the doctor that was held hostage. You’ll have a conversation with her after you save her. Now head to the bottom floor and enter the door that leads to Wonder City.

13. When you enter you’ll get dizzy, but will soon recover. Use the electrical charge to open the metal doors ahead. Don’t forget to look up. Keep going and use the charge again on the floor. When you enter this room, 3 female assassins will attack you. Take them out, then use your detective mode to look for the generator. You’ll need to use explosive gel to gain access to it. Once the cover is blown use the charge to open the door. Keep going straight to the “Temple of Wonder City” doors.

14. Unfortunately it’s locked and Batman figures there’s another way in. Time to scan the robot to find the secret entrance. The head will blow up and the data will be incomplete, so you’ll need to find more robots in the area to complete the data. When this happens after two robots or so, you’ll get attacked by pairs of ninjas. Be ready every time this happens. Also, use detective mode to easily find the robots. When you’re at 100%, a video will appear showing the entrance.

15. Go to the panel and press “X” to activate it. You’ll need a sword to open it. Good thing a ninja drops down and gives one to you. Counter her and the door opens. Follow the path down the hallway until you reach a ladder. Climb it and you’ll start losing it again. When you get up, you can tell the poison is affecting Batman. Walk straight ahead through the giant Jurassic Park doors until you reach the double doors at the end. Watch the cut-scene. It’s time for some trials.

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Batman: Arkham City Walkthrough

The Demon Trials

1. Follow Talia down the stairs and when you reach the bottom, watch the cut-scene. You’ll see Batman enter the door and be greeted by Ra’s, telling you to drink from the chalice. Drink it.

2. The wall will break in front of you. Walk out and Ra’s says you need to follow him by following his sparkly streak. If you touch anything, you die. You’ll need to dive bomb then climb glide to gain altitude. Your target is the top of the ice pillar. When you get on top, Ra’s will speak again and you’ll have to follow him again.

3. Follow his path. If you take a look at it closely, it shows you where you need to dive bomb and climb up alternately. Follow the path until you reach the second ice pillar. Here you will fight two enemies. Once they are defeated, follow Ra’s's path by gliding toward it. If you chilled on the pillar for a bit taking in the sights, you’ll see a vortex form in the sand. Glide there, then enter its light.

4. You’ll see Batman barreling down in his dive bomb position landing on a platform. Ra’s talks, and when he’s done, you’ll have to follow. Follow his streak, but watch out for the beams that get in the way. Maneuver around them to get to the next ice pillar.

5. When you reach it, Ra’s will talk some more, but enemies will appear. Take them out, and follow the path that Ra’s has laid out for you as you glide toward the gears. Another vortex will appear. When you’re over it, glide down and you’ll be back in the room where you drank the chalice. Exit the room.

6. Walk up the stairs as you head outside and head for the double doors where Talia is. Talk to her. You’ll automatically head inside the double doors. Now it’s time to fight Ra’s in the sands.

7. Run forward and Ra’s will drop from the sky. Dodge his attacks and he’ll summon enemies to fight. Take care of them and Ra’s will take center stage with his upper torso in sand form. He’ll be throwing ninja stars as well as blades from the ground that come toward you.

8. Move left and right to avoid these hazards and use “L1″ + “circle” to use your electrical charge on Ra’s. He’ll have minions spinning around him, so shoot when there is a gap in-between. He should be easy to take down as long as you weave your way around the sharp stuff. Then Ra’s will go back solo.

9. As you move around, Ra’s will jump up in the air and try to strike you. Counter it. Now rapidly press “triangle” to counter his sword moves. Watch the cut-scene. You’ll then be taken back to the sand. Enemies will jump at you, all with counter lightning symbols. Rapidly tap “triangle” to counter them all. You’ll also be facing Ra’s here, so dodge his slash attacks.

10. Once you’ve taken out every enemy, you’ll fight Ra’s in torso sand form again. This time, the blades and stars will be coming out more frequently and your window of opportunity to find the gap will be smaller. Focus on that gap, while dodging and use the quick electrical charge move. He should be down in no time.

11. Ra’s will jump at you one more time, so be ready to counter. Quickly tap “triangle”, then when all the counters are over, quickly tap “square” for a beat down. Watch the cut-scene. Ra’s will take Talia hostage and you’ll then be given a batarang with a tweak to it. Mainly reversal. Hold “L1″, then hold “R2″ until the reticule turn green, then release “R2″. The bataring will miss Ra’s on the first go around, but will then come back and hit him in the head. Watch the next cut-scene. You now have Ra’s blood. Time to head back to Mr. Freeze.

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Batman: Arkham City Walkthrough

Taking the Blood to Mr. Freeze

1. Run forward and open the double doors. Oracle and Robin will be in communication. When you exit, straight ahead is the sewer entrance, but before you head there, make a right, turn on the generator on the floor to open the metal doors and collect your Riddler trophy. Now go back and access the sewer.

2. You’ll go down a ladder. Follow the path as it goes up. You should be outside again in Wonder City where you scanned all the robots. Make a right down the street toward the hanging bodies and exit through the door. You’ll be in Wonder Foundations. Remember this room? It was the one you took out the enemy with a signal jammer. To exit this room, look for the monster’s face on the elevator in the center of the room. Opposite that and a bit higher is a gargoyle. Jump to that one and behind it are the double doors you entered before.

3. As you go through, you’ll enter the Collapsed streets once again. Run forward to where there’s an opening in the wall. Look to your left where you can see the red scaffolding and use your line launcher to aim at the hallway where the light is emanating from. When you make it to the other side, follow the hallway where the steam is blasting above you. Go through the door and you’ll enter the Subway Terminals.

4. Line launch your way directly in front of you to the other side, then make a left toward the garage door. At the end of the hallway, make a right and open the door. Enemies will now be occupying this area, with one using another signal jammer. It’s best to find him first, but if you want to take them all out blind, that option is available. When they’re down, head toward the bridge that isn’t broken. Go straight underneath and follow the tracks. There’s a doorway to your left. Enter it, then to your right is a garage door. Use your charge to open it and slide underneath.

5. You’ll meet a new enemy that uses shields, but you’re now equipped with a combo for an aerial attack. Simply press “circle”, “X”, “X” on these guys to take them out. Look for the subway car, grapple to it, then make a left and duck underneath the pipes. Turn right when you see the hole in the wall, then turn left as you parkour your way around the piles. Head left when you see the opening in the wall, then turn right.

6. Drop down from the subway and you should hear some inmates chatting. Enter the vent and follow it until you’re right underneath the clown meeting. Time to crash the party. When all the thugs are down, find the stairs up. I hacked the panel closest to the grates first to unlock some doors and I didn’t check the opposite side if those doors were opened or previously opened, but in any case head up the stairs.

7. You’ll be back in the lobby where a pile of bodies will greet you. Find the stairs up to exit, but before you exit, you’ll hear that Mayor Quincy Sharp has been taken hostage. Time for a detour. Exit the subway and you’ll be breathing some nice stale Gotham air again.

8. When you reach the marker, Mayor Sharp will be getting harassed by armed guards. Take them out using your know how then interrogate Sharp. Once that’s done, it’s time to head back to Mr. Freeze. Follow the waypoint to the G.C.P.D. Kick some ass or do some sidequests along with way if you like.

9. When you get to the police department, Joker’s goons will be guarding the entrance. Beat them up until they’re numb and use the charge on the generator above the door. Slide under, make a right and enter the department. When you head inside, you should be able to see Mr. Freeze if you’re in detective mode. Walk up to him. A cut-scene will begin.

10. After it’s over, you’ll have to fight Mr. Freeze. Run around at first so Oracle can analyze Mr. Freeze’s suit. Then press select and see all the ways you can disable him. There are a lot. Personally, I chose the electromagnet, the electrified water, line launcher and vent takedown. I think I might have had to use another tactic, but take a look at them and choose the ones that suit your style. When you take him down, repeatedly tap “square” to punch his helmet in. Watch another cut-scene.

11. Mr. Freeze will give you a freeze blast. When you go out the way you came, the front door is frozen solid. Turn around and go down the hall where the steam is coming out of the pipes. Use the freeze blast on the pipes directly to shut them off. Slide under, then head into the room on your left for a Riddler trophy. Head up the stairs and to the exit. Now it’s time to grab the cure from Joker.

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Batman: Arkham City Walkthrough

Infiltrating the Steel Mill

1. When you exit the building Vicki Vale will have her helicopter hovering in front of you, but will get shot down. So before we get to Joker, you’ll need to save her first. She mentions snipers, so you know what that means. Be sneaky.

2. When you enter the area where the helicopter crashed, you’ll see red sniper lasers. Track down the enemies behind them, and take them out one at a time. There are four of them. Once they can’t look through their scopes anymore, glide down to Vicki Vale and Batman will rescue her.

3. After the cut-scene, head toward the Steel Mill using the way point. Careful on your approach as there are now snipers planted in certain locations. When you make it to the marker, you won’t be able to enter the way you came in before through the stack. You’ll need to find another way in. Oracle will show you the new way. Follow the waypoint as you head to the south of the Steel Mill.

4. More snipers are planted here, so take them out when you see them. You’ll be in a courtyard and to proceed you need to get to the ground and enter the lone door with Joker’s huge face plastered all over it. It’s also the door with two pictures of bears balancing on balls on both sides. When everyone is taken out, enter the door.

5. Take out the 3 enemies in the hallway, then jump down the railing where there’s flowing water. Use the freeze blast to create a platform for yourself in the water. Ride the platform and duck underneath to enter the next area. When you reach the platform up above, climb it, then look down to see the next obstacle.

6. Using the rings around the turbine, maneuver your way around the turbine to the other side. When you reach the other side, use the grapple to zip your way to the platform. Open, then enter the vent. As you make your way through, you’ll see enemies behind a window and more water. Make yourself an ice platform and try to aim yourself to the window.

7. Jump through and take out all the bad guys in the room. Once they’re over and out, Joker will play a video. When he’s done talking, go to the door that says exit. You’ll then see two enemies who have tied up an inmate. Take them out. Rescue the inmate if you wish, by pulling the lever, but he’ll attack you eventually. Now turn yourself to the breakable wall and plant gel on it. It’s time for another ride on the ice platform.

8. Make a platform and when you jump down, there will be a turbine to your right. Aim for the rings opposite the turbine, then duck underneath to get into the next room. You’ll see the next turbine up ahead. Aim for the ring that’s closest to the turbine on the left side as you enter. Then search the room for more rings. Aim for those as you get farther away from the spinning turbine.

9. You’ll reach a safe platform, but you’ll have to figure out a way to get across the water to the other side. Use your line launcher, then turn right and use the freeze blast to stop the steam. Follow the path and use another freeze blast on a pipe. Make another ice platform on the water, then pull yourself with the ring, then climb the platform that leads to a heavy metal door. There’s a fuse box in the chain link fence that needs a surge of electricity.

10. Use your remote controlled batarang and aim through the door at the electricity up above. When the batarang hits, it will carry the charge. Now turn the batarang around and aim for the the fuse box. The door should now open. Make an ice platform and keep left. There’s a small opening on the wall. Get to it. Opposite the opening, look above you and grapple to the hallway. Hack the panel and the gate opens in front of you. A bridge also comes down behind you with a big smelting pot. Head there.

11. While you’re here, there’s a generator to your left, use your electrical charge and press “R2″ to attract the mine cart. Grab the trophy. Now turn on your detective mode and head toward the person with the weapon. It will be Dr. Stacey Baker. You’ll have a conversation. When that’s done. Head inside the double yellow doors.

12. You’ll enter a room full of enemies with one set to blow with mines attached him. Take them all out then look for either the garage doors which can be opened with the electrical charge or the double yellow doors. It will lead into the next room with a sniper aiming for the window. If you take a peek outside, you’ll notice multiple mines. When the sniper is aiming somewhere else, use the electrical charge and press “R1″ to detonate all the charges by hitting the electromagnet, then take out the bad guy.

13. Grapple to the platform where the conveyor belt is going to. When you get to the top, you’ll see Harley tied up. Take off her gag and she’ll speak. Now jump into the opening on the wall next to Harley. Drop down, then duck underneath the door on the conveyor belt. Head toward the double doors where the Harley statue is. It leads to the loading bay. Follow the room to the next set of double doors and you’ll be out in the courtyard with two snipers above and some armed guards. Use the REC on the electromagnet and press “R2″. All the enemies should now be disarmed. Take them out.

14. Head up to the Joker’s pad and then follow the arrows to the double doors. Watch the cut-scene. It’s now time to fight Joker. He’ll be easy at first. Punch him then he’ll beg for mercy, but then more of his troops arrive on trains. Beat them up. Joker will be fighting too. After a period of time, Mister Clown Hammer joins the fray. Dodge him for now as you battle the little guys.

15. After another amount of time, a Titan will join the fray. Target him and do the ultra stun pressing “circle” three times, then press “square” repeatedly to punch. Ride on his back and thin out the herd. Mister Hammer included. You’ll probably need to do this at least two more times. But it’s up to you, of course, on how you want to tackle the situation. I find it easier targeting the Titan since his arms will cut a swath through.

16. It’s a tough fight, but when everyone is down, watch the cut-scene. Now, it’s back to being Catwoman.

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Batman: Arkham City Walkthrough

Catwoman – Confiscated Goods Vault

1. Walk over to the grate and spin around underneath to exit this caged tunnel. Get your bearings and hop across the rooftops toward the way point marker, or as always, you can look for the Bat Signal in the sky.

2. When you reach the marker there will be 3 enemies above a sewer. Take then out, then enter the sewer. When you enter the sewer follow the path, then make a left past Ivy’s vines through the hole in the wall. Enter the door. Watch the cut-scene. You’ll need to go through without being seen. Look for the moving guards and pickpocket them to use their cards to enter the vault.

3. Once you grab the cards, go back to the terminal where the cut-scene took place. The vault doors will open so you’ll have to take out each guard before proceeding. When they’re gone, enter the vault and access the suitcase. Unfortunately, you’ll be attacked. Take out the guards, then grab the suitcases again. Time to exit this place.

4. As you walk with the suitcases, you’ll reach the fork in the road. One is to save Batman and the other is to take the suitcases and leave. I chose to save Batman. Catwoman will drop the suitcases, so run back where you came from through the sewers past Ivy’s roots and up the ladder. Watch the cut-scene. You’ll now be in control of Batman.

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Batman: Arkham City Walkthrough

Saving the People of Arkham City

1. Run straight ahead a jump up to the gate. Walk forward along the narrow pathway outside. Batman will have a conversation with Oracle and Alfred. Missiles are now hitting all over the place. Once the conversation is over, you’ll need to find the Master Control Program to stop those blasted missiles. They are located on one of the helicopters that are flying by. They’ve apparently bred during your battle with Joker.

2. You need to get fairly close to one to scan it for the program. Make sure their spotlights don’t see you or else you’ll get attacked with machine guns. If you do, glide around the buildings so they’ll lose sight of you. Once you scan the helicopter with the Master Control Program, you have to latch on to it, then grab the program. Once it’s been downloaded, jump off the helicopter.

3. The map screen will open up telling you where to go. It will be the west side of the restricted area. When you get near the marker, you’ll see two snipers guarding the door you need to get into. It’s possible to get behind both of them and take them. I used one of the buildings to glide in on the platforms on their sides and sneak in around them. When they’re taken care of, hack the barrier. Enter then head right.

4. Follow the corridor until you reach a garage door. Use your REC to open it. The door on this level is inaccessible, so drop down the next level directly below you. When you drop down, look for the next garage door to open. Use the REC on it. Enter it, turn left, then open the door in front of you. You’ll see enemies harassing 3 political prisoners. One is armed, and two have stun guns, which you can’t attack from the front, so use “X”, “X”, “square” to hit them from behind.

5. When they’re gone, Hugo Strange will appear on the monitor as you get surrounded by a lot of enemies. When he stops talking, you’ll have to fight. There are normal thugs, ones that can use guns, ones with stun sticks, one with a shield and one with armor. It can be a tough fight. I try to stay by the guns so no one uses them. My strategy is to beat up on the weaker enemies to build up your combo and unleash special attacks on the tougher enemies. After sweating a little, talk to the political prisoners if you like, then head down the manhole.

6. You’ll be in the Collapsed Streets. Follow the sewer then drop all the way down to the bottom from the hole. Use your line launcher to zip toward the platform ahead of you over the gap. Now, zip back to the platform to where you just were, but before you land there, look to your right. You should see a Riddler trophy. That’s where you need to go, so use the line launcher to change directions and zip there. When you’re on the platform, look up along the wall and you’ll see a ledge you can grab with red light from behind.

7. Climb it and shimmy yourself to the right. Drop down on the wooden platform when you reach the end and jump toward the room with the clock in it. Use gel on the floor and fall through. Enter the door and you’ll see Fiona, the nurse, again. You’ll be in the Wonder Foundations. Remember this room? After talking with Fiona, you’ll meet a room full of enemies that are fairly tough. You can still use the gargoyles to your advantage, however. When they’re done for, hack the main elevator in the middle of the room.

8. Here’s how I started off. I waited by the broken wall, then took out the guard that will go down the stairs toward me and patrol to my right. I jumped on one of the gargoyles to survey the situation. I went toward the back and disrupted the weapons of two snipers who start to walk over your direction. Hugo will notice the guard you knocked out eventually, so the group will be on alert.

Jump around the gargoyles when you think an enemy will start using his scanner. They’ll usually say it when they say “switching to thermal”, but sometimes they won’t, so be on alert yourself. From here you just need to pick your targets. The sniper that fancies the back is a good first choice. Whenever I took out a target I always headed back to Fiona as my safe zone.

9. When all guards are defeated, hack the console on the elevator, then when it opens, hack the console in the elevator. Going up Wonder Tower. Also, as a precaution use the vent above the elevator and ride it from the top as you head up. Guards will blast the elevator when it reaches their level. Good thing you got on top eh? Above them is some glass. Take one of them down, then take out the rest.

10. There’s panel to hack on the platform. Hack it and it will open a gate. Shimmy on the ledge to your right, then drop on the platform. There’s a narrow rod that sticks out from the building. Walk across to the end, then turn around and look up. There’s a place where you can grapple. When you’re on the platform, look to your left. You have to jump to that ledge. When you do Batman will walk along it. Follow it until it reaches the end.

11. There’s another rod above you. Grapple to that. Look for another rod to grapple to. It’s near the corner of the building. Walk along it and climb the ladder. Now when you reach the top, glide over the hole, follow the path right, and balance on the rod, the wire, then the other rod, until you reach the platform and a Riddler trophy. Look up and there’s a platform you can grapple directly above. Zip there and hack the panel.

12. A gate high above will open. Grapple to it and follow the path until you reach a vent. Enter the vent and more enemies will be in the vicinity. Follow the vent until you reach grates that give you a third person perspective. The other side of the vent leads to a balcony outside. Take out the enemies one by one. It should be easier than Wonder Foundation. If you head outside, you can use gargoyles to survey the entire deck.

13. When all the enemies are down and out. Go up to where Strange is and hack the console. Watch the cut-scene.

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Batman: Arkham City Walkthrough

The Theatre

1. Batman will scan for Joker’s location from the freefall. Head to the waypoint. I suggest taking the high ground because there will be a horde of snipers at this location. I was spotted as I approached the first time and all the lasers pointed toward me. So yeah, take the high ground and take out the snipers one by one. I would start from the west end of the Ace Chemicals Building since the snipers are more spread out on that side.

2. When you’ve taken the ones on the rooftop out, there will only be two left guarding the entrance. I used the disruptor on them to keep things safe. Once you’ve taken care of them. Enter the theatre. Watch the cut-scene and you’ll be up against Clayface.

3. Clayface isn’t too difficult, you’ll just need to dodge a lot. His first phase has three attacks. His axe swing, his punches, his jump and his ball roll. You can easily dodge all of these attacks. However, whenever it’s possible throw the freeze blast at Clayface by double tapping “R2″ to whittle away his life. When he rolls into ball, try to lure him into the corners where the blinking red explosives are for huge damage. When you freeze Clayface all the way, run up to him and press “X”, then attack him. On to his next phase.

3. Clayface’s speed will be about the same, but he’ll be adding a hammer attack, wads of clay that spray out, and his ball form will roll twice instead of once. Keep doing what you’re doing and freeze blast him when you get the chance and try to lure him into the explosives. Once he’s frozen again, get close to him and press “X”, then attack. On to the third phase.

4. Clayface will be a bit melted here, but you’ll have the sword in hand. Clayface will send his minions after you, so slice them up. They die in one hit, but there are a lot of them. Whenever Clayface reveals himself, spam the crap out of the freeze blast by double tapping “R2″. Soon enough his health will go down to zero. Watch the cut-scene until the credits roll. You’ve just beaten Arkham City! Congratulations! But there’s always new game+ to be had and one last Catwoman episode.

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Batman: Arkham City Walkthrough

Catwoman – After the End Credits

1. You’ve just beaten Arkham City, but we’re not quite done with Catwoman yet. When it starts, lead her to the waypoint back to her apartment. When you arrive, enter your apartment. Well at least try to anyway. Watch the cut-scene.

2. When you wake up, attack the enemies surrounding you. Take them out, then watch the cut-scene. It’s time to get your things back, so follow the marker and toward the museum. When you reach it, enemies will be guarding the entrance. Take them out and head inside.

3. Head forward and you’ll see a group of bad guys at the bottom of the stairs. Take them out however you see fit. Once they’re down for the count, go down the stairs past the hanging chandeliers and enter the door. Keep going straight, then make a left. It’s where the gladiator pit was and guess what? There’s a bunch of bad guys there. Take them out, then use the gates on either side to climb up the stairs into the now flooded room.

4. When you enter the room, it might seem like a dead end, but you can crawl underneath the platform you’re walking on. Just crouch, then press “X” and Catwoman will crawl under. Now head right and open the grate. Grab the Riddler trophy. Now look up and next to pipe is a platform you can jump up to crawl underneath. Follow it all the way to the other side. Grab the Riddler trophy on the way.

5. When you land, enter the hallway and 3 thugs will be talking. Take them out then enter the door with the green light above it. When you enter that room, you’ll see Two-Face’s life bar appear. You’ll need to take out the enemies in the room. Take out the first two by using the ceiling. Then you’ll have to head down the stairs to take out 3 more. When all of Two-Face’s thugs have been taken out, combo up Harv and he’ll go down in no time. Watch the cut-scene. Woot!

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