Unofficial Batman: Arkham City Guide by CM Boots-Faubert for
Greetings and Salutations... Or perhaps Bat-Greetings and Bat-Salutations! Hmm, no, it seemed like a good idea but it ended up sounding cheesy no matter what word I emphasize! But I still want to wish you a Bat-welcome to the Unofficial SuperCheats guide for the video game Batman: Arkham City. Words fail me in expressing how pleased that I am to be writing this Guide! Words also fail me in finding a way to communicate how seriously necessary this guide will be for most gamers playing this game -- especially if it is their first exposure to the series. Batman: Arkham City is an incredibly huge and complex game with a game world that feels like it is about 50 times the size of the game world in Arkham Asylum, but realistically it is probably only around five-times the size of the first game. The thing is that, in addition to the huge game world, the extra content, side-missions, the collectable items in the game are naturally also increased in number and complexity, which is again a good reason why you will need this guide and, naturally, why I am taking care to cover the areas that need to be covered and in detail. If you did play Arkham Asylum prior to playing Arkham City, much of the game play elements will be familiar to you, and in particular the controls and combat system, though there are some differences as well, most notably the shift from a sound-based defensive posture to a sight-based one. In B:AA listening for the beginning of an attack prior to countering was far more effective than simply watching for the visual signs, but in B:AC it is, as I noted, just the opposite, so for most of the melee battles you will want to use the sight-based signs for countering -- the exception to this is the boss battles and when you are facing enemies who perform a rushing attack. No worries though, mates... This will very quickly become automatic and second-nature to you as you gain experience and you develop muscle memory for the attacks and defensive moves. As I was saying, I am very pleased to be writing this guide -- and those feelings of pleasure are, I suspect, mostly a sensible measure of the pleasure that I feel for the familiarity of the character that I got to know so well before so that taking up the Dark Knight's costume and gadgets is rather like coming home in a way; but more significantly it provides me with a level of insight that I might otherwise not have had...
We all know that whenever a studio creates a smash hit game that is naturally going to be part of a series, the following sequel is almost always twice as hard to pull-off because they not only need to make a good game, but it also must compare and contrast well to the previous game to which it is a sequel -- and make no mistake about it, Arkham City is every bit the sequel that we were hoping that it would be. They manage to once again create the experience of being the Caped Crusader without falling prey to the pitfalls that invariably lay in wait when you are creating a video game representation of the super hero experience. When I wrote the guide for Batman: Arkham Asylum I pointed out in it that it was probably the best video game implementation of the character of Batman in the history of gaming -- and I honestly believed that when I wrote it and I still believe it today! There have been plenty of attempts at creating the experience of being the Batman in video games but none have come as close as the blokes over at Rocksteady Studios have come in these two games. In Asylum you played the game as the Dark Knight himself -- and when I say that I am actually making a distinction between Batman as he has been portrayed by countless actors in a variety of TV shows and movies, and the character that matured and was made famous all over again in the graphic novels of the past two decades that have basically served to redefine him, transforming him from the easily liked and self-effacing "Caped Crusader" into the brooding and mysterious Dark Knight. The Batman of the video games is not the wimpy Batman played by Adam West, but rather he is a seriously buffed-up and darker Batman who is created as a mixture of Christian Bale and the 1990's and 2000's comic book versions of Batman; macho, dangerous, and with a profound attitude that marks him as having been deeply shaped and defined by the tragedy that his life has endured. When Asylum was nearing release and the spokesmen for the development team at Rocksteady Studios were giving interviews they said that the Batman in the game was actually intended to be a sort of amalgamation of all of the movie/cartoon/comic book Batman characters who each served to shape the character by donating their best parts to it -- but I suspected then (and I still do today) that they were just trying not to hurt the feelings of George Clooney and Val Kilmer, both of whom have gone on the record as believing that they contributed something to the character by playing their roles in their respective movies. In my assessments of the characters that I believe did not contribute to the personality of the Batman in the Arkham series, I did not include Michael Keaton, largely because I strongly feel that Rocksteady not only incorporated his attitude into the character of the Batman in the games, but I have come to believe that they actually started with Michael Keaton's Batman as the very foundation and then began piling on the best of the other sourced characters from there, arriving at the Batman we now have in the games. If we must create a label in order to define this process -- if there must be an identification -- than let us call him a Keatonesque-Bale mixture, as that is much more accurate an assessment in my considered opinion... Many of the finer points of game play in Arkham City are inherited from Arkham Asylum, including the combat system -- so if you are having trouble mastering it, or if you did not play the previous game, be aware of something important -- there is a mixture present in this sequel that was not present in the previous title. In B:AA attempting to strike your blows based on visual reactions almost guaranteed you failure half of the time, but this is no longer true with B:AC. Visual triggers in melee combat may be the standard in most games, but you will quickly find that in the Arkham games when you are fighting the boss mobs or the type that have a rushing attack, you should be carefully listening for the start of the attack, and striking as soon as you hear them – because despite the attempts that were made to streamline the combat system, this is a game that utilizes all of the senses of the player as the Dark Knight, and one that rewards the player for allowing themselves to become fully immersed in the world in which they are playing! The is especially true when you are completing mixture moves -- like dodging and attacking, or moves in the combo system for dodging and defending -- and just this one tip for adjusting your approach in combat will becomes very valuable later on, so embrace it! You may be eager to jump right in to the story mode and begin chipping away at the campaign, and if so well, good on ya mates! But just the same if you have not played the previous game, or sufficient time has passed so that you are even a little bit rusty at it, there is much to be gained through seeking out as many mixed-mode battles as you can early on in the game, in order to rediscover your previous skills or build new ones. Seriously... In my conclusion to the Introduction in the previous guide I pointed out that it was a game in which you got to BE The Batman -- and I even went so far as to mention that in all of the previous games combined they mostly let you "sort of be Batman" only as much as the programmers let you be him. That may sound a bit confusing since, after all, this is a video game, so no matter what the good intentions were for the people who coded it, at the end of the day you still only get to be the Batman to the extent that they programed the experience. So let us just say that this is the best -- and the closest -- that any game has come to coding that experience definitively. In Arkham City -- as in Arkham Asylum -- you get all of the gadgets, all of the skills, and all of the moves of Batman, and they are here for you to use or not, as you choose! The very essence of what you were presented with in both games -- of what you ARE presented with here -- is the most complete Batman experience you are ever going to get. Hopefully you took my advice in Asylum -- and I urge you to do that again now, in Arkham City -- and take your time playing through the campaign, being certain that you squeeze every last ounce of joy that can be had here, in this experience -- because it is so worth it and such a rare game -- because they just got it right... Again! So welcome to Gotham City. Welcome to an even better -- and doubtlessly darker -- opportunity to play at being the Batman. This is one of those experiences in life where you will receive from it way more than you put into it. Because that is how it is designed. Welcome too, to this guide, and know that I created it for you, and it is my most sincere and fondest desire that it serve to aid you in the process of playing this game. I apologize in advance if any of the sections of this guide spoil your discovery of the game and its story, as I tried very hard not to be too much of a kill-joy in that regard, but there is only so much I could do even taking conscious care in the doing of it. Enjoy! Preface Normally we do not use a Preface for a guide but in this case it is necessary because there are several issues that we need to cover BEFORE you start playing the game, and thus logically before you start reading the guide. As you read on, you will quickly grasp why that is so. If you played the game to which this one is the sequel you may have used the Unofficial SuperCheats Guide to Batman: Arkham Asylum here and, if so, you may have noticed that I also wrote that one too. In Asylum there were some issues with the game -- most notably the gamepad orientation correction instructions for using a gamepad with the PC version of the game, and the Save File Corruptions Issue. Including the instructions for correcting the gamepad orientation was, of course, not simply a good idea but was even imperative because playing the game with the mouse and the keyboard -- while it is possible -- is not only not ideal but I will even go so far as to say it detracts from the game play experience and especially in the fighting, which is pretty much 98% of the game! That is still true in the PC version of Arkham City -- so if you are playing the PC version, while the issue with the joystick direction orientation does not appear in Arkham City, I do want to encourage you to play it with a gamepad -- so please jump down to the Gamepad Play on PC Section of this WTG for more details now -- I will wait for you to read that... Are you back? Good -- if you never left because you are playing the console versions, good too -- either way let's continue reading this section! So moving on, I am sad to say that the Save File Corruptions Issue that was so annoying in the previous game is also present in Arkham City, and that being the case it really is an issue that you need to concern yourself with, so we will now address it: In Batman: Arkham Asylum there was an issue in which you could lose your save if you failed to "properly" end the game -- and when I say "properly" I mean quit out to the main loading screen before actually quitting the game. This issue HAS returned in Arkham City and I am about to share with you the proper method for how to deal with it -- a set of steps that you need to get into the habit of performing to save yourself aggravation and heartache.
A Helicopter Tour of the Central Districts of Arkham City
How to Properly End a Game Session
--== Avoiding Corruption of your Save Files ==--
In simple terms is this: When you are ready to end your current game session and stop playing you MUST complete the following steps in order to guarantee that your save does not get corrupted:
Step 1: Pause the Game;
Step 2: Quit the Game in order to return to the Main Game Start Menu!
I want to repeat this and then explain what is happening and why you need to do these steps -- Because you MUST complete these two steps BEFORE powering down, dropping to the Dashboard, or turning off the power to your system! And yes, losing power while playing the game has a very real potential for corrupting your save file, which means that you may not want to play the game during storms, or you may want to invest in a UPS (Uninterrupted Power Supply) for your game console. If you do decide to go that route, check out the UPS Section for helpful advice...
The game WILL properly save EVERY time IF you faithfully complete these two steps. It MAY properly save if you do not complete them -- but there is a chance that it will not, so why take that risk and lose your progress?
So to recap, when you are ready to stop playing for the day and thus mean to end your current gaming session, you need to:
Step 1: Pause the Game;
Step 2: Quit the Game in order to return to the Main Game Start Menu!
--== The Source for the Corruption ==--
Contrary to popular belief, the source for the corruption of save files in Batman: Arkham City is not Poison Ivy's dirty socks, or Harley Quinn's hacking (Harley is voiced by Arleen Sorkin by the way, and while it is true she is getting on in years these days, speaking as an older gamer she is still something of a hottie!)
Why is this corruption happening? That is the question that most gamers will ask when they confront their first corrupted save file and have to start over from the beginning, voicing the question: Why is this happening to me? The answer is both simple and complex.
First you need to understand how the game save system works in Arkham City.
Basically your game save is really a small database of settings and switches, with the game keeping track of some of them "on-the-fly" as you play -- which has the result of the game keeping part of the save file open as you play -- while for other parts it simply saves and closes the file handler for that part. So, for instance, the bits of the save system that keeps track of what zones you have visited so that it can populate the maps with symbols are among the information that it simply saves and then closes the file handle for.
The bits that it keeps the file handles open for might include the riddles, collection items, and the fog of war feature on the maps as just a few examples. What it is keeping the file open for is not as important as the fact that it keeps the file open, because it is that aspect of the save system that is causing all of the trouble!
What happens when you abruptly drop to the dashboard, or much worse, simply power down the game, is that the game ends with part of the save file left open. If you were really really REALLY lucky, the game was not writing to that file when you quit, so nothing was half-written and thus messed up, and when you load the game again, it starts up, properly closes the file, and then re-opens it to load because the save file was not corrupted. In simple terms you dodged a bullet.
In graphic terms you are playing Russian Roulette -- there is a bullet in the cylinder, and every time you quit the game without backing out to the start screen, you are spinning the cylinder, putting the gun to your head, and pulling the trigger. The law of averages dictates that eventually you are going to pull the trigger on the bullet -- the save file will get corrupted -- and you will be an unhappy camper.
When you properly back out to the start screen for the game, the game actually closes the save file completely, and that is why you can safely quit the game at that point. The reason that the game closes the save file completely is really a practical one -- it does that because you have the option of playing the game from a different save, and thus it NEEDS to close it so that you can select the one you want to use.
So there you go -- you now know what it is doing, why it is doing it, and how to prevent it from doing it to you!
ADDENDUM -- VERY IMPORTANT THAT YOU READ THIS -- ADDENDUM
It turns out that in addition to needing to do the above before quitting, you also need to make ABSOLUTELY certain that you are NOT downloading ANY content when you start the game, because if you have a download going on -- regardless of whether it is for this game or any other or even is another game, when the download finishes the system will boot you out of the game just as if you had quit the wrong way, taking you to the download completed screen.
Obviously that has the effect of rolling the dice on your save, since you did not pause the game and quit to the main menu prior to terminating it.
The simple fix for this is to not take any chances while playing Batman: Arkham City... Make sure that you are not downloading anything -- go into the bloody download menu using the Guide Button and CHECK to be SURE that nothing is being downloaded like a game or DLC file BEFORE you start playing the game.
If and when you do want or need to download DLC for this game, do so BEFORE starting the game, and make sure that it has completed the download process BEFORE starting the game. Are we clear on this? No downloads! Do that and she'll be right mates. Fail to do that, and you will be mad as a bag of cut snakes when you lose all your progress and your save is corrupted. I am just saying...
This section covers the basic controls in the game, the special collectable "Batarang" controller (gamepad) that was created for both the Xbox 360/PC and PS3 versions of the game, and the System Requirements for the PC version (in that order).
--== The Controls ==--
The following gamepad control layouts apply to Batman Arkham City -- when using the PC version with a gamepad it would be an idea to remap the gamepad to match these settings -- or not, it is all up to you.
-= XBox 360 =-
A = Run (held down)
X = Strike
Y = Countering
B = Cape Stun
RT = Crouch
LT = Aim
RB = Grapple
LB = Detective Mode
LS = Movement
RS = Camera
D-Pad = Select Tool
Back = Files/Gadget/Riddles Screen
-= PS3 =-
X = Run
Square = Strike
Triangle = Countering
Circle = Cape Stun
R2 = Crouch
L2 = Aim
R1 = Grapple
L1 = Detective Mode
LS = Move
RS = Camera
D-Pad = Select Tool
Back = Files/Gadget/Riddles Screen
[ img = P00B-batarang.jpg title=The Special Batarang Controller ]
--== Special Batarang Controllers ==--
We cannot really write the Controls Section without mentioning the new "Batarang Controller" that is now available and that is styled to look sort of like a Batarang! The standard gamepad-style controller is more looks than function, as it sports a flat gray finish and a collection of Batman-themed buttons including colorful LED illumination,under most and a textured set of rubber grips.
The point to this is both to celebrate the game, and to remind you of the Batarang, perhaps putting you through the immersion process quicker or, at the very least, adding a "cool" factor to the game before you even begin to play!
There are Batarang Controllers for both the PlayStation 3 and the Xbox 360, though I have to admit that the wireless USB transmitter support for the PS3 version makes me feel like we sort of got gypped with the Xbox 360 version -- as rather than make it wireless which would have both been cool and made it better resemble its namesake -- is actually a wired gamepad that sports a 10-foot USB cable.
The reason for that choice probably has to do with them wanting the Xbox version to be functional on both the Xbox and the PC -- I doubt that it was a battery issue, though now that I think upon it, perhaps it was? There is no way of knowing how big a hit that the extra lights will make on the batteries... But either way the point to this is that it can be used on either PC or Xbox 360, or both if you are so inclined!
The Batarang controller launched October 18th in North America -- which means you can go out and buy one of them if you like -- and why wouldn't you like?! A quick check online shows that the RRP for these is $49.99 but they can both be had new on Amazon for a discounted price of $47 USD, while all of the rest of the retailers -- Walmart, Newgg, GameStop, and etc. have them for the full RRP.
--== PC System Requirements ==--
As the PC version of the game does not even release until November 18th this is more a "getting ready" section than a "oh man, my system sucks!" observation... I am just saying.
So, the official specifications for the PC version of Batman: Arkham City are an established fact, but you should be aware that the first part -- the Minimum Requirements -- is more of a list of what will work, but not what will work really well, while the Recommended System Requirements represents what will work well and more smoothly.
Honestly? If you can afford to, you are better off exceeding the requirements -- especially if you are upgrading in order to actually play this game -- and I provide some comments at the end of this subsection specifically in that regard -- which while I hope that they will help you our, are totally voluntary on your part, with neither SuperCheats or myself endorsing or suggesting that you do them, or being responsible if your wife/girlfriend/SO clocks you over the head for spending money on upgrading your gaming system. I am just saying...
According to the game publisher, these are the guidelines:
I. Minimum System Requirements
OS: Microsoft Windows XP, Windows Vista, or Windows 7.
CPU: 2.4 GHz (or better) Dual-Core CPU.
RAM: 2GB. **
Graphics Card: Nvidia GeForce 8800 or ATI Radeon 3800 with 512MB of VRAM. (minimum)
Sound Card: A 100% DirectX 9.0c Compatible Sound Card. ***
Controller: System-Compatible Mouse and Keyboard. *
Fixed Storage: At Least17.5GB of Free Disk Space.
Removable Storage: Quad-Speed (4x) DVD/DVDR Drive.
II. Recommended System Requirements
OS: Microsoft Windows 7
CPU: 2.5 GHz (or better) Dual-Core CPU
RAM: 4GB (8GB on a 64bit OS) **
Graphics Card: Nvidia GeForce GTX 460 or ATI Radeon HD 6850 with 768MB of VRAM -- DirectX 11 compatible. Buy the best you can afford.
Sound Card: 100% DirectX 9.0c Compatible. ***
Controller: Compatible Mouse and Keyboard or Xbox 360 Controller for Windows *
Fixed Storage: At Least17.5GB of Free Disk Space.
Removable Storage: Quad-Speed (4x) DVD/DVDR Drive.
* Controllers
You can play this game using a keyboard and mouse. You will have better results using a mouse and a keyboard that are rated for gaming -- the Logitech G500 is a great gaming mouse (I own one myself) and there are a number of gaming keyboards that offer enhanced gaming control, so if you simply prefer to play with a mouse and keyboard, look in that direction, but in my opinion the game really deserves to be played with a gamepad. See the Gamepad Section for more details.
** Installed RAM Issues
There is a bit more to memory than simply the number -- for instance regardless of which of the Microsoft OS's you are using if it is the 32bit version the maximum amount of System RAM it can see (and therefore make use of) is just under 3.8GB -- so putting more than 4GB into a system with a 32bit OS is pointless -- UNLESS you are using a graphics card that is built into the motherboard (though that is really not a good idea) because in that case the graphics card will reserve a configurable amount of System RAM for its exclusive use.
What that means is that after you boot up and log into Windows, the OS will assign X amount of System RAM to the GPU -- say 512MB (half a gig). Since that comes off of the end of the RAM, you end up actually getting to use all 4GB in a 32bit system that has 4GB in it, since the graphics card is actually making use of the small amount on the end that Windows cannot use.
In a system that only has 2GB though, that means that once booted, there is only 1.5GB of RAM available for the system. If you are running XP that is not as big a deal than if you are running Vista or 7, because XP can get by nicely on half-a-gig, leaving you around 1GB of RAM with which to run the game. However, if you are running Vista or 7, the system will need a full Gig of RAM to operate comfortably even WITH the swap drive available (hard drive space that is set aside to be used for paging the contents of memory making it easier for the system to recall it or call it up as needed). In this case there is going to be a lot of hard-drive thrashing, and this is not the ideal situation.
While the game will run with just 2GB of RAM, if I were you the first upgrade I would consider is boosting your system to 4GB of RAM.
If your PC has a 64bit OS, it can then access and use memory larger than 4GB, so hey, bonus! In that case the above still applies if you are using the built-in graphics card and it uses system RAM meaning you will want 4GB minimum to be comfie, but more would indeed be better!
If you have 4GB of System RAM in either case and you use the built-in graphics card on your motherboard, the next serious upgrade consideration is the graphics card. Bear in mind that 99% of the time the graphics card is the literal bottleneck impacting speed and performance on a PC, so if you have a modern Dual-Code 2.4GHz PC you will get far better results spending money on a good graphics card than you would, say, by just upgrading it to a 3.0 GHz CPU. Seriously. Spend the money on the best graphics card you can afford -- you can always upgrade the CPU later if you find you actually have to, but putting in a robust modern GPU with a Gig of dedicated RAM on it will leave you feeling like you have a brand new computer.
*** Sound Cards
The jury is officially still out on this -- so all I can do is give you my opinion based upon my own experiences here...
When your PC is using the sound card that is built into it, all of the calls to it and the access is made via the main bus, which is the same data path that is used for the CPU, the interface to storage, the network, and if you are really unfortunate, your graphics card. In addition to that, all of the memory handling and the sound processing for built-in sound cards tends to be lofted off onto the CPU... So while this will work, and you will get sound, there are a lot of other issues associated with this like sound quality and the likelihood that the driver version revisions will be slow to keep up with changes in the software -- like games -- and it can impact performance.
Buying a sound card to install in your PC -- and turning off the internal one -- is a wicked easy, wicked cheap upgrade, it will take all of 20 minutes, and it can have instantly felt results. In addition to putting the burden of processing the sound side of the game onto the sound card (where it belongs) you also move the I/O to the main board bus and not the system bus, which in my experience is always a good thing.
The rumors that began just before E3 2011 that Arkham City would include the ability to play the game as Catwoman turned out to be mostly true -- as we learned at the Batman booth at E3 and as was subsequently confirmed by members of the Dev Team in the interviews that following the event.
I say "mostly true" because while there was popular speculation that we would be able to play the game as Catwoman if we wanted to, as it turns out that is not true at all... The way that it works is that Catwoman has her own sections in the game and like the playable Robin character, when the DLC is present in the game for them, their sections will pop up as part of regular game play. So yes, we get to play as Catwoman / Robin during some parts of the game, but no, we cannot play the entire game as one of the alternate characters.
-- Catwoman is a DLC Package --
It needs to be stressed that the ability to play as this alternate character is a DLC code-based ability, with each of the retail copies of the game coming with a small piece of paper on which is printed the DLC Code that you need redeem to activate this option and download the DLC.
Now granted it is cool that we don't have to pay for this part of the game when we purchase the game new, but the fact that this is a DLC resource is bad news for gamers who planned to purchase their copy of the game slightly used, and certainly bad news for the gamers who exclusively play using rental services like GameFly -- because obviously they will not have that code!
There was some confusion initially about when the Catwoman sections activate -- and whether or not it is only a Gameplay feature... From what we can tell it is neither -- if you have the DLC installed before you start playing your first full playthrough these sections should activate, but not if you have already started prior to installing the DLC because her sections actually play out as a sub-plot and story of her own, so it would not make much sense for that to simply turn on halfway through, right? In any event, if you have not played her sections and you have the DLC installed, it will start up during your Gameplay playthrough for sure.
The Catwoman -- Good? Bad? Both? Beautiful!
-- Avoiding the Catwoman --
Some gamers have remarked that some of the Catwoman sections of the game are particularly challenging (some even say they do not like them) and so they actively wanted ways to avoid playing them. Obviously the simple way to avoid playing them is to not install the DLC, and if you are not a gamer who is really in to learning how to effectively use the combat system (a button masher in other words -- and I am not saying anything bad about you I am just saying) then not installing the Catwoman DLC is probably the way to go for you!
So, if you do not want to be forced into completing it and you have ALREADY installed the DLC, you will need to delete the DLC from your console BEFORE you reach the point where that mission is triggered, because once it is triggered it then becomes part of the game save and there is no way to remove it short of starting over from scratch.
If you delete the DLC after that point in the hopes of not having to deal with that very challenging mission you will find that it is too late! The game will not allow you to continue past that mission start point until you reinstall the DLC and play the mission, as when you try it will tell you that the content is missing and needs to be reinstalled.
-- Catwoman Online Pass Code Issues --
There are some known issue with the Catwoman Code slip that is supposed to be inside the boxed retail game -- with a very tiny percentage of the codes being bad so that when you try to use it it says that the code is invalid or that it has already been used. If you find that your code is bad -- or you bought a game that was like the 1 in 20,000 games that did NOT have the Catwoman Online Pass in it -- you will need to contact Warner Brothers Games Customer Service Department. Seriously.
It is worth pointing out to you that taking the game back to the place that you bought it -- or calling them, whether you call the store or their corporate help line -- is not going to help you, the only place that can help you is the Warner Brothers Customer Support Center. If you try to take the game back to the store you bought it from, as soon as they see that the seal is broken and the shrink-wrap is removed they will very likely point to the sign behind the counter that says they do not accept returns on opened games or software and tell you to have a nice day. Since they don't have extra copies of the Catwoman DLC codes anyway....
This largely applies if you are in the USA -- but if you are in the UK or Australia, you are in luck because both have fairly broad consumer protection laws -- but you will not get anywhere by telling them that the code is missing. While THAT will not work, if you bring the game back to the shop you bought it at and tell them that the GAME will not work and the disc appears to be bad, what they will do is take it back and give you a new one, and that should have the code it it, and so bonus! You now have your code and you did not have wait on hold paying $3.20 a minute to ring up Warner Brothers!
If the store will not replace the game for you, then you really do have no choice but to contact Warner Brothers Customer Support -- and you do this either by calling (410) 568-3680, or alternatively you can email [email protected] or visit community.batmanarkhamcity.com/support.
If you are outside the US and you do not have free international calling minutes on your calling plan, I would seriously recommend emailing them, because while that may take longer, it almost certainly will eventually be effective, and when you email you have a record of the conversation in case you end up having to file a complaint with the version of the Consumer Protection Agency in your country...
Unlike other superheroes Batman was not born on an alien planet, does not obtain super powers from the sun, or a spider bite, and does not have magical items to use. He is just a regular bloke in peak physical condition, who largely relies upon his amazing strength, combat and marital arts skills, and the wide and diverse assortment of high-tech Gadgets -- most of which were discovered, created, or refined by his own companies because hey, it does not suck to be rich!
This being the case, and considering that for the most part you actually must unlock and obtain these items via XP and the Leveling process, it would be a really good idea for you know know what they are, how they work, and which are more important to obtain straight away!
Items that are marked by a trailing '*' indicate one of the kit/gadgets that you unlocked and added as a choice during leveling. Items that are not so marked are acquired during the natural story progression and do not require you to spend the points gained by leveling to obtain them.
-- The BATSUIT --
In addition to being the only thing standing between the world and your secret identity of Bruce Wayne, billionaire playboy and philanthropist turned politician, the Batsuit is also a technological marvel in its own right, and one of the pieces of kit that has saved your life too many times to keep track! The following bits of kit are part of it, and some of them you will need to unlock and add to it as you proceed through the game.
The Barsuit Kit includes:
Row 1 Item 1: Movement
Hold 'A' to Run, Jump, and Climb.
Hold Right Trigger to Crouch.
Right Trigger 'A' to Hang from the edge of a surface.
Row 1 Item 2: Detective Mode
Tap LB to turn on and off.
Hold LB to Scan the area.
Hold 'A' to Scan a Clue.
Row 1 Item 3: Slide
Pull the Right Trigger (while running) to slide under low openings.
Row 1 Item 4: Drop Attack
Tap/Hold 'X' to initiate this attack from above.
Row 1 Item 5: Grapnel
Tap RB to use the Grapnel to climb.
Hold RB to use the Grapnel to Hang.
'B' Cancels the Grapnel Deployment.
Row 2 Item 1: Glide
Hold 'A' to Glide from heights while using the Left Joystick to steer.
Row 2 Item 2: Dive Bomb
While holding 'A' in a Glide, hold the Right Trigger to initiate a Dive Bomb. Releasing RT ends the Dive.
Row 2 Item 3: Glide Kick
Hold 'X' to Glide Kick while Gldiing.
Hold Right Trigger to perform a Glide Kick Dive-Bomb Tackle while you are gliding with a Glide Kick target selected.
Row 3 Item 1: Environmental Analysis
Hold LB to scan the environment.
Row 3 Item 2: Interrogation
Press/Hold 'Y' to Interrogate an enemy who is highlighted in Green. Prompted Action.
Row 3 Item 3: Grapnel Boost*
While using the Grapnel (RB) Tap 'A' and then Hold 'A' to initiate a Grapnel Boost. This move allows you to boost off of surfaces to stretch out your glides. This ability is obtained by completing the first four AR Training Challenges.
Row 4 Item 1: Ballistic Armor*
Armor augmentation that offers protection from projectile weapons. There are four upgrade levels of protection:
-- Ballistic Armor v1.0: 25% increased protection against firearm damage.
-- Ballistic Armor v2.0: 50% increased protection against firearm damage.
-- Ballistic Armor v3.0: 75% increased protection against firearm damage.
-- Ballistic Armor v4.0: 100% increased protection against firearm damage.
Row 4 Item 2: Combat Armor*
Armor augmentation that offers protection from melee attacks. There are four upgrade levels of protection:
-- Combat Armor v1.0: 25% increased protection against melee attacks.
-- Combat Armor v2.0: 50% increased protection against melee attacks.
-- Combat Armor v3.0: 75% increased protection against melee attacks.
-- Combat Armor v4.0: 100% increased protection against melee attacks.
Row 4 Item 3: Shock Wave Attack*
Wile Gliding -- Hold Right Trigger to initiate a Dive Bomb, land and tap 'B' to trigger.
Row 4 Item 4: Glide Boost Attack*
While Gliding initiate a Glide Kick 'X' and then hold Right Trigger to execute.
Row 4 Item 5: Heat Signature Conceal*
Passive Ability -- The Heat Signature Conceal capability upgrades your suit to reduce the level of heat that is detectible by enemies who are equipped with thermal vision gear. This capability loses its effectiveness if you move while being scanned.
-- GADGETS --
The true source for much of Batman's capabilities, his Gadgets are what sets him apart as a superhero. The Gadget that are marked by an '*' are acquired through the use of Level Points that are obtained through XP. Gadgets that are not marked are acquired as part of the story line. Your Gadgets include:
Row 1 Item 1: Batarang
Hold Left Trigger to Aim
Pull Right Trigger to Fire (while aimed)
Tap Left Trigger to execute Quickfire Move
Row 1 Item 2: Remote Control Batarang
Hold Left Trigger to Aim.
Pull Right Trigger to Fire (while aimed).
Tap RB to auto-level in flight.
Hold Right Trigger to Boost Speed.
Hold Left Trigger to Slow Speed.
Hold Left Trigger Right Trigger to reverse direction.
Row 1 Item 3: Batclaw (Grapnel)
Hold Left Trigger to Aim.
Pull Right Trigger to Fire.
Hold Left Trigger and tap 'Y' to execute a Quickfire Move
Hold Left Trigger 'Y' and tap 'X' to execute a Batclaw Slam.
Row 1 Item 4: Explosive Gel
Note: You can deploy up to three separate charges at any one time, and all three can be detonated at the same time by looking away from the charges. To detonate a specific charge, detonate the charges one at a time, and detonate them in a specific order, you must zoom in on or look directly at the charge so that it gets a focus box applied to it.
Hold Left Trigger to Aim Hold Right Trigger to Apply the Gel to a surface or object.
Hold Left Trigger and Tap RB to Detonate.
Hold Left Trigger and Tap 'X' to execute a Quickfire Move (Proximity Detonation)
Row 1 Item 5: Cryptographic Sequencer (Handheld Computer)
Note: This device requires encrypttion key cards to work with specific targets.
Hold Left Trigger to Target.
Hold Right Trigger to Engage.
Row 2 Item 1: Smoke Pellets
Note: Smoke Pellets have an effective radius and disperse over time.
Hold Left Trigger to Aim.
Tap Right Trigger to Fire/Throw.
Hold Left Trigger to Aim RB to drop a Pellet.
Tap 'Y' to deploy a Pellet while under attack (Prompted Action)
Row 2 Item 2: Remote Electrical Charge (REC)*
Positive Charge: Hold Left Trigger to Aim Tap Right Trigger to Fire.
Negative Charge: Hold Left Trigger to Aim Tap RB to Fire.
Quickfire: Hold Left Trigger to Aim Tap 'B' to Fire.
Row 2 Item 3: Line Launcher*
Mote: This Gadget can be reused while in use to change direction. Simply release the Aim and re-aim and engage to change direction.
Hold Left Trigger to Target.
Hold Right Trigger to Engage.
Takedown Move: Hold 'Y' while on Launcher.
Row 2 Item 4: Reverse Batarang
Hold Left Trigger to Aim Hold RB to Lock onto Target Release RB to Fire.
Row 2 Item 5: Freeze Blast
Note: In addition to freezing enemies and steam, throwing one of these on to a body of water will create an ice raft.
Hold Left Trigger to Target.
Tap Right Trigger to Throw.
Quickfire Move: Tap Right Trigger Twice.
Row 3 Item 1: Batclaw Diasarm
Hold Left Trigger to Aim
Tap Right Trigger to Fire/Throw.
Hold Left Trigger and Tap 'Y' to execute a Quickfire Move.
Row 3 Item 2: Sonic Batarang*
Hold Left Trigger to Aim
Tap Right Trigger to Throw
Interferes with heartbeat monitors. This device has a slow recharge timer and must recharge between uses.
Row 3 Item 3: Sonic Shock Batarang*
Hold Left Trigger to Aim
Tap Right Trigger to Throw
Hold Left Trigger Tap RB to detonate after it reaches its target.
Row 3 Item 4: Line-Launcher Tightrope*
Tap RB while on Line Launcher.
Row 3 Item 5: Freeze Proximity Mine*
Hold Left Trigger to Aim RB to Throw (Proximity Detonation)
Row 4 Item 1: Cryptographic Range Amplifier*
Passive ability that increases the effective range of the Cryptographic Analyzer.
Row 4 Item 2: Cryptographic Power Amplifier*
Passive ability that increases the effective power strength of the Cryptographic Analyzer.
Row 4 Item 3: Disruptor Firearms Jammer
Hold Left Trigger to Aim Hold Right Trigger to Engage.
Temporarily disables the firing mechanism of firearms held by enemies. Can fire only twice before long recharge time.
Row 4 Item 4: Disruptor Mine Detonator
Hold Left Trigger to Aim Hold Right Trigger to Engage.
Temporarily disables the firing mechanism of deployed mines. Can fire only twice before long recharge time.
Row 4 Item 5:
-- COMBAT --
These are your special skills, martial arts, and combat moves. They include:
Row 1 Item 1: Strike
Tap 'X' to hit/kick attack
Row 1 Item 2: Counter
Tap 'Y' when an enemy is about to attack to counter the attack.
Row 1 Item 3: Evade
Hold the Left Joystick in the direction you want to jump and tap 'A' twice.
Row 1 Item 4: Redirect
Target the enemy with the Left Joystick then double-tap 'A' to flip over their head. Effective for repoistioning yourself to attack from behind.
Row 1 Item 5: Cape Stun
Tap 'B' to use the weights in the edge of your cape to stun an enemy.
Row 2 Item 1: Projective Counter
Tap 'Y' when an object has been thrown at you (but before it hits you) to counter with it.
Row 2 Item 2: Ground Takedown
Hold Right Trigger 'Y' to execute this move. This move takes time and is unlikely to be effective if nearby enemies can attack you.
Row 2 Item 3: Beat Down
Tap 'B' to begin and then rapidly tap 'X' to engage this attack. Effective vs Armored Enemy.
Row 2 Item 4: Aerial Attack
Tap 'B' Double-Tap 'A' to initiate move.
Tap 'B' Double-Tap 'A' Move Left Joystick towards desired enemy 'X' to attack them.
This move is particularly effective against Shield Enemy.
Row 2 Item 5: Ultra Stun*
Rapidly Tap 'B' three times to initiate this move.
This move has the effect of temporarily incapping an enemy without actually damaging them. Its use is very effective for putting Green-shaded informant enemies out of action while you deal with their companions, allowing you to then interrogate them without risking damage to them.
Row 3 Item 1: Special Combo Takedown*
Hit 'B' 'Y' to execute this move and incap most enemies in one move. Must have 8X score or higher to use.
Row 3 Item 2: Special Combo Bat Swarm*
Hit 'A' 'X' to execute. Calls in a swarm of bats but only works if you have 8x score or higher.
Row 3 Item 3: Special Combo Multiple Takedown*
Hit 'A' 'B' to incap any enemies who are already knocked down. Requires 8x or higher score to use.
Row 3 Item 4: Special Combo Disarm and Destroy*
Hit 'X' 'Y' to disarm enemy and destroy their weapon. Requires 8x or higher score to use.
Row 3 Item 5:Blade Dodge*
Move Left Joystick AWAY from attacking enemy and hold 'Y' to Dodge.
Row 4 Item 1: Critical Strikes*
Tap 'X' -- requires perfect timing between attacks. Attacks must be strung. Doubles Multiplier upon success.
Row 4 Item 2: Special Combo Boost*
Passive Ability adds multiplier for successful attacks once 5x has been reached.
Row 4 Item 3: Freflow Focus*
Passive Ability kicks in when 12x multiplier is reached without the use of special moves; When it is triggered, player receives an increase in movement and reaction.
Row 4 Item 4: Freeflow Power Gadgets*
During Freeflow combat the use of a Gadget Quickfire move boosts damage and effectiveness of the Gadget. Use resets Freeflow meter.
Row 4 Item 5: Blade Dodge Takedown*
Hold Left Joustick AWAY from enemy while holding 'Y' and releasing between attacks.
This move instantly incaps any enemy that is wielding a blade or sharp object. Requires perfect timing.
-- Catwoman --
In addition to Batman's special items, Catwoman also has a set of moves, kit, and Gagets:
Row 1 Item 1: Climb
Tap RB to engage - Good Timing Required for Multiple-Stage Climbs.
Row 1 Item 2: Whip Swing
Hold RB to use your whip to swing from elevated surface to elevated surface (cross gaps)
Row 1 Item 3: Ceiling Climb
Hold Right Trigger Hold 'A' to flip under walkway.
Tap 'A' while inverted to flip upright.
Hold RB (while below) to jump to ceiling.
Row 1 Item 4: Ceiling Takedown
Hit 'Y' when prompted for silent takedown.
Row 1 Item 5: Pounce
Hold 'X' while above to pounce/fall onto target.
Row 2 Item 1: Whip
Hold Left Trigger to Aim Tap Right Trigger -- Trips and partly stuns enemy.
Hold Left Trigger to Aim Tap RB -- Disarms enemy.
Hold Left Trigger to Aim 'Y' -- Initiates Quickfire Disarm.
Tap Left Trigger -- Initiates Quickfire Trip.
Row 2 Item 2: Bolas
Hold Left Trigger to Aim Tap Right Trigger to Fire/Throw
Hold Left Trigger to Aim Tap 'X' -- Initiates Quickfire Bola Attack
Row 2 Item 3:: Caltrops
Hold Left Trigger to Aim Tap Right Trigger to Throw Caltrops.
Hold Left Trigger to Aim Tap 'B' -- Quickfire Caltrop Attack.
Row 3 Item 1: Ballistic Armor Upgrade*
Armor augmentation that offers protection from projectile weapons. There are four upgrade levels of protection:
-- Ballistic Armor v1.0: 25% increased protection against firearm damage.
-- Ballistic Armor v2.0: 50% increased protection against firearm damage.
-- Ballistic Armor v3.0: 75% increased protection against firearm damage.
-- Ballistic Armor v4.0: 100% increased protection against firearm damage.
Row 3 Item 2: Combat Armor Upgrade*
Armor augmentation that offers protection from melee attacks. There are four upgrade levels of protection:
-- Combat Armor v1.0: 25% increased protection against melee attacks.
-- Combat Armor v2.0: 50% increased protection against melee attacks.
-- Combat Armor v3.0: 75% increased protection against melee attacks.
-- Combat Armor v4.0: 100% increased protection against melee attacks.
Row 3 Item 3: Special Combo Whiplash*
Hit 'A' 'X' to Execute -- Initiates AOE Whip Attack.
Row 3 Item 4: Special Combo Whip Trip*
Hit 'A' 'B' to Execute -- Initiates AOE Trip Attack.
The concept of discovering bugs in a video game is nothing new, and unless Arkham City is literally the first game that you have ever played, chances are good you have experienced your fair share of game bugs in the past. Generally speaking video game bugs tend to come on three different flavors, the first two of which -- game freezing and Load Errors -- are generally considered to be game-breaking bugs, while the third -- behavior errors -- while not game-breaking per se, can be amusing.
Fortunately Batman: Arkham City appears to only have the third type of bug, as in the several hundred hours of play that I have given it I have yet to run into either of the first two (excluding the Game Save Bug that actually got me about halfway through the game and forced me to replay that first half as well as prompted me to add the section on UPS hardware to the guide). Back to my point though, the only bugs that I have encountered in the game are behavior errors in which the world stops behaving the way you reasonably expect it to and does odd things.
When you encounter this sort of error or bug, the only thing that you can do to correct it is to back all the way out of the game, quitting to the first screen, and then restarting your console and the game. This usually corrects the issue, though there is one particular area in the northeast part of the map where the broken highway sticks out over the water where the bug is actually easy to trigger. When that happened to me I had to reload the game three times to get it not to bug on me.
The Only Bug Type Found in the Game
In the video embedded above you can see what I am talking about with respect to game behvior. Specifically as you watch you will see me deploying an ice raft and pulling myself to the opening of the secure area -- I then disable the TYGER Turret and pull myself in, and everything is going as it should. There is no indication on screen that anything is wrong, until I try to actually enter the secure area, whereupon I encounter what appears to be an invisible wall!
Multiple attempts to enter this area result in failure. It is not accessible, which means we have a bug. After leaving the immediate area I try again to deploy an ice raft and re-enter, only to discover that a strong updraft has been placed in teh area by the game, making it impossible to land on the ice raft! Watch the video to see what I mean -- I am not doing that the game is.
As I approach the raft the invisible updraft grabs my cape wing and sends me up into the air. Straight up! I wish there was a way to get the game to do this when I actually want it to, that would be so cool...
There are several other areas in the game that can trigger this sort of bug -- and when that happens your best solution is to quit to the first screen and turn the console off, and then back on, and load the game. Basically I think you need to turn off the console to flush the cache, as otherwise there is a chance that upon reloading the game you will en up with the same error.
All things considered as gamers we should be very grateful that this is the extent of the bugs in Arkham City!
Before we begin the Walkthrough-Guide properly there are some issues that need to be addressed, the first of which is spoilers. No matter how much I want to be able to write a guide that is spoiler-free, it is simply not practical. For one thing the whole point behind the guide is that you are using it when you get stuck - so of course it is going to deal with matter that easily qualifies as a spoiler.
Having pointed that out, what I did do was make an effort not to write about more than you needed to know to actually get past the areas that you get stuck in -- meaning that I do not "write ahead" in this guide, or discuss content that will appear in later chapters. That way you can use it as needed, or you can follow along with it as you play -- the choice is yours!
Batman: Arkham City is an incredibly huge and complicated game. This really needs to be emphasized because it really is. And while I often joke about game play tactics and my observations in the process of playing through each chapter and level in a fashion that is similar to how I wrote the first guide for B:AA this sequel provides us with game play that is on a whole new level!
If you suspect from the enthusiasm I am expressing in my writing that I am excited about and even approve of this new direction that the game has taken, well then there you are right. But like a lot of gamers who are loyal to the superhero genre, I experienced the way that the story begins in this as something of a disturbing experience. I would even go so far as to say that it made me sad. but only briefly...
Arriving at the Press Conference
--== Side Missions and Collections==--
If you read and used my guide to Arkham Asylum you will no doubt be aware that I handled a lot of the side-missions as part of normal play in that guide. That system worked really well in the last game and guide, and it will work well here but it is actually more than simply a matter of convenience! You see when they created Arkham City they made the story-mode (campaign) dependent upon some of the side-missions and the collections! Let me repeat that: as you play through the story mode some of the side-missions and the collectable items are integrally linked to it -- meaning that completing them and collecting them is an absolute requirement!
That being the case it was necessary to find a compromise -- a middle ground if you will -- so that we could obtain all of the items we need to, complete all of the optional stuff (some of which clearly is not so optional) and get the job done. There is always the temptation to simply interrupt the flow of the story and concentrate on the side-stuff, but I have made an effort not to do that too much here, because doing that risks turning play into something that feels almost like work!
You do have the option of holding off on most of the side-stuff until you have completed the story mode and have started your second play-through on the Game Play (hereinafter written as GP ) Mode -- if you are not aware when you begin the GP you can go back and do any of the side-missions you did not do, and you start the GP with all of the Gadgets and moves and kit that you had when you finished your first play...
Coming up with the solution to this was complicated because the guide needs to be very complete and comprehensive, so what I ended up doing was treating the collection items as a get-it-where-and-when-you-find-it sort of deal -- and that is what I am suggesting that you do! Whenever you come across a collection item (what the game calls Riddler Secrets) you should collect it, and I encourage you to use the ticklists that I have provided towards the end of the guide to keep track of what you have obtained even though technically you do not have to do that since you can review the ones you have completed in the game since they are marked on the relevant screens. It is your call whether you do that or not, but I will say that I did and it helped me a lot.
--== A WORD ABOUT RIDDLES ==--
While we are on the subject of the Collectable Items, I treat the Riddles as separate items in the game, and I actually have dedicated sections in the guide (mostly in Part 9) where I deal with the Riddles in a uniform and organized way, so if you are following this guide you may want to do the same by either intentionally NOT solving the Riddles until those sections, or at the very least printing out the ticklist and marking the ones you do solve early off on it.
-- The Engineer Conundrum and Other Collections --
The only side-mission that really seriously links to the Riddler's Secrets in the game is the Enigma Conundrum one. Progress in it is linked directly to the number of Secrets (trophies, breakables and riddles) that you have acquired -- and to actually complete it fully you will have to obtain all of the collectable items (there are over 400).
Obviously it is best to get an early start on that but before your mind starts swimming in collectable items, we really need to discuss strategy and why I did NOT include the collectable items as part of the main story in the walk-through. You read that correctly -- you are NOT going to see me say things like, "as you turn the corner there is a Trophy inside the wall, break it down and grab the Trophy" or similar instructions.
The reason for that is a simple one: This guide is already HUGE. If I had included all of the secrets as you encounter them it would have been at least a third-again bigger, and that just will not do!
--== HOW WE HANDLE THE COLLECTABLE ITEMS ==--
The reason that this sub-heading is all in caps is because I really wanted to be sure you read this part, because it is important.
In the previous game there were maps you had to find in order to reveal the locations of the collection items in the game. That is not how they did it in this game. In place of the maps there will be a thug in most of the groups who is highlighted in green -- and who I call Greenies when I write about them in the guide. The reason that they are highlighted is so that you do NOT incap them during the fights. You want them to be the last thug standing at the end of each fight so that you can approack them and hit 'Y' to Interrogate them!
Each Greenie is actually one of the Riddler's agents -- regardless of which of the villains he is working for, he is secretly reporting back to The Riddler. That is significant because he also knows the locations for the various types of collection items, and more important he will willingly tell you those and mark them on your map for you. The information you get from interrogating Greenies is critical to our strategy for the collectables in the game -- I cannot emphasize that enough!
The Long Road of Riddle Solving
Bearing in mind that like in the previous game, you will encounter items that you cannot pick up even if you can see them -- because getting them will require a Gadget you do not have. The good news is that save for the ones that are protected by TYGER Consoles, we will have all the Gadgets that we need about midway through the game to get most of the collectable items! Just accept that the ones that require the TYGER decryption code are going to be the last ones that we get in the game, and proceed from there!
In addition to the collection items that were placed in the game for Batman (the glow green during regular vision, orange in Detective Vision) there are also a small number (relatively speaking) of collectable items placed in the game for Catwoman -- they are pink in regular vision.
Only Catwoman can collect these! If you try to, Riddler will trigger a remote shock charge and you will get hurt a little, so don't try.
With the game structured the way that it is, you will not be picking up most of the ones with Catwoman until the Third Session she plays in the main game, which takes place following the Boss Battle you have with The Joker, and as that is pretty deep into the game story-wise, I suggest that you put the pink Trophies out of your mind, and let that happen when it happens!
So, to recap: pick up any collectable you can lay your hands on as you encounter them but avoid solving the Riddles until we get to Section 9 when we do that systematically. As you Level-Up be sure to concentrate on Gadgets, Moves, and then Stats in that order for your upgrades. That pretty much covers everything that we need to cover about the collections save for one small issue...
While many of the Trophies are out in the open, and easy to get, a large number of them are part of little puzzles that you have to solve in order to obtain them -- jsut like in the previous game. Some of these puzzles will appear to be insanely difficult or even impossible to complete when you first encounter them, and that may have the effect of depressing you or even frustrating you. Do NOT let it. Trust me when I say this: those puzzles may look hard, impossible, or even crazy NOW, but later when you have the kit you need to do them and the experience in using it, some of the most insane appearing ones will actually be the easiest in the game!
--== Catwoman Again ==--
First we need to touch upon the Catwoman Campaign: If/When you purchase a retail copy of the game you will receive a code for the Catwoman DLC in it. The reason that I have included the Catwoman Levels in this WTG is because contrary to the scuttlebutt that you may encounter online on the chat boards, Catwoman is not overly weak, she is not bugged, and she is not easily killed. The reason that a lot of those people are saying all that is that they are button-mashers for the most part and do not understand that Catwoman's combat capabilities are very different than those of Batman.
In very simple terms, you will need to master her moves in order to be effective as her, but once you do, whoa Molly! She is hell-on-wheels -- or maybe Hell-On-Claws? Whatever, the point is that once you learn how to battle as her, and you have her moves down, you will find that she is a very capable and fun to play character!
I included her levels in the guide because I assume you will add the DLC to your game and that you will want to play it, because it is fun. It also makes the main game easier for Batman thanks in part to some of the information you will obtain by playing her levels. That is all that I am going to say about that for now, because if I say anymore I will quickly be swerving into the realm of spoilers...
If you did NOT purchase your copy new -- meaning you rented the game or borrowed it -- you have a choice to make here... You can simply ignore those sections of the guide if you like, though to be honest I do not recommend that because playing her levels really does add to the fun in the game... And I don't include her levels as a separate section of the guide either so there is another reason to play her! Basically if you did not get the game new you will need to go onto Xbox LIVE and purchase the Catwoman DLC, download it, and install it.
I strongly recommend that you do this, and not simply because it adds some extra Gamer Score and Achievements to the game -- which it does -- but rather because you will be depriving yourself of some awesome game play if you do not. And more important, you will not be getting some information in the game as you play that really adds to the depth of the story.
That is as far as we can go on details -- but please take my advice and and install the Catwoman DLC now.
--== Start Screen 1 and Proper Saves ==--
Before ending each session you should be backing out to the very first screen -- the Start Screen -- but when you are resuming play you will notice that you the Start Screen 1 is the Select Saved Game screen and, when you select the saved game you want to resume, you get a screen with the following selections on it:
-- Continue Story
-- Riddler's Revenge (Locked until you solve some Riddles)
-- Statistics
-- Character Trophies
-- Options
-- Game Mode (Locked until you complete a play-through on Normal of Hard)
-- Catwoman Episode Replay (There are 4 in total)
-- Story Synopsis
-- Concept Art (Unlocked by solving Riddles in game)
-- Credits
These are mostly self-explanatory but some are more useful than others... You cannot replay the different levels as Batman but you can replay Catwoman's levels, and of course the Riddler's Revenge, Concept Art, and Character Trophies options allow you to keep track of the Collectable Items you have unlocked, which is useful if you want to be sure that you get all of them.
The most useful single item on this screen would be the Statistics Option, which in addition to telling you how much of the game Story Mode you have completed in percentage, also tells you your side-mission status, Upgrades and Collectibles status, Catwoman status, Riddler's Revenge Status, and Riddler's Revenge DLC status -- all of which are useful to know.
Now that we have covered all of that it is time to begin playing the game at the very start of the story mode (campaign), which funnily enough begins with the first Catwoman Level! So without further delay, let's get to it bub! Start a new game and get this show on the road!
Introducing the Catwoman
The story begins with what appears to be the Batman casing a meeting of thugs inside the City -- but surprise! It turns out to be Catwoman! It is fitting that we start the game with a battle and that is exactly what you do -- and hopefully you figured that out for yourself and began fighting as soon as it would let you, as otherwise you started this adventure by getting pounded on!
After she clears the room and opens the safe, finding the memory card inside, she slots it into her PDA but just as things look settled -- ruh roh relroy! Is that a gun to our head? Why yes, yes it is!
A flash-away and suddenly it is a CS of one Bruce (the Batman but shh no one knows that) Wayne, Billionaire playb.. Wait... Politician?! Well, it begins with a 'P' too, but being an elected official? How is that going to chill with the Batcave? Well we never get to find out because something goes horribly wrong -- as usual -- and instead of giving a speech about how wrong a prison city is in the middle of the regular city, we are being lectured to by Dr. Strange. No wait, he didn't just say he knows we're batman did he? He did!
Flash-away again and we are tied to a chair and prompted to escape -- and we do that by wiggling the Left Joystick but then a guard comes in -- Counter with 'Y' and, while you are dealing with him you scag something from his belt before another guard puts the hurt on you, then directs you to Line A!
Your status as a VIP gets you bumped in line, so you get to walk past the two inmates ahead of you and... hey, that second guy looks familiar -- don't we know him? Anyway into the sally port we are thrust and look, there is reporter Jack Ryder -- but now inmate Jack Ryder hmmm... We are going to have to help him stay alive you know!
The sally port gate opens and Ryder fails to listen to us, making it necessary for us to whoop on the bad guys. Understand something, this fight is all about teaching you to Counter with the 'Y' button -- not teaching you to mash button 'X' which it will allow you to do you know. Forever. Or until you get tired of beating on the last enemy who never... seems... to... pass... out... Whew! But once you figure out that hitting him is not going to do it, it only takes one lousy Counter and hey, sleepsville for him!
Now we get to Jack and get him on his feet, but before we can even take ten steps who should show up but the Penguin -- and then its Lights Out Gracie!
The Clothes Make the Man
The next awake section is, thankfully, our last in prison custody -- as the Penguin decides it is time to tune-up on us as revenge for what our family did to his family -- you know that story, right? -- but, as he attacks you see the Counter waves that appear over his head? That is a clue mates! Counter him! Yes! You broke his freaking hand! Good on ya!
Now take out his crew using the different moves that you learned and, once you have them all taken out and thus have milked this for all of the XP you can, follow the prompts to escape to a higher vantage point so that you can call in assistance from your trusty and ever-faithful butler Alfred.
The route that you take (see the video) has you jumping up on the dumpster with the ladder above it and climbing to grate above, jumping and crossing the ducts and jumping again. As you reach the first main rooftop you will call Alfred and let him know you are safe. Isn't he just The Man?!
Alfred sends a supply pod your way, while asking with his remarkable polite manners, if you actually meant to be arrested and thrown into the prison? Not so much really, but hey... After we put the Batsuit on we unlock our first Bat-Achievement "I'm Batman" worth 10 Batpoints... Err... (10 GS) and OK, enough of the Bat-Humor LOL.
Remember that thing we snatched from the guard's belt earlier? It was an encryption key from his radio -- and once we put it into the Bat Sequencer, err, Decoder, err, you know... Bat thing... And tune it this way, then that way and... Hold down the 'A' Button and... Wait, the Bat thing has an 'A' Button? Never mind... We hear a radio transmission between an air patrol and Dr. Strange about the Catwoman, who is seems is in jeopardy thanks to Mr. Harvey Dent (remember him?) -- and since we know she will have all of the skinny on the situation inside Arkham City, it is to rescue Catwoman we will go!
What follows is a bit of a tutorial on using the Grapnel, the Batwing Cape, and different ways to glide -- basic glide and glide kick -- that eventually leads us to the plaza outside the Courthouse where we take on another group of thugs -- get used to that mates, it is what we do -- and find ourselves ready to proceed with the rescue. Note that during this take-down you get to use the 'B' plus 'Y' Takedown Move, so do that a few times to get to know it. It will come in handy later.
Walking through the doors to the Courthouse you find the ground floor interior doors locks and, when you try them, are told by an unseen prisoner that you are too late! Head upstairs to the observation gallery and you get a CS of Harvey (Two-Face) Dent, Judge, Jury, and two really strange guys all in one package! He appears to be down on the Catwoman -- I don't see why, she seems like a nice enough criminal to me, heck I have known worse! There was Jimmy Sackewriter in 3rd Grade who liked to steal people's lunches from the cloakroom and then pick through them for just the good stuff before throwing the rest away...
Arriving at the Courthouse
The end of the CS unlocks our first Bio -- on Two-Face of course -- so go ahead and check it out, as it is a lot easier to read then the ones from last game! There are the other previously unlocked ones to read as well -- go ahead, I'll wait. I really don't mind.
Once you finish checking out the computer data (the Bio's) use LB or RB to move to the map, and you will discover that this is actually the Solomon Wayne Courthouse -- named for one of Bruce's relatives no doubt -- which is kind of crappy all things considered. I mean, really! After all of the good that the Wayne family has done for Gotham City this is how they replay them?!
The third and final option in this menu set is the Waynetech Interface, which is where you will go to purchase your kit upgrades when you have the XP to spend... If you look at the stuff you already have unlocked you can see the different control commands for it -- might want to familiarize yourself with that now, hey?
The meter in the upper right is the XP counter -- when you fill it, you get to add some more kit to your gadget list!
If you look at the different screens for this you will see the first is for the Batsuit, then Gadgets, Combat, Predator, and Cat Woman -- so you see there is a lot to be added and unlocked here!
Finished? Good! Now moving along...
Basically there are a few ways you can drop in, but they all result in the CS in which you help Catwoman rescue herself -- and then chat her up to learn what she knows. Just as things start to get interesting, Joker tries to snip the Cat -- and after she departs you unlock the Achievement "Acid Bath" (10 GS) and receive the new objective to find and interrogate The Joker. Well yeah!
Rescuing the Catwoman
Tap LB to open the Detector Unit and scan the bullet hole in the window, and then the bullet strike point to gain the trajectory -- which you are shown. Now here is the thing -- if you want you can go directly to that building -- but this is also the first opportunity that you have to meet up with the Mysterious Watcher -- and I know you want to do that!
So use the Grapnel to go up and get back on the wire, retrace your steps to the other side, and then exit the building on the second floor level through the door on the right hall (facing towards the front of the Courthouse). Outside you are on the balcony and you overhear the conversation of the hoods below -- who want nothing to do with you which is why they are keeping the door locked!
From your vantage point above you can see the group of convicts below -- you want to drop down and take them out, but now is a good time for us to discuss why you want to do that, because in theory that fight below is one you could avoid... If you wanted to -- which you do not!
As with the previous game in the series, advancement in Arkham City requires you to upgrade your kit, your armor, and get new gadgets, and you accomplish that by earning XP that you can then use to spend upon those upgrades and items. You earn XP from doing lots of things -- completing levels, completing side-quests, discovering clues, pretty much every action that has a formal move to it. You also earn XP for each of the convicts that you best in combat, so fights are not something that we want to avoid -- plus the more you fight now, the sooner you will learn the nuances of battle moves.
So drop down and clean their clocks good!
--== Side-Mission: Watcher in the Wings ==--
After you finish with the thugs, look directly across the street to see a two story building with a grapnel spot on it and you should spot a figure standing on the roof. BEFORE you RB up to the roof to confront them, select the Remote Batarang from your kit using the D-Pad (lower-right corner) and target the figure, launching the Remote Batarang so that its little orange targeting dot is on the upper chest or head of the figure on the roof.
As the Remote Batarang approaches him, the figure will reach out and snatch it out of the air! This unlocks the optional Achievement "Catch" (5 GS) for playing catch with the Remote Bataraing! Note that if you ended up confronting the Mysterious Stranger before playing catch with them, you will have three more opportunities to unlock this as the game story progresses, but getting it out of the way now is an idea!
With that minor Achievement managed, go ahead and RB up to the roof so that you come face-to-face with The Mysterious Watcher -- and watch as he carves a symbol in the roof and disappears -- you then use your Detector to scan the symbol, which engages the Batcomputer -- and shows you the opening screen for this side-mission, Watcher in the Wings. And how cool is that??
At this point we are just supposed to keep an eye out for him and scan any clues he leaves -- we can do that... When you exit the scan you will see that two new Bio's have unlocked -- The Joker, and this Unknown character. Normally we do not cover the unlocking of the Bio's but as it is The Joker this is a special case -- but be aware that as you complete different missions, side-missions, and secrets in the game you will be unlocking all sorts of content like Bio's, character statues and the like. These are part of the collectable system but not part of the Riddler Collection -- but we do include a ticklist of all of the items in these separate systems elsewhere in the guide.
You will also have completed your very first Level-Up in the game with this so go ahead and choose your first upgrade now!
Triggering our first Side-Quest: Watcher in the Wings
A check of the Waynetech screen shows that you have possible upgrades for Catwoman as well as Combat Upgrades for yourself -- here is the thing about this... You will probably want to go with an upgrade for yourself, and if you do I don't blame you, really... But the Catwoman Parts that will be approaching ahead get harder as we go, so I ended up deciding that it would make my life a LOT easier to upgrade her armor. Which is what I did, going with the Combat Armor v1.0 (the second selection -- the first was for ballistic upgrade).
Before you go inside here if you look up you will see the chopper from which the radio broadcast is coming from -- instead of going inside to deal with Harley why not break line-of-sight with the chopper then snag its skid and use it to take a tour of the city! Putting Detective Mode on will show you all sorts of interesting things -- including Riddler Riddles -- which we are not doing on this play-through... You will also get a LOT of information from the radio while you ride along -- pay attention to it.
Right then, now that we have had the grand tour it is time to deal with Harley!
As we grapnel and glide to the Church we will spot the crowd of thugs standing guard and patrolling outside -- drop down and take them out, then head along the street to the left of the Church to battle a small group of thugs and encounter a ringing telephone! When we answer the phone it is none other than Victor Zsasz on the line! Answering the phone unlocks the Achievement "Ring Ring" (5 GS) for answering a ringing phone.
Now that we have managed that, backtrack to the Church and take out the trio of thugs in front of the door -- now at this point you can either go into the Church or you can patrol the surrounding neighborhood for some more battles and thus bonus XP -- it is your call! I chose to grind out levels to gain some of the upgrades that are presently available and so began to patrol the area. I seriously suggest you do the same since having these upgrades really does make a difference!
Note that if you look around in Detective Mode you will see the Security Cameras highlighted in orange -- these can be taken out with a Batarang attack and will earn a small amount of XP for your efforts.
Cold Call Killer Side-Mission
--== Cold Call Killer Side-Mission ==--
In addition to the thugs there are Political Prisoners you can talk to and then you will get another ringing phone -- use Detective Mode to track it down to get the next link in the chain which is another ringing phone. There is a timer and you need to get to it before the timer runs out and answer it or you fail, and he kills someone!
There is a compass pointer to follow and of course once you are close use Detective Mode to spot the phone's location -- quickly answer it to get the next conversation and complete this part of the mission! To start the next part you need to find another phone, rinse and repeat, but for now let's kick some serious butt in this area as it is a target-rich environment!
Between completing the side-mission and two group battles you should quickly Level Up! Pick the upgrade that you want -- I went with Combat Armor v1.0 myself, and then went ahead and did a few more battles (watch out for the armed thugs mind you, you are not ready for them in groups yet) to Level Up again and chose the Ballistic Armor Upgrade v1.0 this time!
You can head for the Church any time you like -- but you really are better off roaming through the streets and doing battles, taking out cameras, and doing any convenient side-missions that you come across -- at least until you have maxed out the Armor upgrades and picked up the Combat upgrades as well. Yeah, it is something of a grind, but it really gives you a massive edge on the upcoming story line content!
Another side-mission you can get is rescuing Political Prisoners -- basically if you hear someone being interrogated as to the location of Bruce Wayne, that is the start for one of these missions -- just put the beat-down on the bad guys to rescue the guy and you score a tasty chunk of XP and can feel very good about yourself! The one closest to the Church is the reporter Jack Ryder, who once you save you should talk to as he will spill his guts and tell you all he knows about Dr. Strange.
If you stuck with the grinding like I did, you should have picked up a few levels and have some new combat moves and better armor. Once you are ready, head to the Church (follow the marker on our compass) and go inside!
Additional Silent Take-down Training
After you enter you have a face-to-face with Harley who lets you know that the Big J is not taking visitors at the moment... She then departs, and you get to use a smoke pellet for the first time as you disappear up into the shadows above, and learn about silent takedowns from above! Do a few of those, and then glide down behind the confessional to take out the thug by completing a smash-through-the-wall takedown, and that just leaves one armed thug you can drop down behind and put to sleep for the win! Uh huh!
Taking the last thug down unlocks the Achievement "Savior" (10 GS) for saving the medical volunteers, and now you are just left with what to do next?
--== Investigating the Tower ==--
We still need to investigate the tower where the shot originated -- who knows, Joker could still be up there! Probably not, but still... So after talking to the Doctors and the Cops here, head to the door that is helpfully marked Bell Tower and go in -- then Grapnel up to the top level and use the ladder there to enter the Bell Section itself.
Here is the gun but wait -- it is a remotely controlled setup! But hey, the Joker IS here -- kinda -- but so are a bunch of bombs and, clearly, his plan is to blow us up! So Left-Stick double-tap 'A' to smash through a window and escape the explosion then a brief chat with Alfred to fill us in on the plan, and away we go!
Follow the radio signal using its strength to guide you -- but you should have guessed the area we will be heading in since the Joker has clearly already staked-out his piece of Arkham City... On the way you should get the prompt for Augmented Reality Training (AR Training) -- go ahead and take a look at that and use the map to check out the distress flare location, and the AR spot -- you can do that now if you like but I chose to wait.
When you arrive the signal is a bit odd and can have you wandering around all over on the lower level -- but do not do that. Go high -- and when you do look for the chimney with the faces hanging from it -- you will spot it. Now grapnel up to the nearby walkway for a mini-CS with Alfred that has you conclude that this chimney is the only way in!
Don't worry - you will not have to avoid the burning coke furnace at the bottom on your own, as when you grapnel up to the chimney you get a brief CS of yourself entering and then you get control back with you standing on a wire conveniently stretched across for you to perch upon. Go ahead and glide forward and then land and look to the right.
Gaining Access to the Steel Mill
This is your first "slide" area -- basically you just run towards the low-section and then hold RT to slide under it. Then you continue along the loop climbing the blockages until you get to the furnace, and which point you need to cool off the metal here -- so follow the instructions on screen, turn on Detective Mode to highlight the hatch, then grapnel it and pull it open to unleash its water.
Your next path is an on-screen prompt-assisted one -- just follow around, use the rail, jump to the other rail, and blow up the floor to drop down. As you move away from where you landed put Detective Mode back on and look to the left, and you will see another round hatch cover -- grapnel that to reveal a Riddler Trophy -- then grapnel the Trophy to obtain it.
--== The Loading Bay ==--
After you get the trophy crouch to enter the Loading Bay area and use your Batarang to turn off the steam and move under the next area -- above you is a pair of thugs having a conversation so pause and listen to that. Turning Detective Mode on allows you to see the crowd whose conversation you can hear!
Follow the narrow passage here until you encounter Harely Quinn's voice again -- and unlock the Achievement "Chimney Sweep" (10 GS) for getting through here undetected.
Continue following the passage and it dips down and goes under the floor that the crowd was on above finally stopping at a set of live steam pipes -- ahead is a set of three valves that you need to use to turn off the steam -- but there is a trick to this... Aiming and throwing is not going to work, you have to do rapid throws (tapping L1) to get them fast enough.
Shutting Down the Steam
The point to this was not so you could get past the pipes near the valves, but rather to enter the tunnel back behind you -- follow the bright orange pipe that goes along the back wall through a narrow tunnel that was blocked by steam until you turned off the valves -- this leads to a wide section of grating with a bunch of the thugs standing near it. If you have not figured it out, this is where you pop up and kick some thug butt!
Start the show by doing a Takedown from below -- then get ready to rumble! Seriously... Kick their butts. Now.
Hey good job! The end of the fight marks a short exchange with Harley and a call to Alfred, followed by a quick map of the Steel Mill to consult. You have a new objective -- save the doctor -- so let's do that now!
Head towards the door marked "Death Ride" and enter -- inside this short hall you will be prompted to look at and then scan a pair of Trophies. Do that and they are then added to the map so that you can come back later and get them -- and from here on out IF you are collecting Trophies on this play-through you should scan ANY Trophies you are not able to get immediately for lack of the right tools so that you have a map marker for them for later. Once you have scanned both of them look at the map and you will see that they are now marked there -- good on ya! You do not have the right tool to get them, so knowing they are there for later is a good thing.
The next area through the door is the Assembly Line -- pause to listen to the conversation here, and then look back towards the door you just entered through and, on the right side, you will notice an odd statue... This is actually one of the collection items for the game (if you played the previous game you will recall the dancing teeth? This is pretty much the same thing but not dancing teeth). Do not worry about this or the other types for now because you don't have the gadget you need to destroy them...
When you approach the door Batman remarks that it is too well-covered and he needs to find an alternate route -- turn on Detective Vision and you will see a switch in the back corner on a conveyer belt that you can press to open a door and then duck and enter. Grapnel up and you can see perches inside to occupy -- IF they see you here, use a smoke pellet then get to a perch above quickly.
Getting Through the Assembly Line
Move to the perch on the far wall behind them, drop down silently and get behind the guy who is on his own and do a silent-takedown on him, then do a silent-double-takedown on the remaining pair, following with a Left-Stick Double-A tap to jump through the nearby window!
In this area you can grapnel up to the very top to find one of Catwoman's Trophies -- remember, YOU cannot take HERS, but she can take yours... So mark this on the map for now and then turn on Detective Mode and voila! There is in fact a Trophy for you to grab here! Demo the wall and pick up the Trophy and then drop back down to go through the doors into the Smelting Chamber area.
--== Smelting Chamber ==--
To the left of the doors to the Smelting Chamber is another of the Harley Dolls - you can walk over to it and press 'A' to hear different recorded messages if you like... When you are fully amused, head through the doors and pause to hear a nasty conversation, and then crouch. Batninja to the two armed thugs ahead and do a silent-double-takedown on them -- if you do it right none of the others will notice.
Now make your way through the room you just passed and out the other door, corner crouch by the top of the stairs and -- when it is safe to do so -- sneak down to the level below and drop under the grate there!
There is a patrolling thug who will walk right up to the end here so you can take him down from below, popping up. This will draw the attention of another thug, so just pop back down and wait for him to come and investigate and rinse-and-repeat on him! Go up to a perch to take the last outside thug down and then drop down to the catwalk and ninja to the grate near the room with the thug who has the doctor...
I was not able to get into the duct without getting seen -- but you might -- either way take out the last thug, then rescue the doctor to get a CS in which you learn about the Joker's "illness" -- yeah we know what Titan is, and this is bad news...
After the CS ends we get a new gadget for our efforts -- a Remote Electrical Charge -- which should prove useful! I say that because among other things, this will allow us to power up the different motors that we have been encountering in the other areas and thus will give access to Trophies and other areas, and it is the device we needed to start blowing up the Harley Dolls -- and how cool is that? Very cool!
So why not test it out on the one we just talked to Harley through? Yeah!
Rescuing the Doc
With that mischief managed there are a few other things to do here -- if you are collecting Trophies head through the duct we entered here by and grapnel up to the ledge above to pick up the Trophy here. Now when you exit the office the game will snap your attention to the inert motor across the room -- you use the REC on it to proceed -- but not just yet mind you. No, first look to the right and you will see another round hatch on the wall while in Detective Mode. That's right -- another Trophy is concealed there!
Use the Grapnel and then use it again to get the Trophy, and then head back to the office and through the double doors there to Cooling Tunnel D -- inside is a metal cart and against the back wall a motor -- use the REC on the motor to pull the metal cart to it then look under where it was to get another Trophy! On the wall here is another Harley Doll -- destroy that and then drop down to the ground in the main room -- across from the demo wall and a grate that leads back to the previous grate area is another Harley Doll -- so destroy that!
Ignore the grate and demo wall as you have already covered the area that they lead to... Now it is time to use the REC on the motor and exit this area. Inside is another motor and behind its grate, a set of doors -- use those and then Grapnel up the level above and go through the duct to end up behind the thugs who wielded the other door closed -- take them out now!
After you take out the thugs go through the door and use the REC on the motor to draw the bumper cars to it, and then pull open the vent here, going inside to gain access to another Trophy -- you notice that these things are unlocking maps right? Yeah, they are!
Now backtrack to the bumper car room and enter the office on the opposite corner from where we entered, destroy the Harley Doll here, and then exit through the door beside it, then head through and out the next door for a brief CS with Harley!
There is another Harley Doll in the corner on the other side of this room so go destroy that, and then use the REC on the motor here two or three times so that it swings the hook into the office wall smashing the facade and door open.
Our First Mini-Boss Battle with Mr. Hammer
When you Grapnel up to it you end up getting knocked back by one of Harley's freaks -- Mr. Hammer -- and you suddenly find yourself in a mini-boss fight! You are shown how to use the REC to stun in combat -- LT 'B' -- and then the battle is on. Your best strategy here is to take out the regular thugs first so you only have to deal with Mr. Hammer on his own!
If you have any trouble with this battle just watch the video and do what I did -- it really is not a difficult fight at all! Completing it also unlocks the Achievement "One-Armed Bandit" (10GS) for defeating Mr. Hammer!
Now head up to the office above again and go inside for a CS with Harley and then... Well... You fell for one of the oldest tricks in the book...
Batman has been temporarily incapped by Harley and the Joker, and now you are playing as Catwoman and your first goal is to get to her stash to grab some equipment and then seek out Poison Ivy! You can either go directly to the stash or take out some of the thugs for extra XP -- I went the extra XP route myself...
When you arrive at her apartment you get a little cage-fighting action and then you walk to the cat prowling by the wall to get the option to enter her flat. Inside you grab her kit -- Caltrops and Bolas -- and then you hop up to the top of the cage again. You can hear the other group of thugs below you -- drop down and take them out and then look around -- see that grate door above? You know now that those are specifically for Catwoman -- so go ahead up and grab the Catwoman Trophy that is concealed here!
Discovering some of Catwoman's Mad Skills
As you approach Ivy's Lair be aware that the trio of guards across from the entrance are packing heat! You will need to quickly take them down -- best starting with a silent take-down so you only have two gun-wielding thugs to deal with. Once they are down go towards the entrance and swing under when prompted -- as you move to the grate door ahead you will note a Catwoman Trophy here to grab too! Grab that and then go inside.
--== Poison Ivy's Lair ==--
You get an initial CS with Ivy -- it seems she is not happy with you -- you now face a trio of battles with Ivy's henchmen. After beating each group you jump up to the next level, and after you finally take out the third group you get a CS with Ivy and this part ends.
We start with a lengthy CS in which the Joker explains part of his plan and then, having infected you with his blood, kicks you out the window! He's not done though -- he rings you up on a cell phone that he has given you -- after the call you pull the SIM and slot it into your Decryption Unit.
After a brief chat with Alfred you now need to track down the location of Mr. Freeze -- so you configure your Bat-Cowl to detect cold levels and off we go!
Take out the armed thugs that are nearby and then take out the groups of unarmed thugs in the other side of the walls as you work your way towards the Ferris Wheel... Yes, there is a reason you are doing that!
--== Watcher in the Wings ==--
When you get to the Ferris Wheel go to the very top for another encounter with the Mysterious Watcher, and then scan the symbol that he leaves behind after asking you "Are you the one that the prophecy spoke of?" Well, are you??
Our Second Watcher Encounter
After you drop down if you proceed ahead past the really tall tower you should flag a second SOS side-mission -- whether you do that now or wait is your call. I am saving them up to do them in a single run so that they can all have a common section to make it easier for the guide so if you decide to do them piecemeal you can simply check that section of the guide for the details if you need them!
As this has become a target-rich environment and you can use all the extra XP you can get, I recommend taking out all of the thugs you encounter and clearing the sections you can reach before you continue with the story line -- but you do not have to...
Following the temperature indicator reveals that the old GCPD Building is the location we are seeking -- but there are four armed thugs outside trying to get in, so we have to take them out first -- and carefully...
Use the REC to raise the security gate and then run and slide under it -- before you try to enter the building note the demo wall here -- blow that and collect the Trophy on the other side! Now approach the door and take the encryption card for Penguin's radio from the body leaning against it before you enter through the door and discover that the Penguin's thugs have the building locked down. You need to find an alternate route into the deeper parts of the building.
Getting Into the GCPD Building
In the hall you can look up and spot a grapnel point -- go up there and then work your way across the grating to the duct and rip it open, heading inside and through to a point where you can safely move to the perches above, and start taking the thugs out one at a time!
You can use the electric motor as a diversion and to attract the thugs to that side of the area -- once you take out the first thug though, you realize that Penguin is using heartbeat monitors on the guards, so he knows when you take them out...
After you eliminate all but one the last one will surrender -- you need to interrogate him to learn that Freeze is in the Museum!
When you try to leave Penguin springs a trap -- you contact Alfred who restates the obvious and then you download the Unlock Codes for the municipal buildings in the city to your sequencer. Now it is just a matter of using Detective Mode to track down the interface controls -- basically going through the grate on the floor -- and then hacking them.
-- Hacking the Code --
This is a lot easier than it looks -- basically all that you need to do is hold LT to use and RT to trigger the device after selecting it, and then slowly turn both the Left and Right Joysticks in circles until you start getting codes -- you will know when that happens. Once you get the sweet spot on one of the JS, leave it there and find the sweet spot on the other and voila! Code cracked.
After you crack the code head back through the duct on the floor out the other side again and exit the building. Outside you hear the radio traffic -- and the booms -- as the Penguins men destroy the bridges -- which is not a big deal for us anyway.
Something you should be aware of here is that a lot of the outside groups have reset again, which means there is XP to be scooped up with them in battle -- and considering that there are three new Gadgets we want very badly to get -- getting the XP and leveling up is an idea whose time has come! The Gadgets are (1) The Sonic Batarang, (2) The Cryptographic Range Amplifier, and (3) The Cryptographic Power Amplifier. Even if you do not want to spend the time to get all three, the new Batarang and at least the Range Amplifier would be very useful...
Now we need to head towards the Museum!
As you leave you will learn that the medical teams at the Church have gone missing -- so as soon as you are done picking up XP go ahead and go to the Church as a side-trip on the way to the Museum.
At the Church you will find a video message from The Riddler for the Side-Mission Enigma Conundrum -- head down to the Side-Mission Section (P21F) and run through this now. We will wait for you, no worries!
Back? Good! Well that was an adventure, wasn't it? Now lets move on!
When you pass by the Courthouse -- now that you can actually solve riddles -- go down the street to the campaign headquarters and scan the pair of signs out front to solve the riddle: "DA campaign special. Get two votes for the price of one." Now head to the roof of the Courthouse and walk out on the pole in the front, target the big ? and scan it to solve the riddle "This question can only be answered from an unusual perspective. Can you get yourself there?" Good on ya mates! That is more XP we badly need!
--== The Museum ==--
When you arrive at the previously inaccessible Museum you now have the code to pick the box and raise the security gates, so do that and, when you head in you immediately encounter some of the Penguin's goons! After you put them down, you will notice that the way ahead is blocked and you need to track the wire back to the box and hack it.
Taking out the First Jammer
Jump through the window here and there is the box! Ah, but when you try to hack it, Penguin stops you and you realize that he is using military-grade communication disruptors. You need to track down and destroy those first - so exit the Museum and begin searching.
Head up on the roof and track the conversation to the tower -- take out its guards and then take out the tower by destroying its three terminals. The next one is protected by four armed thugs so it will be much trickier! Just take your time, take them out, and destroy its three terminals.
Taking the second jammer out causes Penguin to order his men to deploy their last one immediately -- and it is conveniently located in the Subway Station below ground -- which is inconveniently protected by armed thugs! Work your way over to that and either take them out or lure them away from the entrance and then head inside.
As you head down the second set of stairs you will see a grate on the wall -- pull it open and go inside to pick up a Riddler Trophy now, and then work your way along the main passageway to the left inside and you will find another grate that leads to a long grate tunnel -- on the left of which is another Trophy to grab -- so do that now!
Gaining Access to the Subway
Continue along, climbing over the car and following the path until you reach a low pipe you need to slide under. At the end of this section is a wall you can break through by jumping at it, and the path continues to the left -- but you want to go right and drop down between cars to pick up another Trophy here.
Follow the car tops crossing the gap ahead and you will see a trio of regular thuAgs guarding the canister of Titan that is hidden here -- destroy that to advance the Fragile Alliance Side-Mission. After you destroy it continue along the path and use the REC to open the gate ahead and slide under, then pull off the duct grate straight ahead and enter the duct.
We have something of a dilemma with this group of armed thugs -- one of them is a Green Thug -- so we want to save him for last. This is a situation in which stealth is key as well as patience. The easy approach is to sneak all the way behind the jammer and silently take out the pair of thugs guarding it. Use the grates behind it to hide as needed -- watch the video -- and then when you have them all but the Green one down, interrogate him!
Taking out the Last Jammer
Right then, now it is time to destroy the last jammer, unlocking the Achievement "Communications Breakdown" (10 GS). Don't worry about the other Riddler collectable items here -- we can come back to do that later -- go ahead and depart via the way we came and head to the Museum now...
A new team of thugs is outside to bar our entry -- so first thing we need to do is take them all down -- and then we get a new voice mail from The Joker! Why not listen to that now? Right, with that managed, head inside and hack the box.
Ahead down the stairs are three thugs -- one of whom is wearing body armor. The trick to dealing with the body armor is a special move hitting 'B' followed by a bunch of 'X' buttons over and over. You will know when you got it right because you will do a rapid fire attack on him. You will find it easier to manage him by taking out the two regular thugs first.
Dealing with Body Armor Thugs
Now talk to GPCD Officer Jones -- Elvis Jones. Once he gives the right code you know that he is OK. We now learn more of the backstory that we did not know before. Not a lot more but enough to make this interesting, and we get a new objective: rescue the rest of the GCPD Team!
Before you continue on check out the displays -- there is a Push 'A' interaction for each -- and learn that Penguin and Joker are not exactly partners...
Go through the door and, when the hall T's head left along the shorter leg and use the REC to open the gate here and snag a Trophy. Now head back and along the longer section to the arena and a long CS with The Penguin that ends with him releasing a large group of thugs to kill you. You have other ideas, of course, and easily manage to put the beat-down on them -- which causes The Penguin to release a Titan-infected thug from the ceiling.
Now, if you played the previous game, you already know how to deal with a Titan -- but if you did not, then you need some guidance. Basically you are going to want to mount and ride it on its shoulders, but to do that you will need to complete a set combination of combat moves. This begins with a double-tap of 'B' and then a quick series of 'X' attacks, which will culminate in you ending up on its shoulders.
At this point you must take out some of the regular thugs using the Titan Charge and Titan Shock attacks, as well as your feet and fists whenever you are not riding the Titan. It is in your best interest to do away with as many as you can because eventually the Titan will throw you off, and that will leave you having to deal with them AND it when it charges you, or throws one of their bodies at you!
Do the best that you can in thinning out the crowd until they are eliminated, and then repeat the attacks on the Titan until you get to do the finishing move and put it down as well! Good on ya mates! Well done!
You contact Alfred to let him know about these events and Oracle (Barbara Gordon -- the Chief's daughter -- who should be familiar from the last game) puts in an appearance on the radio as well as having her character Bio unlock.
Mastering Remote Switchery!
Now that we have managed this mischief, we need to use the Remote Batarang to click the switch on the other side of the barricades -- I did it on the left one -- and then once inside at the end of the left-hand side there is a lift you can use the REC on to gain access to a demo wall, behind which is a Trophy for you to collect!
Now step outside and lower the lift, get inside and raise it, and demo the ceiling to gain access to the area above, where there is a round hatch to Grapnel and pull open, which gets you another Trophy -- and getting Trophies is one of the things you need to do to advance the Riddler Hostage Side-Mission, so it would be an idea...
Down this hall is the door to the next area -- but we do not want to use that just yet, instead turn right at the door and head down the other set of stairs -- at the bottom is a Penguin Statue -- Batarang it!
There are some Penguins and Trophies in the previous areas -- if you did not get them before and you want to now, well, now is a good time! Go ahead, we will wait for you.
Back? Excellent -- now head through the door above to the next area: The Torture Chamber!
At the end of the hall is a wall of ice -- when you blow it Penguin freezes you using one of the Dr's weapons, and then kills a cop with it... The CS ends with a challenge from Penguin and then we need to free some cops!
As the ice is unstable you need to move slowly to the cop and rescue him -- talk to him to learn what has happened. As you work your way across the thicker ice a shark jumps out at you! Yeah, it scared you, admit it! It did too! Riiigghhhtt...
On the far side is the Iceberg Lounge, where in theory the Penguin is waiting for us, but if you check the map there are other officers that we need to save first. The trick to this is you need to not step on the same ice twice -- if you do you go into the water and the shark eats you!
You see the raft suspended above the water? Batarang it to drop it then Grapnel it to you and get on, then use your Grapnel on the different points around the room to move around -- easey peasy lemon squeezy!
Rescuing the Frozen Cops
After you save the two who are in this room, head up the ladder and into the next area -- The Armory -- and head along the right side of the room and blow the demo wall, grabbing the Trophy here before the thugs come running. Head up to the perch-points and then take them all out one at a time until two are left -- the Green and a regular -- the regular thug takes one of the cops hostage on the bridge. Wait until his back is to you, glide down and do a silent takedown on him, then interrogate the Green!
There are a couple of Trophies here but you cannot take them -- one is a Catwoman, and one is placed so that only she can grab it -- so do not worry about that for now. Head back to the main room as we have another minor task to complete!
As you head back to the ice room you will spot a security gate ahead with a motor -- open that and slide under to find a spinning ? and a Trophy -- Batarang it when it is lit -- just pick on switch and keep trying until your timing is right, then pick up the Trophy! Good on ya!
Now continue to the ice room and, back on the ice, pull yourself south and exit that door -- as that is the way we need to go to get the Titan container that is in the Museum! Remember when walking on the ice move slloowwwllyy while crouched.
Once you reach the south side of the ice room, RB up and follow the hall to where you see three unarmed thugs -- before you go to beat them down, hack the box to turn off the infra-red trip ahead, then take them on. Once they are defeated -- the thug in the middle is wearing armor so you need to use the 'B' plus multiple 'X' attack to take him down -- head through the door and you will note that the Titan seems to be blocked off... But there is a demo wall here.
As you try to blow it a group of thugs and a super-thug break through. Point of order: one of the thugs is a Green so do not incap him -- take the other normal thugs out, then use the standard 'B' plus rapid 'X' to take out the Super Thug, and finally interrogate the Green. Now head through the open wall and hack the terminal to release Mr. Freeze!
Finding Mr. Freeze
After the CS with him in which he sort of fills you in, admitting that telling you everything would be dumb -- but your mention of his wife and taking the fuel for his chiller does the trick! He spills a little more, and you vow to get him his suit back -- and with that managed, all that is left is for you to complete some minor chores.
In the back room destroy the Titan, then look on the wall for the red and white poster and scan that to solve the riddle "Brothers in arms. Brothers at war. Who's right? Who's left?" and there you go! Now backtrack to the ice room.
Right -- before we actually head to the Lounge we need to return to the Armory and get the override code from the suit there -- and with the ice now mostly melted that is a lot easier! So go do that, and when you approach the suit you get a CS and order the cops to take the suit to Freeze. You interface the control override code to your system and now it is finally time to go say hello to The Penguin and his Little Friend!
As you approach the entrance your raft will be attacked by the shark -- just do rapid 'X' attacks to get rid of it, then RB up and head in to face him, and disable his uber-weapon! Walk out onto the bridge -- you may take a few hits -- and use the override, then punch him! Yeah, that felt good...
But wait -- he is not as beat as he looked! As the CS plays out you see that you have a battle ahead of you -- Solomon Grundy!
--== Solomon Grundy Boss Battle ==--
This one is likely to give you a hard go if you do not understand what is happening and what you are supposed to be doing -- but let's start with what is happening first... Grundy is being recharged by Penguin using the vents in the floor here -- they charge him up, restoring his health.
Grundy has three basic attacks -- swinging the balls and chain in a circle, attacking with one of the other, and a close-in attack. Basically you need to avoid all of these.
Now the first stage of this battle is dealt with by using the Quick-Gel attack on the vents, disabling them and stunning Grundy in the process! Once you take the last one out and he is weak and kneeling go pound on him! There ya go! Good on ya!
Ah but Penguin is not finished with you or Grundy it seems -- and he re-enables the vents remotely!
Solomon Grundy Battle
Now you need to take the vents out again -- but this time their armor covers cycle open and closed, so basically you need to place the charge and then detonate when the cover is open -- all a matter of timing that you will master quickly!
Attack him again, and you will unlock the Achievement "Wrecking Ball" (25 GS) for your troubles! Penguin is getting angrier than he was if you can imagine that -- and as you move to Grundy to finish him off you get grabbed by him! There is still more fight left it seems -- and somehow he manages to reactivate the vents and it is Katy Bar the Door one more freaking time!
Right, I agree, that third time was sort of overkill, but hey, what are you going to do? Blow up the vents, that is what! With the vents destroyed again, head over to Grundy and give him the killing blow, ripping his heart out -- at which point Penguin -- remember Penguin? -- attacks with a rocket launcher! Yeah, we need to fry this bird!
Your basic strategy here is simple -- he fires in 3 and 4 shot bursts that you need to dodge then he reloads -- when he is doing that get as close as you can and rinse and repeat until you get right on top of him -- and beat the crap out of him!
With Penguin down you get a CS in which Penguin gets a little attitude adjustment from Freeze -- and then we get treated to the backstory for our next objective!
During the CS with Dr. Freeze we reveal that we have seen the formula before -- and that revelation is a calculated to cause the Assassin in the cage to react -- and she does! Now we have a blood trail that we can follow right to Ra's al Ghul!
Using Detective Mode you can follow the trail up the stairs and out the door. When you get outside hold down 'A' to request an equipment drop from Alfred so that the Line Launcher is on the way....
Following the blood trail is very easy in Detective Mode -- so really all that you need to do is follow the trail, stopping whenever you encounter a group of thugs with a Greenie in them, since you want to be collecting all of the data you can from them as well!
A Special Delivery
Eventually you will reach a rooftop where the blood trail is getting thin -- and that triggers a scanning event where you need to examine a bloody bandage dropped by the assassin which turns into a very brief CS that culminates in you being attacked by the assassin! You tell yourself that you need to plant a tracker on them if you are going to succeed in following them, which then prompts a chase from rooftop to rooftop (holding down 'A' the entire time to run and auto-climb) until you catch up and get close enough to plant the tracker.
The assassin is joined by confederates and has you by the throat with her sword when who should show up but the Boy Wonder himself! Robin! No worries though - he is just here to deliver the Line Launcher Gadget that Alfred promised you. This is an especially useful Gadget as it allows you to zipline horizontally -- if you played the previous game you know why this is a valuable tool, but if not you will soon learn why it is important...
You give him your blood sample to have analyzed and order the Boy Wonder back to Gotham proper, though clearly he would rather hang with you!
Eventually the trail will take you below ground -- but to get there you will need to take out some groups of armed thugs in the process so you will need to be careful. And good! Once you actually go underground and begin tracking the target through this area you will finally encounter the chattering teeth that were so familiar in the previous game -- just use your Batarang on any teeth you encounter along the way and eventually you will get them all!
Before we jump back into the story there are some historical and anecdotal factoids I thought it would be cool to cover with you, mostly because you will probably find this all amusing and maybe even interesting, but also because it actually applies to the game.
First, that large culvert we just dropped down to access the tunnel network below is not really a culvert or a hole, but rather it is one of several sleeved access shafts routinely used throughout the 1930's, 40's and 50's for lowering heavy equipment and supplies into the tunnel networks that were being expanded at the time, and, believe it or not, some of these large holes in the ground actually still exist in real life New York City!
In addition to serving as the access points for lowering supplies and repair gear used in maintaining the different inter-connected tunnel networks (including the subway networks that are featured in the game and that stretch in practically every direction below the streets of NYC) they also provide access to the local and borough-wide water duct networks, as well as the original underground water viaduct networks. Of course all of those are over a hundred years old -- in fact some of the tunnels are nearly 200-years-old -- while the most recent addition to the tunnels of New York, are the Gas, Power, and Telecommunications Tunnel System (GPTTS).
The interesting point to this is that many of these tunnels are filled with surprises of a sort the average person might find difficult to believe -- while in the game the surprises are both fitting and... Well... Surprising! There was a story not too long ago about a homeowner who had purchased an old brownstone building in Manhattan and, during renovations, discovered the entrance to an intact wine cellar that evidently belonged to the mansion that originally occupied that city block back in the 1800's. There were even bottles of wine still in the racks, but evidently they were no longer viable. And then there are the spaces below ground that were adapted to new purposes, like the fallout shelter in a midtown building that turned out to have originally been part of another private pneumatic underground railroad that connected some robber barons office building to his home two blocks away.
Greetings Killer Croc!
While the above represents real examples of underground spaces, there are also the stories that everyone has heard -- like the popular Urban Legends of The Mole People, or the secret Nazi base constructed in a long-abandoned and forgotten railroad tunnel, or the network of smuggling routes that was constructed during Prohibition by bootleggers who were thus able to move their illegal libations in large quantities beneath the streets of New York City without being detected by the viscous gangs of ax-wielding Prohibition Agents... These are all, for the most part, pure fantasy! Note that I said "for the most part" there...
An easy search via Google will reveal that there actually is a pretty large number of previously forgotten and long-abandoned tunnels and spaces (often called "Voids") below the streets of Manhattan and New York City. Some of these are impressive -- like the old City Hall Subway Station that was pretty much sealed up intact, and still sports its luxurious tiled walls and vaulted ceilings, with artwork from the 1920's still decorating both surfaces. There was a news report about one small station that was part of a private "subscription" rail line that included a ten-stool marble bar that presumably was once manned by a bartender!
In the underground world of Arkham City in addition to waterfalls, flooded tunnel entrances, and a hidden cell in which a certain prisoner was locked away, there can also be found an easy-to-miss home for one of the more dangerous enemies form Arkham Asylum -- I speak of none other than Killer Croc of course! What the video embedded above to see the easy-to-miss interaction that you can have with that pragmatic SOB!
Strategically if you actually want to be able to exit the tunnels at this end -- after you enter and the gate that you initially opened by hitting the switch now inaccessible due to the gate automatically closing behind you -- you need to seek out the encounter with Killer Croc since that is what causes the gate to become permanently open at this end anyway. I am just saying....
-- A Little Gotham Bat-History For You --
You already know that the imaginary metropolis that is Gotham City actually represents the real world city of New York -- but did you know that the different artists who have worked on the Batman series since the 1940's have -- in addition to using the basic structure of New York City for Gotham and its environs -- routinely borrowed elements from the architecture and layouts of the cities of Detroit, Pittsburgh, Chicago, and London?
While artist Frank Miller joined the army of artists and writers who have helped to make Batman what he is today relatively late (the series was already nearly 40 years old when he started at DC), he is credited with being responsible for much of the iconic expansion and locations in Gotham that featured in the stories -- in fact he is said to have added more unique locations to the canon than any other artist who worked on the series!
Miller is the artist who is often quoted (and misquoted) for his observation that "Gotham City is really New York City during the night time." That is an important distinction -- which you would understand very well if you ever spend time in the City during the two period; night and day are very different places within the City that Never Sleeps...
New York City was originally established as Bruce Wayne's home city (and naturally the Batman's place of residence) during his appearances in Detective Comics as well as the first three regular Batman issues (Spring and Summer 1940) and in fact it was not until Batman #4 (Winter 1940) that writer Bill Finger made the decision to remove Wayne/Batman from the real city of New York to the dark and dangerous streets of the fictional Gotham, largely because the team that created the stories did not want readers in any city to identify specifically with it, the original idea being that this way it could be relevant to everywhere...
"When we first made the decision to recast the location we considered a bunch of different names," Finger explains. "We played with 'Civic City' at first; 'Coast City' was knocked around, but none of those hit on the basic identity that we were looking for.
"One evening in the middle of one this I picked up the New York City phone book and spotted a listing for the name 'Gotham Jewelers' and it clicked. I said, 'That's it! Gotham City! And that was it."
Finger admits that the choice of Gotham did sort of defeat the whole purpose of making Batman's home city more anonymous in the first place, since the nickname had a well-known association for New York City dating to well before Batman's 1939 introduction in Detective Comics, which explains why there are many other businesses in New York City to this day that used the word "Gotham" as part of their names.
The nickname was originally popularized in the early part of the nineteenth century, and was first applied to New York City in November of 1807 in an article written by the celebrated fiction author and political pundit Washington Irving (perhaps best known for his stories The Legend of Sleepy Hollow, and Rip Van Winkle), in a story that lampooned New York City's distinct culture and politics.
According to Irving he took the name from the real-world village of Gotham, which is a village in Nottinghamshire, England, and a place that according to folklore was largely known for the unique social group inhabiting the community -- who were widely considered to be idiots, fools, and simpletons. Since that was a well-known and convenient shorthand jab at the time it makes sense, but as that backstory is no longer part of popular culture today, it loses a lot in translation...
But hey there! Now you know both the real-world groins of the word Gotham and how it came to be applied to New York City -- which is likely a lot more than most of your mates know, so you can dazzle them with your knowledge!
-- Back on the Story Trail - In More Ways than One! --
After you battle a group of two regular and one armored thugs you will come to a point in the sewers where in order to proceed you will need to use the Line Launcher to bridge a large gap -- halfway across you need to then Line Launch to the left along a branching sewer line! To do this you need to release the left trigger in order to reset the firing trigger, then target the side-tunnel as you pass it and fire the Line Launcher down it to proceed. It may be a little tricky the first time but you will get the hang of it! Good on ya!
After the first gap where you change tunnels using the Line Launcher (see video) basically you want to go ahead and zip to the other side without changing tunnels on this as there is a Trophy there -- once you have that, note and scan the Catwoman Trophy overhead where the points branch, and then Zip across and change to the intersecting tunnel now. If you go to the wrong end (the end without the gate you need to slide under) just target the far end and zip there next.
Run and slide under the gate ahead and you will hear a conversation of a group of thugs that are below and to the right at the next intersection -- as the ominous music begins to play, kill the Joker Teeth here and make your way along the tunnel you will see the demo-floor but you do not blow this one, you simply stand on it and hit 'Y' to break-through and do a takedown at the same time!
Line Launcher 101
There is a Greenie here so do NOT incap him -- take out the other thugs as usual, and then interrogate him to gain some valuable intel. When you are finished, hack the control box here to open the security gates and hey! You are back in the Subway by the last Jammer! How about that?
Checking your tracker shows that the target is to the right as we re-enter the Station -- there is a door on the right wall that will glow orange in Detective Mode -- head to that and go through, and immediately to your right is a gate with a motor on it -- use the REC to raise the gate, slide under and grab the Trophy that is here now.
Slide back under and continue along the path to the gap ahead on the right, and zipline across, then RB up to the broken floor above and kill the Joker Teeth here before going through the door and entering the Collapsed Street.
As you enter you get a CS in which you are getting weaker and Oracle is worried. If you check the map you will see that in addition to this being close to the area where you will finally run the assassin down, it is also where the next Titan Container is and your next armored thug battle! But first thing first -- carefully make your way to the next confrontation by ziplining across the gap ahead and then changing course (with the zipline) into the area with the thugs. Now kick their asses!
Once you thin out or simply defeat all of the regular thugs, use the 'B' plus rapid 'X' attack on the armored thug to take him down and then get a brief CS of you talking to Oracle. With that managed head through the door and into the area with the Titan Container and a bunch of thugs!
One of the thugs has a signal jammer on him -- you need to ID which and take them out straight away -- using whatever tactic you prefer. Dropping smoke near them and then glide-attacking works, or just a straight glide attack and takedown followed by Grappling away so that the armed thug does not do too much damage to you in retaliation!
Clearing the Jammer and his Mates
Either way, once you have the jammer removed you can then start taking them down one at a time using the perches and standard tactics. Once you take a few down one of the armed thugs takes the doctor hostage -- and you need to take him down without being seen! Once you manage that, continue to thin out the ranks until all that is left is the Greenie, and then interrogate him!
Now rescue Fiona Wilson (the Intern) by approaching her and hitting 'A' -- you then get a CS in which you talk to her to learn where she came from, and then you talk to Oracle relaying the information that you have recently obtained.
Our next move is to go ahead and destroy that Titan Canister (the 6th and final one) which transitions that side-mission to its next stage so when we get out of here we will want to chat up Bane again... If you take a look around here you will spot the Trophy we cannot get just yet.
Dropping down to the bottom of this area there is a Trophy behind the demo-walls here -- or you can drop down through the grates in the floor if you do not want to demo the walls. Grab that Trophy now just so it is off our list, and note that doing so unlocks the final area on the Master Riddles List -- Wonder City -- and good on ya mates!
For now you can ignore most of the collectable items here -- but do use the Grapnel on the Demon Seals here -- one is on the lift where you rescued the Intern, and one is on the wall above the Angel. Once you have those, use the door in the bottom level to continue our pursuit of the assassin...
As you enter this new area you get another disturbing CS as you are further weakened by the poison that is flowing through your blood. After the CS ends use the REC to open the doors ahead -- note the bloke with the sword sticking out of his back that stumbles towards you? Yeah, ninjas are here somewhere, so go easy...
As you enter the next room you get attacked by a trio of ninjas -- try to counter them if you can as those swords can hurt! Once you take them out, you will need to demo the panel that is concealing the next motor, then use the REC on it and stop through the open door to unlock the Achievement 'Lost and Found' (10 GS) for uncovering the secret of Arkham City.
Continue following the trail until you get the CS before the sealed door, and you take a closer look at the robot guardians -- from which you obtain a new objective to scan and analyze the robots. Start looking for them now -- there were some of those robots in the previous area, so let's backtrack and scan them now!
Opening the Doors
Using Detective Mode they are easy enough to spot, but bear in mind that every two or three you scan will spawn a new ninja attack -- so be ready to defend yourself! Near the one leaning against the metal wall on the lower level you will notice that you can slide under that section -- and inside is a Trophy so you may as well grab it now assuming you are doing them, and tick it off of your list!
To get to the last bot you will need to zipline across the gap, and once you complete the memory scans you get the surveillance footage showing how the assassin got into the next area! Easy Peasey Lemon Squeezy! Head to the door and activate the secret panel only to see that you need a sword to turn the lock -- but hey, fortune favors the bold! Along comes a ninja assassin who attacks you -- simply counter to unlock the secret door!
Ahead is a Trophy that us guarded by a mine -- ignore that for now and follow the tunnel to the ladder, climbing up to get an amazing CS in which you see your mom and dad! You appear to be getting close to death here Batman... Oracle tells you that you are very close to getting dead -- she asks for orders, but you do not give them...
At this point your only option is to stagger forward into the Chamber of the Demon...
As you stumble into the Chamber you get another CS in which you talk to Talia -- and she knows who you are! Yeah, I forgot about that... You ask about her father, and she spins a yarn that involves you and her and whoa! She does not like the look of your face!
You need to see her father -- but the problem with that is that the only people who can do that are those who have passed the tests and entered the roles as a member of his organization. That means YOU must pass the tests then, right? Right! But here is a small problem...
A Reunion with Talia
This part of the game is perhaps among the most frustrating for players -- I have certainly heard some harsh words about it -- large for two reasons: the flying skill (well, gliding really but still) and the Boss Fight that comes next. Since the Boss Fight is a separate section we will table that for the moment, and talk about the gliding challenge you now face.
After you follow Talia down the stairs you are presented with a chalice that you must drink from -- this contains a psychoactive substance -- a mind-altering drug basically -- and the whole point to this is to see if you can keep your head together and function under its spell. It also appears to heal your body, which when you think about it is a good thing since we were just on the proverbial door of death, right?
So, drink from the chalice, listen to what Ra has to say, and then follow him to the edge of the plateau.
Now here is the thing about this -- once you start this phase of the test you must NOT touch ANY of the surfaces or objects in this area that are not blue plateaus. There will be no confusion on your part with respect to that, as the blue plateaus are very very obvious. While Ra leaves a trail for you to follow from point to point, you need to bear in mind that what this is really about is gliding and using dive-bomb to build speed and then the Left Stick to bank up and climb in order to get close enough to the next blue plateau to Grapnel it. This is actually easier than it sounds -- if you glide well and do not over-use dive-bomb that is.
In the conversations that I have had with other gamers about this section, it stands out as one of the least likes challenges in the game -- that may well be because dive-bomb is one of the least-used moves for most players, or perhaps that gliding is, for the most part, a passive activity in the game. Regardless of which it is, the facts are simple enough: you are going to learn how to use dive-bomb in this section and, whether you end up getting through on luck or skill, you still have it to do!
--== Easy Dive-Bombing ==--
To make this as easy on you as we can, here are two things to remember -- you are WAY better off using less dive-bomb than more when it comes down to it, since you can always do a small dive-bomb to add speed if you need to, while going too low can get you killed; and you should keep your mind on the point that you are not trying to land ON the plateaus -- you are just trying to get close enough to Grapnel them.
So to start, run off the edge of the plateau and hold 'A' to glide, then RT to begin a dive-bomb following Ra's trail as best you can -- release the dive at the lower end of the trail and then use Left Stick to bank up, and as soon as you can, Grapnel the next plateau. The first one should be relatively easy for you and give you an idea of what you are facing.
A Spot of Flying Lessons
The next section is trickier because it requires you to maneuver a bit in the air -- nothing extreme mind you, just a few banking turns. Once you have done that it is simply a matter of getting to the point where you can Grapnel the next plateau!
If you have problems with the second flight the trick to it is really simple -- ignore the middle part of Ra's trail, get a good dive-speed going on the first part and then a small dive-boost just before the brown plateau (which you do NOT want to touch) and then bank up and spam RB to Grapnel the next plateau. Watch the video to see what I mean...
At the next plateau you will battle a pair of sand-ninjas and then Ra will ask if you are indeed the one who will succeed him -- before he then flies off leaving another trail, but instead of raising a plateau he creates a fiery pit... If you are confused no worries -- we have to fly INTO that pit!
So take a flying leap (I have been waiting impatiently to be able to say that to you heh) and then dive-bomb to build up some speed, bank up and then nail that sucker! After you emerge from the fire you will see a brown plateau below -- you are actually supposed to land on this one so no worries there mates!
Ra is waiting -- makes a telling observation -- and then off he goes again, raising the next blue plateau and trail through a more complex flight path... You did not think this was over, did you??
You will need two VERY BRIEF dives to do this leg -- watch the video if you have trouble with it please...
At the plateau Ra reveals that the potion you drank only added a few hours to your life -- and that you now have to make "the ultimate decision" -- and then he flies off creating another trail! For this one you need to bank to the left after you build speed with a dive, and you need to be aware of the wall ahead -- you do not need to do multiple dives for this one (unlike the last one) just one good increase in speed and you can make it!
When you land on the next plateau -- I said LAND, not Grapnel -- you will face 4 or 5 sand-ninja and, once you defeat them, Ra warns you that after the next challenge you will be facing him in one-on-one combat, and that success will award you the gift of eternal life. Well that is good to know then, as we do not plan on failing!
Take a flying leap (yeah, I doubt I will get tired of telling you that) and dive for only the briefest of distance -- seriously you do not need much here -- and then bank to the edge of the next fire pit and dive into it full-speed! When you get to the middle the CS takes over and you find yourself standing in a room in the depths of the Wonder Tower once again!
Ra congratulates you and instructs you to find him and collect your reward -- thus ending this section of the guide! That really was not as bad as it seemed, right? Right!
This Boss Battle is probably the most difficult in the game -- it certainly is the one that causes the most frustration from what I have seen. After really examining this I have come to the conclusion that the battle causes the most grief for players who prefer to play with a button-mashing style rather than using specific moves and counters. In simple terms, that approach does not work very well here -- that is not to say you cannot get through this without being a skilled move-mechanic mind you, just that the latter has an easier time than the former.
The Ra's Boss Battle Intro
So to make this easier for you we need to break it down to its basic components:
(1) You are facing three basic enemy groups here: sand-ninjas, a Giant Sand Ra, and Ra himself. Each presents a different set of challenges, but it is largely Ra himself that is going to give you the most trouble as far as taking damage is concerned!
(2) Dodging and countering are NOT optional in this battle. At a very minimum you will need to do both in order to survive and succeed. The good news though is that you do not have to use the fancy moves -- simply double-tapping 'A' to dodge to the side will work just fine here, as will countering with simple 'Y' presses.
(3) Like all good Boss Battles, this one includes multiple stages -- so even though you manage to get through one, you still have to battle the intermediate stage that sits in between and then repeat the previous stage and strategy -- but like all good Boss Battles, it will not be exactly the same, as the enemy will move either faster or slower at different points, making luck as well as skill components in this process.
A word about Grief Code -- it may feel like that has been used here, but it has not. This is a straight-forward battle, they have not given the enemy an unfair advantage, and more to the point, you CAN win this mates! I know it!
The Ra's Boss Battle Part 1
--== The First Stage ==--
This is a basic mix-up -- Ra calls down some sand-ninjas to fight with him -- he is among them but you cannot tell which is him and which a ninja, so just beat them all down until you get to him, then do a rapid 'X' attack on him to incap him for this stage!
--== The Second Stage ==--
Here is where the third enemy shows up! Ra is in the center of a group of sand-ninjas (there are gaps) with a Giant Ra who has two basic attacks: Shuriken and groups of giant blue swords that sort of float towards you. The swords are not a problem as you can see them coming way before they can actually hurt you -- but the Shuriken can be. Your best defense here is to watch the Giant Ra -- when he pulls his arm back that is when you should dodge, as that signals a Shuriken attack.
While you are dodging these two attacks, you want to quick-fire the REC -- the command is on screen -- to hit Ra. You will know when you have succeeded since he will scream. Keep doing this, dodging and REC attacking -- until you finally damage him enough to collapse the illusion, at which point you will find yourself with his sword at his throat back in the room with Talia.
Talia urges you to kill her father, explaining that it is your destiny and only option -- but as you are the Batman, well, that is not going to happen! It takes a minute for Ra to be convinced that you really mean it, and then the next stage begins.
The Ra's Boss Battle Part 2
--== The Third Stage ==--
Back in the sand illusion, this time the battle starts with a variation -- the army of sand-ninjas and Ra appear overhead and begin a pounce attack -- simply spam Counter to defend, and then while you keep an eye out for the flash of the ream Ra's attack, begin taking down the sand-ninjas.
I have to admit that this was a difficult fight, but only because you are really hitting a lot of buttons and so your hand gets tired. In fact your hand and arm get a bit fatigued through this one, so it is an idea to maybe take a break by pausing after you complete the first part of this stage. Seriously!
After you clear the sand-ninjas and then do a rapid-fire attack on Ra, he flies away and resets the Giant Ra Ra sand-ninjas circle in the distance -- but this time the Giant Ra has a new attack -- a massive sword! You need to dodge this, you know? I was not expecting it so I got hit by it and it hurt! Try not to make that mistake, right?
As this stage progresses you will find that you are facing the same basic attacks -- the swords, the Shuriken, and the giant sword attacks -- but they are a lot more frequent and a bit harder to keep track of for dodging purposes. In fact I actually ended up diving into the swords attack once or maybe twice I don't remember! Still, that which does not kill us should not annoy us... Much.
As you dodge the attacks and quick-fire the REC eventually you will take Ra down again, at which point he will attack you -- and you will spam Counter to fend his attacks off before you do a rapid-fire attack to incap him and collapse the illusion again. Back in his Chamber, you are now supposed to kill him -- but of course you are not going to do that, so he takes his daughter hostage, and lays it out for you: kill him or the only woman you ever loved is dead!
Now would be a great time to pull out a gadget we have not used yet, wouldn't it? Yeah it would! And that gadget is none-other than the Reverse Batarang! Woot! OK, to use it you first target the umm, target... Using Left Trigger, and then lock it on using RB, and fire by releasing RB and voila! One more than normally incapped Ra's! Good on ya mates! You now only took him down and saved Talia, but you also unlocked the Achievement "Sandstorm" (25 GS) in the process!
As the final dialogue unfolds you take the blood sample that you came for, and then you get told off by Talia in the bargain, who is pretty darn angry at you! Oh, and Ra's of course... She stalks off, you warn Ra's to shut down the Lazarus Pool, and then you check in with a very worried Oracle and fill her in on what has happened.
On the way out note the pair of Deamon Seals on either side of the door you need to exit through -- use the Batclaw on those now, and then exit through the door. In the next area use Detective Vision to spot the manhole cover -- and ignore it for the moment, heading down the hall that splits to the right of it and using the REC to open the doors here, where you will find a Trophy to grab.
Head back to the manhole cover and backtrack out the way you came through to the Station, where you will find that the group of thugs with the jammer among them have re-spawned -- if you have not already grabbed it there is a Trophy to the right in a crawl space so you may want to grab it now!
Dealing with the new Shield Thugs
With the thugs managed head to the corner to the far right of where we re-entered the area and you will find a motor gate behind which there is a new enemy type -- Shield Thugs. Use the REC to raise the gate and slide under, then engage them using a new move -- 'B' Double 'A' -- which is a ground-launched aerial attack. It takes some practice to pull this off, but that's OK, we are eager to learn, right?
Actually it is a good thing that we did learn this new attack because when we get through the Subway Tunnels and into the next area there is a mixed group of armor and shield thugs as well as regular ones -- oh, and a Greenie! What I did was approach the armor thug via the grating and do a takedown move on him to get him out of the way straight away, then I selectively beat the tar out of the regular thugs, leaving just the Greenie and a pair of shield thugs. I took out the two shield thugs and then interrogated the Greenie for some nice intel!
Be sure that you destroy any Joker Teeth that you come across on the way out by the way. Doing so adds XP which is always a good thing.
Once that battle is completed, hack the terminal to open the doors to the stairs and head up. When you emerge into the upper area of the Station you will overhear an announcement from Strange: he has had the Mayor of Gotham City, Quincy Sharp, arrested and placed in Arkham City and you remark to Oracle that we will need to investigate this -- adding yet another objective to our growing list!
To the left in this area is a room with a Catwoman Trophy (your interrogation of the Greenie has marked this on your map). Head inside that room and you will spot a duct grate you can remove, and then enter the duct to find a room with a demo-floor. Blow the floor and drop down to grab the Trophy here now.
--== Enigma Machine ==--
When you pick up this Trophy -- assuming you have been following the guide -- this will trigger the next Enigma Machine Riddle: "The more there is, the less you see. What could I be?" The answer is, of course, Darkness -- and once you dial that in you see the next hostage location on the map. Well done!
Note: if you did not get this when you picked up the Trophy try to find another Trophy or a Greenie to interrogate (both work) and you should get it then.
While you are looking at the map note that there are also markers on it for a Murder Victim Crime Scene on the lower left side of the map, a green marker showing Quincy Sharp's location, and the marker for Bane's HQ. What we want to do is take care of some of the odds and ends that are hanging at the moment both to clear them up and to pick up extra XP to expand our Gadget collection -- actually that is something we need to discuss in a moment. Bear with me and we will, but first head back up to the Subway Station and make your way to the corner with the hackable console -- hack that to open the bars to the booth here and grab the Trophy inside.
After you exit the Subway Station -- and I suggest that the best way to do that is to approach the exit and RB out to the dome above so you avoid having to fight if there are any thugs near the entrance when you exit -- but that does not mean you should not take out some of the thugs, as after all this is a target-rich environment, so once you are strategically above them, go ahead and start taking them out, we will wait!
--== Back to Bane ==--
When you are finished taking out and interrogating thugs set the current mission to Bane's HQ and head there -- take out and interrogate the thugs that are guarding it, and then head inside. As you approach Bane an army of Strange's thugs appear and try to take Bane down! You help him to defend himself from them but after the fight ends and you tell Bane you have done your end, you learn that he has double-crossed you!
Resolving the Outstanding Bane Mission
Not only did he NOT destroy the Titan, he plans to use it for himself! But you crafty fella you! You suspected all along, didn't you? You must have because in the CS you trap him in a cage and lock it, and then you do as you promised and destroy the remaining Titan Canisters.
Also note that there is a Trophy on a desk inside the guard cage you cannot reach directly -- but you can use the Batclaw to grab it -- so do that now!
They are in an alcove off of the main room -- a gel charge on the center canister in each row will take them all out, so do that now and you unlock the Achievement "Broken Toys" (25 GS) as your reward! Well, that and you also unlock the Bane Figure and you should Level Up as well! Which is good since it takes us to the last thing we need to discuss in this section: Gadgets!
--== Gadgets You Should Have or Get ==--
I have not been discussing the choices you make for your upgrades, as it really is a personal issue and certainly flavors how the game will play out, but we are reaching a point now where you are actually going to want and need certain Gadgets, so before you spend the point you just unlocked, take a look at this list as it represents the Gadgets you will find very useful from here on out and so should have an eye towards obtaining.
Some of these you will have been given, some you probably have already unlocked, and some maybe not. I am including the entire list of recommended Gadgets regardless of how they are obtained -- if you do not have one of these you should seriously work towards adding it to your kit:
-- Batarang
-- Remote Control Batarang
-- Batclaw
-- Explosive Gel
-- Cryptographic Sequencer
-- Smoke Pellets
-- REC (Remote Electrical Charge)
-- Line Launcher
-- Reverse Batarang
-- Batclaw Disarm
-- Sonic Batarang
-- Line Launcher Tightrope
-- Disruptor: Forearm Jammer
In addition to the above you should try to unlock the following for your Batsuit:
-- Ballistic Armor v4.0
-- Combat Armor v4.0
-- Shock Wave Attack
-- Glide Boost Attack
-- Heat Signature Conceal
As for the Combat moves that is purely a personal choice since the game gives you the ones you absolutely need as a matter of course. And that wraps this up -- so compare what kit you have to the list above, and if you do not have some of these, well then those are the ones you want to choose!
As you no doubt are aware our main objective has changed to interrogating the Mayor but before we do that, now that we have wrapped things up with Bane and gained yet another level, there is the matter of the next Riddler Hostage -- and we are conveniently placed to deal with that now, so go to that location on the map, then jump to Section P21F now.
Back? That was interesting wasn't it? Now that we have this out of the way it is time to go have a chat with the Mayor - so head to his location on the map now.
Interrogating Mayor Sharp
--== Quincy Sharp ==--
When you arrive on the scene the Mayor is being abused by a group of armed thugs -- your best approach is to disable two of their weapons and then drop down and immediately start kicking butt in order to disarm the ones you could not disable. Once you take them all out, walk over to the Mayor and interrogate him -- you learn a lot more about Strange than you knew before -- and then you have a chat with Oracle.
It is time to head back to Freeze as your health is getting worse... Well, we knew that was next anyway, right? But before we do that, head to the roof of the tallest building northeast of the Subway Station to have your third encounter with the Mysterious Watcher! He tells you that he has been watching you for a long time, and then leaves another symbol for you to scan and then departs.
The trip back to the GCPD Building is filled with The Joker telling you via radio how disappointed he is with you -- and when you arrive you see that he is! He has a mixed group of thugs waiting for you at the entrance to the building to keep you out!
There are some regular thugs, some armored and some shield thugs. How you deal with them is up to you, though I found that taking out the regular thugs and then one of the shield thugs before the armored worked best for me... Once you have them down it is time to raise the gate, slide under, and go inside the Station!
Inside the Station you will find Freeze in his lab. You get a CS when you enter and Victor Freeze analyzes the blood, adding it to his formula and completing the cure for your poison. In an ideal world Freeze would just hand it over, but this is not an ideal world, and he wants something from you in order to give you the cure: he wants you to rescue his wife Nora.
--== Freeze Boss Fight ==--
Though this fight is actually easier than the Ra's Boss Fight, I have to admit that I did not like or enjoy it as much as I did battling Ra's... Basically here is the situation -- if you let Freeze get line of sight on you, you are going to get badly hurt. You really need to keep out of his sight.
Direct attacks -- head-on -- simply do not work. But there are a number of attacks that DO, from the standard glide and silent takedowns to the variations of the takedown attacks, but the thing you need to understand is that each one only works ONCE. As soon as you execute the successful attack against him he will either protect himself from further use of that attack, or ice over the areas you need to launch it. Either way, get used to the idea that you have to attack him in a different way each time.
When you do get a successful attack in, Freeze is temporarily... Well... Frozen. Or maybe stunned is a better word. When that happens you need to execute a rapid-fire attack on him to do some hurt and then dodge away when he recovers so he does not hurt you too badly.
The Victor Freeze Boss Battle
Now all that you need do is rinse and repeat, and eventually you will take him out. When the battle begins be sure to check the Batcomputer as it gives you some hints on how to accomplish this. In addition to that, be aware of the following:
-- When Freeze loses track of you he will track the heat signature of your footsteps, which means he will basically trace the path that you took. You can use that to line him up for strategic attacks.
-- When you succeed in an attack you need to be sure you are close enough to do a series of rapid-fire attacks on him because that is the only time you can damage him.
-- Using Detective Vision is the best strategy for keeping an eye on his location at all times.
If you have trouble with this battle watch the video -- it really is not that difficult a battle if you are careful to remain unseen, which by the way I was not and I still managed to win it!
When you defeat Freeze you will unlock the Achievement "Hide and Seek" (25 GS) for your troubles.
After the battle you discover that Harley Quinn has stolen the cure -- and while all seems lost, Freeze offers you a new Gadget: Freeze Blast -- to help with the battle. This is a sort of ice grenade and it can be used to freeze water, steam, and of course people!
Actually you will be using this sooner than you think since the regular exit to the building is now completely blocked off -- you need to find the hallway with the steam-blocked gate and freeze the steam to get out. You also have added finding Freeze's wife Nora to your list of tasks as that is a Side-Mission.
Just past the steam-blocked gate in the room on the left side is a Trophy so be sure to grab that now, and then head upstairs and out the door that you find there!
As you leave the GCPD you witness a news helicopter get taken down by The Joker! On board is Vicki Vale -- and if you have yet to figure this out it is clearly a trap set by The Joker... Listen to the distress call she makes -- note the snipers? Right, we need to get in and take them out first so head towards the crash site in a roundabout way and use Detective Vision to spot the snipers.
There are two close together on one roof, and two slightly apart on another -- taking them out with silent takedowns is really easy, and once you have done so, you can glide over to Vicki and rescue her. Listen to her CS and note the new Side-Mission to meet the Batwing and obtain the cure that Alfred has developed for you!
The Rescue of Vicki Vale
But before we do that, head to the roof of the building that is directly west of the GCPD Building for a 4th meeting with the Mysterious Watcher now! When you arrive scan his symbol and then line them up using the Batcomputer -- once you overlay them you will reveal that there is a map marker on the old Church! Head there now!
At the Church scan the symbol on the wall and The Watcher -- Azrael -- will reveal himself. He tells you of a prophecy and how you factor into it, and you tell him you don't buy into fairytale. That does not seem to matter to him, as he is content with having delivered the message.
This completes the Side-Mission and unlocks the Achievement "Mystery Stalker" (15 GS) for your troubles.
You may have noticed that as the game progresses the thugs are getting better armed and more dangerous -- and The Joker is getting better at positioning them to really be a pain in your side. Well, we can deal with that, but for now we need to head to the map marker where the Batwing will deliver its next cargo -- which is an antidote that Alfred has created!
As you head for this you need to be careful - like I said, the thugs are better armed and more dangerous, and they are all over the drop zone - do come in careful and thin them out before you try to receive the delivery!
The Mad Hatter
After you take out the three armed thugs and interrogate the Greenie, you access the delivery, remove the injector, and naturally inject yourself... But something goes wrong - you pass out and end up in the mad world of Jervis the Mad Hatter! That's right, this is an unannounced Side-Mission! Jump to section P21I now!
Back? That was a short Side-Mission wasn't it? Or brief is probably a better word -- but the point is a simple one in that it is the third Side-Mission we have closed (the other two are Watcher in the Wings and Bane's Fragile Alliance). We got a nice chunk of XP, it is now out of the way, and we can move along to other things!
Before we get to the Park Row Riddles I need to explain the truth behind this new section of the guide...
The different major sections in the game are logically separated by Part Numbers -- and this is Part Nine of the WTG -- but this part is a bit different than all of the parts that came before it in that it is what I think of as the first of a pair of side-trips that we will take while playing the game. Bear with me for a moment while I explain the logic in this, the advisability, and why you should do it, OK?
When the masters crafted a story or play they did it in the traditional five acts -- Batman Arkham City is also divided up into five acts, but they are unequal in length and further blurred by having common contents so that it is actually difficult to see where one act ends and another begins. Because of that I made no attempt at all to remain loyal to that system, thinking it better advisable to focus upon a logical flow because that is easier on you, the player.
With that in mind up to this point we have been playing systematically but not in a reactionary way -- that changes now.
-- Side-Trip Number One --
This is the junction point in the game where obtaining a lot of the optional stuff is not only advisable but a really good idea -- assuming you are not playing the game on Easy. If you are playing the game on Easy this really will not matter so much to you, but if you are playing it on a difficulty above Easy it will. Why? I am glad that you asked that!
In Arkham City the biggest difference between the difficulties other than that the thugs in the game have more hit points and are slightly more challenging with each difficulty you go up, the increase in challenge is best represented by the boss battles -- and how you take damage. The Easy difficulty is a totally honest assessment in its label -- it really is easy in other words! But Normal and above are different in that you can (and likely will) die a lot when facing the Mini-Boss Mobs, the Predator Battles with more than 8 opponents, and of course the Boss Battles.
The game compensates for that by allowing you to increase your characters level -- and in addition to making your character more resilient and improving their combat abilities, leveling them up is how you gain access to the improved and advanced kit items -- basically your Gadgets and Combat Moves. First I cannot stress how important that is just for being able to access some of the optional parts of the game and of course for gaining access to the puzzles that protect many of the Riddler's Secrets. But Second, leveling up is the only way for you to improve the combat capabilities and the odds in Catwoman's favor!
In the world of Arkham City Catwoman is something of an enigma in her own right. If we were playing the classic pencil-and-paper version of Advanced Dungeons and Dragons, when you rolled the character of Catwoman, her alignment would have come out Chaotic Neutral. The thing is she totally plays that alignment to the letter -- she is unpredictable, she is internally-motivated, and she is capable of incredibly fierce aces of loyalty while at the same time equally capable of (and prone towards) making selfish decisions.
The thing is having her to play in the game adds so much to it in terms of the story and innate satisfaction that it is simply not a question -- you want her in the game! But having her in the game means that we have to do quite a few more level-ups than we would ordinarily do if she was not a consideration.
That being the case, there are two times in the game when we are going to want to make side-trips whose basic goal is to level-up through obtaining Riddler's Secrets and unlocking extra content as well as playing the side-missions. The trick to this is knowing what to do, and not spending too much time on any one activity so that it does not become more work than pleasure!
As we are about to begin the final slope leading to a major revelation in the story -- as well as the process of conflict resolution for several of the outstanding issues in the story and the game -- this is logically the point at which we should be making our first side-trip. And so we are! Considering how much we benefit in the game by doing this, I want to strongly encourage you to follow along with me as I walk you through this diversionary path and add gobs of XP to Batman.
Are you with me? Yeah? Good!
So while we work our way through this first side-trip I would like you to focus your attention on two basic aspects and goals: obtaining Riddler Secrets and completing side-missions. Really that is all we need to be concerned with -- because in addition to that, most of this first side-trip is dedicated to solving Riddles as well!
In the RIDDLES Windows of the BACK Menu in game you will see that they are broken out by district in a sort of interactive ticklist that is meant to both show you what you have completed and what remains, but also provide you with direct access to the relevant information pertaining to each of the Riddler’s Secrets that are represented by those tick boxes.
For example if you look at the screen for the Industrial District you will notice that like the others the Secrets are broken out into five distinct lines, each of which contains a well-ordered set of Secrets. Line One of the list contains 8-Trophies, 2-Riddles, a set of 3-Joker Balloons (represented by a single icon), and finally the Catwoman's Trophy that is associated with that line.
The In-Game Ticklists Reveal Riddles and Your Progress
The first thing that you need to understand is that there is no logical order to this! These 8-Riddles may be scattered throughout the district (and probably are) with one of them being inside of a building while the other seven are scattered outside. You might thing that is logical but when you discover that one of the Trophies in Line 3 and two in Line 5 are ALSO in that building, you probably are wondering why they did it this way when it would have made more sense to group all of the Trophies in that building on one line. I do not have the answer to that question, other than the observation that they did not...
It is this prevailing circumstance however that prompts me to tell you -- and remind you again and again -- that interrogation of the Greenies that you will find in the various groups of thugs is a very important activity and goal for game play no matter what part of the WTG you are working through at any given moment. The availability of Smoke Pellets as well as the stunning capability of the REC and the ability to disable guns using the Disruptor are valuable tactics that you should be making use of! Whenever you are in a battle in which a Greenie is present, the last thing that you should be doing each and every time is interrogating him!
This guide assumes that you are doing just that! This guide was written with the assumption that you have revealed the locations of all of The Riddler's Secrets on your game map! That is why we do not include the actions of finding and picking them up as part of the regular flow in each section -- because you should not need that information as it is provided for you by the Greenies! Equally strategic is the practice of examining the map when you are inside a building to determine if there are additional Secrets present, and obtaining them while you are there so that you do not have to constantly return to and enter and exit from the same buildings over and over again.
This is the basic strategy that we are using to deal with the Secrets -- and make no mistake about it, each and every one of those Secrets is important and not just because they give us XP, but also because they are directly connected to the Enigma Side-Mission and indirectly play a role in the Shot in the Dark and Acts of Violence side-missions as well!
Note that this is not officially noted anywhere in the game, but some of the Political Prisoner rescue events and your encounters with the sniper Dead Shot are linked to Riddler's Secrets.
So, to sum this up for you, these two side-trips -- of which this is the first -- are about empowering you to unlock additional content for those three side-missions in order to complete them before the end of the game. And now, with that matter covered, it is time to begin the first side-trip and solve all of the Riddles for the Park Row District, as well as retrieve the Secrets that are contained there and complete any of the elements of the side-missions that present themselves to us during this process!
--== The Park Row Riddles ==--
Park Row Riddle 1-1: So first thing we will do is head back to the Courthouse -- and once you are there, head to the northeast looking for the cage where Catwoman's flat is located. Go into the fence cage and look up at the window with the cat in it and scan to solve the riddle ""It's far from Purr-fect, but she calls it home."
Park Row Riddle 1-2: Now look on the map and, south of the Courthouse is the next riddle marker we want in the alley by the "Park Row" label -- yes, I know this is the Mad Hatter's place and we could have done this while we were there -- sorry mates. Just head back and go inside, and look on the table for a copy of the book Alice in Wonderland -- scan that to solve the riddle "I wonder how you can land an appointment with this milliner? Perhaps it would be best to book?"
Park Row Riddle 2-1: (You should already have this but if not get it now) On the Courthouse there is a flagpole sticking out of the front -- stand at the end of it, line up the ? in the street ahead and scan it to solve this riddle!
Park Row Riddle 2-2: East of the Courthouse and north of the Church there is a collapsed section of highway -- head to the Riddle Marker on that and then down to the fence that seals it off from the street below. Climb the fence, turn to look back at the bridge and scan the triangle signs to solve this riddle!
Park Row Riddle 2-3: Head back to the Courthouse and take out the group of thugs out front then walk down the street towards the large ? we scanned from the flagpole -- on the right-side of the street just past the barricade is a doorway that says "Strange Minds" that you need to scan to solve the riddle "Do you have Strange thoughts? Maybe you should seek help?"
Park Row Riddle 3-1: Exit the Courthouse and turn right down this street and you will find the Dent Campaign Office with two signs out in front. Scan the two signs to solve the riddle "DA campaign special. Get two votes for the price of one."
Park Row Riddle 3-2: Inside the Church there is a table with a photo of a cop you should recognize from the last game -- Officer Aaron Cash! Scan the photo of Cash and his family on the table in the alcove on the right side of the Church Hall to solve the riddle "If you find the name, does the Cash come hand in hand?"
Park Row Riddle 3-3: South of the Courthouse is a Movie Theater, head to that and look on the wall for a poster that reads 'The Terror' and scan that to solve the riddle "I am an actor who can transform a film with the final cut. Who am I?"
A Melody of Park Row Riddles
Park Row Riddle 4-1: Inside the Courthouse in the judge's booth there is a gavel laying on the counter -- scan that to solve the riddle "BANG BANG! Order in the Court."
Park Row Riddle 4-2: On the west side of the map there is a TYGER Confiscated Goods Vault that you can easily spot on the map. Scan that at the marker to solve the riddle "This den is where the vicious animals take your treasure. Is it theft if it's already stolen?"
Park Row Riddle 4-3: Look on the map for the label Ace Chemical Building and head into the alley directly east of there (to the marker) and scan the sign that says 'Crime Alley' to solve the riddle "Six legs went in and only two came out. Where am I?"
Park Row Riddle 5-1: In the basement of the Courthouse in a holding cell is Calander Man (he is actually associated with an Achievement but that is a different story). Go to him and scan him to solve the riddle "Who's crazy enough to date this guy?"
Park Row Riddle 5-2: To the east of the Confiscated Good Storage Vault is a flower shop called Baudelaire that belongs to Pamela Isley -- scan the front of the shop to solve the riddle "Has this flower turned over a new leaf?"
Park Row Riddle 5-3: Go to the Ace Chemical Building and scan the sign on top of it to solve the riddle "Acing the chemistry test will illuminate you."
As you moved about solving these riddles you will have triggered the second body in the Shot in the Dark Side-Mission, which will be revealed on the map -- check that now. Skip to section 'Side-Mission -- A Shot in the Dark' to complete that now please...
Right, that was a nice quick segment of the Side-Mission, and it gained us some additional evidence that will help to find the location of his base once we gather more clues. That takes care of that for now, but that is not all that we have to do.
Check the map again and you will see the spot marked for where Nora Freeze is located to the far east in the Industrial District. Head there now, and when you get there skip ahead to section 'Side-Mission: Heart of Ice' now.
Back? Excellent! That closes the 4th Side-Mission...
Filling the Trace Meter
As you exit the GCPD there should be a ringing phone nearby -- move around the area and listen for the phone or for a thug complaining about the ringing phone in order to narrow in on its location. Once you find it, answer it to do the next leg in the P21B Side-Mission Cold Call Killer! In addition to finding the phone be sure to listen for some of the remaining Political Prisoners from P21A: Side-Mission Acts of Violence and handle any that you come across as well.
-- Remote Hideaway --
Now we should head back to the Museum to hook up with the cops there since they have a gadget for us! Once you reach the museum head to the side-entrance to the Lounge as that will save you time and is now open to you!
Officer Jones greets you when you enter and tells you about the new Gadget -- the Disruptor: Mine Detonator -- the obtaining of which closes the file on the Remote Hideaway Side-Mission!
You should only need one more ringing phone to wrap up that trace, so sweep out in circles to locate it, and then jump to that section to finish the Side-Mission now.
Welcome back -- and well done! You are closing out these Side-Missions so rapidly that it is very impressive, and you are leveling and adding to your kit at an impressive rate as well -- you will be happy that you did when we resume the story line, but before we do that there are some other things we need to do first.
Starting the Identity Theft Side-Mission
-- Identity Theft --
It is time to begin the next Side-Mission which is called Identity Theft. On the map in the southwest is a marker -- place the cursor over it to get the story and then jump to Section 'Side-Mission: Identity Theft' now.
Welcome back -- you now have all of the evidence for Victim #1. To access Victim #2 you need to have completed the Museum portion of the story -- which we have -- so head to the alley west of the church midway between the church and the western edge of the city to locate the next victim. If you have trouble finding this, locate the courthouse on the map and then move the cursor down to the first building on the right across the street. The alley is on the northeast side and you will have no trouble finding the body there! Jump to Section 'Side-Mission: Identity Theft' again.
The Third Victim is located in the alley west of the Ace Chemicals Building -- so head there now and then jump back to 'Side-Mission: Identity Theft' once you have located the body!
Welcome back again! Well mates, you have just closed Side-Mission and case seven of the twelve in the game. Of the remaining five the one that will probably give you the most grief is Acts of Violence, since it requires a LOT of hunting to find the Political Prisoners to rescue.
The Enigma Conundrum case will take care of itself as you interrogate more of Riddler's agents, solve riddles, and obtain more Trophies, which we will be doing as a matter of course (or you could be waiting to do in your Game playthrough either way). The point is that it will naturally proceed, so we will not worry too much about that one.
Obtaining the Grapnel Boost
-- AR Training --
A Shot in the Dark will also unfold naturally, which really leaves just one that we have yet to flag, and the AR Training challenges, of which there is one on the map right now. So let's head to that and get it out of the way -- jump to Section P21K now.
Welcome back mates! Before we continue I want to say something: if you ended up giving up for now on completing the Advanced AR Training I totally understand and there is nothing to feel bad about -- you will certainly return to them and finish them later. If you stuck with it and knocked them out despite the massive frustration that they tend to generate, well, good on ya! Well done! That is the 8th out of 12 Side-Missions wrapped up, leaving only 4 more! Nice!
At this point we need to concentrate upon unlocking the next Enigma Code -- you have been picking up Trophies and interrogating Greenies all the while, and you should be pretty close... In addition to unlocking the next Enigma Code we are also looking to Level Up and complete our Batkit for the face-off with The Joker - so now is the time for us to take care of all of the Riddles in The Bowery that we have yet to do!
The Bowery 1-1: Target the Wonder Tower from anywhere in the area and scan it to solve the riddle: "My intellect towers above yours Batman. I wonder if you'll ever solve this riddle?"
The Bowery 1-2: On the walls to the right of the entrance to the Museum you will find a group of wanted posters featuring none other than Bruce Wayne! Scan those to solve the riddle: "Arkham city is not a place for the rich or famous, Bruce Wayne never felt so wanted."
The Bowery 2-1: North of the west end of the Subway on the upper level of the street is Sal Maroni's Italian Restaurant. Scan the facade to solve the riddle: "The feuding families always sit down to a good mean. Will there be a massacre?"
The Bowery 2-2: Just down the street to the north and below of the first Riddle is the next - scan the well-lit sign for the Magic and Props Shop to solve the riddle: "You're a dummy if you don't try and buy one."
The Bowery 3-1: In the center of the Subway Mezzanine is a Hat Shop with a large sign - scan the sign to solve the riddle: "Cowboy, trilby, or bowler? Hats off to anyone brave enough to try one on."
The Bowery 3-2: At the end of the street in the southeast part of the zone is a armored door that has the TYGER symbol on it and reads "Inmate Behavior Analysis Unit" - scan that door to solve the riddle: "Studies have shown that if you are not on your best behavior, you'll come out crazy. How Strange?"
Clearing out the Bowery Riddles
The Bowery 4-1: On the roof of the building to the north of the Subway Mezzanine is an election poster for Sharp - scan that to solve the riddle: "Do you need to look SHARP to campaign for change?"
The Bowery 4-2: You cannot do this one as it requires the Master Control Key from Strange so ignore it for now...
The Bowery 5-1: This is inside the Processing Center and we cannot reach that just now so ignore it.
The Bowery 5-2: Scan the dedication sign on the right side of the upper entrance to the Processing Center to solve the riddle: "Was the writing on the wall from the moment you entered?"
The Bowery 5-3: Scan the banner above the fenced in area with the mines to solve this riddle: "You don't have to be crazy to shop here, do you?"
There were two riddles we could not clear for this area as they are in the Processing Center and we do not have the ability to go there just yet. We should have picked up a few Trophies along the way, and if you did not take out the rest of the cameras in this area now is a good time to do that as well!
Moving right along our next logical area to do the riddles for is the Subway, so head down in from the East side and get to work!
Subway 1-1: At the open catwalk area of the Maintenance tunnel there is a set of cascading waterfalls -- RB up on the one in the direction you are moving and you will see a demo-floor inside this shallow tunnel. Blow the floor and drop down to enter Croc's Lair, and scan the photos on the wall to solve the riddle: "This killer was collared, but is he now on the loose?"
Subway 2-1: After you pass through the Main Platform heading west and under the gate you open with the REC you climb onto a train car. There is a gap between it and the next one, so drop down and enter the next car. On the left side is a mirrored piece of glass that combines the image of the ? for you to scan. Scan it to solve the riddle: "This question can only be answered from an unusual perspective. Can you get yourself there?"
Subway 3-1: In the lower lobby of the station on the western end is a sign for Vicki Vale's show - scan the sign to solve the riddle: "BOARD at drive-time? I'm not going to broadcast anymore clues!"
Clearing out the Subway Riddles
Subway 4-1: In the first area past the Main Platform that you enter by using the REC to open the gate and then ducking under there is a poster painted on the wall on the left corner - scan that to solve the riddle: "Coming back from the dead is cheating on any day of the week."
Subway 5-1: In the main platform area there are three armed thugs and an armed Greenie patrolling the area - take them out, being sure to interrogate the Greenie to add to the map and then find the poster in the corner and scan it to solve the riddle: "It's vacation time. Where shall I go? Somewhere venomous?"
If you are following this guide you should have picked up a few Trophies in here as well as some Joker Teeth - watch the video for those as I included them in addition to the riddles for this zone since some were rather tricky... Most of what remains here are for Catwoman so just get the ones you can and do not fixate on the ones you cannot :)
Our next destination is the Museum
Museum 1-1: After you pass the first T-Hall following the Trophy Room you have to head north at the next one - on the wall at the end where you have to turn left is a painting which you scan to solve the riddle: "Was he framed? Or does it run in the family?"
Museum 1-2: Standing in the center of the Iceberg Lounge is a cop holding the Penguin's folded up brolly - scan him and the brolly to solve the riddle: "How do you protect yourself when it's raining bullets?"
Museum 2-1: At the end of the hall leading to the War Room is a case on the left with stuffed Hyenas in it that you should scan to solve the riddle: "Have Joker's pets laughed themselves to death, or just eaten too much?"
Museum 3-1: Scan the poster in the room with the Titan container to solve the riddle: "Brothers in arms. Brothers at war. Who's right? Who's left?"
Clearing out the Museum Riddles
Museum 4-1: Using a raft in the Torture Chamber, pull yourself in the general vicinity of the northeast corner and then look to the west wall where the top of the? is scrawled. Look carefully and you will see that the bottom of the ? is on teh post sticking out of the water - line them up and scan to solve the riddle: "This question can only be answered from an unusual perspective. Can you get yourself there?"
Museum 4-2: In the northwest corner of the first level of the Armory there is a display with three skeletons making the signs from the famous saying - scan them to solve the riddle: "See no evil, hear no evil, speak no evil, or there will be explosive consequences."
Museum 5-1: When you enter through the front door the first big room you hit is the Trophy Room, and in the corner in a display is a puppet that you scan to solve the riddle: "Who's in control here? The puppet, or the puppeteer?"
Museum 5-2: On the bottom level of the Iceberg Lounge is a short hall that branches off - on the right-hand side as you enter there are two mannequins, one of which has The Penguin's Top Hat on it. Scan the Top Hat to solve the riddle: "Can anyone top the Penguin when it comes to the full VIP treatment?"
These should have gone pretty fast even with Two-Faces thugs having occupied the Museum again. You will have picked up a few Trophies and perhaps smashed a Penguin or two in the process of getting these riddles done, and Shazam! You will have unlocked the next Enigma Challenge! Well done!
Since you have it unlocked and we have completed the riddles in the Museum, go ahead and skip to the Enigma Side-Mission section (P21F) now, and complete the 4th hostage rescue section there, and then come back here... Go! We will wait for you!
Welcome back! That was an interesting one, wasn't it? At this point you are going to need to collect another 80 or so secrets in order to unlock the next Enigma Puzzle, but the good news is that is actually not as hard as it sounds because between the easy to grab secrets here in the outer areas of Park Row, The Bowery, the Museum, and the Subway you will very quickly add the required secrets to your total. You can use the Master Riddler Guide to do that provided that you have been interrogating the Greenies -- which I know you have -- so jump to that section now and clean out the easy to reach secrets before you head to the next and final section of Part 9, right?
If you have not been interrogating the Greenies, now would be a really good time to swing through the city and do that. Bear in mind that they do not always reveal secrets in the zone you find them in, and the more thugs there are in a group with a Greenie the more secrets that they tend to reveal, so targeting the large rather than the small groups is a good idea.
By the time you complete the sweep through these zones, and you have interrogated all of the Greenies that are available in them, you will have collected between 220 and 222 secrets, which means that you only need around 20 more to unlock the next Enigma Riddle. As we are heading for the Amusement Mile district that last 20 will be very easy to collect, but bear in mind that this is the last side-trip before we resume the story and once we do that, the remaining side-trips will be mixed in between the story sections.
All set? Good on ya! Head to the next section now!
Before we begin this section I just want to remark upon your progress here -- you are doing so well! Seriously! The process of stepping away from the story line and working the side-missions is a very necessary part of playing the game, largely because the developers have linked so much of the extra content to them, and also because they are an excellent source for XP with which to level-up and gain new kit.
If you are curious, part of the reason that we have focused on this side-trip through Riddler Land is because in addition to unlocking Batman's kit, we also want to be sure to upgrade Catwoman as much as we can. There is a balance between the two because while Catwoman has a critical need for these upgrades -- she is a fairly weak character as far as fighting is concerned initially -- but we have to balance the needs on Batman's end, since the new moves and Gadgets that we unlock for him naturally lead to access to new areas, new secrets, and so more XP!
If you have found this large side-trip that makes up Part 9 of the guide to be a long one well, that is because it is! Hopefully though you did not experience it to be a boring one... Alas this section -- which covers The Amusement Mile -- will be the last for Part 9, since the story line resumes in the Industrial District and the Steel Mill, and we will want to have that out of the way, and The Joker's henchmen eliminated so that we have more or less free access to the Industrial District and the Steel Mill.
There are 12 Balloons and 12 Security Cameras in this zone and at this point you should have already taken out most of them... The Security Cameras will show up as glowing orange objects in Detective Mode that are so distinctive you really cannot miss them, while the Balloons do not highlight in Detective Mode at all... It is easier to see the Balloons in regular vision mode -- and collecting these 24 breakable objects should be your first priority when you enter the area -- so do that now! They are easy to spot, easy to smash, and this will not take you long at all.
Once you have eliminated all of the breakable objects -- having them marked on the map really helps right? It is time to do the Riddles -- but remember if you run across any Trophies in the process, be sure to collect them and tick them off of your list as you do.
Amusement Mile 1-1: Facing the entrance to the Gotham Casinos Building (west of the GCPD) look up and to the left for a large sign that advertised the Graysons show - zoom in upon and scan the sign to solve the riddle: "Which acrobat family gambled with their lives, and has now been left to fly solo?"
Amusement Mile 1-2: Approach the Krank Toy Company Building from the west and pause on top of one of the towers out front; target the massive sign that dominates the roof of the building with the bear face and scan it to solve the riddle: "This place has taken a TURN for the worse. Is it a little BEAR for your tastes?"
Amusement Mile 2-1: From the rooftop of the building to the west, scan the large sculpture sign of the Olympus Building, to solve the riddle: "Would an invitation to party like the gods be a bolt out of the blue?"
Amusement Mile 3-1: When you reach the roof where the marker is placed you actually want the lower roof of the building and not the upper roof; on the lower roof is a billboard -- looking at the billboard you will see the top half of the "?" painted on the billboard -- in the distance when you have Detective Vision turned on you will see the glowing orange square of a metal gate motor. Using the REC target it and lower it to reveal the bottom of the symbol. Line them up and scan to solve the riddle: "This question can only be answered from an unusual perspective. Can you get yourself there?"
Amusement Mile 3-2: In the GCPD Parking Garage -- enter from the back of the station through the opening you had to glide through to get in for the Trophy -- and use the Line-Launcher to go to the front of the area over the water gap. On the left in the front are reserved two parking spots - you want to scan the one that reads James Gordon to solve the riddle: "Park in his spot and you may just get a ticket."
Clearing out the Amusement Mile Riddles
Amusement Mile 4-1: Stand at any elevated or roof point in the northeast part of the zone and look out over the water at Arkham Island and scan it to solve the riddle: "Look out! Can you see where the madness began?"
Amusement Mile 4-2: On the roof of the GCPD Building is an old Bat Signal -- scan it to solve the riddle: "Always a shining example of justice? Not if you ask me."
Amusement Mile 5-1: On the roof of the building all the way up in the northeast corner and standing on the south wing of the building lool down in the water to see the old containment unit for Poison Ivy. Scan it to solve the riddle: "If she is the ROOT of evil, how can anyone be expected to contain her?"
Amusement Mile 5-2: On the highway to the south where the zone borders with the Industrial District ton the upper deck is a scattered pile of straw with one of the Scarecrow's old masks in it. Scan the mask and the straw to solve the riddle: "If you're afraid, don't be scared to crow about it."
-- That's a Wrap --
Now that you have all of the breakable objects and all of the Riddles for the district, it is time to pick up any of the easy to obtain Trophies from the area as well, at least to get us to 240 Secrets and thus unlocking the next Enigma Puzzle. Actually I will be really shocked if you do not end up hitting the 240 secrets mark early on in this side-trip, it really is that easy to get to!
You will know when you have unlocked the next Enigma Riddle because you will be prompted on-screen to solve the riddle once it is available, so just keep picking up Trophies until that happens. The fact that they are marked on your screen thanks to the interrogated Greenies really makes this a fast and painless process, but if you decide that the simple ones are not enough and you really want to do the more complicated ones, please feel encouraged to use the Master Riddle Sections that I created for you if/when you get stuck.
In addition to explaining how you solve the puzzles for each of the Trophies I also include video for the ones that are so complex just explaining is not enough. The beautiful part about this whole process is that, thanks to all of the Riddler's henchmen we do not have to hunt for the location for the Trophies or the destroyable items at all! Their locations are right on the map, and we can even set them as our destination to have the Bat Signal lead us right to them! And how cool is that?!
-- The Next Enigma Riddle --
First, well done! Now that you have unlocked this one, you are well over halfway through the Enigma Conundrum Side-Mission! Open your kit screen and access the Enigma Machine -- the Riddle we need to solve this time is: "I'll be right under your feet, in the midday sun; you cannot lose me, no matter how you run. What am I?"
The answer to that should immediately jump into your mind -- it is so obvious it almost feels like we did not get fair value out of the Riddler for this one!
Rotate the Left Wheel to 'SHA" and the Right Wheel to "DOW" and hit 'A' to solve the riddle, and now you should quickly jump to the Enigma Section (P21F) as that is where we deal with the next section of play!
-- After the Enigma Solution and Hostage Rescue is Completed --
As mentioned previously this is the final section of Part 9 of the guide, and the last leg of the lengthy side-trip that we took in order to clean up a lot of content that would have ended up being an almost overwhelming collection of loose-ends if we had simply ignored it. This way what we end up with is a more manageable set of goals and details.
One thing you will have noticed is that we have been averaging a Level-Up every one-and-a-half sections in Part 9 -- until now that is, because this last section of Part 9 should give you enough XP for two complete Levels. This is significant for several reasons, the first of which is that it wraps up all of Batman's upgrades excepting for the final Gadget (Row 5, Number 5) which is still locked and unknown to us. Everything else on Batman's lists has been acquired -- the Predator Moves, the Combat Moves, and the Batsuit upgrades. All of it. The first Level-Up from this section should have obtained the Blade Dodge Takedown Move for you.
It should be obvious that from here on out we will be spending our Level Points on upgrading Catwoman's kit -- and specifically we want to focus upon her armor, getting both the melee and ballistic protections to Revision 4 for each. This is important because after we complete the Steel Mill section of the main storyline, winning the Boss Battle with The Joker, we will play through Catwoman's next story section and, more important than that, we will have our first opportunity to use Catwoman to collect the secrets that belong to her alone throughout the game world!
As is the case following Boss Battles the thugs in the world get reset and expanded, with new abilities added strategically across the map. This was not really a big deal before, but now it is because we not only need to access the special Catwoman Trophies, we need to do it without getting our lunch handed to us! That means making her as effective as we can manage, so that is your priority from here on out, right? Right!
It's serendipity that the Hostage Rescue is right next door to the Steel Mill, right? Right! Now before we head inside to say hello to The Big J and Harley, let's do a final sweep of the zone and take out the rest o the thugs - hey we are really doing them a favor considering how cold it is out here and all. I am sure that they would consider unconscious to be better than freezing... Or maybe not. But hey, we are not giving them a choice in the matter!
I don't need to remind you to pick up any Riddler Secrets you come across, or to be sure and interrogate any Greenies, right?
Clearing out the Industrial District Patrols
As you work your way through the district taking out the patrolling thugs bear in mind that there are snipers assigned to cover some of these groups, so prior to attacking each group check the overhead areas for snipers and remove them first!
You can make excellent use of the Disruptor here since you will encounter several groups where there are two armed thugs in them -- disable the gun on one and then KO the other while the thug whose weapon you disabled stands there swearing at it for not working! You can then take him out leisurely.
The last group of thugs just outside of the (blockaded) main entrance to the Mill are all armed which ordinarily might be a problem... The best way that I found to deal with this (and that I include in the video for this section) is to ninja up to the thug on the catwalk in the southwest corner of the area and take him out while making lots of noise -- on other words do NOT do a silent kill. After you pound his head in RB to the roof above as the other thugs come running in groups of one and two... Err... Um, alone and in groups of two? Whatever!
Once they have gathered around the incap'd thug and are trying to wake him, drop a smoke pellet in the middle of the group then drop down onto the catwalk that they are on. Do a silent take-down of the one that was trying to wake the incap'd thug up, then a double takedown of the nearest pair, and finally take out the last two however you can, as the smoke is now clearing! I did end up taking a few bullets in my armor on the second from last one, but it all ended well.
Once you have taken all of the bad guys out on the outside it is safe to approach the entrance to the Steel Mill -- ah but what is this?! There are flames shooting out of the smoke stack! Obviously The Joker has the furnaces fired up so we can no longer safely enter via that route!
A quick call to Oracle not only brings her up to date on the situation but obtains an alternate route into the facility for us, as she has access to better research material than we do -- Google right? -- and so she marks the new entrance on our map. It seems that we can only get in via the Heat Exchangers this time around! So head there now...
You will notice that the marker that Oracle added to your map is in an odd place -- right next to the building in the back! If you are like me, you were probably expecting it to be some sort of complicated set of pipes and ducts that require you to swing from this and break that off... Nope, to actually access the Heat Exchangers what you need to do is open a door. Seriously!
You open a door and go inside and find yourself in a big industrial room that has a group of thugs guarding it. Taking them out should really not be much of a challenge for you at this point in the game, because even if you started out as a button-masher, you should now be pretty expert at executing the moves you actually want to execute as opposed to random ones -- I am just saying!
This room should look a little familiar to you as you have been here before... There is a Harley Quinn Statue directly cross from the entrance door that you should have destroyed previously -- if not remember to do that after you take out the thugs, right?
After you take out the thugs but BEFORE you do anything else, turn on Detective Vision and look above to a ledge with a weakened wall; while we have not been including the Riddler's Secrets in the main WTG, this are is rather inconvenient to return to casually, so we are going to do them for it as a special effort... So RB up to the ledge and plant Explosive Gel on the wall, detonate it and pick up the Trophy (it turns out to be Trophy 2-E on the Steel Mill Sets).
With that Trophy added to your collection drop down to the ground-level and hop over the gate to find yourself in front of the pool that is part of the Heat Exchangers system. Directly across the pool is a Level 2 Console and, hell, since we are here use the Line-Launcher to cross the pool, hack the console, and unlock Trophy 1-E of the Steel Mill sets.
Navigating the Heat Exchanger Pools in Cooling Tunnel B
-- The Heat Exchanger Pool --
Either before or after you do that you observe to yourself that your suit cannot handle that water -- I imagine it would be pretty hot -- and you point out to yourself that you can probably use a Freeze Grenade to make a raft and... Dude, you realize you are talking to yourself right? That is not a good sign...
Basically the water on the surface is not moving as fast as it looks like it is moving, so you can deploy an ice raft and hop on to it without too much concern. You are prompted to do a Quick Batclaw (Grapnel) move -- do that and pull yourself towards the low obstruction, but remember to hit 'B' to release the Batclaw and Right Trigger to duck before you hit the beam so that you go under it without hitting your head, right?
On the other side there is another ring you can Grapnel -- do that and then listen as Oracle informs you that her dad the Chief has been called to City Hall where Strange is going to announce that he needs to deploy the Emergency Plan called Protocol 10. He has informed the City Council and the Mayor -- well, assuming that there is a Mayor, is there? -- that a mass breakout is being planned by the residents of Arkham City thanks to the illegal weapons that they have somehow obtained. Now we know that it was Strange himself who gave the weapons to The Joker, and The Joker who distributed them, but the City Council does not know that...
Clearly this was always part of Strange's plan -- but before we can think about dealing with that we really need to obtain the cure for the poison that is coursing through our body -- and that means finding and dealing with The Joker! So once Oracle finishes briefing you, hop on to the walkway under which the water is flowing. You want to hop up there because under the walkway is a large set of blades that are chopping up any solids that float along!
On the other side of the walkway you should deploy another ice raft and use that to get to the opposite walkway/grating, while avoiding the blade in the center of the pool. Once you arrive there, RB up to the walkway between the pipe here and look around. You should easily spot the duct grate cover on the left -- tear that open and go inside while you listen to the conversation of the nearby thugs who you can only reach by going through the ducts anyway...
-- Optional Challenge Opportunity --
You may be tempted to sneak up on this group and take them out quickly but you can also stand on the walkway opposite the window and arm the Batclaw, then use it to disarm the trio of thugs inside, which is one of the Combat Move Challenges that I doubt you have completed already. This is a really convenient spot to do that one in, so why not?
-- After the Challenge --
There are several ways to deal with the group of thugs in the room across the water...
The first way -- and the one you will probably need to use if you decided to unlock the Challenge and disarm three armed thugs in a row -- is to glide through the now broken window and engage them in melee combat. If you take this approach be sure to have your Grapnel selected and disarm the armored thug, so that he does not just stand there and fill your armor and then you full of holes. Now simply take out the group and be done with them!
The second way -- pop a Freeze Grenade into the water and drop onto the ice raft, then pull yourself to the right using the Grapnel ring there, switch to Batarang and hit the switch on the wall which drops the bars here. Now RB to that ledge, rip the duct grate cover open, and enter the duct, go to the end and pick up the Riddler Trophy there (Steel Mill Trophy 5-D). Regardless of which way you decide to go, you should grab this Trophy anyway since it is in an odd place and you will not want to have to come back for it later...
Now drop back onto an ice raft and let it float to outside of the window with the thugs and then jump or dive through the window and take out the thugs!
After you take them out watch the video display on the wall for The Joker's love broadcast during which he fills everyone in on the recent events and the fact that he is back and healthy. He then instructs his army of thugs to prepare for the upcoming prison break, and the broadcast ends!
A Montage of Collecting Good XP in Cooling Tunnel B
-- Solving a Contradictory Riddle --
After the battle and broadcast turn around and look on the inside wall for a colorful blue poster that reads "Boyle Cryogenic" -- walk up to it and scan it to solve the Riddle "Who can BOYLE and Freeze at the same time?" (Steel Mill Riddle 5-2). Because this is in an inconvenient location you should go ahead and solve it now, though we will be doing most of the rest in one go later like we did previously with Side-Trip 1...
Head towards the exit door and you will notice a Harley Quinn Statue along the wall on your right -- you will destroy it but, before you do that use it first! Walk up to it and press 'A' to listen to the message Harley has for you: "I'm sorry, bozo. I can't come to the phone right now. I'm probably off doing something top secret for Mister J, so I can't tell you what it is.
"All you need to know is that you should be doing some work and keeping the Steel Mill free of bat infestations. Understand?"
Now that you have heard her dulcet tones deliver that message, destroy the Harley Quinn Statue with the REC and then exit the room by the only door in it.
As you enter Cooling Tunnel D you will find a pair of Joker's thugs -- one regular and one armored -- who have one of Two-Face's thugs strung up above a boiling pool for the Heat Exchanger in this part of the Mill. You may find it interesting to listen to their nasty threats as they try to intimidate the prisoner into cooperating -- but it seems that their prisoner is more afraid of his boss Tow-Face than he is of being dropped into a pool of extremely hot water. You know it cannot be easy to inspire that level of loyalty in an underling!
Once you are satisfied that you have heard enough, take out the first two thugs -- what I ended up doing was a Ninja approach and quick takedown on the regular thug and then a fast "B" plus rapid-fire 'X' on the armored thug to deal with them before stepping into the side of the room to destroy the Harley Quinn Statue that is located in the corner.
At this point you have a decision to make -- you can rescue Two-Face's thug if you want to -- or you can leave him hanging there. I chose to rescue him because that is what The Batman would do, but you should bear in mind that even though Two-Face's thug was clearly grateful to you, after a very short delay while he thinks about it, he quickly decides you have to die and attacks you! Obviously you make short work out of him, and add the pittance of XP he is worth as your reward for caring enough to save him...
-- Obtaining a Particularly Difficult Trophy --
This room has a few surprises in it -- and we are going to deal with them because we are here and it is convenient... But this is complicated so as you can see I made a separate video all its own for this part... I am going to explain this in detail, but you will want to watch the video so that this all makes sense to you as well, umkay?
First stand by the pool that the thug was suspended above and turn on Detective Vision to spot the round hatch on the blast furnace placed directly across from the pool. To the right (facing the furnace) is a barred area in which there is a fuse box and the aforementioned Trophy that this little mini-section is all about! Select the Batclaw and Grapnel the hatch, pulling it open.
How to Unlock this Particularly Challenging Trophy
Now select the Remote Batarang and turn to face the left wall at the top of which is a walkway that leads to a passage that is blocked by a closed and locked gate. The thing is at the very top of this gate and chain-link wall where it should meet the ceiling -- it doesn't -- and while that space above is inadequate for you to pass through yourself, it will admit a Remote Batarang. That is a good thing as it turns out because on the other side of the gate after you make a left turn in the passage there, you will find a pair of conductors with live electricity flowing between them.
What you want to do is launch the Batarang, send it through the narrow gap at the top, and then into the flow of electricity -- pull the Left-and-Right Triggers of your controler to cause the Batarang to reverse directions, and fly it back through the gap into the room you are in, and then fly it into the blast furnace, make a hard right-hand turn, exit the b;last furnace in the barred off area, and strike the fuse box with the electrified Batarang, thus short-circuiting it, and causing the bars to open! Walk inside and take the Trophy which, I freely admit, was not the easiest one to acquire, and then pat yourself on the back mates because hey! Well-bloody-done! Good-freaking-job! I am in awe of your skills with the Batarang -- your mad skills indeed -- and you should be very proud of yourself!
-- Moving On --
Now that you have obtained what has to be the most difficult Trophy in the game, blow the weakened wall with an Explosive Gel charge (if you have not already done so) and walk to the edge of the pool inside. This is another tricky part as we are about to take care of two more of Riddler's Secrets that are in a not-so-obvious place...
Throw a Freeze Grenade in the water and jump on the ice raft after it forms, then look up and to the left for spot that you can Grapnel to and RB up there. You are now in a chamber above this chamber, and on the north side by the chain-link blocked window/door there your next Trophy! Go pick that up but do rush off to leave just yet because remember this is a little complicated...
Walk over to the edge of the opening that you entered this chamber from and drop a Freeze Grenade onto the water. Now drop down onto the ice raft that it forms and turn Detective Vision on, and look back towards the room with the furnace as you will see that the top part of the Question Mark is visible in the distance, while the bottom part is on the edge of the ledge you are facing! As you slowly move down the stream these will line up, and you just need to scan it then to solve the riddle "This question can only be answered from an unusual perspective. Can you get yourself there?"
-- Navigating the Water --
At this point we are only going to pick up Secrets that are convenient to grab because it is now obvious we will have to return here later to grab the rest of the Secrets and solve the other Riddles. Sorry about that...
Using the Grapple-Points work your way past the blades on the right and duck under the obstruction, then use the Grapple-Points to enter the alcove on the right side of the stream. Jump onto the ledge and use the Line-Launcher to cross the long gap, then a Freeze Grenade to close off the two steam pipes that block the path ahead. This brings you out on the other side of the obstruction and once again facing the water.
Standing on the edge of this ledge here we are going to be doing another electrified Remote Batarang puzzle, only this time it is a lot easier! Ahead of you is a corkscrew-type gate -- fly the Batarang through that and into the electricity beyond, fly it down that hallway a bit before reversing direction, and then flying it back but through the corkscrew-type gate on the right instead of the one on the left you used to get in here.
Inside the area just past the right gate is the fuse box that you need to short-circuit with your Batarang, so do that and the corkscrew-type gate opens! Either use the Line-Launcher to cross the gap (you have to aim high and fire it as it lowers and you will then fall but catch the edge of the ledge on the other side and pull yourself up) or you can drop an ice raft and use that -- whatever you are more comfie with.
On the other side drop an ice raft into the water there and pull yourself along -- to the alcove on the left hand side which you should enter quickly as death awaits further downstream!
The Route to the Smelting Chamber
-- Out of the Water --
There are two ways you can go here -- the first is a ledge above you can RB to, the second is a duct vent cover you can use the Batclaw to rip off the wall above and to the right. Go tot he vent first by ripping it open and using an ice raft to get close enough to RB up to it. Inside the vent is a small room with a Trophy -- grab that -- and then turn on Detective Vision to spot the weakened wall here!
Blowing the weakened wall leads you back out to where you entered the area from nearer to the corkscrew-type gates where you can conveniently drop a new ice raft, so do that now and then RB up to the ledge further down stream that we did not do a minute ago!
Up here is a console that we can hack that will open the door and lower a bridge behind us. The bridge leads to the path to the Smelting Chamber, which is our destination, while the door leads back to Cooling Tunnel B. If we were seeking the rest of the Secrets we would probably head back to Cooling Tunnel B to cover the parts we were not able to reach, but as that is no longer the plan, instead we will head for the Smelting Chamber and our date with The Joker!
This area should look familiar as we have been here before -- as we approach the crates the doctor tries to kill us -- but realizes it is us and not a bad guy. She reports what she has seen, including the Joker placing mines ahead. You send her back into hiding and now it is time to enter the Smelting Chamber through the set of doors ahead of us!
First comment - this is a tough room!
Seriously though this really is a significant challenge, as the thugs are spreading proximity mines AND some are equipped with infrared goggles or night vision or whatever they are. If you have the Heat Signature Conceal upgrade for the Batsuit as long as you remain completely still they should not be able to detect you, so really what this comes down to is patience.
Mixed in among the thugs down there is a Greenie, and as it is always a great idea to interrogate them, well, save him for last why don't you?
The biggest problem with this level is that the thugs make themselves vulnerable often, but they do it while near mines and, if you forget about the mines you end up getting seriously FUBAR'd -- and since the basic strategy for this level takes a lot of time making that sort of mistake means having to start from scratch -- so don't do that? Fortunately this plays out like that old Chinese Proverb -- something about waiting by the river and watching your enemies float by?
After you finally take out all of the orange thugs and then interrogate the Greenie -- you DID interrogate the Greenie, right? Anyway, after you interrogate him you get the timer update from Strange, and Joker might mention how disappointed he is with his men. Note that interrogating the Greenie here has the immediate effect of revealing additional Riddler's Secrets locations inside the Smelting Chamber, the Assembly Line Building, and the Loading Bay.
Clearing the Smelting Chamber
At this point you have a find predicament since you cannot risk going down to the ground level due to all of the mines. If you look on the map you will note the door you entered the Smelting Chamber from is near the center of the west wall more towards the north, and there are two doors in the east wall, above the center but more towards the north as well...
Closer examination of these doors reveals that the one that is more to the north is blocked by a steel gate but it also has a motor attached to it. The one to the south is also on the second level but is set deeper into a hallway so you cannot tell from your perch above how safe or dangerous it may actually be to approach. Being one of those types who believes that the devil you know is preferable to the one you don't (yes, I attended Catholic School) I went with the northern-most door, since I could see it from the perch across from it as well as open the gate using the REC from there as well...
You should be warned that use of the REC on the motor that raises the security gate that covers the doors is only temporary. Targeting the motor with the REC has the effect of applying a charge to the motor, which is why it raises the gate, but once the charge wears off the weight of the gate -- combined with gravity -- causes the gate to fall back into its closed position, thus blocking access to the doors -- or in the case of the inner doors, the opening (since the doors here are locked open). This is functioning as intended and is not an error.
-- Exiting the Smelting Chamber --
From the nearest Perch to the exit doors (once you have incap'd all of the enemy units) access can safely be obtained by targeting the motor above the closed gate with the REC from the perch and raising the gate, and then gliding through the opening that raising the gate created. This approach is safe even if the enemy has mined the second-level catwalks. Inside the narrow hallway that connects the first gate with the second gate as another motor above the second gate that, when the REC is appl;ied to it, reveals a set of double doors that give access to the northern-most point in the western half of the Assembly Line Building.
Once you have arrived here, simply target the second motor with your REC and raise the gate then open the doors and pass through.
As you enter the Assembly Line you will overhear several thugs talking about having mined the room, and after you climb up and pass through the ducts you should see the laser pointer of a sniper rifle sweeping the area between the openings. While this room is not as complicated or as dangerous as the previous one, it is not a walk in the part either.
The first move you should make is to pop up to the scaffolding above in order to make yourself less visible, then take a quick look around. There is no direct way to access the sniper thug in the other room, and a quick survey of the area reveals a section above on level three with a trop door that drops back into the room you entered the Assembly Line at (with the duct) as well as a Catwoman Trophy inside cage only she can enter and a blocked entrance/exit for the Joker's Funland.
On the ground level in the opposite end of the area is a roller track that is used for moving heavy boxes on assembly lines -- but hey, THIS is an assembly line so it belongs! The odd thing is that the boxes that are being moved on this roller track are all on their sides, with the open-ends conveniently placed to allow, say, a Batman to drop down and crouch in order to step inside the box, effectively hiding them!
Do that and you will find yourself rolling along the track in the other room once you pass through the timed gates of the track -- and the path that it follows takes you over the mined area and behind the sniper thug, which means that all you need to do is silently step off the track onto the catwalk, approach him and do a silent ninja-bat takedown for the win!
This catwalk and the position of the sniper thug are idea for our purposes, since we are now past the mined area and standing near the door to the next section of the Assembly Line, which is where we needed to go anyway! A quick scan of the area ahead through the walls using Detective Vision -- you have to love Detective Vision -- gives us a taste of what we are facing: some thugs and what looks like a female prisoner tied to a wall?
Look up in the direction of the prisoner and you will see an RB point -- and when you zip up there you should be shocked and surprised to see that the bound female prisoner is none other than Harley Quinn! Look, I was surprised... Even shocked. You should be too, I am just saying. Of course this could all be just an elaborately staged trap to catch us off guard and make use of our knight-in-shining-armor nature and reputation but... No, I don't believe it is.
Making Your Way Through the Assembly Line
-- Flagging the Hot and Cold Side-Mission --
Approach Harley with caution and talk to her to hear her story and to flag the last side-mission in the game: Hot And Cold. The basic goals for this side-mission is to locate the the technology that The Joker stole from Mr. Freeze and recover it -- and Harley has helpfully pointed us in the right direction by telling us where The Joker has stored it or some of it, who can say? If you hit the BACK button and look at the map it will hone-in on the location of the ill-gotten goods -- which are clearly in another building.
Your only options with Harley Quinn are to gag her or remove her gag -- once you have her story from her there really is nothing else to gain information wise, and you cannot (and probably should not) untie her, because after all whether you consider her insane or simply infatuated, she has demonstrated that she is in love with The Joker and is willing to endure massive physical, emotional, and mental abuse from him to maintain the relationship that she believes exists.
You can apply and remove the duct tape over her mouth several times to experience the scripted dialogue if you like -- but it does not gain you more information. I decided to leave her gag-free just because it is what the Batman would do...
If you look directly behind her there is a narrow ledge that leads to a drop down to the level below, and of you drop down and climb onto the roller track here then down again you arrive at the door to the next area, the entrance to the Loading Bay.
In the is area before the door is a Harley Quinn Statue that you should have previously destroyed -- if you did not, now is a good time to do that! At the far end of the room is a door and window, both of which are blocked by a security gate, and a motor. If you use the REC on the motor you open the gate and can access the area where the sniper thug we just took down is located. As there is nothing there for us at the moment there is really no point in doing that.
This is actually an important moment in the game, though I will understand if you do not realize that at first... The reason that it is important is that, in spite of the fact that we are very nearly to the end of the story, we have finally reached the point in the game where every part has been unlocked (except for a Gadget and that will be unlocked soon!). All of the Side-Missions are now either unlocked or unlocked and completed, and excluding the upper section of the Wonder Tower, the entire city is now open to us!
Good job! Well done! Way to go! Good on ya! Fantastic! Can you tell that I really like this game and the progress you are making in it? Well I do!
When you are ready go through the set of doors at the north end of the room to enter the Loading Bay.
Traditionally the Boss Battle with The Joker consists of a mixture of the different types of enemies because Joker NEVER battles alone. He always has a variety of his creations handy to assist him, and this is no exception to that rule!
-- A Retrospective Look at the Arkham Asylum Joker Boss Battle --
In the previous game the Boss Battle with The Big J came on a rooftop that featured an electrified border that added to the risks, and featured Joker and some Titans, and groups of thugs mixed in for good measure, with the primary strategy being to eliminate the thugs and then the Titans (in that order) as quickly as you could. Of course that battle was fought in stages, and during the second stage Joker activated his Titan Side, which was good for you because in addition to making him stronger and more dangerous it made him stupid. Into the mix were thrown Bomb Boxes, Joker Teeth Bombs, and a mixture of armed thugs, but the real secret to that battle was timing. In the end it was all about timing and your ability to execute specific moves, when you actually wanted to.
If you are getting from this the idea that I am suggesting that you will need to have good control over your timing and be able to execute specific moves that you will choose as you battle Joker, then you are getting it. A lot of the gamers that I worked with while creating this guide found this fight to be very intimidating going in, but once they realized that it too was all about timing, the intimidation level for the battle was sensibly diminished.
Joker Boss Battle Part 1: Gaining Access to the Arena
-- Entering the Loading Bay --
After you open the doors and go into this next area you will notice the lift on the right with a Batman Trophy and a Catwoman Trophy. The last time that we were here we could not access this since we did not have the Sequencer and so could not hack, but that is no longer true! Go ahead and hack the console to open the lift gate, and grab the Trophy before you continue along the path ahead,
As you approach the door that gives access to the main Loading Bay area turn on Detective Mode to spot a pair of sniper thugs. We really need to deal with them, as they block the path that we need to follow to get to Joker.
There are a few ways that you can deal with this -- either use the Disruptor to disable their rifles and then attack them head-on, or you can discretely move along the right side of the area after entering until you have the option of an RB zip up to their level, then doing a double-ledge-takedown -- or a combination of the two!
Once they are down though, the group of regular thugs over on the other side of the room will sound the alarm, and they Katy-bar-the-door, the fecal matter has hit the rotary oscillator! Before you do anything else mind the following: the actual entrance to the Joker Boss Battle is up here where the pair of sniper thugs were through the door here. Once you actually walk through that door the game saves -- so you are locked into the battle even if you quit and reload. So do not go through that door unless you are ready to face the Big J...
I only mention that in case you wanted to deal with the group of thugs in the room below -- not that you have to do that mind you, just in case you wanted to.
Joker Boss Battle Part 2: The Preamble - Joker's Take
--== The Joker Boss Battle ==--
First we should describe and define what you are facing here. The Joker is a Lying Liar McLiar Pants and you need to remember that. The Truth and The Joker are absolute and perfect strangers to each other, so you cannot believe anything that he says. In addition to that, HE picked the arena in which you are having your Boss Battle -- and he picked it for a reason.
There are two sets of tracks running along the sides of this fairly large space, and frequently a set of roller coaster cars will come whipping through the area! This is a danger to you but can also work to your advantage, since they are indiscriminate in who they damage, and luring some of the thugs onto the tracks at an opportune moment can result in their getting hurt rather than you!
The battle begins with just you and Joker -- and he invites you to hit him so you do. Once you knock him down he calls in his reinforcements, which consist of a mixed group of thugs - some regular, some armed with knives, and some who will pick up objects from the environment and throw them at you. There is also one of the one-armed hammer type who we call Mr. Hammer, and a Titan Mob. I am not really sure which of the last two is the most dangerous, but I do know that they can both hurt you.
Finally there is Joker himself, who remains in the mob and helps out with the battle, and do not forget the two trains that frequently rip through the area!
-- Basic Strategy --
Most gamers will acknowledge that this sort of battle is more of a personal thing than an organized fight, and will rely heavily upon the gamer's personal fighting style. While this is true for the most part, there are things that you can do to help tip the battle in your favor, starting with the most obvious point, which is to try not to get hurt.
I am not being a smart ass when I say that! You really need to try to keep them from hurting you because for the enemy this is a battle of attrition, and they only have to hurt you a little bit, as long as each and every one of them hurts you! Joker has a lot of guys to call upon, while you only have yourself, so for you this battle is going to be more of a defensive one than an all-out kicking-ass-and-taking-names barny.
So be sure to make use of the counter move when you know you are about to get hit. Use the dodge move (double-A) to remove yourself from groups of three or more when they close in on you because statistically when you are facing three or more enemies who are in your general area that is when you are most likely to end up taking damage.
Be sure to stay away from Joker, the Titan, and Mr. Hammer until you have the rest of the group thinned out because they are especially good at hurting you if they get close, as each has an AOE attack.
Remember that you must begin attacks on the Titan with a stun ('B') before initiating the rapid-fire 'X' attacks in order to damage him, and when you get to the point where you can ride him, it is always a good idea because you can use him while riding him to take out the remaining thugs and damage Mr. Hammer.
That sums up all of the basic strategy here -- now all you have to do is put it into action, and most important of all, do not get hurt!
Joker Boss Battle Part 3: Putting the Beat-Down on the Big J
-- Resolving the Battle --
As I mentioned before, this all comes down to personal fighting style. Some gamers get through these games as button mashers -- and I am not being insulting when I say that, I really am only being descriptive! For whatever reason some gamers just do not do well with memorizing the different button sequences for specific moves, even though in this game they are really basic sets of pushes! In real fighting games like Moral Kombat you practically need an encyclopedia and months of move memorization training to master their fighting systems, and even then I suspect that some gamers are simply better at that sort of thing than others.
A larger percentage of gamers are, like me, able to master the rudimentary style of fighting in games like Arkham City because we understand that there is actually a trick to this. In the case of large battles like this one, the trick is motion. Seriously! As long as you keep Batman moving, he will not get hurt very often. While this is an exhausting style of fighting for your wrist, hand, and fingers, it is also the single most effective way to do this battle without dying -- not even ONCE.
This is a game however, so it would be best if you tried to do this battle yourself before you even view the video of my run through it. Please? Seriously, please try to win this one on your own and only then watch the video above. You may end up not even needing it!
If you did run into trouble with this battle, watch the video while I explain what is actually happening in its different stages below:
Stage 0: Meeting Joker Face-to-Face -- when you enter the room here is Joker all by his lonesome. He talks to you and invites you to hit him, which you do, and eventually you put him on his back and then he mentions that he has some friends, at which point those "friends" arrive via the roller coaster cars above you.
Stage 1: Adding Opponents -- the first wave of opponents that are added to the battle consists of a mixture of thugs, two of whom are armed with knives, while the rest are inclined to throw things at you.
Stage 2: More Opponents -- while you are engaging the first group Joker, the second wave drops in, which consists of Mr. Hammer and a few Clown-type enemies, the latter being a bit more dangerous than the average thug.
Stage 3: The Final Wave of Opponents -- this wave is added well into the battle, and includes the Titan enemy and more Clown-types. At this point you should be well-engaged in the battle so you may not even notice when this happens.
As you watch the video above you will notice that at no point during the entire battle to I allow Batmak to remain motionless. Around the middle of the battle I get unlucky and tangle with a train, and I lose most of my armor points and a small amount of health, but at no point do I ever drop below 3/4 health, and the reason for that is because I never allowed Batman to stand still!
The traditional approach when dealing with Mr. Hammer is to take out all of the regular and armed thugs before dealing with him, but due to the presence of Joker, who functions as a spoiler in this battle, that is not advisable for the simple reason that while he is mixed into the group for some reason he is more reluctant to use his AOE attack! You can use that reluctance to your advantage here -- and the fact that he telegraphs his intention to do his hammer attack by pulling back on his shoulder, so that is a signal you should watch for.
The first part of the battle should consist of you taking on the thugs and avoiding Joker and Mr. Hammer UNLESS you find that Mr. Hammer is surrounded by thugs, which is when you want to dodge in and execute a rapid-fire attack on him. The point to this is that you get to do damage to him without really risking his being able to hurt you! If you use this tactic repeatedly -- examine the video and you will discover that I was able to take away 3/4 of Mr. Hammer's health using this tactic -- and you can see why this is very valuable, as it makes KO'ing Mr. Hammer much easier once he is no longer hampered by the thugs, who you have pretty much eliminated!
-- The Addition of the Titan --
Once the Titan is added to the melee you have a choice to make: you can follow the traditional wisdom in dealing with him (and a tactic that virtually all serious gamers will suggest to you) and deliver an Ultra Stun on the Titan in order to ride him. If you watch the video you will notice that at NO POINT did I do this. In fact I made it a point to AVOID riding the Titan. Why? Because it is easier to do direct damage to the remaining opponents on foot than it is on the back of the Titan!
-- The Coup de Grâce --
The phrase above is originally French in origins, and literally translates to "blow of mercy" though in modern times it is said to mean "death blow" or "final blow" -- It is often used figuratively to describe the last in a series of events which brings about the end of the sequence and that is how I am using it here -- because what comes next is the decisive actions on your part to conclude this battle!
At this point there are one or two thugs left, play Mr. Hammer, the Titan, and Joker. Mr. Hammer is down to less than 1/4 health, the Titan is down to about 3/4 health, and Joker? Well, that is impossible to say, but considering the number of blows we got in on him he cannot be doing all that well in the health department at the moment, right?
Taking out the remaining thugs is a priority but only because when you get to less than four thugs in the battle the alter their tactics slightly, and emulate Joker, which means they function as spoilers. The role of a spoiler in this sort of battle is to rapidly approach you and interrupt the attack sequences you must use to terminate the special enemies -- they being Mr. Hammer and the Titan. Make no mistake, you need to KO both special enemies now, because this is how you end the battle!
Since Mr. Hammer has taken the most damage, after you take out the remaining thugs he is the logical focus of your efforts as you proceed towards the and of the Boss Battle. If you watch the video you will note that all that was required to take him out once his health drops below 1/4 is a Super Stun followed by a finishing move, which is what I do here.
With Mr. Hammer down, our next target is the Titan - but Joker knows this and he alters his battle tactics to serve as a pure spoiler at this point, since keeping the Titan in the battle is the only way that he can win it, and he knows that. So basically your situation is simple: you need to damage the Titan and avoid being damaged by Joker.
Joker Boss Battle Part 4: Talia to the Rescue
One of the moves that Joker tries to execute whenever you are fully-engaged with the Titan is his stunning move. He does that because IF he can stun you, you are meat for the Titan, who will pound you into the ground like a tent peg! Don't allow Joker to do that, even if it means failing to make your connection with the Titan by dodging away. In the video I illustrate that you can deliver your hits on the Titan and avoid Joker's moves with very little real challenge.
Use stuns against the Titan but only one or two, not the full three, since you just want him standing still while you whittle away his health because if his health is high, when you are prompted to do the rapid-fire attack that will result in you eventually riding the Titan, which we do not want to do. Watch his health and, when it reaches the point that it does in the video -- you can tell when it is low because he does this odd fist clenching following a deep breath move when he is really low on health -- so when you see him do that, deliver the full Super Stun followed by the rapid-fire attack and that will take you right into the finishing move, and down goes the Titan.
Now all that is left is for you to partially incap Joker, at which point you trigger the CS in which you unlock the Achievement "Ghost Train" (25 GS) which is immediately followed by the collapse of the upper tracks for the roller coaster, with the tracks and bracing falling upon you and pinning you to the ground.
-- Enters Talia, Representative of Ra's --
Joker is about to kill you when who should appear but Ra's daughter Talia! And she has a proposal for Joker: if he frees you, she will give him Ra's secret to immortality. She makes her pitch and you are horrified by what she is proposing -- and when she hands Joker her father's sword you are very disappointed in her... But something is odd in the way that she is behaving and, after Joker stuns you with a blow to the head she makes an odd gesture while telling you to follow your heart.
What can this mean? Clearly it was a message for you -- and it should be equally clear that if all the Assassins wanted to do was make Joker the offer leadership, there would be no need to make his releasing you a condition of the offer, now would there? Clearly Talia is up to something!
Before we can find or figure out just what that might be, Talia turns and departs with the Joker, and we fade to black...
If you will recall we last left Catwoman in the grip of Poison Ivy's sentient plants, where she placed herself as a direct result of her overconfidence that she could reason with Ivy in order to enlist the plant-controlling super-villain's assistance in breaking into the vault in which Strange is holding lots of important objects, including some personal items that belong to Catwoman....
When we left off before, Ivy appeared to be intent upon doing harm to Catwoman largely because Catwoman harmed some of Ivy's plants back on Arkham Island (during Batman: Arkham Asylum) and it seems that Ivy has a long memory and knows how to carry a grudge!
As we return to Catwoman now, we are right where we left her, ensnared in Ivy's plant trap, with a very angry Ivy trying to decide what she will do with us...
Catwoman Part III: A Deal is Struck
As Ivy outlines her grievance against you it grows obvious that there is synergy to be had here! The last one of Ivy's plants of that type is being held in the High Security Vault that is controlled by Strange, and so are the bits of personal kit that we want to collect! Once you communicate that to Ivy she only has to think for a moment, and then releases you -- throwing you out of her lair -- but clearly willing to partner up with us if it means that she can rescue her plant friend...
After the CS we find ourselves standing outside of the entrance to Ivy's Lair on the catwalk, and it is time to make a decision. This third adventure as Catwoman is a well-structured one with specific goals.
When I was a kid growing up in Australia TV sucked. We got three channels if the weather was good, two if it was not, so in the mid-1970's when my dad had a HUGE satellite dish installed it was a big deal. The reason that my dad spent a bazillion dollars on that dish was so he could get specific sports events that were not carried on Austrian TV -- and while that was cool, the reason that I liked it was because we could get a HUGE variety of other shows from foreign networks, including syndicated broadcasts of a show called Batman!
Believe it or not that was the first I had ever heard of Batman either as a show, movie, or comic, and as luck would have it the first show that I watched of the 60's series was one staring Catwoman -- who was played by actress and hottie Julie Newmar -- who I sort of had a thing for at the time, but do not ask me to explain why I was attracted to a woman who while beautiful was clearly a ball-buster! I am not going to go into detail with respect to all of the things I imagined would make her purr, that is better left for the conversations that take place on my shrink's couch -- but I will observe that the Catwoman in Arkham City has the same attitude, spirit, and lithe form... Anyway...
I don't know about you but I have been eagerly anticipating the third installment of Catwoman in the game, and not just because I wanted to complete her adventures, but also because there were all of those Riddler's Secrets that were hers and hers alone! If we tried to take them as Batman we got punished by Riddler, who shocked us -- so here were these nice pink Trophies that, while in numbers they do not amount to a huge total, nonetheless are here and unattainable... Well, until now that is!
It is time to start collecting those -- and just to be clear this is NOT Part 2 of the Batman Side-Trips, rather this is the normal third installment of Catwoman's part in the game... Since there are relatively few of these we will run through the ones we can actually get very quickly, break them down by district, and include a video showing the snagging of them!
Gathering Catwoman's Trophies: The Amusement Mile
-- The Amusement Mile District --
We have returned to our role as Catwoman in the Amusement Mile -- so our first destination should be the GCPD Building, where we can drop down the north face to the water and enter the Parking Garage, and grab the trophy that is on the other side of the huge flooded gap, which we reach by crawling along the ceiling - that is so cool!
Exit the Garage once you have that and head directly south to the next building -- Krank Toy Company -- and take out the group of thugs that is guarding the entrance before heading inside (assuming you have completed the Fragile Alliance Side-Mission which you should have, as otherwise you cannot enter this building). Go inside and head to the right in the main room into the room with the destroyed canisters and grab the Trophy that is on the ceiling here!
Now head to the west to the GCR Building -- Gotham City Radio -- the one with the huge radio tower? On the lowest roof (the square section poking out to the west) is a small shed with a weakened wall that you kick open to find this Trophy.
Now head to the larger section of elevated freeway that still survives west of the GCPD Building and RB to the bottom in the southeast corner to ceiling crawl to the center and snag this Trophy!
Head to the south and the Industrial District and begin in the northeast section since that is where we will be entering the district from -- where the cranes are and where we will find our first Trophy, but be CAREFUL as you approach because this is also where we will find the first snipers in the area! The thugs have re-spawned here -- including the snipers! Take your time and work your way to get behind the snipers above and take them out and then clear the rest of the zone of thugs both for the XP and because it is fun!
Remember that unless you have already upgraded her armor to v4 -- which I doubt you have since I have not either -- you have to be cautions of getting shot more than you would with the Batman, at least for now... I used the cranes and crossed over from the Toy Company and then ninja'd around the east side of the snipers doubling back to take them out -- that will work for you too :)
Gathering Catwoman's Trophies: The Industrial District
Once you have this set of snipers managed drop to the ground and walk under the cranes then look to the south to spot the place where Batman broke through the weakened wall earlier. On the ceiling is one of our Trophies in a cage -- on the ground are three pressure plates. What we need to do is RB to the ceiling from the first plate, drop on to the second plate without touching anything else, and do the same for the third to unlock the cage, at which point we RB up again and claim our Trophy!
In the northwest corner of the district there is a crane and west of that a building with a catwalk and a blood-red surveillance sign -- go out on to the catwalk below it, RT A to flip underneath, and grab the Trophy here!
Now head towards the Tricorner Naval Tower in the center of the south area near the Steel Mill -- but approach this area carefully as there is a sniper nearby on top of one of the towers with a catwalk. Take him out, then carefully take out the armed thugs below where the Trophy is, and finally flip up to the bottom of the chain-link cage roof and grab the Trophy!
Finally head over to the roof of the Steel Mill itself, taking out the thugs on patrol there and then locating the Trophy which is on the underside of the catwalk below the stacks. Basically you just hop the fence and RB to the ceiling, then go behind the pillar to grab the trophy (check the video of you are confused as the roof here is a bit of a maze).
The fifth and final Trophy here is the one that is in the building in which you rescue Nora Freeze -- I thought that I had actually completed that side-mission that was required but it turns out that I had not -- it is the Hot and Cold one you have to do -- so I was not able to walk in through the front doors. I ended up having to come back later and get this when I had completed it... So if you have Freeze's Side-Mission done you can go ahead and grab it now, otherwise not...
Your next destination is the Steel Mill itself, where thanks to Batman having completed all of the required opening moves, we now have access to the areas that we need to have access to! Something to bear in mind though as you move around -- for most of the areas in the game the thug patrols have all respawned -- you know that because we have been taking them out here... The thing is Catwoman is nowhere near as robust as Batman, and she cannot soak up the damage that he can, so be crafty and ninja-like in your travels alright then?
Note: If you are wondering why we are headed to the Subway and not into the Steel Mill, the reason is really simple -- you have no way to get into the Steel Mill as Catwoman at this point in the game! Until Batman leaves the Mill -- which does not happen until we finish this level -- there is no entrance. That means that Catwoman's Steel Mill Trophies will have to wait until the 4th and final level she plays in this adventure. Sorry about that mates...
The entrance to the Subway on this side of the city is guarded by a group of armed thugs toting either SMG's or shotguns... Both of which can make holes in us that we would rather avoid. So what we want to do is pick them off one at a time rather than trying to take them on in groups, right? Right!
Don't you find the blood-red claw sign for the Pounce Attack when you have her in Cat Vision Mode to be almost irresistible? I know I do! Sadly I took some bullets while clearing the thugs from around the Subway Maintenance Access Shaft -- so I ended up going in with less than perfect health and a bruised ego considering that I thought I was a little better at dodging and attacking than it turns out that I am... Ah well!
Inside the Maintenance Tunnels you will find the first on the underside of the catwalk in the Waterfall Chamber -- but before we deal with that, whether you found this access point open has everything to do with whether or not you actually had the interaction with Killer Kroc while playing as Batman. I hope that you did since (A) it was cool, and (B) it locks open the access gate down here. If you did not, then you cannot exit via the way that we just entered the area by because that gate will close behind you and the only way to open it is to be on the other side... I am just saying.
Now, in the Waterfall Chamber flip underneath the catwalk and you will see the Trophy sitting glued to the underside of the Catwalk. That was easy right?
Follow the regular route towards the station and, when we get to the part where the floor of the Tunnel has collapsed leaving a huge gap that Batman would use the Line-Launcher to cross, we RB to the metal grate on the ceiling and ceiling crawl across the gap. At the junction point for the four tunnels we find our next Trophy just sitting there... Upside down... Stuck to the ceiling grate... And we take it!
Gathering Catwoman's Trophies: The Subway
-- The Subway Terminal --
Continue along the Tunnel ducking under the partial grate and then drop down the access hatch into the Terminal. If you consult your map you will see that there are two Catwoman Trophies in this immediate area, both on the western end of the Terminal, one on its north side, the other south. We will head to the south one first, which is dead center above the security gate that Batman would need to use the REC to raise, but we can simply go over because hey, we are Catwoman!
hen you get above the gate grab the Trophy and then drop down on the other side and go immediately to your right (north) through the passage here into the area where the Electricity Trap Room is located. We don't care about that however, we care about the ceiling, because if you look up as you enter this area you will see our next Trophy!
Head down the track towards the train car but do not go inside of it -- just before you reach it you have the option to RB to the ceiling -- do that and then open the trap door here and go in, and you now have access to the trophy at the end of this catwalk -- so go grab it now! I told you these would go fast!
The final Trophy for this district is in the Station Master's Office at the far west end of the Subway Station -- taking this trophy from the table also triggers a save point, and how cool is that?
Completing the Subway conveniently also brings us to our next Trophy Collecting Area -- The Bowery!
After you exit from the Subway -- you may have to take on a few thugs in the process -- it would be an idea to clear out the thugs that are on the rooftops in the district since the rooftops are where we will be heading if we run into trouble below, right? Once you have accomplished that, load up the map and check the markers and you will notice that our first destination is pretty much in the center of the District, north and a bit west of where we exited the Subway Station!
When you hone in on that you will see that it is the building that the monorail goes through -- in fact it is above three of the six switches that we had to do the rapid-fire closure on with Batman. Anyway RB to the ceiling and ceiling crawl over and grab that Trophy, and then look at the map again and note the marker for the next one which is directly below the Ace Chemical Building on the map.
When you arrive at the rooftop near the marker you will likely be confused by the layout as there does not appear to be any way you can actually get to the Trophy. If you turn on Cat Vision though you will see that there is a trap door in the floor of the chain-link cage!
Gathering Catwoman's Trophies: The Bowery District
To access the trap door look over the side of the building and to the right and you will spy an exposed heating duct. Drop on to the duct and look at the wall and you will see the opening from the weakened wall that Batman broke through before. It is well camouflaged and easy to miss, but from the duct you cannot miss it. Go inside RB up and through the trap door and grab the Trophy!
Our next target is almost directly south and a little west of where we are now -- the building to the north of the Subway Plaza (check your map). Head over to it and you will find the Trophy sitting on the balcony on the roof - no puzzle, no special requirements - just pick it up!
The next Trophy is sitting on the fancy marble balcony on the top level of the end of the street that runs in front of the Museum. Simply walk south along the covered pedestrian mall with its glass roof to the very end section of the mall here -- RB up to the balcony (you cannot miss it if you go any higher than the balcony you will hit your head on the glass roof) and pick up the Trophy!
And that brings us to the 5th and final Trophy for this District, which is sitting all by its lonesome on the roof of the Museum waiting for you to pick it up. It is right where the marker on the map says it will be, so go! Pick it up!
As we are conveniently placed for the next phase of our adventure, run to the edge of the roof and drop down to the front entrance of the Museum and go through the doors!
-- The Trophy Room --
Walk through the entry hall and turn left at the outer balcony of the Trophy Room and down the stairs -- stop to say hello to the Penguin -- my he is rude! After we exchange warm greetings with him continue down the hall to the right and through the door, which basically takes you into the outer hall of the Gladiator Pit!
At the second hallway that creates a T-Intersection head south (look at the map and you will see the marker for the Trophy on it), and at the end of this is a small exhibit space and, as you enter it, you are prompted to RB to the ceiling -- do that, and then open the trap door here and take the Trophy! Excellent! One down, four to go!
You can either jump off of the edge or drop down through the trap door to return to the hallway -- your choice -- and then briefly consult your map to see that the next pair of Trophies are both located ahead in the Torture Chamber! SO make a quick run through the hallways and the Gladiator Pit, and then use the door at the end to pass into the Torture Chamber!
-- The Torture Chamber --
The most notable feature of this area is the large body of water that came into being when this entire wing od the Museum was flooded. You should be warned that in the water below there are man-eating sharks! I am pretty sure that they will also eat a woman, a cat, and logically therefore a Catwoman... I am just saying...
Walk to the edge of the balcony and look to the right (north) to spot the lArge chain-link cage inside of which is the first of two Trophies for this area. To reach the inside of the cage and thus the Trophy, hold the Right Trigger and tap 'A" to swing over the edge of the balcony, at which point you are not ceiling-crawling on the walkway. Move to the trap door to the north and open it, going into the cage.
Gathering Catwoman's Trophies: The Museum
Take the Trophy that is waiting here for you, adding it to your collection.
The second Trophy for this area is obtained as a natural part of our journey to the Armory, so move to the north end of the cage and RB to the ceiling (really the underside of the catwalk that runs along the north end of the Chamber) following it west until you arrive at where it turns to the north, and you discover the second Trophy, which is sitting on the underside of the catwalk where it turns.
Take the second Trophy that is waiting here for you, adding it to your collection!
-- The Armory --
Continue ceiling-crawling the catwalk to the north until you are over the Armory balcony and drop down, and then follow the hall as it jogs right then left and ends in teh door to the Armory. Pass through the door entering the Armory.
Check your map and you will see that the nearest of the two Trophies in this space is ahead and to the right on the map... Take the right-hand hallway on this level of the Armory avoiding the big hole in teh floor and, shortly after it, look up to spot the Trophy. RB to the grating above and ceiling-crawl to the Trophy, claiming it as your rightful possession!
Now drop back to the floor and walk north to where the hall turns left -- west) and follow it down the stairs and then up the stairs until you are on the opposite side of the Armory standing at the shattered display case that used to contain Freeze's armor or maybe Freeze himself (I cannot remember) but now contains... Nothing.
If you hit the big red button on the display you hear Penguin's recorded voice saying: "You are looking at the world's most advanced refrigerator. Stick a sickly scientist inside it and you've got yourself Mister Icebox himself."
It is not the case or the recording that concerns us however - as you want to hit 'A' to jump on top of this case, where you find the fifth and last Catwoman Trophy for the Museum! Good on ya mate! You got all of them for the Museum! How about that?
Now it is time to backtrack all the way to the entrance of the Museum and exit the place -- so do that now!
I don't know for sure if this happens in every game or just mine, but when I exited the Museum I found that it was snowing out! As you can see by the heading, we are now about to do the Catwoman's Riddler Secrets for the Park Row District -- which in addition to being the final area for our special Trophy hunt, also happens to be the area in which Catwoman's Third Level plays out in for the most part... You have probably guessed that as soon as we finish grabbing these Trophies we will be doing our deal with Ivy directly thereafter... Yes we will!
If you look at the map the five Catwoman Trophy locations are clearly marked (assuming that you did not collect the Trophy that is right outside of Catwoman's flat -- which I did in her previous adventure -- and if you did too than only four of them will be marked!
We are going to begin with the one that is the farthest away to the north at the building by the broken highway where this district borders with the Amusement Mile. Head there now and, when you arrive you will find that the Trophy does not have a puzzle associated with it or any special requirements -- it is simply sitting on the roof here waiting for you to take it -- so take it!
Gathering Catwoman's Trophies: Park Row
Our next Trophy is behind the Church -- where there is a cage with a green pressure pad and several red that should be familiar to you since we did this with Batman not too long ago! Basically it is the same except we stop on the green plate and then RB to the ceiling, crawl to the end and flip up, then RB to the ceiling up here, and crawl to the now unlocked Trophy and take it!
Our next Trophy is to the west of the Courthouse -- so head to the marker on the map and at ground level enter the now broken open weakened wall that Batman opened for us, RB to the ceiling and grab the Trophy here! Simple and quick, just the way we like them!
The last Trophy for the Distric -- and this little side-adventure -- is in the alley near Ace Chemical. Enter it from the street and RB to the ceiling to grab this one!
Isn't it nice when two super villain girls can help each other out? Well, yeah, but like the thugs say, they may be cute, but stay away from me super villain girls!
When you reach the marker on the map you will observe three thugs guarding a manhole cover in the street -- they are an armored thug, a shield thug, and an armed thug. I will let you guess which one you need to attack first! OK the armed thug -- and then the shield thug and finally the armored one. And once you have them taken care of, head down into the sewers and follow the tunnel to learn that Ivy had her vines pretty much tear their way into the Vault!
The Vault Part I
It certainly was a lot easier to simply walk in than it would have been to fight our way in, right? Hmm, probably should not have said "{fight" as that is sure to Jinx it!
After you enter the Vault you will see a door leading off of the room -- go through that to find yourself in the Security Room, where you can see the TYGE Guards in the main Vault on the monitors. You talk to yourself for a bit, which is good since it fills us in on what you are thinking and the situation here! We need to obtain three key codes from the three guards and we need to do it without being seen... So that probably means we cannot attack those guards, right? Right!
-- Obtaining the Keys --
Start out by RB'ing to the ceiling and then using the open duct to move to the next area. In the hallway ahead is the first guard -- so sneak up in him and pick his pocket without being caught! Watching him to observe his routine is a good idea, or you can just do what I did and get close, drop down to the ground, sneak up and pick his pocket then RB back up! Now we need to find the second guard!
Follow the ceiling around to the next area and spot the guard with the glinting card, wait until he is in an area where he is alone and pick that pocket!
The third guard looks like he will be a problem at first since his patrol is around other guards who have guns! But he goes into a side room that, while shallow, is deep enough so that if we go to the end and wait for him to turn around to head back out there is just enough time to drop down and pick his pocket! Watch the video if you have trouble with this, right?
-- Using the Keys --
Head back to the Security Room and use the keys you just took from the guards to unlock the Vault Door by interacting with the computer in the corner (the one with the large screens and the prompt to hit 'A' to use it... Sadly when you use the three cards the Vault door makes a lot of noise, alerting the guards, who naturally go on alert!
Your next task is to get each guard alone and do a silent takedown on them! Seriously, if you are patient and careful you can do this easily, in spite of the fact that they know you are here and are now actively searching for you. Note that each time you do a silent takedown you need to find an out of the way place and hide until the heat dies down, as they will start looking at the ceiling for a while after they find a body!
As you are working through the guards you hear Strange order Protocol 10 launched... That does not sound good!
The Vault Part 2
-- Into the Vault --
After you take down the guards and enter the vault Strange springs the trap -- yeah, this was too easy wasn't it? You have to battle your way out of this but you should be really good at this by now so even with Catwoman's really weak stats you should be able to do it! You CAN do it! I have faith in you!
Just remember your best strategy is to stay in motion the whole time and do not let them get close to you in groups or you will take damage! Watch the video and you will see what I did, you just need to do that too!
Once you have them incap'd grab the cases and... Wait... What about the plant? When you grab the cases you unlock the Achievement "Pick Pocket" (25 GS) for stealing the score of a lifetime... But that plant? Ivy wants that...
-- Making the Choice --
As you start to leave with the two cases you will stop at the end of the hall where there is a picture of Batman on the monitor... You have to make a choice -- leave with the cases or save Batman? The obvious choice is to save Batman - but if you do want to experience the other choice, remember you can replay the Catwoman's Levels from the main menu any time you want to, so you can come back and experience this.
So come on! It is time to save the Dark Knight!
When you head for the duct to the left you have to leave the cases -- and once you reach the end of the sewers and leave you trigger a CS in which you rescue the Batman in a brief CS in which you remind him that he needs to hurry if he is going to stop Protocol 10... Wait... We remind us that we need to hurry... Wait... Oh man! Identity crisis!
This is actually a very short section because all that you need to do is glide around and latch on to the skids of choppers and scan them until you find the one with the Master Code in it, at which point you hit 'X' to download the code. You can now hack TYGER consoles mates! Good on ya!
Obtaining the Master Code
Sadly with the massive missile attacks being launched against the city you really do not have the time to go around hacking the TYGER consoles that we know about, so forget that for now...
Once you have the Master Code try to find a chopper headed in the direction of the Processing Center so that you do not have to face missiles and being attacked by any chopper that sees you -- oh yes, they have a Kill On Sight order on you mate. When you get close to the Processing Center be very careful, there are snipers deployed there waiting for you!
The Approach to the Processing Center is guarded by Snipers as well as thugs on the ground and inside, so you need to be very careful as you approach -- there is no point in being killed by the snipers right? Once you identify their locations you will want to either flank them and do silent takedowns or disable their weapons first -- it is your call!
With the two snipers incap'd you can now hack the TYGER Console that is at the door behind where they were standing. Go inside and follow the hall down to the gate and use the REC to open that. Inside you will need to drop down a level and use the REC again on another gate, and then approach the door at the far end of this hallway.
Use Detective Vision to scope out the enemies on the other side of the door, then go through ninja-style and look for a place to roost!
Below you are three guards -- an armed one and two with stun sticks. Take out the one with the gun and then you are instructed to deal with the stun sticks by using an 'A' 'A' 'X' attack which basically is a dodge over their heads and an attack.
-- The Processing Center Guard Battle --
Strange calls you over to the video screen to talk to you but while your are paying attention to him, a large number of mixed guards gather around you -- it is Battle Royale time Batman -- but be aware that more guards -- including an armored one and some stun guards -- will join the battle as it progresses! Just keep moving and do not let more than one get near you at a time and you will be fine. Do a lot of dodge attacks both so you get used to the move and because it will work on most of them really well!
Getting Through the Processing Center Guard Battle
When the battle begins you are facing a mixture of regular guards who will throw thins at you including a gas canister tha twill explode -- avoid that right? There is a shield-guard and, when the fight is in mid-progress, an armored guard comes into it on the lift. The thing about this is that they are basically going to use a variation of the spoiler buddy system you faced in the Joker Boss Battle, except these guys are actually better at it than Joker's thugs were! Probably because they are professional guards not amateur thugs...
It is critical that you take out the regular guards as quick as you can, but you need to listen for the sound of one of them racking the action on a gun, because there is a gun in this room, and each of them will pick it up if they have the chance. Any time you hear that action being racked you need to locate the person holding the gun and disarm them!
Yes, I know this is a very complicated fight, but you can do it, it just might take you a few tries is all... If you get stuck watch the video above -- while I do make some mistakes -- I was wicked tired when I did this level and fight -- the tactics that I used work.
With this battle over look around in Detective Vision to spot the TYGER Console - hack that to open the lift door, go inside and look up to spot a Trophy - Batclaw that sucker and add it to your collection! Now go outside and look for the ledge - jump up and look for the demo-wall across from you -- now Line-Launcher over and blow the wall, then go inside and claim your Trophy!
There is a manhole cover on the floor in this area -- find it and go down it.
After you drop down the manhole cover follow the tunnel about 20 feet and drop down the hole to the bottom and you will find yourself in a familiar place -- the Wonder Tower Foundations! Go to the opening and look to the south - load your Line-Launcher and launch and then immediately look to the northeast corner where there is a narrow ledge and change direction landing on that ledge! There is a Trophy here -- take it.
Use the Line-Launcher to go south from here and immediately look left, and change direction to that room before you hit the steel grate and fall! in this room you will see a switch on the ceiling with a demo floor below it -- blow the floor, drop down and then Batarang the switch and pick up the trophy here that you unlock!
Foundation Predator Battle
With the Trophy in hand head through the door here and talk to Nurse Fiona Wilson -- she reports to you what has been happening. The guards in the next room are part of a Predator Room, but we have been here before and we know what the best tactics are for dealing with them don't we!
Find a safe perch on a gargoyle and remember NOT to move when they are scanning for heat signatures! There are snipers here so your first priority should be taking them out any way you can! Once they are down, start picking off the guards one at a time.
They are really not that tough -- nowhere near what we faced in that battle in the Processing Center before! In fact this sort of battle I can take all day bloody long! You should quickly make short work of them -- if you run into trouble use the tactics I used in the video and you can take them down one-two-three!
With all of the guards taken care of glide down to the lift and hack the TYGER Console and go in!
Inside the lift is another console for you to hack - and then the lift starts rising. If you look up there is a hole in the top of the lift. In my experience they don't put things like that in places like that unless you are meant to use them, so perhaps you should RB up on top of the lift before it arrives?
When the lift arrives there is a ledge you can walk out onto and so you should because there are guards below you and, when they open the lift doors they are going to light the place up in full-auto mode! Now aren't you glad you used the hole? I know I am!
But alas even though they missed their chance to kill us we still have to take THEM out, so hop on down and do that now!
Climbing up the Outside of the Tower
After you take them out hack the TYGER Console to open the gate and then climb up and drop down to grab the edge and shimmy around to the back of the Tower where there is a small platform. RB up from there and then jump a gap and walk around the outer edge to the opposite side and RB up to the weather sensor mast. You have a conversations with Oracle so stand still for that, and then RB to the right and right again and up into an access port in the Tower!
One level below you is a landing - drop to that and then head outside onto the pole and then onto the cable here, and RB up twice to find yourself in another access port. Inside this area is a TYGER Console that opens a gate above when you hack it -- RB up to the now open gate above you and then walk clockwise around the outer walkway of this area -- which is the Security Control Center. At the end of the walkway is an open duct.
You have two options -- go to the right, around to where a vent cover blocks your path. Kick that out and drop down onto the catwalk below, then continue clockwise to where the gargoyles ring the outer area. Inside are a bunch of well-armed guards though, and you are pretty much dedicating yourself to taking them on head to head this way...
An alternative is to go to the left and into the room with them in a short floor duct run, and then patiently wait for them to come close enough to do takedowns on them! You should be able to get half of them by doing pop-out takedowns if you are patient, then you can use the duct as a base and nail the rest when the wander close enough! That is how I did it, and it worked great. Of course I would not want Batgirl knowing I did it this way but still...
Things Get Really Strange
After you take out the final guard hack the door and pound the snot out of Strange, shut down the Protocol 10 machines, and then get the CS that resolves the entire story... I am not going to reveal the end here because there are gamers who cannot help themselves but read the last section first LOL.
Not only am I not going to write about it, it is not in the video either...
So were you thinking it was over? Did you forget about Joker? Yeah you did didn't you?! Well, you still have to deal with him so let's go do that now!
The Joker has called you out -- he is waiting for you and he has Talia. Try not to think too much about everything that we have just learned, and concentrate on getting to Joker. As you approach the area for the final marker you need to be very very careful because the place is filthy with snipers -- and you have to take them ALL out!
Basically you will need to pick off the ones that are spread out and then use the Disruptor on the pair by the door and kick their butts! When you go in you get a CS with Joker... Or maybe not... But THEN you get a CS with Joker!
OK all joking aside, you get a long CS with who you think is the Joker but it turns out to be Clayface -- and the real Joker kills Talia!
The Clayface Boss Battle
-- Clay Face Boss Battle --
While I did not see this coming, it sort of makes sense, right? After all Harley was tied up last we saw her! Now though, we have to deal with Clayface -- adn that means playing by the rules of the fight. In this case that is tossing Freeze Grenades -- which we can do all day long!
Clayface has three basic attacks and, after you freeze and chop him up the first time, adds a fourth attack. You will quickly get to know them - your ONLY defense is to dodge. Period. Dodge and throw grenades.
After you freeze Clayface a second time you then chop him into bits with Ra's sword -- but Joker has a surprise for you -- the arena you are on is mined! He blows them and you end up ten stories below in the basement of the basement of the... Well, you get the idea.
-- Battling the Mini-Me's --
Once you get up from that long fall you discover that Clayface is now splitting himself into mini-him's -- before you do anything else look at the health bar in the upper corner. The orange part is for the mini-him's - the blue part is for the him him. Each time he spawns mini-him's the orange bar grows -- as you kill them it shrinks. When it is almost all the way gone he pops up and at THAT point is when you can actually damage him and it is THEN that you want to lob a Freeze Grenade into his mouth!
DO that enough times and he dies. Sort of. Actually you dive inside of him through his mouth so you can cut your way out -- and hey! You found the cure while you were in there! You drink the cure -- of course -- but there is plenty left for Joker... Actually I have to stop here as well... What happens is better something you experience on your own... You don't need me anymore, the story is winding down. So go do it. Enjoy it. It was one hell of a ride!
The End... Of the Story Mode But NOT the Adventure!
When the game resumes you are Catwoman, standing on one of the towers, and you have decided that it is time to blow this Popsicle stand! But when you head back to your flat and try to enter, it literally blows up in your face!
You come to with four of Two-Face's thugs standing over you ready to kill you again if you are not dead! You put the beatdown on them and learn that Two-Face has your stuff... You gotta get your stuff back Catwoman! Well, he is in the Museum, that is as good a place to start as any!
Once you get to the Museum you basically you have to battle your way through the Museum, all the way to the Armory, where you will have a Boss Battle with Two-Face. The problem is he has a never ending spawn of henchmen, so targeting them is pointless as they just re-spawn.
This Boss Battle is probably the most frustrating of all of them in the game, not because Two-Face is hard to kill -- he is not -- but because the way it is set up is misleading to gamers and invariably causes them to adopt a strategy that leads directly to frustration! I am really not sure if that was the intention of the developer or not, but that is how it works out for most gamers, and I also suspect that this battle may very well be why so many gamers have such a low opinion of the character of Catwoman in the game!
The Two-Face Boss Battle
Bear in mind that she already has some strikes against her -- her movement and the targeting ability for the use of her jump skill -- the equivalent of Batman's Batclaw/Grapnel -- is nowhere near as effective, so while Batman can pretty much target ANY level surface and most objects, fire the Batclaw, and pull himself up to them, Catwoman can only use her whip on the surfaces that the game will allow her to -- and that is a much smaller list. When you factor in her weakness and vulnerability -- where batman can upgrade each element in his armor four times, Catwoman can only do that two times, and she is already worse off than him because she can soak up a lot less damage before dying...
Ironically she is actually better at the acrobatics of combat -- assuming you are not a button masher and know the different moves as well as have a touch for knowing when to dodge... Strictly from a fighting perspective, Catwoman is the better character hands down! But Batman can take more hits, so in the end that makes all the difference.
Back to the Boss Battle -- as I said, whether the developer intended to or not, the impression is given in this level that it must be a ninja fight. That Catwoman needs to remain hidden and single-out Two-Face for her attacks, and that the attacks need to all be takedown moves. This makes for a frustrating level because the thugs he has with him are good at spotting and shooting you, and they are all armed. In addition to that, Two-Face moves around and the places he goes are NOT ideal for executing takedown moves!
The prevailing wisdom among the gamers that I worked with doing the guide is that you basically have to do sneak attacks on him until you do away with his health! That is as straight forward as it gets according to them, but the problem with this approach is you are going to die. A LOT. And death of this sort naturally leads to frustration, and frustration causes you to act recklessly, and THAT leads to even more death, and before you know it, you have gamer walking away from the game disgust over this almost final level in the game!
That is a shame, and it should not happen, because this really is not only a good game, but the best Batman game -- hell, the best Super Hero game -- EVER. It should be a source of massive pleasure for you, and the fact that the developer resisted the use of grief code when they could easily have used it and gotten away with that is a major kudo in their favor. Seriously. We owe them a debt of gratitude for treating us -- the gamer -- with a level of respect that is rarely seen in modern gaming.
So if the ninja route is not viable, you are probably wondering what the best way to do this is, right? Well there is another -- and a better -- way...
After you enter the Armory find a perch above where you can see Two-Face -- he will likely be on the bridge in the center of the chamber. Once you have ID'd him, target and pounce on him, which will cause him to fall on the floor in a daze. You cannot do a takedown move on him when he is down like this, and because of that many gamers assume that means you need to wait while he recovers and then use another takedown move, rinse and repeat, until he is done. No, no, no!
Sure you cannot do the finishing move on him when he is dazed, but you can beat the living crap out of him while he is down on the ground! Kicks and punches still hurt him baby! So what you want to do is ignore the world -- and only attack the henchmen who are close and who will be shooting you in the back and sides -- and simply beat the ever-loving crap out of him!
If you do this right -- watch the video to see what I mean -- you may (will) get shot a few times by henchmen, but you do not die because you have more than enough armor protection and health to absorb a half-dozen gun attacks while you beat on him. And it does not take that many attacks to KO him and trigger the CS! Once you have taken his HP and triggered the CS the level is effectively over, and you win !
Personally I like winning a lot more than I like dying -- I am just saying -- and to be honest, Catwoman sucks at ninja skills! This approach is more suited to her very direct personality and it gets the job done... And once the job is done, you have a meeting with Batman and the game is now fully back in play mode. You can swap out characters and complete the remaining elements to wrap everything up nicely.
What you need to take away from this experience and level is this: Catwoman's stuff has been taken and given away to thugs. Catwoman wants her stuff back. Now I don't know how much experience you have had with strong-headed women, but I have had a LOT. I married one and I created one (a daughter) so I know precisely what is going through her head: he took my stuff, I am getting it back!
The operative point is that she actually will be getting her stuff back -- during Game Play mode when you shift to Catwoman by using one of the kitty exchange points, any thug who has some of her stuff will glitter... That is the best way to describe it. She kicks their ass, she gets whatever of her stuff they have. Rough translation? There is going to be a lot of ass kicking in the world of Arkham City!
-- Catwoman's Outstanding Achievements --
There is an Achievement associated with this part of the game -- "Family Jewels" (40 GS) that is awarded for reclaiming all of the stolen items. In addition to that there is an Achievement associated with the 40 Catwoman Trophies that are in the game as well -- -- which you unlock by collecting them all.
In addition to the above there are two Achievements that are associated with the challenges that are not part of the story mode in the game. We deal with those in another section of the guide so do not worry about them for now. For not let's deal with the two that are part of the story mode!
The Elusive Freeze Trophy
-- "Sphinx' Riddle" (10 GS) --
Before we do anything else, check the ticklists in the game to see what Trophies you still have outstanding in each district. There should only be a handful -- less than 8 -- and they should be in the Industrial District and the Steel Mill exclusively. Actually if you have been following the guide they should be just the Steel Mill five an one in the Industrial zone that is in the building you rescue Nora Freeze in.
So to begin dealing with these, you need to temporarily change to Batman -- find a point to do that -- and jump to Section P21L and do the Side-Mission Hot and Cold in order to unlock the building in the Industrial District that Catwoman needs to gain access to in order to obtain the final Trophy for that district!
Switch back to Catwoman at the Switching Point that is literally right on top of the bloody building we need to go into! Check the map, I am serious! You may want to clear the area of thugs using Batman first -- your call.
-- IF The Door is STILL Locked --
IF you still find the door is locked and Catwoman cannot get in, this part of the problem is NOT a bug. What it is (and this totally escaped me for over an hour) is that IF you exited the building as Batman while doing the Nora Rescue mission by the side entrance way that you can IN rather than by the front door - the door is locked because you never hacked the console that locks it!
You need to load Batman, drop an ice raft and enter the building through the side entrance that only Batman can use. Go inside -- talk to Freeze if you like and he will thank you -- hack the console that is locking the front door, and then exit via the front door to unlock it! So if it is still locked, do that and you will then be able to get in....
There is a bug in the game that is related to this section in that sometimes when Batman tries to re-enter this building via the side door it will not let him. Pressing 'A' to open the door does not work. If that happens the fix to it is to reload your game. Yeah, I know that sucks, but if you changed characters on the roof the game saved anyway, so you will start right here. If your last save was somewhere else you might want to go switch characters to initiate a save before you restart your game.
Restarting the game does fix this bug -- I know that from my own experience since I was also effected by it and was unable to open the door until I restarted it.
Now switch characters to Catwoman on the roof and drop to the ground and go inside, where you need to drop through the grate in the floor and go into the room that leads to the side entrance/exit. In there, RB to the ceiling and grab the Trophy!
This level and part of the guide is dedicated towards the recovery of the precious jewelry that belongs to Catwoman. In the life of a woman there is nothing more precious than their jewelry... As a father and a gentleman I am aware that there are certain obligations that a man owes the woman that he loves and marries, and those start with a proper wedding band and an engagement ring and a set of pearls at a minimum. Get in the way of a woman and her jewelry and you will quickly learn what pain is...
But getting back on track, we need to help Catwoman get her Pearls back mates! That and unlock the Achievement "Family Jewels" (40 GS)!
Recovering Catwoman's Stuff
-- Keeping Track --
In the Map screen on the upper right is the count for your stolen stuff -- it should read 0/16 at the moment, but we are going to remedy that now!
Also note that the thugs that have these items all are affiliated with Two-Face, which means that they will all be found in the areas that Two-Face controls, meaning The Bowery and Park Row. So you should concentrate your activities in those two Districts.
When you find some thugs turn on Cat Vision -- any thug that is carrying one of Catwoman's jewels will have a jewel-shaped icon over their head in Cat Vision that blinks red making them stand out really well! Fortunately this does not appear to be a case of having to track down 16 specific thugs, as the marked thugs re-spawn randomly with the jewel marker which makes this one a lot easier to complete than it might have been!
OK, technically since we have already solved the mystery and completed the story mode, this is not really a side-trip at all, but more of a tying up loose ends sort of deal, but we began this adventure with that orderly approach and so we will maintain it now!
If you take a look at the ticklist grid you will notice that there is only an odd few items in most of the districts, with the just the Industrial District, Wonder City, and the Physical Challenge Screen having any appreciable numbers of open boxes, and the Physical Challenges do not count for consideration at this point and for these purposes, as they are more complicated than we want to deal with right now.
The following subsections of this section are logically divided, with each distinct being the logic point. Bear in mind that we are saving the Wonder City, and Wonder Tower for last for several reasons, not the least of which is that we plan to do some flying while we are there -- but more on that later.
I know that I have not said this lately -- but you are doing a bang-up job here mates. I could not have asked for better gaming companions than you, and I want you to know that! High fives! Happy dances! OOH RAH!
For now and to start this concluding Side-Trip we want to head to Park Row!
Wrapping up the Secrets: Park Row
--== Park Row District ==--
In addition to whatever Trophies you have outstanding here, you should also have the TYGER CCTV Relay Hub remaining because we only recently gained the ability to deal with those.
The way this is going to be sturctured is simple -- first the Trophies, then the other stuff. The Trophies that are protected by TYGER Consoles are still Trophies, so those will not be under the TYGER heading just so you know. In addition to wrapping up the remaining Secrets, we will also be completing any Riddles we still have outstanding as well -- as there will not be a separate Riddle Section from here on out.
-- Secrets: Trophies --
For me this came down to just one -- the Trophy that is just northwest of the Courthouse that is protected by a Level-3 TYGER Security Console. Hacking that is a snap now that we have the decryption odes!
If you have other Trophies for this distric, now is when you should do them. GO ahead, the markers should be on your map. I will wait for you to get those done.
Back? Excellent! Now it is time to do our first CCTV system!
-- Secrets: TYGER --
This CCTV Hub is directly above the word "Park" in the Park Row label on the map. Look at the map and then head to the roof there you cannot miss it! When you do arrive you will notice that it is a large self-contained unit with a security console built-in.
Hacking this causes it to shut down, which accomplishes the basic goal, although since we sort of destroyed all of the cameras in the area anyway this is really overkill if you think about it.
Either way that concludes the Park Row segment of our program tonight folks! Thanks for coming, we'll be here through Friday and don't forget to tip your waiter!
You may have noticed that I am combining areas here -- since there are so few outstanding Secrets in these areas that makes sense!
The only remaining item that I have for Amusement Mile is the CCTV Hub, but if you have any remaining Trophies, Riddles, or Joker Balloons now is the time to do those as well, since when we hack the CCTV Hub the assumption with respect to the guide is that you have them all as well.
The Hub is on the building to the northwest from the GCPD Building -- watch the video if you need help finding it...
Wrapping up the Secrets: Amusement Mile
-- The Subway --
The only remaining item that you should have in the Subway is the Trophy protected by a TYGER Console. Head into the Subway from the west-side entrance as that is the closest (that is the entrance near the Museum). Go down into the Station then down again to the lower level drop through the floor grate and head east into the platform area.
At the end of the Platform area is the TYGER Console that is protecting a door. Hack the console to open the door, then go through and take the Trophy out of the train car inside! Mischief Managed!
Wrapping up the Secrets: Subway
Here we have a bit more substantial remaining items mostly because this area has more advanced security throughout because the area of our concern is inside the High Security areas of the Processing Center. That is three Trophies, a pair of Riddles, and the CCTV Hub to be exact!
-- Trophies --
We enter the Processing Center through the door on the upper ledge outside, and then head right down the hallway here, using the REC to open the security gate blocking the entrance inside. We are now inside a large shaft -- to go deeper into the processing facility we would drop down one level to the catwalk below and through the door here, but what we need to do is drop down one level and then drop an ice raft in the water below at the bottom of the shaft.
After deploying the ice raft drop down on it and look for the round hatch -- use the Batclaw to rip it open and take the Trophy from inside! Score!
In the second area of the Processing Center there are two doors in the north wall - the one on the right leads to a room with a large mirror along the back wall. Smash the mirror and go through to the room behind it and look up at the ceiling - high up is the Trophy; use the Batclaw to grab it!
At the south end of the street east of the Subway Station entrance is a high security alcove - inside is the Trophy. Hack the TYGER Console to raise the blast door so you can slide under it. Inside look up at the ceiling and use your Batclaw to take the Trophy!
Wrapping up the Secrets: The Bowery
-- Riddles --
The Bowery 5-1: Inside the Processing Center at the top of the shaft step over to the inner gate and hack the TYGER Console inside the locked room here to raise the gate. Go inside and look out the window in Detective mode to see the top of the ? in the far window and its bottom at the base of the window in this room. Now crouch to line them up together and scan to complete the riddle: "This question can only be answered from an unusual perspective. Can you get yourself there?"
The Bowery 4-2: In the second area of the Processing Center there are two doors in the north wall - the one on the left leads to an interrogation room with a body on the rack that has obviously been tortured... Scan the body to solve the riddle: "You don't want to be caught off-guard in this place, do you?"
-- TYGER ---
Just below the word "Ace" in the Ace Chemical Building label on the map is this CCTV Hub on the rooftop a little west. Hack the console to complete this collectable item!
This is another area where you should have a number of items -- not a huge number mind you, but if you were following the guide you should have four Trophies and five Riddles yet to do here...
-- Trophies --
In the center of the Loading Bay floor is a large set of floor grates - go inside them and make your way to the marker on the map, where you use a Freeze Grenade to stop the steam then go into that small area in the corner and take this Trophy!
In the center of the Smelting Chamber is a structure that sits over a catwalk that itself is over molten metal. Stand on the catwalk and grab teh Trophy with your Batclaw.
In the Assembly Line Bumper Car Room if you need to, move the bumper cars with the REC, then use a Freeze Grenade to stop the steam and go into the duct to take this Trophy.
In the southwestern corner of Cooling Tunnel D is a Trophy on the ceiling - you have to drift under to get it with the Batclaw and then Grapnel and pull like mad to keep from getting sliced to bits!
Wrapping up the Secrets: Steel Mill
-- Riddles --
Steel Mill 1-1: In the northwest corner of the Manager's Office is a lit stand holding a decapitated Harley mannequin --- scan it to solve the riddle: "They say the more things change the more they stay the same. Which dummy said that?"
Steel Mill 1-2: In the Boiler Room in the Basement is an open box of gag items on the crates in the middle between the two areas of the Boiler Room. Scan the box to solve the riddle: "What's a funnyman without his box of tricks?"
Steel Mill 2-1: Inside the Assembly Line area using the northern-most set of doors from the Smelting Chamber you will find the now separated conjoined twins sitting with their backs against the gate. Scan them to solve the riddle: "Once assembled, do these two become one again?"
Steel Mill 3-1: In the office on the upper level of the Smelting Chamber is a light box with photos of the Joker and a University Degree in Psychology. Scan these to solve the riddle: "Surely someone was clowning around when they qualified this person?"
Steel Mill 4-1: In the top entrance to Cooling Tunnel D is a Harley Quinn Statue with a large hammer beside it. Scan them both to solve the riddle: "Do you really need to hammer it home? Everyone knows Harley is stupid."
Due to the way that the story played out this is the one area that we hrdly have any of the Secrets from, so this will be rich hunting! If you were following the guide you should have seven riddles, the CCTV Hub, and around 32 or so Trophies!
Even though the Joker is gone the thugs in this area are still dangerous so go careful and clear out any groups that are potentially a problem for you...
Wrapping up the Secrets: Industrial District Line 1
-- Line 1 Trophies --
We will start this logically using the ticklist from the grid page, even though that will have us bouncing all over the area, it will at least be easy to follow... But this will actually go pretty fast so that is something.
-- In the northwest corner is a crane with a motor on it - REC the motor to lower its hook into the water and then reverse it out of the water and it now has a Trophy on it! Use the Batclaw to take the Trophy!
-- The middle of the three markers on the map on the east side above the riddle is a pressure pad and three switches inside a chain-link cage that has two iron doors that open when you step on the pad and begin closing after a few seconds.
The first door is facing you while the second is inside the cage on the right. To unlock the Trophy you need to have your Batarang selected and as soon as you step on the pad, quickfire it and then instantly switch to the Remote Batarang and fire it boosting its speed through the outer gate turn right 90-degrees boost through the second gate and close the right-hand switch.
Instantly fire another Remote Bararang and boost through the outer gate, turn left 90-degrees and close the third switch, unlocking the Trophy! Just step forward and take it.
-- Just below the word "District" in the area label on the map is the marker for this Trophy - inside a mined cage area. Disable the first pair of mines and then rush the second pair, pick up the Trophy and rush back out. You will take damage doing this but it will not kill you.
-- To the left of the shaft leading to the Subway Maintenance Tunnels, the Trophy is under a large digger here. Just crouch and walk under between the tracks to grab it.
-- Head into the tunnel that cuts through the Steel Mill near the entrance and you will find a steam locomotive. Use the REC on its motor to move it and under the demo-ceiling then hop up onto its cab and blow the demo-ceiling to climb up and use the Batclaw to get the Trophy!
-- Return to Zsasz's hideout where he is now incarcerated and enter the control room there. Use the switch on the desk here to turn the electricity on in area by the water below, and then -- this sounds a lot harder than it is -- walk towards the door and turn to face right and launch the Remote Batarang towards the far wall.
Before it hits it reverse direction and you will see the electricity arcing to the left. Fly the Batarang through the electricity and out the other side then turn right and up to fly it into the open duct and at teh end of the duct do a 90-degree left turn and hit the fuse box at the end of the duct!
This unlocks the Trophy Cage below the duct entrance -- all you need to do is step back out the door and jump into the duct on your left, take the first left turn in the duct and drop down on the ledge at the other end to claim your Trophy!
Wrapping up the Secrets: Industrial District Line 2
-- Line 2 Trophies --
-- Inside Zsasz's hideout go through the duct in the foyer and drop down onto the ledge, then drop an ice raft into the water to the right so that you can look along the wall and grab the Trophy on it with your Batclaw!
-- Underneath the crane in the northwest corner of the area is a weakened wall that, when you smash through it reveals a chain-link cage and motor puzzle. The loft motor is movable, the right one is how you move it. Hit the right one with the REC to move the left one to the left, then hit the left one to grab the Trophy and immediately reverse it by hitting the right one again so it drops the Trophy in to the right side where you can claim it!
-- This one is the top rear gondola of the Ferris wheel; you need to stand on the one behind and a little lower than it and use the Batclaw to grab it.
-- South of the riddle marker and west of the zone label is the marker for this one. Head there and find it is protected by a console on a brick wall you must hack and then you can grab the Trophy!
-- On the east side of the Tricorner Tower is a weakened wall that you need to power-dive through and land on the wall mounted pressure plate inside -- then hop off the pressure plate avoiding the red ones on the deck and grab the Trophy. The best way to do this is to perch on the broken pipeline directly across from the opening and launch yourself then immediately Dive Bomb and level out and just fly right into the plate! Easy-Peasy-Lemon-Squeezy.
-- Go to the marker on the right-hand side of the roof of the Steel Mill and blow the demo-wall here, then go inside and look at the switch -- do you have it fixed in your mind? Good! Now go up on the roof and to the back and drop down where the Trophy Cage for this switch is sitting. Now launch a Remote Batarang and hit the switch, then grab the Trophy before the timer runs out and the cage closes! They do not come much easier than that... Well, maybe they do but still...
-- Go to the marker at the southwest corner of the area that is more south than the wester one, slide under the steel bar gate in the wall and use the Batclaw to grab it off of the ceiling. Note that using Detective Vision inside will actually hide the Trophy due to all the lights...
Wrapping up the Secrets: Industrial District Line 3
-- Line 3 Trophies --
-- In the northwest corner of the area south of the crane is the marker -- this is for a puzzle that includes a pressure sensitive panel -- we did one of these before, it is like the hammer game at the Circus where you have to ring the bell... Anyway what you want to do is go to the top of the smokestack and dive off, Dive Bomb to get speed then bank up hard to gain altitude and, when you are over the switch Dive bomb hard on and when you land IMMEDIATELY hit the Shock Wave ('B') and you will ilight up the switch! Note: if you forget to use the Shock Wave you will not light it, I am just saying... Once it is lit all you have to do is Batarang it and you are then able to take the Trophy.
-- On the east side of the area go to the marker directly east of the end of the word. "District" in the label -- the opening is in the northeast corner of the building and is blocked by steam and landmines. Seriously... So Freeze the steam, disable the mine, slide under, freeze the second steam, disable the second mine, and take the Trophy!
-- This one is the marker on the south side of the Ferris wheel -- head there and you will find a puzzle with motors you use your REC to solve! Just move the ball thought the cage using the two magnets, there are no special moves or doors to open, and when you get it to the other end take it!
-- On the west edge of the area near the northwest corner of the shaft that leads to the Subway Maintenance Tunnels is your marker, a high security alcove in the wall! Head there and you will find a security console you need to hack.
-- This one is northeast of the Subway Maintenance Shaft -- and it consists of a demo-wall behind the low wall that runs along the edge of the building here that you blow open to take the Trophy behind it! Simpatico!
-- South of the west corner of the Steel Mill is a high security alcove in the outer wall that has an electrified floor. Use your Remote Batarang to hit the switch on the wall by the Trophy in the back for the win!
-- Go to the marker on the northwest side of the Steel Mill roof and smash through it (I jumped) to claim the Trophy it conceals!
Wrapping up the Secrets: Industrial District Line 4
-- Line 4 Trophies --
-- Head to the pair of tall smokestacks in the northwest part of the area -- the ones we did the Dive Bomb from for the other Trophy -- and notice that on the side of them there are pressure pads. Yeah, this is one of those but it is really not that bad! We will be using the Grapnel Boost move so I hope you have gotten used to that! In between the pair of stacks is the Trophy locked in a cage. A shorted stack is nearby and it also has a pad on it. What you need to do is hit that pad, then launch up and boost off of one of the taller stacks, loop around and land on one of those pads, and then do it again for the other! Dead easy mates! I got it on my first go, but I am pretty good at flying so... I hope you did too!
-- Head for the marker in the northeast of the zone second closest to the riddle there (north of it the middle of the three markers there) and you will find a small shack on the roof with a demo-wall. Blow it and take the Trophy!
-- This one is wicked easy! Directly south of the previous Trophy (the one north of but closest to the riddle marker) is a pressure pad. When you step on it it starts a very short timer. What you cannot see is the Trophy and the reason you cannot see it is because you are standing on it... Sort of. The Trophy is on the ceiling of the overhang below the pad you see... Or don’t see. Whatever. The trick to this is to step on the pressure plate and then calmly walk off of the plate and the shed roof you are on, land on your feet on the proper roof below you and tirn to face the Trophy, then use your Batclaw to grab the Trophy. Make sure you have your Batclaw pre-selected OK? And do not try to rush this, you have 6 full seconds here mate, twice as much time as you need! Now give her a go mate! She'll be apples, you'll see!
-- The marker you want is the one that is on the south edge of the second Subway Maintenance Access Marker on the map (the west one on top of the tunnels closest to the station) which is where you will find a set of pressure pads that cycle from red to green in a series. This one is not hard exactly but it is not easy -- and if you have issues with timing maybe it will be a little hard for you but I don't think it will... Trust me, I know you mate, you can do this! So go to the marker and watch the pads to see the cyclic rate, then starting at the proper end, run along with the green and you will unlock this Trophy! Too right you will, you were bloody brill! I am impressed, and I am not just saying that because I want to date your sister either! OK, yes I am but still, you did really well...
-- On your map please look at the marker that is in front of the Steel Mill on the west edge towards the middle but north... The one that is on the edge of the moat? Yeah, that one! OK, go there and stand on the edge of the moat and drop an ice raft into he water directly below the marker, then hop down onto the raft and turn to face the wall. You really cannot see this until you are standing on the raft but the small pipe has a hatch on the bottom of it - it is just above the Grapnel Point (a metal ring), you see it? Use your Batclaw on that to rip it open and then watch as it falls out, gravity taking control, and lands in the water. Target the Grapnel Point and pull your raft over to the Trophy and pluck it out of the water ('A') when prompted. Good on ya mate, that was very easy wasn't it?
-- This Trophy is locked at the foot of a pressure pad that engages a spinning wheel of ?'s - when you step upon the pad the designated ? will light and the wheel will spin -- keep your eye on teh ? and around and around she goes, where she stops nobody knows! Once it does stop you need to target the correct switch with your Batarang! If you get it right, the Trophy Cage will open, if you get it wrong? Well, not so much really. Once you unlock the cage please take the Trophy because Yes! We have a Winnah!
-- On the water south of the center of the Steel Mill is a metal cage inside of which is your Trophy. Drop down onto it and deploy an ice raft at the open end, then drop onto the raft and arm your Line-Launcher. Target the far end of the cage and use the Line Launcher -- drop onto the pressure pad here that passes for a floor and look up at the Trophy!
This is actually a little harder than it looks because there is an element to it that you cannot see from outside very easily... Basically where the Trophy is is blocked by a half-wall of chain-link, so if you are too close to that side, you hit the half-wall and end up in the water instead of on the plate. This is further complicated by the fact that the placement of your raft in the water is critical to whether or not it will allow you to target the sweet spot over the pad with your Line-Launcher.
If your raft is placed wrong the shot will not align and you will end up in the water. If that happens, simply go back to the top of the cage and redeploy the raft over the wrong side to make the first one disapper, and then deploy another one at the open end but slightly adjusted in its position. Eventually you will get it right (if you did not get it right straight off of the Go which you very well might have done)...
Now you brought your set of spanner wrenches right? Because there are six bolts you have to unscrew and then... Kidding! I am just kidding... Reach out and Batclaw the Trophy already, the fish are getting curious! Now RB up and out and head to shore mates, you are done with this Line!
Wrapping up the Secrets: Industrial District Line 5
-- Line 5 Trophies --
-- The marker that is west of the zone label midway to the outer wall - when you arrive you will find a trio of pressure pads with cycling colors. Simply run across them when each is green to unlock this Trophy!
-- Go to the marker in the northeast corner and drop down onto the metal dock with the Stop Sign on it. Now go into the alcove here and use your Line-Launcher to enter the cage that is extended over the water by zipping towards it and then looking right and re-launching that way and then immediately triggering the Tightrope Upgrade so you are standing on the zipline. Now you can go to the shore end and hop up on the ledge and collect the Trophy here. A pressure pad here will open the gate to let you out!
-- Head to the marker that is in the center of the zone label on the map, and you will find a pair of pressure plates. I am not certain what you were intended to do here but you can open the Trophy Cage by simply walking back and forth on the two pads several times. Strange...
-- This one is the marker south of the inner Subway Maintenance Access - under a cage beside the building are three pressure plates that are separated by a rolling distance. You need to activate each without touching anything bur pressure plate. You can do this by using the dodge move between plates!
-- East of the Subway Maintenance Access is the next marker which is a Trophy guarded by a Console you need to hack. That is all that there is to it!
-- The marker is in the southwest corner of the zone - and is fairly complicated... First you need to blow a demo-wall, then you need to use your REC to open a gate, whereupon you will find a pressure plate inside that you need to stand on so that you can hack a Security Console inside! Once you have done that exit this side of the room and go in to the other to take the Trophy!
-- The final Trophy for the line is probably the coolest one in the zone - it is concealed in the far southeast of the zone and you cannot really see it from the roof of the Steel Mill but it is there. What you need to do is glide in and Dive Bomb to gain altitude because this is located in an alcove high up on the outer wall of the prison! You should send in your Remote Batarang first to get the picture in your mind, and then give it a go mates! Be aware that you must land in this, you cannot RB in as there is no RB point for it. I do not expect you to have much trouble with this!
-- TYGER CCTV Relay Hub: As this is all by its lonesome we are including it as the last bit for Line 5 since it is part of Line 5, right? Right! This is located at the top of the Tricorner Naval Tower - just head up there and hack it for the win!
-- The Industrial District Riddles --
Industrial District 1-1: Go to the marker for this one in the east side of the zone, stand on the dockside top and look at the giant billboard. Scan that to solve the riddle: "Air, sea or land. It would be criminal not to use these wide guys, wouldn't it?"
Industrial District 1-2: Go to the building where you rescued Nora Freeze and go inside. Scan Freeze and Nora to solve the riddle: "Can you find this cool couple before the romance thaws?"
Industrial District 2-1: Go to the marker next to the zone label on the map and stand on the roof top. Look at the large billboard for the exterminator; scan this to solve the riddle: "Was this parasite ratted out, or does he continue to plague Gotham?"
Wrapping up the Secrets: Industrial District Riddles
Industrial District 3-2: Go to the marker on the north side of the Steel Mill; scan the dead body that is propped against the pay phone to solve the riddle: "Does Zsasz still pose a threat? This guy called to find out."
Industrial District 4-1: Go to the marker in the north edge of the zone by the cranes; scan the Trash Barge in the harbor that has Falcone Shipping on the outside of it to solve the riddle: "Which notorious family keeps talking trash?"
Industrial District 4-2: Go to the marker south of the Steel Mill and scan the big hole in the wall that has been barricaded there to solve the riddle: "Did you hear the HOLE story of how Black Mask escaped?"
Industrial District 5-1: Go to the marker in the north west side of the zone; scan the closed news stand to solve the riddle: "Breaking news! Get out while you still can."
At this point you should have over 380 of Riddler's Secrets unlocked! Less than 20 more to go and the final segment of the Enigma Conundrum Side-Mission is unlocked. Well Done!
Out next and the final destination for unlocking Riddler's Secrets is the Wonder Tower. We are going to do this one a bit different and organize it all by Line since it is relatively small...
Wrapping up the Secrets: Wonder Tower Line 1
-- Line 1 --
Note that after the Processing Center during story mode you will drop down a hole into a part of the Foundations you could not get to before -- Using the Line-Launcher you will reach this room with a switch on the ceiling and a demo-floor -- blow the floor, drop down and close the switch with your Batarang to unlock the Trophy and take it! Which means you already have this and do not need to worry about it...
As we enter the zone from the Subway having gaped across and gone through the door, walk up the hall and look up for an RB point. Zip up there to find this Trophy laying on the floor!
After crossing the first gap with the Line-Launcher look up for an RB Point -- go inside of the apartment here and look on the ceiling for this Trophy. Use the Batclaw to retrieve it!
On the east side of the Wonder Tower Foundation Level behind a demo-wall -- grab that...
Before heading into the Tower using the lift go into the City and grab the Trophy from the baby carriage on Wonder Avenue in the south west corner of Wonder City.
"This question can only be answered from an unusual perspective. Can you get yourself there?" -- Take the lift to the top of the Wonder Tower and then scale the rest of the way up via the outside until you arrive at the tightrope section, where nearly to the end of it if you turn on Detective Vision and look down you will see the top of the ? - the bottom is below, and the two can only be lined up by falling! Fall and, as you do scan this ? for the win!
"Where can you get a wonderful view of the past?" -- Scan the sign on the Observation Deck at the top of the Lift, and that wraps up Line 1!
Wrapping up the Secrets: Wonder Tower Line 2
-- Line 2 --
At the entrance from the Subway use Freeze Grenades to shut off the pair of steam pipes above then RB up and grab this Trophy!
In the water below in the south Collapsed Street - throw a Freeze Grenade down to make an ice raft to collect the Frozen Trophy in the water!
In the south west corner of the Collapsed Street are drop an ice raft then jump to it and look up at the wooden ledge - the Trophy is underneath it, so use the Batclaw to grab it!
Look for the marker in the square building on the right as you enter Wonder City - on the 2nd floor is a Trophy locked in a cage and a pressure pad - there are two other pressure pads in this series so trace them back to the farthest one away from the Trophy then use the Line-Launcher to close them all without touching anything else and you unlock the Trophy!
In the Secret Corridor defuse the mine and slide under the gate to grab this Trophy!
"Crime is a global issue. You'll never stop it Batman." -- Scan the globe in the center of the bottom level of the Wonder Tower Foundation (Wonder City) to solve this riddle..
Wrapping up the Secrets: Wonder Tower Line 3
-- Line 3 --
In the broken open wall on the way out through the south end of Collapsed Street.
Hack the Console in the south west corridor of the Collapsed Streets then use the Batclaw to collect this Trophy from the ceiling.
On the east branch of the Collapsed Street hack the Console to unlock the Trophy then grab it with the Batclaw.
Inside the slide-area on the lower level of the Avenue as you are scanning bots.
Behind the REC door after your battle with R'as (on the way out)
"Read all about it! Is this a sign of the Times." -- Scan the sign on the right as you enter Wonder City (check the marker on your map) to solve this riddle.
-- Line 4 --
To obtain this Trophy head to the east exit of the south ollapsed Street but when you get to the ledge from the water-side, turn around and deploy an ice raft then drop to it and look up. You should see the weakened ceiling above as you look up at an angle. Go into first-person view and be sure your RB point is the upper ledge, then RB and initiate Boots Mode (doule 'A') and you will rocket right through the ceiling! Now use the Batclaw to grab the Trophy from the ceiling above!
On the south side of the middle level of the Wonder Tower Foundation there is a Console protecting a Trophy. Hack it and grab teh Trophy.
On the narrow ledge in the first area after you leave the Processing Center and drop down the hole into the west Cllapsed Street - use the Line-Launcher to reach it.
You blow the demo wall in the secret tunnel to expose the Trophy Cage and then you stand by the Cage and use the Remote Batarang, flying it out of the tunnel then take a right, and a right into the alley again, then follow the alley to the ? switch which you close! If you get confused watch the video. BTW you need to stand by the Trophy because there is a timer so you want to grab it quick.
Take the lefit up to the Observation Deck and then shimmy all the way around to the other side of the tower and grab this Trophy from a ledge there!
"Wanted Dead... And alive?" - Scan the Wanted Poster for Solomon Grundy in the Secret Corridor in Wonder City to solve this riddle. After you do you get attacked by a group of assassins so be ready!
Wrapping up the Secrets: Wonder Tower Line 5
-- Line 5 --
Head to the marker on near the Subway entrance door and go into the room to find the Trophy is in a cage on the wall locked down. Basically it locks whenever you enter this room! The window on the left is a demo window so go blow it out, then exit the room and turn right, Line-Launcher and then immediately look right and Line-Launcher to the wooden ledge there. Now you can use the Batclaw to grab this Trophy through the window!
Behind the demo walls / grates on the lowest level in the Titan Canister room.
In the west Collapsed Street the Trophy is hanging from a rope above - look to the marker -- cut it with your Batarang and then use an ice raft to retrieve it from the water!
This one is in the northwest corner of Wonder Avenue - find the marker on the map and head to it. Destroy the wall and grab the Trophy!
Take the lift up to the top pf tej Tower then continue working your way up until you have to jump down one level to cross over. At that point go around and outside, RB up, and head back to the corner for this Trophy!
"Do these demonic twins pose a threat?" Head through the Secret Corridor and all the way north to the doors to Ra's Chamber and scan the two statutes there to solve this riddle.
It is not really clear how much Achievements contribute to the popularity of a game these days, but what is clear is that gamers tend to respect it more when a game developer takes the time to make a set of Achievements for their game that are both challenging and interesting. With Arkham City we get a mixture of both, as the Achievements are sensibly divided into three basic groups -- story-related Achievements that will come automatically as you play the game, challenge-based Achievements that you will have to seek out, and the standard optional Achievements that you can unlock for doing things in the game that, while not specifically story-related, nonetheless factor into the process of being the Batman.
Some of the optional Achievements are miss-able, and one in particular -- Story Teller -- is a date-based Achievement that takes about a real-life year to legitimately unlock! We address some of the aspects that relate to that in the individual section for the Achievement, not here, as this is more of an Introduction type section rather than a details thing. But it does serve a purpose...
There has been a lot of discussion within the Xbox communities in recent months about Achievements and the phenomenon of the Achievement Whore, the purpose behind them, and the spirit of their presence in the community of gamers at large. The general consensus is that Achievements are a flawed system, but that when they work properly, they are also one of the best ways for gamers to judge the skills of other gamers.
Some gamers view Achievements as the end-all and the be-all for the games that they choose to play, often approaching their game play sessions with designs that specifically address unlocking them. What I mean by that is that some gamers -- a very small percentage really that is estimated to be around 1% of all Xbox 360 gamers -- go to extremes to unlock the Achievements associated with the games they play. The remaining 99% represent a mixture of casual to serious in their approach, while a significant percentage simply do not care one way or the other.
The following guide sections deal with the individual Achievements that are NOT part of the story line in the game (those come naturally and do not require guidance outside of what you already will find in the main guide), and are presented here to assist you in the process of unlocking each Achievement. Simple enough, right?
We do not judge gamers, and your motives and play style with respect to Achievements does not factor into the strategy that was used in creating this guide or each of the individual section. We do assume that you are approaching the subject of Achievements with the same respect and legitimacy that we do, and that they are not your primary motivation for game play or the use of this guide. It cannot be said any fairer than that.
The following Achievements are covered in the P20 Sections of this Guide:
P20A: Pay Your Respects (5 GS)
P20B: Catch (5 GS)
P20C: Story Teller (10 GS)
This is an easy one to miss but also an easy one to find! From the Courthouse head two blocks over to the front of the Monarch Theatre -- jump the fence to the right side and go around back to the alley where your parents were killed those many years ago. On the ground is the chalk outline -- and near that is a take for you to listen to.
Paying Respects to Your Parents
The tape is from Dr. Strange, and it makes clear that he views you as a challenge that he means to win by breaking you. How he got so much info about you - including your secret identity - is still a mystery.
Now move to the other side of the chalk outline until you are prompted to hit 'A' to pay your respects, and as soon as you kneel down, gently sit the controller down without moving your character. You need to leave it sitting for a full minute before the Achievement will unlock (see the video). If you move Batman, the timer resets.
Find someone to play remote Batarang catch with...
This is actually one of the easiest optional Achievements in the game to unlock. Following the story line you will be directed to the Courthouse as your first mission in the game in order to rescue the Catwoman and hopefully obtain the information that she has that we can use. In the process of doing so you will have a remote encounter with your arch-nemesis The Joker and his moll, Harley Quinn. Once you have triggered tha tas your next objective you will need to exit the Courthouse.
Playing Batarang Catch with the Mysterious Stranger
Outside after you deal with the thugs out front, look across the street at the corner building and you will see that there is a figure you do not recognize standing on the roof. While you are going to go up there to chat with them and investigate, BEFORE you do that, arm your Remote Batarang by pushing down and right on your D-Pad, and then holding Left Trigger to target the figure on the roof.
Fire the Batarang by hitting the Right Trigger, and then release both, guiding it to the target with your aiming dot centered on either his head or chest. The Mysterious Figure will pluck the Batarang right out of the air -- remember this one is called "Catch" right? -- thus unlocking the Achievement "Catch" for an easy 5 GS!
Well done!
Have 12 murderous dates with Calendar Man by visiting and talking to him on each of the real-life dates listed below. Each time you visit him he will tell you a different story about his life on that particular holiday...
Happy Thanksgiving Mom and Dad!
As you are probably considering this right now, this is an Achievement that has the potential of outing Achievement Whores, since the earliest that it should be able to be unlocked is either the 3rd of September 2012, or the 31st of October 2012 (depending upon when you got the game). You have a tough call to make here, since you could easily simply reset the date on your console and do these all in one day -- but if you do that, everyone in the world who looks at your Achievements list is going to know you are an Achievement Whore...
I will be unlocking this one on the 31st of October, 2012. How about you?
01/01/2012 -- New Years Day
02/14/2012 -- Valentines Day
03/17/2012 -- St. Patrick's Day
04/01/2012 -- April Fools
05/13/2012 -- Mothers Day
06/17/2012 -- Fathers Day
07/04/2012 -- Independence Day
08/16/2012 -- Feast Day of St. Roch
09/03/2012 -- Labor Day
10/31/2011 -- Halloween
11/24/2011 -- Thanksgiving
12/25/2011 -- Christmas
In Batman: Arkham City the Side-Missions are exactly what they sound like to a certain degree - extra content that you can either do or not do optionally. In reality though, they represent a very important element in the process of story-telling, because in addition to wrapping up old relationships from the previous game, and visiting with relationships from the cannon of the Batman stories, they also provide information that is related to and flavors the story that is being played out in the game.
Side-Missions like the Enigma series are tied to the collectable items in the game, and in addition to encouraging gamers to pursue those, it represents your primary interaction with the character of The Riddler, a villain who played a very large role in Batman's world.
Each of the Side-Missions either have one or more Achievements associated with them directly, or factor into the process of unlocking optional Achievements -- some of which can be missed. There is even broad speculation that some of these -- in particular the series of four encounters with The Mysterious Watcher -- actually serve as foreshadowing for the next game in the series or perhaps for an upcoming content-expanding DLC.
We do not know for sure if that is true or not, but what we can say -- with little reservations -- is that these extracurricular activities add to the quality and the depth of the experience of being The Dark Knight, and contribute in very meaningful ways to the story line that is unfolding around us as we play the game. They are, in other words, worth doing.
Due largely to those factors these missions figure prominently in the both the guide and in the story as it is documented in the guide. Rather than being treated as completely separate entities -- which we easily could have done -- they are inter-mixed with the main story line and present as a valuable part of the process of character development in the game. Each has rather tasty chunks of XP associated with them, each may have more than one Achievement connected to them or contribute to others, and perhaps of more significance, each serves as a potentially valuable source for optional extra-XP!
As you begin to play through the game you will need to make a conscious decision about how you are going to handle them. We recommend that, as we have done so in this guide, you treat them as legitimate elements of the story as it unfolds and endeavor to complete them as convenient elements of the story. That is the approach that we chose and it worked out very well!
Having observed the above, there is only one important aspect to this that we feel must be emphasized and brought to your attention: this is a game, and it is supposed to be fun.
What that means in the most simple of terms is that like the game, all of the side-missions are intended to be FUN. As long as you approach each with that firmly in mind, you will be fine, but if you find yourself fixating upon and growing frustrated by some of these, well that just defeats the entire purpose of the game now doesn't it?
When you find yourself working towards completing the AR Training in particular there is a very significant likelihood that you will indeed discover that some of the individual challenges that make up that side-mission will become a source for frustration and even anger. It is equally likely that you will find some of the other side-missions to have that potential as well, and if that happens it is really important that you maintain your perspective here!
Arkham City is a game. It is supposed to be fun. If it stops being fun -- even for a moment -- than something is very wrong. Rather than convincing yourself that you need to address the parts that are frustrating you or that you keep failing, it is a far more sensible approach to simply walk away from them temporarily and continua to play through the other parts of the game. Seriously...
One aspect of this that we can say with 100% certainty is that even the most frustrating and difficult of these challenges will eventually grow easier for you as you develop more and better experience with the controls, and with the elements that collectively represent play strategies.
Many of these side-missions present as opportunity play, and cannot be managed in neat little bundles! In particular the Enigma missions, and the Acts of Violence missions -- in which you rescue Political Prisoners -- particularly apply in that fashion. Trying to force those will only result in your spending hours doing things that bore you when you could just as easily have accomplished them as a byproduct of your regular play, and so ended up experiencing each as part of the fun of the game instead of having them strand-out in your mind as a pain in the ass part of the game!
When we say that you should maintain your perspective, that is what we are talking about. Put another way, in the words of British-American game developer and creator Richard Garriott -- perhaps better known to you by his gaming 'nym 'Lord British' of Ultima fame -- "Play the game but don't let the game play you!"
He made that comment when he was asked about gamers spending longer than healthy play sessions in his then-new grandfather of the modern MMORPG, Ultima Online. His point was that the whole process of gaming should be fun, not work, and certainly not frustration! Considering that he leveraged his gaming to finance a trip into space, build his own personal castle, and put together one of the most awesome games-related collections on the planet, clearly he is an expert on fun. We're just saying...
As you move through the city you will overhear interrogations in which Political Prisoners (meaning regular people who were imprisoned for non-criminal reasons and are thus not criminals in the usual sense so are deserving of protection from us) are being set upon by thugs.
Rescue of Political Prisoners
To complete these -- there are 16 in total -- you simply swing down and beat the ever-loving crap out of the thugs, thus rescuing the PP. Interestingly, Reporter Jack Ryan is one -- but some of the others can provide you with information that has strategic value to you, so be sure to interrogate them after you rescue each one -- you never know what you might learn...
This side-mission consists of a series of ringing-phone events that begin when you pick up a nearby ringing phone and chat with a somewhat confused Victor Zsasz, who has been killing everyone who answers his payphone calls. Actually it is rather interesting that there are so many payphones in Gotham City considering that finding a payphone these days is a bloody miracle!
After the initial conversation, during which you start a trace-program with the Batcomputer, you complete a series of these challenges, answering the phone and then moving as fast as you can to its mate, another ringing phone, to answer that and thus prevent a murder.
Tracing the Calls to Save Lives
When you answer the phone he will begin talking, while the Batcomputer begins tracking the call points -- you need to use the Left Joystick to track the calls by following the trace (it will be green when you are on it, red when not) in order to fill the tracking bar and get enough data to track Zsasz to his location -- then you go there and finish the mission by arresting and incarcerating him!
Continue answering the calls when you encounter them and try to keep the trace on as well as you can to fill the green bar -- and when you finally do manage to do that the location of the source of the calls is marked on your map! It is now time to go pay Zsasz a visit!
-- Dealing with Zsasz --
When you arrive at his base you have to clear the thugs away from outside in order to go in -- but once you are in you discover that the inner door is locked! Well, no worries mate -- Grapnel the duct grate down off of the wall and RB up there, move through the ducts to the main area, and drop down.
Taking Zsasz Down
Basically you need to work your way around to Zsasz -- to do that jump cross then run and slide below the next area, shimmy around and climb out, then use the Line Launcher to zip to the far corner, using it again to zip to the left, which brings you to the area closest to him.
Move up to the demo wall and do a through-the-wall takedown on Zsasz! Yeah that was rather disappointing as I was sort of expecting a boss battle, but no, this was not to be...
Locking him up unlocks the Achievement "Dial Z for Murder" (25 GS) and closes the case on Cold Call Killer for once and for all! Well done!
This mysterious stranger appears four times in the game -- but if you miss one of the appearances you will then have to wait to do this during your Gameplay run -- so don't miss them!
The first time is outside of the Courthouse after you deal with saving Catwoman from Two-Face. He is on the building directly across the street from the Courthouse, on the roof.
The second time you encounter him is on top of the Ferris Wheel after you exit the Steel Mill for the first time.
Encountering the Mysterious Watcher
The third time that you encounter him is immediately after you interrogate Mayor Sharp -- look at the tallest building in the area and head up to its roof, you will find him up there and he will give you another symbol to scan.
The fourth symbol is found on the building directly to the west of the GCPD Building after you rescue reporter Vicki Vale -- just head up and the Watcher will burn the final symbol, and once you scan it the act will trigger your Batcomputer which you then use to enlarge and rotate the overlay of the four symbols until they lock together, revealing the 5th and final symbol location!
Head to the Church once you have completed this step and scan the 5th symbol on its side wall and the Watcher will appear and tell you of the prophecy -- which you do not really believe... Well, believe it, don't -- it really does not matter. This completes the Watcher Side-Mission and delivers the Achievement "Mystery Stalker" (15 GS) for your troubles -- so hey! Good on ya mates!
Deadshot Side-Mission Body 1
This is a different sort of Political Prisoner Rescue mission and not really part of the other Side-Mission though it shares some participants -- you know, Arkham City really is not a nice place!
This Side-Mission begins when you detected an SOS call from a man on the roof of the building and, when you arrived to talk to him he began to explain that he was originally hired to set up the communications system but was then thrown in the prison by Strange. Before he can elaborate he is killed by a sniper!
You scan the 'crime scene' and focus on the bullet strike -- which was a through-and-through, figure out the direction it came from and then head there to investigate further. At the Sniper Position Crime Scene you scan the ground here to learn what type of bullet was used -- and you determine that the likely doer is the assassin Deadshot!
-- The Second Body --
Deadshot Side-Mission Body 2
As you went about doing the first section of riddles you will have unlocked this second body -- open the map and locate the marker and then head there now! When you get in the area go up on a building and use Detective Vision to spot the body on the elevated highway section - glide to that and scan to find the bullet strike.
After a CS with Oracle you need to head for the origin point of the shot, where you will a tripod that Deadshot left behind that has trace evidence in it. You have another CS with Oracle in which you discuss the evidence -- while it is not definitive it does narrow down some the possible locations where he may be keeping his base.
It is going to take additional clues however, before we can finally track him to his base... Completing this part brings the Side-Mission to 40% completion.
Deadshot Side-Mission Body 3
-- The Third Body --
While winging your way through the city you hear a shot! (Isn't that how it always happens?) A quick check of the map earns you a comm-link from Oracle and a marker on your screen -- there has been another victim!
When you arrive at the crime scene there are some thugs standing around talking about the victim and, as it turns out, they are not as dumb as they look, at least not all of them! One of the thugs observes that this was clearly an execution slaying -- one shot to the head.
After you take out the thugs scan the crime scene and lock in on the bullet strike, then start tracking it to its origin point... You will have to deal with other groups of thugs as you track it but you soon discover that the shot came from a wall nearby which does not seem likely... But then you realize what it means! Dead Shot pulled off what we can only call a trick-shot, by ricocheting the shot off of the security shutter! What an amazing shot!
We now have a new trajectory to trace, so follow that to the nearby rooftop, where you find a clue that helps you narrow-in on the likely location of his HQ! Scanning this piece of evidence unlocks the Achievement "Forensic Expert" (10 GS) and reveals three potential locations on your map. It is time to check those out!
-- Location 1: The Museum --
When you arrive at the Museum you head to the marker and the area opens up like a crime scene. There is no evidence in plain sight on the roof, but there are three glowing orange covers (in Detective Vision) for the substation that you need to tear open!
After tearing all three open you realize this is not the right place...
-- Location 2: North of the GCPD Building
When you arrive at the building roof north of the GCPD you hit pay dirt! When you rip the cover off of the box you find Deadshot's PDA and on it the schedule of hits! Hey, you are on that hit list! Twice! Seriously, once as Bruce Wayne, and once as the Batman, but that is not the bad news -- the bad news is that reporter Jack Ryder is the next target, and you only have three minutes to save him!
Wrapping up Deadshot
-- Saving Jack Ryder --
What are you waiting for?! GO!
It will take you about a minute to get from where you are to Ryder assuming you do boosted flying. When you arrive you find Ryder warming himself at a burning trash can -- say, didn't they shut down the prison?? Why is he still here?!
Whatever - you run over and tackle him, causing Deadshot to miss and seriously get angry at you! A brief CS sets you up on the roof, and it is time for you to battle Deadshot!
-- Deadshot Boss Battle --
The first thing you need to understand is that DS has some gadgets of his own -- you need to get to him without being seen because if you are seen his gadgets do a one-hit kill on you...
When he is looking away move from cover to cover with the destination being the vent opening for the duct that runs under the platform that he is standing on. He is in the center of the platform standing on top of some floor grate doors. Once you get into the duct simply move beneath him and execute a takedown move ('Y') to finish him off.
You get a CS in which you see the great Deadshot -- who I swear is the bloke who owns the comic shop on the TV show The Simpsons -- locked up. You report your success to Oracle and mention that you will tell her father where to find him later.
You now unlock the Achievement "Contract Terminated" (25 GS) and end your 10th Side-Mission! That leaves only two left for you to finish -- Enigma Conundrum and Acts of Violence and, if you were paying attention there should have been a few of the Political Prisoner rescues during our winging around the city during this mission... I hope you did those.
The distress signal at the Krank Toy Company turns out to be something completely unexpected! Inside we find Bane -- if you played the previous game you will know that we battled him there and ended up using the Batmobile as a battering ram to knock him into the river!
He is not here to battle however, he is here because he claims he feels honor-bound to destroy the 12 containers of Titan that remain in the city -- and he proposes that you team up to do this, taking 6 containers each. Of course you say yes - and you unlock the Achievement "Distress Flare" (5GS) for your trouble!
Fragile Alliance Side-Mission
The Titan containers are now marked on your map -- so head out to get the ones you can -- some are in the red zone which you may not be able to reach immediately as it opens later in the story.
The first container is inside the Steel Mill
The second is on the docks near the Steel Mill
The third is in the subway area with the broken glass walkways
The final three you obtain by following the story -- and once you have them follow the main guide to resolve this story (see P07A).
The Riddler Introduces the Enigma
The Riddler has drawn you back to the Church, and the Medical Teams are missing. When you get inside he has left a video message for you, and a Riddle: "I am an instrument whose music always comes from the heart. What am I?"
The answer is of course "An Organ" so run to the back of the Church and scan the organ there to solve the Riddle -- now you get the rest of the video, which includes the location of a hostage, and then Riddler informs you that he has the entire medical team captive, and is using each as his hostage for a series of riddle-based challenges that he has created as a competition between you that will prove once and for all that he is smarter than you!
In the process of telling you about this challenge, Riddler also reveals that he has inserted his own army of special agents -- thugs in other words -- inside the thug armies of the other villains who have staked out claims to various sections of the city -- which explains how it is that Riddler is so well-informed about everything that is going on in Arkham City and especially in the camps of the other villains!
You learn that these thug-agents can be identified by the fact that they are highlighted in green by the computer in your Batsuit -- at least I think that is why they are green, because after all wouldn't the other thugs grow suspicion if there were members of their gang who glowed green? I am just saying...
The point to all of this is that whenever you are battling a group of thugs and there is one in the group that is highlighted in green (we are calling those "Greenies" from now on), you want to be sure NOT to incap them! Instead you should just battle and KO all of the other thugs until the Greenie is the only one left and then interrogate them for their information! You can do that by hitting 'Y' when prompted to do so...
Completing this part of the Side-Mission also unlocks the Achievement "IQ Test" (10 GS) for solving the first riddle. When you leave you get a sort of tutorial on this -- a group of three thugs with one marked in green -- so go ahead and take the others out, and then interrogate him now and you reveal some of the Riddler's Secrets on this part of the map! Now how cool is that?
Note: the game has the hostages numbered wrong, as it ignores the first one... I have numbered them including the first one to keep things straight in the guide, but you will notice that the various Achievements associated with this Side-Mission uses numbering that is one-off of the total in the guide. Just expect that and ignore it, right?
The First Hostage Rescue
Head to the Courthouse now -- once you get inside head upstairs and swoop down on the group to and start kicking butt -- but of course not the butt of the glowing green one! Once they are down interrogate the Greenie and then rescue Eddie Burlow, who will pass on a message for you -- the frequency for the Riddler's station.
Burlow gives you the Enigma Box that Riddler left for you. Use the Enigma Box to solve the riddle -- which is obviously "SECRET" right? Right! Once you complete moving the two halves of the word together, answer the riddle to get the next location for a hostage!
--== Second Hostage ==--
Head to the marker on the map and approach the ? painted on the wall -- use 'A' to smash through and then enter to get another video CS from Riddler with the next instructions.
If you turn on Detective Mode and look around you will see a ?-marked pressure switch -- use the Batarang to trigger it and unlock the door! Now head inside and again use Detective Mode to spot the ?'s -- when you hit them while they are lit it starts a timer that allows you to trigger the lift on the far-wall and open a path on the electric floor. Basically you want the two that clear the floor -- the lift you use later.
The Second Hostage Rescue
So clear the path by hitting the correct ? and run along the open path to the next "safe" spot -- rinse and repeat until you are at the end of the path (and standing on the lift) and then trigger the lift and, once you are at the top, glide to the platform with the hostage. Hit 'A' to rescue Adam Hamasaki and get a CS in which he gives you the next frequency -- and you unlock the Achievement "Conundrum" (20 GS) for rescuing the first hostage!
--== How these Missions are Triggered ==--
Entering the code should reveal the next hostage location - but it does not! Instead it reveals that you have not collected enough of the Riddler's Secrets to get the next location...
This is really a very simple triggering system, and it works like this:
Riddle 1 -- 0 Secrets (You receive the Enigma Machine)
Riddle 2 -- 0 Secrets (First Riddler Hostage Location)
Riddle 3 -- 80 Secrets (Second Riddler Hostage Location)
Riddle 4 -- 160 Secrets (Third Riddler Hostage Location)
Riddle 5 -- 240 Secrets (Fourth Riddler Hostage Location)
Riddle 6 -- 320 Secrets (Fifth Riddler Hostage Location)
Oracle -- 400 Secrets (The Locations of Riddler's Secret Base)
Although it is implied in what he says, actually interrogating Riddler's Henchmen does NOT advance this quest directly, what it does is reveal more of the locations of the Secrets on the map, while obtaining the Secrets does advance the quest. So really interrogating his henchmen does advance the quest, just not directly, but you should interrogate every single one that you can because doing so makes the process so much easier!
You should also bear in mind that you do NOT have to get EVERY Secret in order to complete this side-mission -- and it really would suck if you did have to because take it from me, there are some Riddler Secrets in the game that are protected by puzzles that you are going to have trouble solving. In fact some of them will easily end up being the worse part of the game for you, and may require you to dedicate hours to the solving of them!
There are a total of 440 Riddler Secrets in the game, but you only need to collect 400 in total to obtain all of the clues that are required to solve this side-mission, which means this is not as bad as you might be thinking that it is...
To make this easier on you, I have included the required number of Secrets with each of the sub-sections below. Good luck mates, this will be one of the more challenging side-missions in the game!
--== The Third Hostage ==--
To unlock this section you will have found at least 80 Secrets...
As you are aware, you needed to interrogate a lot of Greenies and pick up 80 Collectables to unlock this -- I am not sure if the Greenies you interrogate count, but even if they do not, each one reveals more of the Collectable locations on the map, so it is worth doing them anyway. After you pick up 80 Collectables you now have access to the next map location -- so head there!
When you arrive at the map location you will find another wall marked with a "?" that you break down and, inside there is a door you walk through to find a Let's Make a Deal type setup with three doors -- and all that you need to do is pick the right one, right? Well yeah, but rather than do it randomly we are going to cheat a little...
The Third Hostage Rescue
Drop down to the lower level and walk out onto the pad, and turn on Detective Vision. Riddler will mix up the hostage (move him to a different door) but since you have Detective Vision on you can see which one he is at -- and hit that door's switch for the win!
Riddler is flabbergasted -- which is fine -- while we jump the gap and release Officer North, who gives us the next frequency which we dial into our decoder and learn that we need to uncover more secrets -- which means interrogate more Greenies and obtain more Trophies -- before we can get the next map location and rescue the next hostage! OK, mischief managed... For now.
--== The Fourth Hostage ==--
To unlock this section you will have found at least 160 Secrets...
After completing a fair number of riddles and picking up 160 Collectables and destruction items, we have now unlocked the next hostage in the chain -- or rather the next Enigma Code! The Riddle is: "I have a head, and a tail, but never any legs. Do you know what I am?"
Using the Enigma Machine to turn the wheels to PEN NY for the answer -- which is Penny. Riddler then shows you the location on the map -- so head there now!
As before the wall is marked by a large ? that we need to walk up to and break-through -- go through the pair of doors inside to arrive in the Riddle Room and view the video of Riddler telling you how much you suck and how cool he is! Umm, yeah...
The Fourth Hostage Rescue
Make an ice raft and pull yourself across -- Riddler gets upset and accuses you of cheating. Carefully examine the objects here with Detective Vision -- there are two motors and a magnet between them. Use the REC on the left-hand motor to pull the magnet to the left which will engage the ? on that side.
Using the Remote Batarang, trigger the switch on the ? and then use the REC twice to pull the magnet to the other side, and regular Batarang the switch on the ? there. On the right side of the room the opening with the spinning blades is no longer blocked, so what you want to do is use the Line Launcher to get through the first one and then target to the right to go through the one that branches in that direction.
When you land Riddler asks you if you are feeling too much pressure...
Observe the room using Detective Vision -- there is a box and a couple of motors in here -- starting with the one on the top (the highest motor) hit it with the REC and it will pull the box to it -- before it drops the box use the REC on the one to the left and the box will be pulled to it. Now use the REC in reverse (RB) on the left motor to push the box in front of the one in the center, and use the REC in reverse (RB again) on the center motor to push the box onto the pressure pad, which then turns off the security barriers that were blocking the doors!
Go to the hostage now -- the Doctor -- and rescue her. She gives you the next frequency (we do not have enough secrets but go ahead and punch the frequency in to verify that). Saving the Doctor unlocks the Achievement "Puzzler" (30 GS) for rescuing the third hostage (really the fourth since the game did not count the first one, but whatever). Well done!
--== The Fifth Hostage ==--
To unlock this section you will have found at least 240 Secrets...
The riddle for this hostage (which according to the game is the Fourth but it is not counting the bloke we rescued who gave us the Enigma Machine and I am) location is: I'll be right under your feet, in the midday sun; you cannot lose me, no matter how you run. What am I?
Turn the Left Wheel to "SHA" and the Right Wheel to "DOW" and hit 'A' to solve this riddle! The Riddler seems to be very upset with you! Does he really think we are a cheater?
-- The Next Location --
When we arrive in the area you will notice that there is a group of armed thugs nearby - three regular machine gun toting baddies and a Greenie! Take out the three regular thugs and interrogate the Greenie, then if you have not done so before, use your Batarang to take out the camera here! Now hop the fence and head to the marker on the wall...
Just as with the previous locations there is a wall with the Riddler's mark that we need to break down. Pass through the first door inside to get a message from Riddler -- then go through the inner door and you will find yourself in a large chamber with an electrified floor similar to the ones we have previously dealt with, only this time there is a honking huge roller with lots of rotating blades on it that will slice and dice us -- if we let it, which we will not!
Near the door we just entered from there is a console and, when we hack it it opens a path on the floor and starts a timer. You know what to do -- run to the safe spot with the ? on it at the end of the path -- except of course this is not really a safe spot is it? Well, yeah if you duck it is but that is not really the point!
When you reach the safe spot select your Batarang and use it to close the switch at the opposite end of the room and that will open a new path and start a new timer -- when it is safe run to the other end of the room and climb up on the bridge, run to the safe spot on the bridge there and remain ducked over so that the bar cannot knock you off the bridge.
When the timer runs out use your Batarang on the switch to turn off the electricity and then jump the gap in the bridge and run to the next safe spot. Mind the blade bar and, when it is safe to do so use the Line-Launcher to target the alcove in the northwest corner of the room -- zip there and you will get another message from Riddler and find a weakened wall that you can blow with Explosive Gel on the left, and a doorway blocked by a force field on the right.
Apply a demo charge to the weakened wall and you will see that there is a set of steel mesh walls blocking your access, and a large box in between them. Above is a motor. If you use your REC on the motor it will lift and move the box out of the way, revealing an opening in the mesh wall that is large enough for you to send your Remote Batarang inside, and close the switch in the far wall!
Doing this turns off the force field behind you -- with that mischief managed, head into the room that was blocked by the force field and you will find a pressure pad at the end, and another brief message from Riddler. The room below is full of things that will kill you -- but let's try not to do that right?
-- The Rescue --
First, this is not that complicated. If you take a moment to examine the room ahead, you obviously do not want to go all the way to the other end, but you just as obviously need to use the Line-Launcher. Ah, but there is an opening on the right!
As you zip along look through the opening and you will see the hostage -- and that they are between YOU and the weakened wall all the way back where we entered this chamber at through the front door! Could it be that simple? Why, yes, I think it can!
Simple being an operative word, target the hostage with the Line-Launcher and when you are lined up trigger it to change direction, and you will sweep past grabbing the hostage and the both of you will end up smashing through the weakened wall and landing in the foyer at the building entrance! Well done mates! My God you are good at this!
The hostage seems a little freaked out, but he gives you the next set of frequencis anyway. You let him know that he can rest here, and that he should probably try to make his way to the Church once he has calmed down and rested.
We have rescued yet another hostage -- feels good -- and for our troubles we have unlocked another Achievement: "Intellectual" (30 GS) -- feels great! -- but that pretty much concludes this episode of Not Doing the Story Line!
Yup, it is time to head over to have a chat with The Joker and get us our cure -- and what do you know, we are in the right part of town and everything! How cool is that?! Head back to the previous section now if you are following the guide -- otherwise do what you like because you are probably wrapping up the unfinished tasks during your Game Play play-through!
--== The Sixth Hostage ==--
To unlock this section you will have found at least 240 Secrets...
I am sure that the appearance of the notice that you should use the Enigma Machine was a welcome sight for you. Wow, you have obtained 240 of Riddler's Secrets. Way to go!
The next riddle for you to answer is: "Riddle me this: Hit me hard and I will crack but you'll never stop me from staring back. What am I?"
The answer is a Mirror of course, so set the left cog to MIR and the right cog to ROR and hit 'A' to really annoy the Riddler! He challenges you to save the final guard -- as if we would not do that as a matter of course! Now that we have the location on our map and all!
When you arrive on the rooftop there is the expected marker painted on the wall. Break through that and go through the door inside to get another video message from Riddler. Inside the second door is the Riddler room and it is another electrical one...
To your right is a low gate to slide under, and in the next area you need to use your REC to raise the next gate and slide under but beware -- there is a spiked gate on the other side that will kill you if you get too close while it is coming down, so do not do that... There is a timer you do not know about running here -- once you use the REC and slide under you CANNOT stay in this next area long or you will be die, so immediately time your move well and slide under both this and the next gate while it is rising. You have to clear both gates because that crusher thing covers the entire inside area here...
The Fifth Hostage Rescue
-- Question Mark Trap --
In the next area you are safe on the red and black squares while you listen to Riddler's next message -- ahead of you and above are some switches that you need to use your Batarang on in order to turn off the electricity for the squares ahead of you.
If you mess up you get shocked and so does the hostage -- after you close the first switch a 4-second timer starts and this resets with each switch you close, so take your time, be accurate, but do it fast, right? With the power off on the squares run to the far wall where there is a painted question mark.
This part was not as obvious as expected and it took me a minute to figure out what I was supposed to do, so I expect you will need a minute as well... I mean yeah, the motor was up there on the wall but I was sort of expecting not to have to work as hard on this one LOL. So yeah, use the REC on the motor and it will smash the crates on the other side of the force field through the wall revealing a set of switches. Yay!
Now arm your Remote Batarang and target the switches, closing them to turn off the force field. then run and jump the gap ahead and climb the ladder on the far wall. As you can see in the area above here is another gap but it is too long to jump so arm your Line-Launcher and launch yourself over it, but immediately look to the right and prepare to change direction!
On your right is a blade tunnel -- you want to carefully zip through the center of that to the room beyond, where there is a console that you must hack to turn off another force field that is in the previous room above and to the right. You will be shown it when it gets disabled, but what you do not see is that the electrical floor in the previous room is still live!
So... Using the Line-Launcher return to the previous room but, before you exit the blade tunnel look right and be ready to change direction when you emerge so that you land in the safety of the ledge at that end of the room! Now RB up to the ledge above and go through the opening that is no longer blocked by the force field.
-- A Charging Solution --
You get another brief video message from Riddler, and find yourself looking at another puzzle of sorts. Turn on Detective Vision and you will note that there is a motor you can use here. Use it and a load of crates will fall from the ceiling smashing into the floor below.
Look down and you will see a pair of electromagnets are embedded in the floor below you and, when you use the REC on them they will throw the crates into the far wall and smash it, clearing the way for you to use your trusty Line-Launcher to cross this gap now!
-- Miss-Direction - or Three Lefts make a Right --
From where you are standing there is another long gap that is perfect for your Line-Launcher -- but this time you want to be looking left right away so that you can change direction, and then immediately look left and change directions AGAIN, targeting the scaffold upon which the hostage is hostag-ified!
Take a moment to listen to RIddler's message and then grab the hostage and save her. When you have her at the safe-point, you talk to her and are shocked to learn that Riddler did not give her a code! That is rather odd... As you point out, everyone else got one...
You now consult with Oracle, concluding that you lack the information to draw a conclusion -- and in the end Riddler vows to device an even better puzzle that should only take him a few days. Assuming that we were willing to give him the time -- which we are not -- you have to wonder what that puzzle might have been, right?
The last order that you give is to have Oracle begin to search the records for any buildings that Riddler might own... Really? You only thought of that now? Seriously??
You now unlock the Achievement "Brainteaser" (40 GS) for completing the rescue of the 5th hostage -- and hey 40 GS is a nice and tasty chuck of GS! I wish they were all worth that much!
We have now reached the end of the adventure of the Fifth Hostage. To find out what comes next we need to collect more Secrets -- a total of 400 more secrets to be exact, This is not as daunting a task as you might think because while it is true that some of the remaining Secrets are guarded by tough puzzles, there are a total of 440 in all and we only need 400 - so we can simply ignore the really difficult ones for now and concentrate on the easy ones!
It is time to do that now so head to the section for Side Trip Number 2!
--== Locating the Hideout ==--
Once you get your 400th Secret Oracle contacts you to let you know that she has tracked a suspicious set of purchases for property in Arkham City that took place before it became a prison. She uploads location for Riddler's HQ to your PDA, and it is marked on your map -- so head there!
We've been here before -- when we get to the location outside the Iceberg Lounge it is obvious that the entrance is in the undercity -- which means we need to climb the pillar and Dive Bomb down to sail over the electrical fence again!
Once over the door that was previously locked is not unlocked, but when we reach the second door it is rigged with TNT! RB up and enter through the ducts. You overhear a conversation between Officer Cash and Riddler that reveals that he has rigged them all with explosives and if they stop moving -- or Riddler presses the remote -- they die!
You must not slow any of the hostages down or get in their way but you need to ninja under where Riddler is standing so you can take him down! So go! Ninja! You can do it!
Basically all you have to do is follow behind the hostages as you work your way through the area until you are under the weakened floor and you can execute a takedown move on Riddler. After which... Well, let it be a surprise!
Completing this Side-Mission unlocks the Achievement "Genius" for (50 GS)
After you interrogate Mayor Sharp you get a new Side-Mission -- and when you go to the map to check it out you get briefed by one of the cops back at the Museum that they have found something in The Penguin's stash that you should see!
Obtaining the Remote Mine Detonator
When you head back to the Museum do not bother going in the front door as that is the long way, instead go in through the side door (the marker for this mission should be there anyway) where once you knock the cops inside will let you in.
When you get inside, Officer Jones gives you the Disruptor: Mine Detonator and this Side-Mission is now 100% completed! Good on ya!
This side-mission is to rescue Freeze's wife -- which I have to admit would have been a LOT easier if he had not attacked us in the bloody GCPD Building! If he had given us the cure we might have done this for him anyway, but there you have it. There had to be a Boss Battle with him, right? Right!
As you approach the area mind the snipers! Come in carefully, spot them and take them down before you start looking around for the hideout... See the building with the big sign that says 'Joker's Funland'? That is the one we want! When you reach the area of the marker look along the water for the demo-wall that is located there because you cannot get in through the front door for this building as it is locked and guarded.
Delivering the Good News
Glide down to the large barge that is floating near the demo wall -- use a Freeze Grenade to create an ice raft and jump on to that, and then Grapnel the ring above the demo wall and pull yourself over to it. When you get their use Explosive Gel to blow the wall then jump inside to the ledge there.
Use the door inside to enter the building properly then zip up to the open duct and move inside. There are a number of thugs (with an armored thug) inside. It would be an idea to do a takedown on one of the pair of armored thug as your starting move, and then take out the rest at your leisure starting with the regular ones, then the shield thugs, and finally the last armored thug.
Once you take out the group you will spot Nora Freeze in a cryogenic container -- and having verified that she is safe, you are prompted to return to GCPD and let Freeze know about this... Do that now!
When you arrive at the GCPD building go to the rear and glide to the small barge in the water in back, then turn to face the building and you will spot the place you exited from earlier. RB to that opening and go inside, use the Freeze Grenades on the two team vents and then head into the lab where you will find Freeze just sitting there.
Walk up to him to give him the good news and obtain his thanks -- which he really owes us big time -- and unlock the Achievement "Bargaining Chip" (15 GS) for completing this Side-Mission. Good on ya mates! Well done!
The Mad Hatter fills you in on what he has done to you -- he puts his "special hat" on you and you are then dropped into a nearly endless battle with his rabbit minions! I have to confess these predator battles really make my fingers and hand tired... And it is all the worse because this was so unexpected -- but then again extra XP is always a tasty and welcome thing!
As soon as you have the option to struggle do so -- and once you succeed in breaking free you will find yourself in battle on a floating clock face. Err... Maybe clock face illusion?
Defeating the Mad Hatter
Your basic strategy here is to keep battling the minions but keep your eye out for when the Mad Hatter spawns on the clock surface -- this is marked by a purple-like flash and a distinctive sound -- and when he does IMMEDIATELY engage him. Once you do that several times you will incap him, thus ending the battle and the Side-Mission! Well that was quick-and-easy! For your troubles you unlock the Achievement "Stop the Clock" (15 GS).
If you are a fan of the Batman stories chances are you already know who we are looking for, but I am assuming you do not and so we will keep this spoiler free, right? Right! You really have to love it that they managed to include so much of the lore and the different stories into this game!
Victim #1
The first victim becomes available after you exit the Subway Station for the first time -- and appears on the map as a marker. Put the pointer on the map over the marker to get the story from the patrol and Strange and then proceed to the marker.
In an alley on the southwest side of town is a body that has been stripped and its face mutilated -- follow the marker to the alley and scan the crime scene to begin this Side-Mission and scan the face and the blood on the ground.
Now track the blood trail and you will find a Political Prisoner who saw someone who he says looked like Bruce Wayne dump the body! Well obviously it cannot be Bruce -- we are Bruce!
Victim #2
This body is located in the alley on the northeast side of the building below and to the right of the Courthouse -- slumped against the wall with a weapon beside it. When you arrive scan the crime scene and then scan the weapon and the victim's face.
You discover that the killer paralyzes the vocal chords before removing the face, and you conclude that the attacks are carefully planned -- not random. Once you scan the weapon you find fingerprints and contact Oracle -- asking her to run the prints through all of the databases.
Oracle finds a match -- they are YOUR fingerprints. Oracle is concerned that you are the person who is perpetrating the crime here... Wow, way to have faith in us! You are sure it wasn't you -- heck even I am sure it wasn't you -- and besides what would we be doing with these faces??
This wraps up the second victim.
Victim #3
Located in the alley to the west of the Ace Chemical Building (see the video if you have trouble finding this one), the third and final victim reveals more clues -- so scan the crime scene and then scan teh face to learn more about the maniac's technique. Now scan the stain on the ground by his foot to identify the bleach, which you can trace.
Follow the bleach trail to the thug and interrogate him -- he claims that Bruce Wayne paid him to dump the body, and then tells you where the man is hiding out. You now get a map marker for the location of the lair -- head there now!
When you get inside the lair start searching and, when you find the audio journal listen to it. Doctor Thomas Elliot is the culprit here, and you now know what his plan is. As the journal plays out you see Elliot on the other side of the barricade -- he is a patchwork of Bruce Wayne!
Hack the console to open the gate and then contact Oracle to update the file -- if you were expecting a Boss Battle well, sorry, but no -- Elliot has escaped. You vow to hunt him down later, and as you finish the conversation you unlock the Achievement "Serial Killer" (25 GS) for completing the Side-Mission! Good on ya mate!
If completing the previous step here did not level you this should. By now you should be pretty close of having almost every upgrade, but there is still room for us to level!
The first AR Training icon is in the east side of the map a little south, so head there now -- it is a glowing red marker you cannot miss in the world of constant darkness that is Arkham City. When you arrive you need to stand on the marker to trigger the training.
Augmented Reality Training #1
Training Session #1 -- Gliding
Your first challenge is to glide through five markers. This is actually simple really -- the first four require nothing but holding 'A' to glide while you maneuver, and then at the 5th marker dive slightly and you bag this! Now head to the next marker on the nearby crane for the next training session!
Augmented Reality Training #2
Training Session #2 -- Dive-Bombing
This one is also pretty simple -- glide through the first two markers and then dive-bomb the next two, landing on the barge!
The next training session is on the top of the opposite crane.
Augmented Reality Training #3
Training Session #3 -- Dive-Boosting
This one is a little more tricky, because it is supposed to teach you dive-boosting -- which we actually have already done in the Ra's challenges. If you look at the layout of the markers, what you need to do is glide through the first one, then dive-bomb the next two, banking up at the bottom and gliding through the final two for the win!
Look at the map to spot the final marker and head there now!
Augmented Reality Training #4
Training Session #4 -- Multiple Boosting
This session requires you to complete a series of dive-boosts -- it really looks more complicated than it is -- I will really be surprised if you need more than one go at this! But if you do, no harm mates, and the experience you get in boost-diving is handy, as is the XP!
Once you nail this you contact Alfred and order the Grapnel Boost -- a prototype Gadget -- so check the map to see where it has been delivered and go there now!
Obtaining the Grapnel Boost -- which allows you to fly through the city without ever touching down when you use it right -- unlocks the Advanced Training Sessions, so look at the map and find Advanced AR Training 1 and head there now!
--== Advanced Training AR ==--
If you have already tried these and are seething with anger, please grab a libation and try to relax before you read on. Yes, the Advanced AR challenges are total rubbish. You are not being trained here, you are not learning anything, they serve absolutely no purpose other than to drag out the game. Other than XP you gain nothing from them. They suck. Yes, I know, you are frustrated. Sorry mates.
There are a few ways you can look at this -- up to now the game has been a lot of fun but for whatever reason the people who created it felt it was necessary to put crap challenges like these into it. When I say crap challenges the reasoning is that with these it is mostly luck and not skill that gets you through them. Between the girders above, the fences below, and the armed thugs patrolling the area on some of these, the deck really is stacked against you.
No point in sugar-coating this really -- you have to decide if these are worth doing for you. Obviously the first four were worth doing because they earned you the Grapnel Boost, but whether you do the remaining AR levels is purely a personal choice... One thing I do want to point out to you though -- completing these does unlock an Achievement... Anyway it is your call, if you decide to do them continue reading, otherwise head back to the main story part of the guide now.
Advanced Augmented Reality Training #1
Advanced Training Session #1 -- Power Glides
This (and those that follow) are very frustrating challenges for most players. This one in particular is very badly executed so that half the time when you launch to do it you cannot even glide through the first marker! This is one of those instances where you really need to just resign yourself to trying until you get lucky and succeed -- or simply walk away and not bother to do them at all.
Personally since they deliver nice chunks of XP I say do them! Besides, what is a little frustration mixed in with all of the fun we have had so far??
Basically you need to glide through the first marker, then dive through the next ones and glide along the ground through the marker then the door and tunnel and through the next marker to nail this down. The fact that you have to go through the door and tunnel is usually what messes most gamers up here, but if you apply yourself I will be shocked if you cannot nail this in half-a-dozen tries!
Where you will run into trouble with this one is in the fourth marker, because the suit naturally banks up at the end of a power dive -- so you have to force it not to do that in order to gain level flight here -- you accomplish that by power-diving and then pulling up at the last second but over-controlling by pushing yourself down to go into level-flight rather than allowing the suit to bank up, which is its natural behavior.
Watch the video carefully if this gives you trouble and you will see what I mean...
Advanced Augmented Reality Training #2
Advanced Training Session #2 -- Power Glide
Locate the marker on the map and head over to the west side of the city to activate it. Sadly this is yet another variation of power glide training -- but this one is not as frustrating as the last one once you know where you are supposed to be going!
With this one after power-diving through the first marker you need to be sure that you break the dive BEFORE you reach the second marker or you will be too low and hit the fence inside the covered walkway. Break it too high and you land on the girders above. You really do need to hit this just right, but that is all a matter of luck not skill -- as is making the bank and continuing the run to the last marker without being shot or landing or hitting something.
This one is going to take you a LOT of tries -- sorry that is just the way it is -- but remember you only have to succeed once, you can fail as many times as it takes.
Advanced Augmented Reality Training #3
Advanced Training Session #3 -- Power Glide
For some odd reason they placed these on opposite side of the city -- which really if you think about it is pretty insulting of them, as they now only added luck-based "training" that isn't but then they added insult to injury by forcing you to travel in order to get to them. Yeah, I cannot think of anything else that they might have done to stick it to us!
When you arrive at the marker on the crane you will notice that this is basically another variation of the same power-dive glide training. But this time you have to get really close to the surface of the water prior to leveling out. Honestly I think this one is easier than the first two but it is still a challenge!
The trick to this is not to fly it like it appears you should. Honestly. I have eight mates playing Arkham City and all of them had problems with this -- when I examined what they were doing they were all making the same mistake -- they were maintaining the power-dive all the way down to just above the water and then pulling up. When I sent them the video of how I did it, every one was able to instantly understand what they were doing wrong and get it right in one or two tries, so if you are having trouble, use the video as a guide.
The easy way to do this is to power-dive about halfway and then release it and let the inertia carry you into level flight -- look at the video carefully and you will see exactly what I am talking about! By taking this tactic you not only gain the speed you need by approach the second marker already in the process of establishing level flight -- so that your trip through the tunnel is very fast and eliminates pretty much everything that can go wrong with this one.
Advanced Augmented Reality Training #4
Advanced Training Session #4 -- Power Glide
After another trip across the city we arrive at Session 4. Now remember when I said that the first one was more difficult than the others? Yeah, should have kept my mouth shut because this one? This one is bad. Basically you have to power-dive and then glide and reverse direction -- a sort of twisted Immelmann turn but you do it vertically instead of horizontally. Yeah, that is a tough one.
What makes this worse is there are thugs on the ground and, when you fail this -- and you will fail it a few times -- they attack, so it would be an idea to clear out the thugs BEFORE you attempt this. Really, it will make life a lot easier.
The trick to this is to start turning while you are on your way down to the second marker -- the bitch to this is you can actually do a perfect run and then end up landing on the bloody light pole ten feet before the last marker and no way to prevent it.
When that happens it really sucks, so to avoid that what you want to do is this: about halfway through the power-dive start to turn, and then as you finish the turn pull back on the joystick SLIGHTLY to initiate a climb that takes you JUST over the top of the light poles so that there is no risk of accidentally landing on one. When you do this though you are going to have to force your self down in order to line up with the final marker, so be ready to do that. The video pretty much shows you how in detail.
Once you hit the final marker you will complete the AR Training Side-Mission, scoring a big chunk of XP and a Level Up, and for all of the effort that you put into this you also unlock the Achievement "AR Knight" (25 GS)!
You stuck with this instead of giving up, and I just want to say that I am both impressed and proud of you! Well done! Now pat yourself on the back and go grab the beverage of your choice to celebrate! Perhaps some Batlemonade, or a Batcoke? How about a Batbeer?
Speaking of bats, did you know that scientists have discovered that a lot of the viruses that make humans really sick come from bats? Yeah, they pass them on to other animals and then those animals pass them on to us. Swine Flu, Bird Flu, maybe even SARS all come from bats...
This Side-Mission is flagged by a chat with a tied-up Harley Quinn when you are on your way to the Joker Boss Battle -- you encounter her in the Steel Mill, and while the circumstances that lead to her being tied up and gagged and left in an isolated section of the Mill are not explained at all, in addition to flagging this last Side-Mission for us, she gives us an important clue about where it begins.
You know, Harley is not as stupid as she appears to be and acts, so it is obvious that the little slip about the location as well as the fact that Joker has some of the tech invented by Freeze is very likely her way of getting revenge, the question is, revenge against who? Joker?
Either way it really does not matter! After you have dealt with the Joker you can either continue the story or head for this side-mission. Personally I went ahead and completed the single-player story prior to doing this one, mostly because of the circumstances that prevailed in the city following the Joker Boss Battle -- you know, the attack and mass destruction?
But you are here now, and that means you want to complete this -- so let us do that!
-- Locating The Tech Storage Pile --
To begin this playing as Batman, return to the Steel Mill and enter via the hole in the roof that was made by the initial Protocol 10 Missile Attack -- this leads to the room you were in for the Joker Boss Battle. The area of the map in which the stock pile is located is not one of the parts of the Mill we have previously visited, so it does not appear on our map as a discovered area. We need to remedy that.
Look at the southeast corner of the room and you will see a security gate with a motor above it -- use the REC to raise the gate to reveal a set of double doors -- and when you go through them you add another area to the map: Freight Elevators.
Before you hack the console for the lift look to the left to spot a round hatch -- Batclaw the hatch to Grapnel it open and reveal a Trophy that you use the Batclaw to pull to you and claim.
Completing Hot and Cold
-- The Lifts --
After you hack the console for the lifts the gates open and you see that there are two lifts stuck halfway down the shafts and the power seems to be off. In the one on the left there are three thugs, in the one on the right a Trophy. The lift on the left has a motor on top of it but the one on the right does not, and the left left has an open hatch to give access while the one on the right is blocked.
First, drop into the left lift and take out the thugs, then stand on the top of the right one and activate the motor on the left to raise it, and drop down its shaft now that you have access to it, stepping out of the way if it should come hurtling back down! This gets sort of complicated now...
The right lift is actually partially destroyed, and is sitting above the open door for the Basement Level, and outside of it are some thugs inlcuding an armed one, whose conversations you can overhear. There is a demo-floor at the bottom of the right shaft as well. So first, RB up to the right lift and grab the Trophy there to get that out of the way!
Now drop to the bottom of the shaft and blow the demo-floor; drop down and you are in the machine area of the shaft, where there is another Trophy for you to take. Grab it then climb back out. Now it is time to exit the shaft and deal with the thugs above -- but remember one is armed!
The easiest way to deal with them is to RB up, drop a smoke pellet, and then KO them at your leisure! When you are done use the REC to destroy the Harley Quinn Statue here, then use the REC to raise the gate on the other side of the door, open the door and go into the Boiler Room!
-- The Boiler Room --
Now if you check the map the area is on it -- and this is where the cache is located along with a group of thugs that includes a trio with SMG's, an armored thug, and a Greenie as well as some regular thugs. You want to interrogate the Greenie so try not to kill him, right? The armed thugs are the priority -- the armored thug is in an ideal location for a silent takedown but I am chagrined to admit that I did not know you cannot do that with armed thugs. I tried and he basically laughed at me, and the barny commenced. Taking out the armed thugs was easy enough, but the Greenie makes it really hard not to hurt him as he is all over you -- so using the mega stun on him is a good idea. I am just saying.
Once you have them taken care of you get to see what they were shooting at! It is a Penguin Shooting Gallery and how about that? Using your trusty Batarang, destroy all of the Penguins to reveal Trophy that rides along on the belt. Use the Batclaw to grab that as it passes by!
-- Wrapping Things Up --
In the small area adjacent to the main Boiler Room you will first spot a demo-wall -- blow it and take the Trophy that is behind it, and then to the left is the box with the Freeze Tech in it. Walk over and pick it up (use 'A' when prompted) to claim the Freeze Cluster Grenade -- which also happens to be the final Bat Gadget in the game!
Taking the box unlocks the Achievement "Fully Loaded" (10 GS) for unlocking all of the Bat Gadgets, so good on ya mate! This also completes the Side-Mission, so double-well-done!
Now backtrack to the exit of the Steel Mill and return to the section of the Main Guide that you came here from!
Taking out the Cameras
The first thing that should be noted is that the Riddler list does not just involve the riddles, but also trophies, security cameras, and other actions. This master list gives you ALL of them, so that you can either tick them off as you find them during your initial play-through, or use it as the master list for your first Game play-through.
Because so much of the side-mission content and other aspects of the game are directly connected to the Riddler's Secrets, I really think you should try to do as many of these as you can during regular play both so that you can open up those missions and so that these do not become something you hate when you find yourself doing nothing but hunting them down...
If you decide to do these systematically please remember that, just like in the previous game, there are a number of these in each zone you simply cannot collect or solve due to the fact that they require pieces of kit you do not get until the end of the game... Fair warning mates, and please do not allow these to frustrate you!
These are organized to match the Riddles Status Screens in the game -- now have fun!
--== Park Row District ==--
A Selection of Trophies to be Collected
-- Riddle Set 1 of 5 --
A -- Trophy -- In an alcove in the outer wall west of the Courthouse is a turret protecting a Trophy. Use the Weapon Disruptor on the Turret to disable it and then pick up the Trophy inside!
B -- Trophy -- Enter the Courthouse by the rear door and go down the stairs to the basement. Directly ahead of you is a cell with a fuse box in it that has an opening at the top. Fix its position in your mind then head back upstairs and face the live electricity that is cascading above the hallway. Target that with the Remote Batarang, then use the Left and Right Triggers at the same time to reverse direction, and fly the Batarang down the stairs, into the cell, and hit the fuse box, shorting it out and thus opening the door to the cell next to the one that Calendar Man is in! Now head inside that cell to grab the Trophy there -- Easy-Peasey-Lemon-Squeezy!
C -- Trophy -- Roof across from Church - Caged - Use Batarang to unlock.
D -- Trophy -- After entering the Church proper (through the inner door) RB up to the alcove on the side and then use the Line-Launcher to smash through the plywood blocking the matching alcove on the other side. Take the Trophy located here.
E -- Trophy -- On the roof of the building that is directly behind the Church there is an electrified metal mesh floor in an alcove. On the wall inside is a fuse box that you short out using the REC. To the left of the Fuse Box is a demo-wall that you blow with Gel before going in and taking the Trophy on the floor inside!
F -- Trophy -- on the roof with 2 water towers southwest of the Church behind a demo wall.
G -- Trophy-- Around the corner of the Ace Chemical Building in the street is a derelict car under which is this Trophy. Simply run and slide under the car, hitting 'A' to collect the Trophy as you slide past it!
H -- Trophy -- By the broken elevated highway sections in the top part of the zone you will see this Frozen Trophy in the water by the outer wall. Drop an ice raft and pull yourself over to it to pick it up!
I -- Riddle - "It's far from Purr-fect, but she calls it home." Stand in the fence cage northeast of the Courthouse and look at the window of Catwoman's flat that has a cat in it and scan it to solve this one.
J -- Riddle - "I wonder how you can land an appointment with this milliner? Perhaps it would be best to book?" -- On the table in the Mad Hatter's house is a book, Alice in Wonderland. Scan that to solve this riddle!
K -- x3 TYGER Security Cameras
L -- Catwoman Trophy -- Just west of the Courthouse at ground level is the weakened wall that Batman wrecked. Go inside and RB to the ceiling to grab this Trophy!
Remote Batarang Unlock
-- Riddle Set 2 of 5 --
A -- Trophy -- West of the Courthouse is a demo-wall behind which is a gate with a motor - use the REC to raise the gate and grab the Trophy inside!
B -- Trophy -- Northeast of the Courthouse is another alcove with a Turret. Disable the Turret with the Disruptor. blow the demo-wall and grab the Trophy!
C -- Trophy -- East of the Courthouse at street level is a live steam pipe. Freeze it and grab the Trophy that is behind it!
D -- Trophy -- Inside the first level up in the Church Bell Tower - use the Grapnel to grab it off of the wall.
E -- Trophy - On a roof west of the Park Row label on the map inside a small hutch protected by a console. Hack the console to raise the bars and grab the trophy.
F -- Trophy - Caged on the ground - use the Remote Batarang to unlock the cage (see video)
G -- Trophy -- A plywood wall faces into the street directly south of the word "Park" for the zone label. Stand on the nearby fence and use the Line Launcher to break in and grab the Trophy that is on the ground inside.
H -- Riddle - "This question can only be answered from an unusual perspective. Can you get yourself there?" From the flag pole on the roof of the courthouse frame the ? and scan it to solve.
I -- Riddle - "You've been warned. People are not the only unstable part of this city." -- At the end of the partially collapsed bridge east of the Courthouse there is a marker -- go to it and then down to the fenced-off end where it connects to the street, climb the gate and, looking back at the bridge, scan the triangle signs to solve this.
J -- Riddle - "Do you have Strange thoughts? Maybe you should seek help?" -- On the street in front of the Courthouse past the barricade on the right-side is a door that says 'Strange Minds' that you must scan to solve this riddle.
K -- x6 TYGER Security Cameras
L -- Catwoman Trophy - In the grate door above after taking out the second group of thugs and getting your kit from the flat.
Political Prison Hooch
-- Riddle Set 3 of 5 --
A -- Trophy -- West of the Courthouse on the roof of a building you will find a Trophy Cage connected to four ? switches -- three of which you cannot actually see when you are standing by the cage.. What you want to do is plant Explosive Gel on the three distant switches and then stand by the age and arm your Bararang, and hit the nearby switch that you can see - this starts a 4-second timer. Immediately switch back to the Explosive Gel and detonate the trio of charges that you planted to unlock the Trophy and then take it!
B -- Trophy -- Directly east pf tje Courthouse is a set of three pressure plates - one on the ground two on the facing walls. Starting from the roof to the north above a plate, glide to the south and land on the plate on the wall there, then his 'A' to kick off, and land on the plate on the wall to the north. Hit 'A' to kick off and finally land on the plate on the ground, unlocking the Trophy for the win!
C -- Trophy -- Behind demo wall in Political Prisoner Hootches.
D -- Trophy -- Hack the console on the roof of the Church to release the cage holding the Trophy.
E -- Trophy -- In the alley with the Political Prisoner getting a beatdown and screaming for help -- after you rescue him slide under the fence at the end of the alley to grab this one.
F -- Trophy -- On the roof of the Confiscated Goods Vault to the left when facing it you will note a pressure switch with an arrow-decorated light meter on the wall that leads to a switch. This is a simulation of those carnival contests where you hit the level with a hammer to ring the bell! Basically retreat up high to the nearby gargoyle perch, glide above the switch and Dive Bomb it to "Ring the Bell" (Light the Switch). Once you do that, Batarang the Switch to unlock the Trophy and take it!
G -- Trophy There is a steam pipe in the ally behind Ace Chemical. Freeze it and d grab the Trophy it protects!
H -- Riddle - "DA campaign special. Get two votes for the price of one." -- Scan the pair of signs in front of Gent's Campaign Office down the street to the left of the Courthouse (the one that runs in front of it) to solve this riddle!
I -- Riddle - "If you find the name, does the Cash come hand in hand?" -- On a table inside the Church in an alcove on the right is a photo of Officer Aaron Cash and his family. Scan the photo to solve this riddle.
J -- Riddle - "I am an actor who can transform a film with the final cut. Who am I?" Outside the theater to the south of the Courthouse there is a movie poster on the wall that says 'The Terror' that you must scan to solve this riddle.
K -- x9 TYGER Security Cameras
L -- Catwoman Trophy This one is the marker northeast of the broken highway at the top of the zone - it is sitting on the rooftop, no puzzle or other requirements, just pick it up!
Claiming a Selection of Trophies
-- Riddle Set 4 of 5 --
A -- Trophy -- Northwest of the Courthouse is the high security alcove guarded by an electrical field. Inside the field is a TYGER Console. Hack that to drop the field, then go inside and take the Trophy!
B -- Trophy -- Caged by 3 ?'s - Put Gel on all 3 and blow them to unlock the Trophy.
C -- Trophy -- Here is a perfect illustration of the old saw that timing is everything... Northwest of the Courthouse just past the broken highway on a roof is a Trophy Cage with five flashing ? switches. While the switches have a pattern to them, you do not have to close them in that pattern, you just have to close them period, so starting with the one on the left, wait for it to light up and hit it with the Batarang! Repeat that process from left-to-right and close all five switches, unlocking the Trophy Cage and collecting the Trophy!
D -- Trophy -- Inside the Church towards the back head into the left wing and turn to look towards the center and you will see the demo-wall here. Blow it and step inside to grab the Trophy here easy-peasy-lemon-squeezy!
E -- Trophy -- Behind a motor gate near the Ace Chemical Building.
F -- Trophy -- Across from the Confiscated Goods Vault is a cage guarded by two mines - use the Disruptor to disable the mines and go inside the cage to grab the Trophy.
G -- Trophy -- On the Ace Chemical Building there are four gargoyle perches. One of them has been sprayed with green paint and that is the one you want to perch upon as it opens a door to the right below. Inside the room down there is the Trophy we want, but as soon as you jump off of the gargoyle the door begins to close! What you need to do is glide a little to the right and then Dive Bomb all the way to the floor in that room before the doors close! Once you land, taking the Trophy causes the doors to open again, so well done!
H -- Riddle -- "BANG BANG! Order in the Court." -- In the Courthouse on the counter in the judge's booth is a gavel with a gun near it. Scan the gavel to solve this riddle.
I -- Riddle -- "This den is where the vicious animals take your treasure. Is it theft if it's already stolen?" -- On the west side of the map find the TYGER Confiscated Goods Vault that has a riddle marker and head there; scan the Vault to solve this riddle.
J -- Riddle -- "Six legs went in and only two came out. Where am I?" -- In the alley east of the Ace Chemical Building Label on the map scan the sign that reads 'Crime Alley' to solve this riddle.
K -- x12 TYGER Security Cameras
L -- Catwoman Trophy -- Behind the Church is a cage with a green and some red pressure plates -- Batman had a version of this one you should remember as everything is the same except UP -- meaning we step on the green plate, then RB to the ceiling and crawl to the end, flip up and RB to the ceiling again, crawling to the unlocked Trophy and taking it!
Claiming a Selection of Trophies
-- Riddle Set 5 of 5 --
A -- Trophy -- Enter the Courthouse by the back door and head halfway down the stairs to the basement, turn around and put Detective Mode on and you will see the Trophy attached to the ceiling above. Grapnel it to you to claim another one!
B -- Trophy - A pressure pad on th854e corner of a roof west of the Church opens a set of doors below when you step upon it -- as soon as they open glide down and land on the demo-floor -- use your demo gel on it to drop down to the closed-off area below and snag the Trophy, the taking of which causes the doors above to reopen.
C -- Trophy -- To the left of the word "Ace" in a line that meets south of the word "Park" on the map labels is a set of duct cages with a Trophy cage inside of it and three motors. Basically all that you need to do is use the REC to draw the Trophy cage up, then push it to the right using the second moter, then pull it to the end where the hatch is using the third and voila! You have yourself another Trophy collected! Good on ya!
D -- Trophy -- Behind the Church is a cage with one green and three red pressure plates, and above on its upper level a Trophy Cage. The trick here is that the green plate unlocks the cage, but the red ones lock it, so you need to step on the green but avoid the red! The trick? Use the Line Launcher to sail over them once you have it unlocked, and then RB up to grab another Trophy! Well done mates!
E -- Trophy -- South of the Courthouse and west of the Church is a rooftop with a Trophy Cage and a duct that turns 90 degrees, at the end of which is the ? switch you need to close. Standing on the opposite roof from the duct opening, throw the Remote Batarang into the duct and at the turn engage the slow-mo mode (Left Trigger), make the turn and nail the switch for the win! All you need do after that is jump the gap and collect your prize!
F -- Trophy -- In the alleyway near the Ace Chemical Building is a gate with a motor above it - use the REC to open the gate, go inside and snag the Trophy here.
G -- Trophy - five ?'s on the roof SW of the Church - hit the one on the far-right when it is lit.
H -- Riddle- "Who's crazy enough to date this guy?" -- Go to the basement of the Courthouse and scan Calendar Man in his holding cell to solve this riddle.
I -- Riddle - "Has this flower turned over a new leaf?" -- East of the Confiscated Goods Storage Vault is a flower shop called Baudelaire that you need to scan the front of to solve this riddle.
J -- Riddle - "Acing the chemistry test will illuminate you." -- Simply scan the sign on the Ace Chemical Building to solve this riddle!
K -- TYGER CCTV Relay Hub
L -- Catwoman Trophy -- This one is in the alley near Ace Chemical - we have been here before except this one is on the ceiling. Enter the alley from the front street and RB up to grab this one.
--== Amusement Mile ==--
Note: Some of the Trophies in this section are a bit more complicated to unlock than others, and for that reason this is one of the sections that we made a compilation of grabs as the video illustration -- so if you run into trouble with any of these, watch the video and you will see what you need to do!
If you are following the guide this will be the last section of Part 9 prior to where we resume following the story in campaign -- I have said it before but it warrants repeating -- well done on this! By doing the side-trips as we do in the guide we end up breaking up what otherwise easily could have been a very annoying element in the game. So again, good on ya mates!
Claiming a Selection of Trophies
-- Riddle Set 1 of 5 --
A -- Trophy - In a roof shed with a demo wall behind the Lethal Force billboard.
B -- Trophy -- In the alley next to the Gotham Casino (the building that had the gun mount from the most recent sniper attack on it) is an alley whose ground-level is flooded, which means you cannot easily approach the location where we need to work with our REC. Once you have located the alley (it is roofed over with a chain-link cage) drop to the opening and use the Line-Launcher to gain access and, midway to the rear of the alley use RB to change from Zipline mode to Tightrope Mode. You are now perched upon the tightrope and looking at the motor above which is the Trophy inside a cage. Your next step is to select the REC and target the motor, using it in Negative Charge Mode (RB) to push the Trophy Cage away from the motor and up onto the roof section of the cage above. Once you do that, leave the alley and return to the roof, where you can now take the Trophy at the access hatch for the cage. This also unlocks Two-Faces Trophy in your Character Trophy Collection so double-well-done mates!
C -- Trophy -- On the map you will notice the marker for the Trophy that is situated on the off-ramp of the freeway for the GCPD (it is directly west of the GCPD Building). Head there and carefully make your way under the highway to find a pressure plate that is the center of this puzzle. Standing on the plate you will see that there are three ? switches that you need to hit, and when you try to do that you will also discover that there is a timer associated with the puzzle and it only has 8-seconds on it! Yeah, this is a tough one because of the time limit, but you can do this! You may have to make several attempts, but using the Remote Batarang and look north at the water level to locate them. The best strategy that I have is this: since the middle one can be targeted using only the standard Batarang (which is a lot faster and easier) start with the ones on either side using the Remote Batarang, since you only have to really worry about one of them as hitting the first starts the timer. I found the easiest way was to take out the one on the right, starting the timer, then the one on the left by approaching from the left side for a quick break, and finally use the regular Batarang for an aimed closure on the middle switch for the win!
D -- Trophy - Demo wall in the front of Gotham City Olympus Building and head inside to grab this very easy Trophy.
E -- Trophy -- This puzzle is one of the ones that illustrates how paying attention to your environment is a major issue in the game and I have to admit that I understand why a lot of gamers thought this one was particularly frustrating in view of the fact that you really do have to hit it just right... Even so I was surprised that this was one of the Trophies for the Amusement Mile that so many of the gamers I worked with while doing the guide had trouble with! The source of the trouble? The natural inclination for gamers to view all of the demo walls as demo-walls. What I mean by that is simple: when a wall appears in Detective Mode as a glowing target for explosives, most guy gamers instantly imagine themselves using Explosive Gel on the wall. Now interestingly enough, the girl gamers I worked with had the opposite reaction, as their first inclination was to examine the wall, and all four of them realized it was not a demo-wall, but a plywood covered wall that is what the game considered a "weakened" wall, which means that the Line-Launcher or even your fist is enough force to smash through it. That being the case, to a one all four girl gamers simply launched into a glide and flew through the wall to access the Trophy rather than spend a lot of time trying to figure out how to put Explosive Gel on a wall you cannot access for that purpose! I encourage you to take the lead provided by the girl gamers and simply fly through the wall and collect this very easy Trophy, right?
F -- Trophy -- Before you solve this puzzle please look to the rooftop to the north with Detective Mode on and you will notice a pair of armed thugs patrolling there. While they are not automatically a threat to you, about 10% of the time one or the other will spot you when you climb up onto that roof since that is the location of the first pressure pad -- and they can and will shoot at you if they do spot you -- so before you do this puzzle, why not go all ninja on them and take them out? Yeah, it is a little extra XP and a little insurance for not getting shot so why not? With the pair down, now head over to the first of the trio of pressure plates on top of the HVAC structure and stand on it, looking towards the next plate in the middle of the billboard on the far wall. That is our first gliding target! Glide to and land on that plate, then release and press 'A' again to do a wall launch, target the third pressure plate and land on it, triggering it AND starting an 8-second timer. What you need to do is to release and hit 'A' again but this time target the edge of the roof opposite and RB to it as quickly as you can manage, so that you can then hop over to the still-unlocked cage and grab the Trophy for the win! Before the timer runs out of course, because if that happens you will be um, yeah, not grabbing it for the lose? I like the first one better.
G -- Trophy -- This Trophy is on a deck below one of the cranes on the water -- you can see it by standing on top of one of the buildings near the cranes and looking down at the deck on the water -- but before you go to begin solving this, use Detective Mode to take a close look around the area for any snipers and armed thugs, and deal with them if there are any first. I don't know which groups you have already managed to deal with so this is just a basic precaution for your own good! Now with all of the enemies cleared from the area, drop down and examine the puzzle here -- which is a deck with four evenly sized areas separated by chain-link fencing. In three of these there are pressure pads and in the fourth the Trophy Cage. The thing about this is that here is one of the puzzles that is easy yet hard -- because you can ONLY touch pressure plates once you begin it. Your pest strategy is to pick one of the plates as your starting point, then target the top of the end of the crane, RB up and immediately go into Grapnel Boost Mode (double 'A" in flight) so that instead of landing you fly higher. Now target one of the remaining two pads and Dive Bomb right onto its center -- dead center mind you -- then RB back into the air and repeat the process for the third pad. If you do this properly you unlock the Trophy Cage -- and once you do that all that you need to do is grab the Trophy. Yeah, I found this to be one of the more difficult puzzles in the game too, and I am actually pretty good at Bat-Flying! This is just one of those puzzles where it helps to remind yourself that you only have to do it one time, and then you never have to do it again, and that really helps because this one is a frustration magnet thanks to the tops of the fencing below that you invariably end up landing on instead of the pads! All that I can say is keep trying, and once you manage to unlock the third pad? Well done mate! Good on ya!
H -- Trophy -- In the room on the left in GCPD after using the Freeze Grenades to get past the steam.
I -- Riddle -- "Which acrobat family gambled with their lives, and has now been left to fly solo?" On the left-side of the entrance to the Gotham Casinos Building is a isgn for the now-canceled Grayson's Show that you must scan in order to solve this riddle!
J -- Riddle -- "This place has taken a TURN for the worse. Is it a little BEAR for your tastes?" From one of the pair of tall towers in front of the Krank Toy Company Building target the bear-head that makes up the main sign on top of the building to solve this riddle.
K -- x3 Joker Balloons
L -- Catwoman Trophy - at the entrance to Poison Ivy's Lair, as you flip under the bottom of the catwalk to enter it is directly in your path, you cannot miss it!
Claiming a Selection of Trophies
-- Riddle Set 2 of 5 --
A -- Trophy -- This Trophy is located inside the secure area in the outer wall guarded by a TYGER Turret -- but you need to be aware that this is one of the very few bugged areas of the game. If you end up getting this bug, you will not be able to move onto the deck in the back section of the secured area -- the game will act as if there is an invisible wall and prevent you from entering and taking the Trophy even though you should be able to once you have the Turret disabled! The only thing that you can do if you get hit by this bug is quit and restart the game, then try again by deploying an ice raft, disabling the Turret, pulling yourself in, and hope that you can actually enter the area this time. It may take a few restarts to get a game in which the bug is not active. If you DO get the bug, it is more than just not being able to enter the area with the Trophy, all sorts of unpredictable things happen, and if it wasn't so frustrating it would actually be funny!
B -- Trophy -- Located on the lower section of the Casino roof is a chain-link cage in which a Trophy is placed inside but on top. What distinguishes this one from others like it is that the Trophy is rotating up and down, and it can only be grabbed when it is in the down position -- but to get to it you have to slide below it and under the chain-link cage! Obviously this requires either excellent timing, really good luck, or both -- so you will probably have to do several attempts but you will get this one mates, I know you will! I have faith in you! Faith I tell you!
C -- Trophy -- This puzzle is a little tricky but you can manage it! Directly to the east of the Church is a marker for this one -- and when you arrive you will notice that it is sitting in the midst of a cage with six switches that are separated by a chain-link cage that looks like it was constructed by a manman. You are going to need to close all six switches but obviously you cannot do that in the allotted time, so you need to carefully examine this and use the basic philosophical axiom that there is no problem too big or too small that cannot be solved by the proper application of high-explosives! Right! So step into the bottom of the chain-link cage and pull out your trusty Explosive Gel dispenser and apply a charge to the three lower switches. With that done, exit the cage and go up the stairs nearby to the upper level, then RB to the roof across the way and turn to face the switches. What you want to do is make three Quick-Throws closing all of the top switches and THEN as fast as you can, switch to the Explosive Gel dispenser and trigger all three of the charges you set on the lower switches at the same time. If you do this fast enough, it will unlock the Trophy Cage, and all that you need to do then is drop down to the now unlocked cage and retrieve your Trophy, and good on ya mates! Well done! Wasn't that rapid bang-bang-bang-clack! of the explosives detonating and the cage unlocking a sexy thrill? Oh yeah, I went there!
D -- Trophy -- This one is on the roof between the HVAC units to the east of the "Amusement Mile" label on the map - and it consists of a Trophy Cage bolted to the roof with a pressure plate right next to it that is alternating red and green. Could it be that bloody simple? Yes! Yes it is! All that you need to do is wait for the pressure pad to turn green and step upon it, and the Trophy Cage will unlock and open. Then target it with your Grapnel and pull the Trophy to you for the win!
E -- Trophy -- Our next easy grab is beneath the stairs over at the GCPD Building. As you approach it you will notice that in the southwest corner there is a small enclosed area with the Trophy and a hackable console, but you cannot access the console directly. The trick to this -- thanks to the range and power extenders -- is to simply hop to the adjacent building, turn and face the console which you can now see and target through the chain-link covered outer window, and hack it from there! With that mischief managed hop the game, walk down the stairs and inside the now unlocked Guard Station and pick up the Trophy there for the win!
F -- Trophy -- Under the building directly south of the GCPD Building there is a group of rings you can Grapnel - use the Freeze Grenade to make an ice raft on the water and drop down, then use the Grapnel and the rings to pull yourself under the building and over to the bars beneath it. Hack the console here to raise the bars, then pull yourself over and grab the Trophy! Easy-Peasey!
G -- Trophy -- If you use Detective Vision on the cranes in the water you will note that one of them has a motor installed on top of it. RB to the top of the Crane and use your REC on the motor to raise the hook out of the water - on the hook is our Trophy! Simply target it with your Grapnel and pull it to you thus adding perhaps the easiest Trophy in the area to your bag!
H -- Trophy -- For this Trophy we need to go inside the GCPD Building and, you will recall, we cannot enter this building from the front anymore thanks to that traitorous bastard Mr. Freeze, who has sealed up the front entrance with a massive and thick wall of ice. No, to get in we have to use the back door by the water, so head to the roof and drop down on to the barge that is tied to the dock below in back, then RB up to the smashed open wall beneath the section of roof that sticks out here, and open the door to the second floor of the GCPD Building and go inside. Use the stairs immediately to the left inside and then a pair of Freeze Grenades to shut off the live steam. Slide beneath the gate and walk forward to just before the entrance hall where the front door is frozen shut and, on the left you will see a hackable console. Hack that and the cell door in front of you opens allowing you to go in. On the left just inside the cell is a demo-wall -- blow that and inside find the Trophy and grab it! Another one done!
I -- Riddle -- "Would an invitation to party like the gods be a bolt out of the blue?" Standing upon the roof of the building across the street, target the large sculpture sign on the roof of the Plympus Building and scan it to solve this riddle.
J -- x3 TYGER Security Camera
K -- x6 Joker Balloons
L -- Catwoman Trophy -- In the center of the bottom of the elevated highway section directly to the west of the GCPD Building -- go to the southeast corner underneath and RB to the underside, then ceiling crawl to the Trophy to claim it!
Claiming a Selection of Trophies
-- Riddle Set 3 of 5 --
A -- Trophy -- In the shed on the roof of the Casino, on the other side of the frozen swimming pool; behind the demo-wall is the Trophy you seek young Jedi - simply blow up the wall and then step forward to pick up the Trophy!
B -- Trophy -- The building north of the GCPD Building out in the water has a pressure plate and a Trophy Cage on the lower section of its roof that are connected to a trio of switches on the side of the building to its south near the water. Make an ice raft directly in front of the three switches - there are Grapnel rings you can hook on to the left and the right of that building so you will be able to adjust the position of the raft with no difficulty. Basically you need to spray an Explosive Gel charge either on the switches or below them on the wall depending on how high up the ice raft floats. This is not rocket science, it is explosives, so like horse shoes close is good enough! Once you have the three charges placed, return to the roof and step onto the pressure plate and detonate the charges to trip the switches and unlock the Trophy. Now just pick it up for the win!
C -- Trophy -- At the south end of the building that the letters "Amuse" in the label "Amusement Mile" touch on the map is a chain-link cage with a bunch of landmines in it. You need to go in and use the Disruptor to clear your path. Since you only have two shots before you then have to wait for a lengthy recharge timer to run out, this will take a LONG time if you play it like you care about getting blown up... But on the other hand since taking a Trophy triggers a save, really you only need to reach the Trophy alive and take it, after which you can die or not die, it doesn't matter! If you disable the first two mines in the path and you have full health and V4 for both melee and Ballistic Bat Armor, you should be able to withstand the mines as they detonate while you make your way to the Trophy. Take it and then let yourself be killed to exit the puzzle!
D -- Trophy -- On the roof of the building west of the Toy Company and south of the Olympus Building is a chain-link cage with the Trophy Cage inside it and a motor at one end. Stand on the pressure plate to open the gate and use the REC to pull the Trophy Cage to the closed gate midway along, then step off of the plate and use the REC again to pull the cage the rest of the way. Go to the gate and take the Trophy!
E -- Trophy -- In the back of the GCPD Building is the barge and the dock we use to enter the building - drop down on to one of the other but, instead of RB'ing to the broken wall where the door is on the second floor, look directly at the first floor of the building and, in the alcove on its ceiling you will see our next Trophy. Grapnel it to you to claim it!
F -- Trophy --At the back of the Toy Company to south of the GCPD Building is a large chain-link cage inside of which are some red pressure pads. Basically you need to get past them without touching any of them in order to grab the Trophy that is inside. Obviously you cannot jump over them or walk around them - you are going to have to fly! Starting on the gargoyle perch of the GCPD Building glide off and then Dive Bomb to pick up some speed, level out and fly into the cage, avoiding the pressure pads and landing on the other end inside. All you have to do now is pick up your Trophy for the win! This is actually a tough one to do because you have to judge your height off of the water and that is not easy in this world of shades of gray but I found a neat trick that works every time - look down below you while on the gargoyle and you will notice that narrow structure? Simply glide and immediately Dive Bomb towards the corner of that structure and, when you are level with its roof release the Trigger and level out for the perfect altitude for gliding to your Trophy!
G -- Trophy -- On the desk in the guard cage in Bane's HQ - use the Batclaw to grab it.
H -- Riddle -- "This question can only be answered from an unusual perspective. Can you get yourself there?" Standing on the lower roof of the building to the north and a little east of the Church (across the street) there is a billboard with the top part of the ? paiting upon it. In the distance when you have Detective Vision turned on you will see the broad and glowing shape of a motor for a gate door. Using the REC target the motor in the distance and engage it to reveal the bottom dot of the ? on the far gate. Line the two up and scan them to solve this riddle.
I -- Riddle -- "Park in his spot and you may just get a ticket." Inside the GCPD Parking Garage (enter via the back opening) using the Line-Launcher to cross over the water gap, scan the parking spot that is reserved for James Gordon to solve this riddle.
J -- x6 TYGER Security Cameras
K -- x9 Joker Balloons
L -- Catwoman Trophy -- On the lowest roof of the GCR (Gotham City Radio) Building to the west of the Krank Toy Company is a small shed with a weakened wall - simply kick the wall open and grab the Trophy!
Claiming a Selection of Trophies
-- Riddle Set 4 of 5 --
A -- Trophy -- Head to the Casino and look near the entrance where you will see reporter Vicki Vale standing right where you left her! Step inside the entrance alcove and turn left, walk to the end and you will see a pressure plate here. Stand on the plate and look to the north and you will see a pair of weakened walls that are now accessible since the pressure plate lowered the gate that was blocking access to them. Use the Line-Launcher to break through them both -- or if you end up not breaking both like I did, first one then the other -- and then pick up your very easy to grab Trophy!
B -- Trophy - On the roof of the building in the far northeast corner of the map by the water - stand on the pressure pad and use the Grapnel to snag this Trophy!
C -- Trophy -- Look on the map for the spot directly below the "mu" in the label "Amusement Mile" for a line of three pressure plates. All that you need to do to unlock this Trophy and solve the puzzle is walk across all three of the plates one after the other!
D -- Trophy -- On the first deck of the GCR tower.
E -- Trophy -- In a duct that can be reached through 2 Demo Walls at the base of the GCPD Building.
F -- Trophy -- Of all of the duct puzzles in the game this one is probably the most puzzling of them, at least from the perspective of the gamers that I worked with while writing this guide. Basically it looks more complicated than it actually is! The simple solution? Using the Remote Batarang and impeccable timing, you need to throw it through the duct just as the series of gates inside begin to open, and hit the switch at the end on the right side. Doing this will disable the doors - which is a good thing - because the next part of the puzzle requires you to throw the Remote Batarang into the duct again but this time at the end jig left and hit the left-hand switch, which will unlock the Trophy Cage on the roof, allowing you to pick up the Trophy! This one can be on the frustrating side since it is really more about timing than luck, but if you apply yourself (persistence mates, that is where it is at) you will solve this puzzle and get your Trophy!
G -- Trophy -- Inside the entrance hall of the GCPD Building (the front door you can no longer use thanks to Freeze) you will notice a Trophy marked on the map just above the door. The Trophy is actually located on the second floor, and is part of a chain of three pressure plates, which should be a very familiar puzzle to you by now! Starting with one of the pressure plates in the long hall (not the one by the Trophy Cage in other words) step upon it to start the puzzle and then use the Line-Launcher to go to the far end of the hall, landing on the pressure plate there. Now target the wall where the first one was but look to the side so that you can re-launch the Line-Launcher to take you towards it and land upon it to unlock the Trophy Cage. Grab the Trophy here for the win and well done mates!
H -- Riddle -- "Look out! Can you see where the madness began?" Stand on any of the roofs or water towers in the northeast part of the zone and look out over the water at Arkham Island. Scan the old Asylum to solve this riddle.
I -- Riddle -- "Always a shining example of justice? Not if you ask me." On the roof of the GCPD Building is an old Bat Signal. Scan it to solve this riddle!
J -- x9 TYGER Security Cameras
K -- x12 Joker Balloons
L -- Catwoman Trophy -- At the GCPD Building enter the parking garage through the weakened wall that Batman flew through in the base of the north side of the building at water level. Jump to the ceiling and cross the large gap that is flooded by water inside, and simply pick up this Trophy where it sits waiting for you!
Claiming a Selection of Trophies
-- Riddle Set 5 of 5 --
A -- Trophy -- On the roof of the first building northeast of the Church acorss the highway, this puzzle is very straight-forward; there are three pressure pads, with the first one above on the higher rooftop corner. Stand on the pad and then make the easy glide to the next highest pad where you land, turn around, and glide to the third pad, unlocking the Trophy cage!
B -- Trophy -- This one is dead simple! Perch on the northeast gargoyle on the GCPD Building and then launch yourself over the water and bank to the left so you are gliding towards the building northwest of the GCPD - you will notice the indented area in the center of the building with the cage on top of which is the Trophy we are seeking. Basically you Dive Bomb to pick up speed and then level off and glide in just below the level of the chain-link deck with the Trophy on it because below it is the pad we want to fly into in order to wall perch it! Once you hit the pad spam RB so you Grapnel up through the trap door above that perching on the pad opens and, when you reach the level above stand still, and Grapnel the Trophy to you! Mischief Managed!
C -- Trophy -- On the roof of the building directly west of the GCPD head to the marker towards the west side of the roof to discover a small roof hut below the speaker mast. Hack the console that is protecting it and the bars will open, allowing you to take the Trophy!
D -- Trophy - After you slide under the gate to the front entrance to the GCPD you will notice that deeper in this sally-port there is a demo-wall. Behind the demo wall is the Trophy, which you can simply pick up while saying to yourself "Here's another one!"
E -- Trophy -- Suspended beneath the elevated highway section just before the bend (the bend south of the "Amusement Mile" label on the map) is this Trophy. The easy way to get it is to drop an ice raft in the water underneath and then drop onto the raft before using the Grapnel to retrieve the Trophy (watch the video if you have trouble with this one).
Simon Sez Trophy
F -- Trophy - On the docks is a pressure plate that lowers a grate and starts a set of three patterns that you must use the Batarang to match on the ?'s -- the patters are:
1st Pattern: 13524
2nd Pattern: 43152
3rd Pattern: 35214
Completing these unlocks the Trophy -- which you take -- and then pat yourself on the back because You Da Man!
G -- Trophy -- Inside the GCPD towards the front (west) entrance to the right is a cell with the Trophy in it. In the back of the cell is a fuse box, so we just need to short it out. Remember the electricity that was arcing in the back where we entered? Stand in the main hall and fly your Remote Batarang through that then fly it back and into the cell, taking out the fuse box. Watch the video if you are confused here... With the box shorted the door opens and you can pick up the Trophy!
H -- Riddle - "If she is the ROOT of evil, how can anyone be expected to contain her?" In the very northeast of the map stand on the roof of the buildings south wing and look down into the water where you will spot the container that was used for Poison Ivy - scan it to solve this riddle!
I -- Riddle - "If you're afraid, don't be scared to crow about it." Follow the highway south to the bend where this zone borders with the Industrial District - climb to the very top of the deck here and look for the scatteed straw with one of the Scarecrow's old masks laying on it. Scan the mask to solve this riddle!
J -- x12 TYGER Security Cameras
K -- TYGER CCTV Relay Hub -- Hack the Hub to shut it down to fulfill this grid spot.
L -- Catwoman Trophy -- On the ceiling of the room in the Krank Toy Company with the destroyed Titan Containers. Hop to the ceiling and grab this for an easy win!
--== Industrial District ==--
Solving Riddles
-- Riddle Set 1 of 5 --
A -- Trophy -- In the northwest corner of the area is a crane with its hook in the air and a motor on top. REC the motor to lower the hook then raise it and it has the Trophy on it -- use the Batclaw to grab the Trophy for the win!
B -- Trophy -- Behind the weakened wall near the pressure pads at the base of the eastern pair of cranes - fly through the wall to break it and pick up the Trophy!
C -- Trophy -- This is the middle marker in a line of three on the east side, north of the riddle marker. There is a pressure pad and three switches inside a chain-link cage with thick iron doors. When you step on the pad the doors open and, after a moment begin to close. You need to quickfire your Batarang as soon as you step on the pad, then instantly switch to Remote Batarang and fire it. Boost it through the first door and do a 90-[degree right turn, and boost through the second door which is already partly closed. Close the second switch and instantly fire another Remote Batarang and boost it through now almost closed outer door, make a 90-degree left turn and close the third switch. The Trophy unlocks and you can pick it up!
D -- Trophy -- Just below the word "District" in the area label on the map is the marker for this Trophy - inside a mined cage area. Disable the first pair of mines and then rush the second pair, pick up the Trophy and rush back out. You will take damage doing this but it will not kill you.
E -- Trophy -- To the left of the shaft leading to the Subway Maintenance Tunnels, the Trophy is under a large digger here. Just crouch and walk under between the tracks to grab it.
F -- Trophy -- On the east side of the Steel Mill is a small ledge with a shack on it poking out - look for the small square extending out the side. Next to a mattress on the ledge is this Trophy, just go there and pick it up!
G -- Trophy -- Head into the tunnel that cuts through the Steel Mill near the entrance and you will find a steam locomotive. Use the REC on its motor to move it and under the demo-ceiling then hop up onto its cab and blow the demo-ceiling to climb up and use the Batclaw to get the Trophy!
H -- Trophy -- Return to Zsasz's hideout where he is now incarcerated and enter the control room there. Use the switch on the desk here to turn the electricity on in area by the water below, and then -- this sounds a lot harder than it is -- walk towards the door and turn to face right and launch the Remote Batarang towards the far wall. Before it hits it reverse direction and you will see the electricity arcing to the left. Fly the Batarang through the electricity and out the other side then turn right and up to fly it into the open duct and at teh end of the duct do a 90-degree left turn and hit the fuse box at the end of the duct! This unlocks the Trophy Cage below the duct entrance -- all you need to do is step back out the door and jump into the duct on your left, take the first left turn in the duct and drop down on the ledge at the other end to claim your Trophy!
I -- Riddle - "Air, sea or land. It would be criminal not to use these wise guys, wouldn't it?" -- Go to the marker for this one in the east side of the zone, stand on the dockside and look at the giant billboard. Scan that to solve this riddle.
J -- Riddle - "Can you find this cool couple before the romance thaws?" -- Go to the building where you rescued Nora Freeze and go inside. Scan Freeze and Nora to solve this riddle.
K -- x3 Joker Balloons
L -- Catwoman Trophy -- In the northwest corner underneath the catwalk -- directly below the blood-red surveillance sign.
Behind Three Demo Walls
-- Riddle Set 2 of 5 --
A -- Trophy -- Underneath the crane in the northwest corner of the area is a weakened wall that, when you smash through it reveals a chain-link cage and motor puzzle. The loft motor is movable, the right one is how you move it. Hit the right one with the REC to move the left one to the left, then hit the left one to grab the Trophy and immediately reverse it by hitting the right one again so it drops the Trophy in to the right side where you can claim it!
B -- Trophy -- On the ground under a building behind 3 Demo Walls south of the northeast cranes.
C -- Trophy -- This one is the top rear gondola of the Ferris wheel; you need to stand on the one behind and a little lower than it and use the Batclaw to grab it.
D -- Trophy -- South of the riddle marker and west of the zone label is the marker for this one. Head there and find it is protected by a console on a brick wall you must hack and then you can grab the Trophy!
E -- Trophy -- On the east side of the Tricorner Tower is a weakened wall that you need to power-dive through and land on the wall mounted pressure plate inside -- then hop off the pressure plate avoiding the red ones on the deck and grab the Trophy. The best way to do this is to perch on the broken pipeline directly across from the opening and launch yourself then immediately Dive Bomb and level out and just fly right into the plate! Easy-Peasy-Lemon-Squeezy.
F -- Trophy -- Go to the marker on the right-hand side of the roof of the Steel Mill and blow the demo-wall here, then go inside and look at the switch -- do you have it fixed in your mind? Good! Now go up on the roof and to the back and drop down where the Trophy Cage for this switch is sitting. Now launch a Remote Batarang and hit the switch, then grab the Trophy before the timer runs out and the cage closes! They do not come much easier than that... Well, maybe they do but still...
G -- Trophy -- Go to the marker at the southwest corner of the area that is more south than the wester one, slide under the steel bar gate in the wall and use the Batclaw to grab it off of the ceiling. Note that using Detective Vision inside will actually hide the Trophy due to all the lights...
H -- Trophy -- Inside Zsasz's hideout go through the duct in the foyer and drop down onto the ledge, then drop an ice raft into the water to the right so that you can look along the wall and grab the Trophy on it with your Batclaw!
I -- Riddle - "Was this parasite ratted out, or does he continue to plague Gotham?" -- Go to the marker next to the zone label on the map and stand on the roof top. Look at the large billboard for the exterminator; scan this to solve this riddle.
J -- x3 TYGER Security Camera
K -- x6 Joker Balloons
L -- Catwoman Trophy -- Inside the are with the weakened wall in the northeast - stand under the cranes and look south to spot the Trophy in a cage on the ceiling inside. RB up and you will see that there are three pressure plates you need to close - stand on the first then RB to the ceiling move over the second and drop down to close it, then do the same for the third before finally RB'ing up and grabbing the Trophy for the win!
Lining up the ? for the Win
-- Riddle Set 3 of 5 --
A -- Trophy -- In the northwest corner of the area south of the crane is the marker -- this is for a puzzle that includes a pressure sensitive panel -- we did one of these before, it is like the hammer game at the Circus where you have to ring the bell... Anyway what you want to do is go to the top of the smokestack and dive off, Dive Bomb to get speed then bank up hard to gain altitude and, when you are over the switch Dive bomb hard on and when you land IMMEDIATELY hit the Shock Wave ('B') and you will ilight up the switch! Note: if you forget to use the Shock Wave you will not light it, I am just saying... Once it is lit all you have to do is Batarang it and you are then able to take the Trophy.
B -- Trophy -- On the east side of the area go to the marker directly east of the end of the word. "District" in the label -- the opening is in the northeast corner of the building and is blocked by steam and landmines. Seriously... So Freeze the steam, disable the mine, slide under, freeze the second steam, disable the second mine, and take the Trophy!
C -- Trophy -- This one is the marker on the south side of the Ferris wheel -- head there and you will find a puzzle with motors you use your REC to solve! Just move the ball thought the cage using the two magnets, there are no special moves or doors to open, and when you get it to the other end take it!
D -- Trophy -- On the west edge of the area near the northwest corner of the shaft that leads to the Subway Maintenance Tunnels is your marker, a high security alcove in the wall! Head there and you will find a security console you need to hack.
E -- Trophy -- This one is northeast of the Subway Maintenance Shaft -- and it consists of a demo-wall behind the low wall that runs along the edge of the building here that you blow open to take the Trophy behind it! Simpatico!
F -- Trophy -- South of the west corner of the Steel Mill is a high security alcove in the outer wall that has an electrified floor. Use your Remote Batarang to hit the switch on the wall by the Trophy in the back for the win!
G -- Trophy -- South of the west corner of the Steel Mill is a high security alcove in the outer wall that has an electrified floor. Use your Remote Batarang to hit the switch on the wall by the Trophy in the back for the win!
H -- Riddle - "This question can only be answered from an unusual perspective. Can you get yourself there?" -- The bottom of the ? is on the narrow rooftop directly east of the Augmented Reality Training 1 of 4 icon on the map.
I -- Riddle - "Does Zsasz still pose a threat? This guy called to find out." -- Go to the marker on the north side of the Steel Mill; scan the dead body that is propped against the pay phone to solve the riddle
J -- x6 TYGER Security Cameras
K -- x9 Joker Balloons
L -- Catwoman Trophy -- Near the Tricorner Navel Tower you will find this on the bottom side of the chain-link cage on the roof - flip under and grab it after taking out the trio of armed thugs and the nearby sniper!
Solving Riddles
-- Riddle Set 4 of 5 --
A -- Trophy -- Head to the pair of tall smokestacks in the northwest part of the area -- the ones we did the Dive Bomb from for the other Trophy -- and notice that on the side of them there are pressure pads. Yeah, this is one of those but it is really not that bad! We will be using the Grapnel Boost move so I hope you have gotten used to that! In between the pair of stacks is the Trophy locked in a cage. A shorted stack is nearby and it also has a pad on it. What you need to do is hit that pad, then launch up and boost off of one of the taller stacks, loop around and land on one of those pads, and then do it again for the other! Dead easy mates! I got it on my first go, but I am pretty good at flying so... I hope you did too!
B -- Trophy -- Head for the marker in the northeast of the zone second closest to the riddle there (north of it the middle of the three markers there) and you will find a small shack on the roof with a demo-wall. Blow it and take the Trophy!
C -- Trophy -- This one is wicked easy! Directly south of the previous Trophy (the one north of but closest to the riddle marker) is a pressure pad. When you step on it it starts a very short timer. What you cannot see is the Trophy and the reason you cannot see it is because you are standing on it... Sort of. The Trophy is on the ceiling of the overhang below the pad you see... Or don’t see. Whatever. The trick to this is to step on the pressure plate and then calmly walk off of the plate and the shed roof you are on, land on your feet on the proper roof below you and tirn to face the Trophy, then use your Batclaw to grab the Trophy. Make sure you have your Batclaw pre-selected OK? And do not try to rush this, you have 6 full seconds here mate, twice as much time as you need! Now give her a go mate! She'll be apples, you'll see!
D -- Trophy -- The marker you want is the one that is on the south edge of the second Subway Maintenance Access Marker on the map (the west one on top of the tunnels closest to the station) which is where you will find a set of pressure pads that cycle from red to green in a series. This one is not hard exactly but it is not easy -- and if you have issues with timing maybe it will be a little hard for you but I don't think it will... Trust me, I know you mate, you can do this! So go to the marker and watch the pads to see the cyclic rate, then starting at the proper end, run along with the green and you will unlock this Trophy! Too right you will, you were bloody brill! I am impressed, and I am not just saying that because I want to date your sister either! OK, yes I am but still, you did really well...
E -- Trophy -- On your map please look at the marker that is in front of the Steel Mill on the west edge towards the middle but north... The one that is on the edge of the moat? Yeah, that one! OK, go there and stand on the edge of the moat and drop an ice raft intot he water directly below the marker, then hop down onto the raft and turn to face the wall. You really cannot see this until you are standing on the raft but the small pipe has a hatch on the bottom of it - it is just above the Grapnel Point (a metal ring), you see it? Use your Batclaw on that to rip it open and then watch as it falls out, gravity taking control, and lands in the water. Target the Grapnel Point and pull your raft over to the Trophy and pluck it out of the water ('A') when prompted. Good on ya mate, that was very easy wasn't it?
F -- Trophy - This Trophy is locked at the foot of a pressure pad that engages a spinning wheel of ?'s - when you step upon the pad the destignated ? will light and the wheel will spin -- keep your eye on teh ? and around and around she goes, where she stops nobody knows! Once it does stop you need to target the correct switch with your Batarang! If you get it right, the Trophy Cage will open, if you get it wrong? Well, not so much really. Once you unlock the cage please take the Trophy because Yes! We have a Winnah!
G -- Trophy -- -- On the water south of the center of the Steel Mill is a metal cage inside of which is your Trophy. Drop down onto it and deploy an ice raft at the open end, then drop onto the raft and arm your Line-Launcher. Target the far end of the cage and use the Line Launcher -- drop onto the pressure pad here that passes for a floor and look up at the Trophy! This is actually a little harder than it looks because there is an element to it that you cannot see from outside very easily... Basically where the Trophy is is blocked by a half-wall of chain-link, so if you are too close to that side, you hit the half-wall and end up in the water instead of on the plate. This is further complicated by the fact that the placement of your raft in the water is critical to whether or not it will allow you to target the sweet spot over the pad with your Line-Launcher. If your raft is placed wrong the shot will not align and you will end up in the water. If that happens, simply go back to the top of the cage and redeploy the raft over the wrong side to make the first one disapper, and then deploy another one at the open end but slightly adjusted in its position. Eventually you will get it right (if you did not get it right straight off of the Go which you very well might have done)... Now you brought your set of spanner wrenches right? Because there are six bolts you have to unscrew and then... Kidding! I am just kidding... Reach out and Batclaw the Trophy already, the fish are getting curious! Now RB up and out and head to shore mates, you are done with this Line!
H -- Riddle - "Which notorious family keeps talking trash?" -- Go to the marker in the north edge of the zone by the cranes; scan the Trash Barge in the harbor that has Falcone Shipping on the outside of it to solve the riddle.
I -- Riddle - "Did you hear the whole story of how Black Mask escaped?" -- Go to the marker south of the Steel Mill and scan the big hole in the wall that has been barricaded there to solve this riddle.
J -- x9 TYGER Security Cameras
K -- x12 Joker Balloons
L -- Catwoman Trophy -- Located on the rood of the Steel Mill in a maze-like area of structures that were constructed around the stack openings. Basically you just need to hop the fence near the marker and then RB to the ceiling underneath and move around behind the pillar here, where you will find the Trophy exactly where the marker says it is!
Solving Riddles
-- Riddle Set 5 of 5 --
A -- Trophy -- The marker that is west of the zone label midway to the outer wall - when you arrive you will find a trio of pressure pads with cycling colors. Simply run across them when each is green to unlock this Trophy!
B -- Trophy -- Go to the marker in the northeast corner and drop down onto the metal dock with the Stop Sign on it. Now go into the alcove here and use your Line-Launcher to enter the cage that is extended over the water by zipping towards it and then looking right and re-launching that way and then immediately triggering the Tightrope Upgrade so you are standing on the zipline. Now you can go to the shore end and hop up on the ledge and collect the Trophy here. A pressure pad here will open the gate to let you out!
C -- Trophy -- Head to the marker that is in the center of the zone label on the map, and you will find a pair of pressure plates. I am not certain what you were intended to do here but you can open the Trophy Cage by simply walking back and forth on the two pads several times. Strange...
D -- Trophy -- This one is the marker south of the inner Subway Maintenance Access - under a cage beside the building are three pressure plates that are separated by a rolling distance. You need to activate each without touching anything bur pressure plate. You can do this by using the dodge move between plates!
E -- Trophy -- East of the Subway Maintenance Access is the next marker which is a Trophy guarded by a Console you need to hack. That is all that there is to it!
F -- Trophy -- The marker is in the southwest corner of the zone - and is fairly complicated... First you need to blow a demo-wall, then you need to use your REC to open a gate, whereupon you will find a pressure plate inside that you need to stand on so that you can hack a Security Console inside! Once you have done that exit this side of the room and go in to the other to take the Trophy!
G -- Trophy -- The final Trophy for the line is probably the coolest one in the zone - it is concealed in the far southeast of the zone and you cannot really see it from the roof of the Steel Mill but it is there. What you need to do is glide in and Dive Bomb to gain altitude because this is located in an alcove high up on the outer wall of the prison! You should send in your Remote Batarang first to get the picture in your mind, and then give it a go mates! Be aware that you must land in this, you cannot RB in as there is no RB point for it. I do not expect you to have much trouble with this!
H -- Riddle - "Breaking news! Get out while you still can." -- Go to the marker in the north west side of the zone; scan the closed news stand to solve this riddle.
I -- Riddle - "If you're planning on making your mark in Arkham City, you'll need a special kind of realtor." -- After you lock Zsasz up, scan his desk with the large orange glowy console to solve this riddle.
J -- x12 TYGER Security Cameras
K -- TYGER CCTV Relay Hub -- Go to the top of the Tricorner Naval Tower and hack the Hub on its roof.
L -- Catwoman Trophy -- This is the building in which we found Nora Freeze! Go inside and you will find the Trophy under the floor inside the duct works. Note: you can only do this if you have completed the rescue of Nora Freeze.
--== The Subway ==--
A Tricky Electrical Trick to Unlock the Trophy
-- Riddle Set 1 of 5 --
A -- Trophy -- Inside the hidden room behind the duct grate on the second stairs.
B -- Trophy -- Between the cars to the right after breaking through the wall.
C -- Trophy -- In the main station area is a pane of fragile glass high up on the wall - walk up the nearby stairs so you are across from it and use the Line Launcher to smash through it to get this Trophy!
D -- Trophy - In the corner of the Main Platform area is a Trophy caged off and protected by an electrical box - walk around below to the under area and you will see that there is an opening in the ornate grating that you can aim the REC through to short-circuit the box, causing the gate to open! Now head up and grab the Trophy!
E -- Trophy-- At the end of the second Line Launcher point in the sewers.
F -- Trophy -- The Trophy is sitting behind a seemingly inaccessible steel gate, though there is an electrical fuse box visible in the far wall on the wrong side of the gate! Turn around and run all the way back to the entrance to the zone at the base of the sleeved shaft and you will notice that thre is another gate with electrical current surging above it. Load your Remote Batarang and let it fly, guiding it through the current to give it a charge, and then send it back out and down the tunnel to the gate that is blocking you from obtaining the Trophy. Fly it through the opening in the top of the gate, target the fuse box, and voila! The gate is now open! If you have trouble with this one watch the video embedded above to see how it is done.
G -- Riddle - "This killer was collared, but is he now on the loose?" -- When you reach the open catwalk in the Maintenance tunnel with the water falling down, RB up to the shallow tunnel above and use Explosive Gel on the Demo-floor. Drop down and look at the wall in Croc's Lair to find the photos you need to scan to solve this riddle.
H -- Catwoman Trophy -- This Trophy is located in the Station Master's Office all the way at the west end of the Subway Station -- simply run there go inside the door and take it from the table here. Mischief Managed!
Hacking for a Trophy
-- Riddle Set 2 of 5 --
A -- Trophy -- Inside the booth with the hackable console in the first level of the west Subway Station on the way out from the Ra's Boss Battle after you get the one from the demo-floor.
B -- Trophy -- In the Subway Line near the entrance to the Riddler's Electrical Trap Room is a pressure pad that is connected to a nearby Trophy Cage on the ground, and three ? switches that are placed on the ceiling of the derelict subway cars that occupy the north track and tunnel. Standing on the pressure pad, select the Remote Batarang and cast it, flying it to the last ? (the one furthest from you) hitting the switch to start the 9-second-timer. Immediately and without delay change to the regular Bararang and target the NEATEST ? and cast it, and then immediately and without delay switch BACK to the Remote Batarang and cast it, flying it to the middle ? switch and hitting that. You should accomplish this with about 1 second to spare, unlocking the Trophy Cage, and scoring yourself another one of The Riddler's Secrets! Well done!
C -- Trophy -- In the southeast corner of the Main Platform area - blow one of the demo-walls and go behind them and down the stairs to collect this Trophy.
D -- Trophy -- Behind the gate you raise with the REC after re-entering the Subway Station from the Sewers and Maintenance Area.
E -- Trophy -- In the waterfall room of the tunnels where you drop down to the lower level on the catwalk/bridge, crouch on the bridge railing and drop a Freeze Grenade onto the surface of the water below to create an ice raft. Drop down and look at the bottom of the bridge to spot and scan a Catwoman Trophy! Now look to the left (east) and you will see a regular Trophy stick to the side of the wall. Grapnel it to obtain it!
F -- Riddle - "This question can only be answered from an unusual perspective. Can you get yourself there?" -- After moving under the gate in the first area past the Main Platform you will climb on top of a train car to proceed. Drop between it and the next car, go inside the next car, and look in the mirrored glass on the left to line up this riddle and scan it for the win!
G -- x3 Joker Teeth
H -- Catwoman Trophy -- Inside the tunnel where the entrance to the Electricity Trap Room is you will see this Trophy above you on the opposite side of the steel mesh ceiling grate. What we want to do is head along the track and, just before we would have to enter the train car here, RB to the ceiling and open the trap door here, going in. Now just run to the end of this area and pick up the Trophy for the win!
Triggering the Electrical Trap Room for a 3-Trophy Pay-Off
-- Riddle Set 3 of 5 --
A -- Trophy -- Inside the second duct grate tunnel down the main hall.
B -- Trophy -- This is Trophy 1 of 3 found in the room off the side of the north tracks on the east side of the Subway Line; Three Trophies are located inside an Electrical Trap Room setup by The Riddler. Inside the room is a console, and when you hack it it triggers the trap, unlocking the trio of Trophy Cages on the floor, closing and locking the door to the room, and turning on a circuit that applies a deadly current of electricity to the floor! The only way to avoid certain death is to immediately switch to the Line Launcher after completing the hack of the console, launching it across the room, and hitting RB while you are zipping along to mount the line in tightrope mode! You need only then wait for the floor to reset and you can drop down and take the Trophies.
C -- Trophy -- Inside one of the train cars in the Main Platform area - use the Grapnel to get it off of the ceiling inside the car!
D -- Trophy -- Inside the area off of the Main Platform that leads to the Wonder Tower is a water gap - cross over to the other side using the Line Launcher and then use a Freeze Grenade to place an ice raft beside the Frozen Trophy in the water below. Jump down onto the ice raft and pick up the Trophy for the win!
E -- Trophy -- 1 of 3 Trophies on the wall inside a compartment in the Maintenance Tunnels on the second level down that you have to slide under to enter. There is a pressure pad at the end by the three Trophies, which are locked in cages on the wall - and a ? switch you hit with a Batarang on the door after you step on the pad. All three cages open - quickly take all three Trophies then arm your Freeze Grenades and, as the steam vents begin opening freeze each pair or you will get cooked! After you freeze the 6th vent the door opens.
F -- Riddle - "BOARD at drive-time? I'm not going to broadcast anymore clues!" - In the lower level of the station platform on the west side is a sign for Vicki Vale's TV show - scan the sign to solve this riddle!
G -- x6 Joker Teeth
H -- Catwoman Trophy -- On the way to the Subway Terminal is the closed security gate that Batman would need to use the REC on and slide under, but as we are Catwoman all we need to do is RB to the ceiling and ceiling-crawl through the narrow opening here, grabbing this Trophy as we pass through!
Unlocking the Enigma
-- Riddle Set 4 of 5 --
A -- Trophy -- In the west-side Subway Station first level through the duct in the room with the Catwoman Trophy below a demo-floor. Get on the way out from the Ra's Boss Battle if you are following the guide.
B -- Trophy -- This is Trophy 3 of 3 found in the room off the side of the north tracks on the east side of the Subway Line; Three Trophies are located inside an Electrical Trap Room setup by The Riddler. Inside the room is a console, and when you hack it it triggers the trap, unlocking the trio of Trophy Cages on the floor, closing and locking the door to the room, and turning on a circuit that applies a deadly current of electricity to the floor! The only way to avoid certain death is to immediately switch to the Line Launcher after completing the hack of the console, launching it across the room, and hitting RB while you are zipping along to mount the line in tightrope mode! You need only then wait for the floor to reset and you can drop down and take the Trophies.
C -- Trophy -- In a shallow alcove in the back of the Main Platform on its second level is a console protecting a caged Trophy. Hack the console to release it.
D -- Trophy -- In the passageway that leads to Wonder City standing on the Station Side (south) of the gap, target the console in the far wall and hack it to open the Trophy Cage beside it on the wall. Switch to the Batclaw (Grapnel) and grab it for the win!
E -- Trophy -- 2 of 3 Trophies on the wall inside a compartment in the Maintenance Tunnels on the second level down that you have to slide under to enter. There is a pressure pad at the end by the three Trophies, which are locked in cages on the wall - and a ? switch you hit with a Batarang on the door after you step on the pad. All three cages open - quickly take all three Trophies then arm your Freeze Grenades and, as the steam vents begin opening freeze each pair or you will get cooked! After you freeze the 6th vent the door opens.
F -- Riddle - "Coming back from the dead is cheating on any day of the week." -- Inside the first area after the Main Platform heading west is a poster painted on the wall that says "The Man Who Cheats Death" that you scan to solve this riddle!
G -- x9 Joker Teeth
H -- Catwoman Trophy -- Inside the Subway Maintenance Section of the tunnels in the Waterfall Chamber, you simply walk out onto the catwalk here and flip underneath it to obtain the Trophy, which is stuck to the underside of the Catwalk!
-- Riddle Set 5 of 5 --
A -- Trophy -- Enter the station via the west entrance, go down to the bottom level and east to the large set of closed doors that seal this side off from the tracks. There is a TYGER Console between the doors here. Hack it, and after the doors open, go inside the train car on the left side track and grab the Trophy from the floor here.
B -- Trophy -- This is Trophy 2 of 3 found in the room off the side of the north tracks on the east side of the Subway Line; Three Trophies are located inside an Electrical Trap Room setup by The Riddler. Inside the room is a console, and when you hack it it triggers the trap, unlocking the trio of Trophy Cages on the floor, closing and locking the door to the room, and turning on a circuit that applies a deadly current of electricity to the floor! The only way to avoid certain death is to immediately switch to the Line Launcher after completing the hack of the console, launching it across the room, and hitting RB while you are zipping along to mount the line in tightrope mode! You need only then wait for the floor to reset and you can drop down and take the Trophies.
C -- Trophy -- In the crawlspace in the corner of the Predator Room with the Jammer Thug.
D -- Trophy -- At the end of the tunnel in the Subway Access Area.
E -- Trophy -- 3 of 3 Trophies on the wall inside a compartment in the Maintenance Tunnels on the second level down that you have to slide under to enter. There is a pressure pad at the end by the three Trophies, which are locked in cages on the wall - and a ? switch you hit with a Batarang on the door after you step on the pad. All three cages open - quickly take all three Trophies then arm your Freeze Grenades and, as the steam vents begin opening freeze each pair or you will get cooked! After you freeze the 6th vent the door opens.
F -- Riddle - "It's vacation time. Where shall I go? Somewhere venomous?" -- In the main platform area after taking out the thugs guarding it, find the poster on the wall in the corner and scan that to solve this riddle!
G -- x12 Joker Teeth
H -- Catwoman Trophy -- This one is impossible to miss and does not need to be hunted for since it is literally right in the middle of our path through the Maintenance Tunnels -- when you reach the area with the huge gap caused by the collapsed tunnel that Batman would use the Line-Launcher to cross over, we RB to the metal grate on the ceiling and crawl along and bang! Right there in the middle at the junction is our Trophy! Grab that and be happy!
--== The Bowery ==--
Carefully Detonated Explosives Solves the Puzzle
-- Riddle Set 1 of 5 --
A -- Trophy -- This is one of the Trophy puzzles that tends to confuse everyone. Basically there is no way to use the Batarang on this so you take the obvious approach: there is no problem too big or too small that cannot be solved by the proper application of high-explosives! Go into the cage and spray Explosive Gel on all three switched, and then exit the cage and step onto the Pressure Pad. Zoom on on the switches and blow them one at a time, first the middle, then the left, and lastly the right switch, and voila! The Trophy is now yours!
B -- Trophy -- Outside the Iceberg Lounge is an equestrian statue - the Trophy is on the horses butt. Use the Grapnel to grab it and make it your own!
C -- Trophy -- On top of one of the towers in the glass-roofed walkways.
D -- Trophy -- On the ground level west of the derelict monorail car is a fenced-off area with almost a dozen mines planted in it, and a demo-wall on the south side. Using the Disruptor to detonate the two mines closes to the demo-wall, jump down and blow the wall open to access the area inside and obtain the Trophy!
E -- Trophy -- On the corner below the derelict monorail car behind a low brick wall is a Trophy cage that naturally contains a Trophy; connected to it but separated by two full walls of the building on the corner are two ? switches. To unlock the cage you need to stand next to it and, using the Remote Bararang target the right-hand switch (east) first, which starts a 2-second timer. Instantly after you hit the east switch turn to face north and throw the Remote Bararang and then hold down the Right Trigger to engage the turbo-mode (this speeds up the Bararang) and hit the second switch, unlocking the cage. Now simply collect the Trophy for the win!
F -- Trophy -- Behind a demo wall at the base of the Museum down in the Subway Mezzanine -- drop down and demo the wall, go inside and take the Trophy.
G -- Trophy -- This is one of the few puzzle setups in the entire game that gives 90% of the people who face it trouble, but not for the reason that you might think. Basically the switch you need to hit is through a duct into a cage where you do a complete 180-degree reverse into a second duct, then 90-degrees to the left and up at an angle before hitting the switch. The reason that most people have trouble with this one is that they have not really fully mastered the Remote Batarang. In fact a lot of the gamers I spoke to thought -- up until this point -- that you were supposed to hold the Left Trigger in after firing the Remote Batarang - as in Left Trigger held to aim, press and release Right Trigger, and they never released the Left Trigger! The thing about this is you are actually supposed to release the Left Trigger after you have thrown the Remote Batarang because why? Because after it is in the air, the Right Trigger can be held to speed it up (turbo mode) and the Left Trigger is held to slow it down -- which you absolutely must do in order to do this Trophy! Once you understand that this one is actually one of the easiest of the puzzle setups to do -- simply stand on the roof of the opposite building, throw the Remote Batarang, guide it inside the duct and at the end in the cage sort of jog to the left before holding the Left Trigger as that gives you a bit of extra room inside to turn around. With the Left Trigger held the whole time at that point, you turn the Batarang 180-degrees, enter the left-hand duct, turn 90-degrees, and hit the switch! Easy-Peasy-Lemon-Squeezy!
H -- Trophy -- After entering the Processing Center drop down into the second level of the shaft and deploy an ice raft in the water at the bottom, drop down to the raft and use the Batclaw on the round hatch in the wall to rip it open revealing the Trophy inside. Use the Batclaw to claim the Trophy.
I -- Riddle -- "My intellect towers above yours Batman. I wonder if you'll ever solve this riddle?" -- Target the Wonder Tower from any direction to unlock this one.
J -- Riddle -- "Arkham City is not the place to be rich or famous. Bruce Wayne has never felt quite so wanted." -- Scan the wanted posters of Bruce Wayne that are pasted to the right front of the museum.
K -- x3 TYGER Security Cameras
L -- Catwoman Trophy -- This Trophy is located on the ceiling of the hotel where the monorail line vuts through the building - drop down on top of the monorail track and walk inside the cut-through and RB to the ceiling in there to grab the Trophy.
Power-Dive from the Pedestal to get over the Electric Fence
-- Riddle Set 2 of 5 --
A -- Trophy -- West of the Museum is a pit area with three pressure pads and a Trophy locked in a cage on the ground. Using the Line Launcher, and starting at one of the pads in a corner, step on the pad and then Line Launch to the one that is by itself across the pit, land on it, and then Line Launch to the third pad to unlock the cage. Basically you cannot touch anything but pad until you trigger all three to unlock it.
B -- Trophy -- Below the ground level next to the Museum is an area that is fenced-off with electricity flowing through the fences to keep you from getting to the Trophy inside. To the west near the outer wall of the Arkham City is a tall pedestal - RB to the top, face east, and simply power-dive down, leveling off and sailing over the electric fence with the ease of, well, a bat! Now pick up the Trophy and then use the stacked wooden crates to exit to the west!
C -- Trophy -- Behind the pillar in the lower area of the Subway Plaza in front of the Museum.
D -- Trophy -- On the roof of the Hotel (the building with the small mine fields on either side and a sign that reads "Hotel" in neon) there is a platform with a duct running through it and, at the south end there is an ornate iron arch with lamps on either side of it. On top of the arch on the east side is the Trophy - the easiest way to obtain it is to RB up on the antenna deck in the southeast corner of the roof and then use the Grapnel to pull the Trophy to you.
E -- Trophy -- Stuck on the side of the wall above the entrance of the Processing Center. Just RB up to the ledge and then use the Grapnel to grab the Trophy!
F -- Trophy -- Behind a breakable wall in the Subway Plaza in front of the Museum - climb on top of the entrance to the Subway Station and use the Line Launcher to smash through the wall; pick up the Trophy inside.
G -- Trophy -- At the south end of the street that is east of the Subway entrance is a high-security alcove. Hack the TYGER Console to raise the blast door, slide under and use the Batclaw to retrieve the Trophy from the ceiling!
H -- Trophy -- In the second area of the Processing Center there are two doors in the north wall - the one on the right leads to a room with a large mirror on the back wall. Smash the mirror and go inside then look straight up to see the Trophy high up in the ceiling! Use the Batclaw to grab it.
I -- Riddle - "The feuding families always sit down to a good mean. Will there be a massacre?" -- Scan the facade of Sal Maroni's Italian Restaurant to solve this riddle.
J -- Riddle - "You're a dummy if you don't try and buy one." -- Scan the facade of the Magic and Jokes Shop to solve this riddle.
K -- x6 TYGER Security Cameras
L -- Catwoman Trophy -- South of the Ace Chemical Building (check the marker on the map) is a chain-link cage on the roof of the building that can only br reached by a trap door in its floor. Access to the trap door is obtained via the weakened wall that you shattered as Batman that is located in the side of the building that the cage sits on. It can be a bit tricky to spot so to make things easier look for the exposed heating ducts and drop on to those as they sit right in front of the opening. Once you are on the ducts you will have no problems spotting and entering the opening! Then all you need to do is jump up and go through the trap door and take the Trophy.
A Three-Pad Combination that is All in the Timing
-- Riddle Set 3 of 5 --
A -- Trophy -- In a cage behind the Museum is a Trophy cage on the ground and two ? switches that need to be thrown. What happens though is after you stop on the pressure pad and throw your Batarang at the lit switch on the left, a set of bars comes up to cover the opening to the cage. What you need to do is throw your Remote Bararang, then immediately let go of the Left Trigger and press it again, holding it, to put the Bararang into slo-mo-mode, then guide it inside the cage by passing it through the opening on the right-hand side, where one of the vertical bars is missing. Hit the lit right-hand switch, the Trophy cage unlocks and voila! You can now collect you a Trophy!
B -- Trophy -- Hack the console on the wall north of the Museum to raise the bars and grab this Trophy.
C -- Trophy -- Inside a gate that you open using the REC on its motor right below the word "Bowery" on the map. Use the REC to open the gate and slide under to grab this Trophy.
D -- Trophy -- In the bump that sticks out on the map north of the Processing Center near the Catwoman Trophy is a demo-wall directly below the cage with Catwoman's Trophy in it; stand on the nearby ledge and use the Line Launcher to smash through the demo-wall and grab this Trophy!
E -- Trophy -- On the roof of the Museum between the south dome and the wall of wall just sitting there on the roof waiting for you to walk up and pick it up!
F -- Trophy -- On the roof of the building to the east of the Museum by the edge of the Subway area is a pair of motors and a chain link cage along with a pressure pad. Basically what you need to do is use the motors to push and pull the Trophy cage inside, stepping on and off the pad to open or close the gates inside the chain link cage, until you get the Trophy cage all the way to the far motor, at which point you can walk up and press 'A' to collect it, even though the gate here is technically closed.
G -- Trophy -- This is one of the more tricky ones: in the southeast corner of the zone on the roof of a Hotel (there is a horizontal "Hotel" sign on the rooftop) is a Trophy in a cage with two pressure pads on that rooftop. The third pressure pad -- really the first since you need to start with it -- is on the higher roof of the building directly south of this rooftop. This is really all timing so it may take you a few tries to get it, but if you watch the video you will instantly see how you must proceed... Standing on the first pad above, dive off of the roof and land on the pressure pad directly below, and then using the Line Launcher, target the wall past the third pad, engage it and then carefully drop on to the third pad by hitting the 'B' button just before you arrive over it! Easy-Peasey-Lemon-Squeezy!
H -- Trophy -- Behind the demo-wall in the Processing area after the guard battle. RB to the ledge across from it and Line-Launcher over to it, plant the Gel and blow it, then go inside and claim yoru Trophy!
I -- Riddle - "Cowboy, trilby, or bowler? Hats off to anyone brave enough to try one on." - Scan the sign for the Hat Shop in the Subway Mezzanine area of the zone to solve this riddle.
J -- Riddle - "Studies have shown that if you are not on your best behavior, you'll come out crazy. How Strange?" - Scan the TYGER Inmate Behavior Analysis Unit door in the southeast section of the zone to solve this riddle.
K -- x9 TYGER Security Cameras
L -- Catwoman Trophy -- A quick search of the Museum roof will reveal a tasty Catwoman Trophy just sitting here waiting for a Catwoman to happen by and pick it up... And what do you know - YOU are a Catwoman! Hey that could not have worked better if we had planned it that way!
Inside the Train Car
-- Riddle Set 4 of 5 --
A -- Trophy -- Behind a gate you partially raise with the REC between two buildings north of the Museum - raise the gate and slide under to get the Trophy.
B -- Trophy -- On the roof south of the Confiscated Goods Vault is a pressure switch that opens a low set of bars blocking a duct. Stepping on the plate starts a very short timer - what you need to do is run towards the duct and slide all the way through, then take the Trophy that is inside!
C -- Trophy -- Beneath the upper arch that connects the building with Sal Maroni's Italian Restaurant and the Hotel next door is a elevated train suspension system. Standing on top of it in the center of the arch are six ?'s that you need to it the switches on. The problem is that you only have 2 seconds in total after triggering the first three to do the second three which are on the building wall opposite of the first trio. The trick to this is standing to the side under one end of the arch or the other, so that you only have to turn 90 degrees to see the second set form the first and then fast-throw your Batarang three times and quickly turn the 90 degrees and repeat that three quick-throws. Once you have succeeded in hitting all six in the 2-seconds you are give, use the Grapnel to grab the unlocked Trophy in the cage on the cieling of the arch above you!
D -- Trophy -- Along the wall in a shallow alcove to the left of the Processing Center entrance is a low grate blocked by a steam pipe. Freeze the steam and slide under to grab this Trophy!
E -- Trophy - Inside the train car on the platform after you hack the box to open the door.
F -- Trophy -- In the back corner of the area with the three pads you had to glide to there is a demo-wall; blow it and go inside to find this Trophy!
G -- Trophy - On the roof of the building south of the Intake Center entrance inside a hutch - hack the console to obtain this Trophy.
H -- Trophy -- Inside the Lift in the Processing Center after the Guard Battle - hack the TYGER Console and go inside and use the Batclaw to get it off of the ceiling!
I -- Riddle - "Do you need to look SHARP to campaign for change?" - Scan the campaign poster on top of the building to solve this riddle.
J -- Riddle - "You don't want to be caught off-guard in this place, do you?" -- In the second area of the Processing Center there are two doors in the north wall - the one on the left leads to an interrogation room with a body on the table - scan the body to solve this riddle.
K -- x12 TYGER Security Cameras
L -- Catwoman Trophy -- When you look at the map you will see that the marker is right in the center of the end of the street that runs in front of the Museum main entrance -- that street is actually part of the covered pedestrian mall that runs past the Museum and hooks into the Subway Plaza as well. Where the street ends there is a series of ramps and stairs and, at the very top level when looking at it from the ground facing the end of the street, an ornate marble balcony. The Trophy is on that balcony, so all that you need to do is RB up to the balcony and take the Trophy as there is no puzzle or special requirements associated with it!
The Trophy in the small Roof Hut
-- Riddle Set 5 of 5 --
A -- Trophy -- Behind a demo wall that conceals a trapdoor and duct tunnel.
B -- Trophy -- On the roof directly south of the Confiscated Goods Vault in an open cage. When you approach the cage it closes, so stand at a distance and grab the Trophy with your Grapnel!
C -- Trophy -- One of the derelict monorail cars is hanging off of the rail in the air in a spot directly east of the word "The" in the Bowery map label, and directly north of the Subway Station entrance. Standing below the monorail car run directly west all the way to the building at the end of the street, RB to its roof and use the Line Launcher to enter the derelict car. Pick up the Trophy inside.
D -- Trophy -- On the roof to the north of the Processing Center and across from Catwoman's Trophy in a cage there is a small hut with a demo-wall; blow the wall and pick up the Trophy.
E -- Trophy -- In the alley below the Museum, slide under the fence to grab this Trophy.
F -- Trophy -- In the southwest corner of the black Subway entrance area on the map are three pressure pads and a Trophy in a cage. Two of the pads are on the walls of the two facing buildings, and the third is on the ground by the Trophy. Simply RB to the roof of the east building and then glide to the pad on the west building; as soon as you land on the pad, hit 'A' again to glide and land on the opposite pad; hit 'A' again and glide down to the third pad on the ground, unlocking the cage! All you need to do then is pick up your well-earned Trophy.
G -- Trophy -- Hack the console on the tall roof above the Bowery Subway Station to unlock the Trophy.
H -- Riddle - "This question can only be answered from an unusual perspective. Can you get yourself there?" Inside the Processing Center at the top of the shaft near the entrance walk to the gate oppsite the one we entered from and hack the TYGER Console that is inside the closed-off room. After the gate lifts go inside and turn on Detective Vision, then look through the window to spot the top of the ? on the far window and its bottom on the base of this window. Crouch down to line them up and scan to complete this riddle!
I -- Riddle - "Was the writing on the wall from the moment you entered? -- Scan the dedication sign on the right side of upper entrance to the Induction Center.
J -- Riddle - "You don't have to be crazy to shop here, do you?" - Scan the banner above the fenced off area with the mines to solve this riddle.
K -- TYGER CCTV Relay Hub
L -- Catwoman Trophy -- This one is sitting on the top balcony of the building to the north of the Subway Plaza, check the map for the marker as it is the closest building to the plaza. The Trophy is sitting on the roof balcony waiting to be picked up, no puzzle, no special requirements!
--== The Steel Mill ==--
Pulling on a String
-- Riddle Set 1 of 5 --
A -- Trophy - In the second round hatch after dropping down the demo floor.
B -- Trophy -- Inside the Freight Elevator Room is a round hatch - Grapnel it open and take the Trophy you find inside!
C -- Trophy - Behind a demo wall next to the Catwoman Trophy at the top before the Smelting Chamber.
D -- Trophy -- Inside the small room behind the duct vent you tear off the wall after opening the corkscrew-type gates and passing into this area.
E -- Trophy -- Across the second heat exchanger pool in Cooling Tunnel B is a Level 2 Console protecting a Trophy Cage on the floor. Use the Line-Launcher to cross over the pool and hack the console to obtain this Trophy!
F -- Riddle - "They say the more things change, the more they stay the same. Which dummy said that?" In the Manager's Office in the Loading Bay there is a headless Harley Quinn Mannequin - scan it to solve this riddle.
G -- Riddle - "What's a funny man without his box of tricks?" -- In the Boiler Room in the Basement is an open box of gag items on the crates in the middle between the two areas of the Boiler Room. Scan the box to solve the riddle.
H -- Catwoman Trophy -- In the area behind the Fan Assembly in the Loading Bay you drop down a shaft and cross a molten pool of steel where you find a pressure pad protecting one of Batman's Trophies - you can grab that when you are here to get yours -- but basically you need to RB on to the ceiling here and pass through the opening in the chain-link fence that separates this area from the one right next to it that has your Trophy on the ceiling of it! Take the Trophy for the win!
Lifting a Trophy
-- Riddle Set 2 of 5 --
A -- Trophy -- In the center of the Loading Bay is a large set of floor grate doors you drop down and follow the path to the marker for the Trophy on the map. Use a Freeze Grenade to stop the steam, go in and take the Trophy.
B -- Trophy -- In the right partly destroyed lift in the shaft of the Freight Elevator area. Access the lift from below after moving the other lift to take this Trophy.
C -- Trophy -- In the Smelting Chamber under the structure in the center -- stand on the catwalk and use the Batclaw to grab it.
D -- Trophy -- In the southwestern corner of Cooling Tunnel D just before the blades will grind you to bits on the ceiling above is the Trophy. You have to drift under and snag it with the Batclaw then Grapnel a ring and pull yourself to safety!
E -- Trophy -- Just inside the entrance to Cooling Tunnel B from the Industrial District on the upper level is a weakened wall that shows up nice and bright in Detective Vision. RB up to the ledge and demo the wall, go in and pick up this Trophy for an easy add to your collection!
F -- Riddle - "Once assembled, do these two become one again?" -- Inside the Assembly Line area using the northern-most set of doors from the Smelting Chamber you will find the now separated conjoined twins sitting with their backs against the gate. Scan them to solve this riddle.
G -- x3 Harley Head
H -- Catwoman Trophy -- This one is located on the floor of the lift in the hallway that connects the Loading Bay to the Assembly Line via a brief segment of Joker's Fun House. Simply enter the lift and pick up the Trophy for the win!
Getting the Shaft on a Trophy
-- Riddle Set 3 of 5 --
A -- Trophy -- After you enter the Loading Bay on the way to your Boss Battle with Joker you will have the first opportunity to get this Trophy - which is located inside a lift with a Catwoman Trophy, protected by a console. Simply hack the console to open the left gate and collect this Trophy!
B -- Trophy -- At the bottom of the elevator shafts in the Freight Elevator area is a demo-floor - blow that and drop down to find this Trophy.
C -- Trophy - After saving the doctor in the Smelting Chamber look for a ledge inside of a duct in the office in the northwest corner. Go in and grab this Trophy for an easy add!
D -- Trophy -- In Cooling Tunnel D after rescuing Two-Face's Thug from two of Joker's guys, you will drop an ice raft into the flow and hop down. Immediately look up to find an RB point that you can zip up to and enter a small chamber above the area that overlooks the previous room. Near the chain-link covered window is the Trophy - walk over and pick it up!
E -- Trophy -- In the Boiler Room is a Penguin Shooting Gallery - use the Batarang to destroy all of the Penguins in it to reveal the Trophy, which you claim with the Batclaw.
F -- Riddle - "Surely someone was clowning around when they qualified this person?" -- In the office on the upper level of the Smelting Chamber is a light wall with photos of the Joker and a University Degree in Psychology. Scan these to solve this riddle!
G -- x6 Harley Head
H -- Catwoman Trophy -- When you approach the door leading from the Assembly Line to the Smelting Chamber BEFORE going through the door stand by it and turn around to face away from it and you will spot an exposed duct with an opening where the vent would be. Jump up into this duct and pass through to the other side, which is the foyer of the northern set of doors that you cannot use without a REC which you do not have, so this is the only way to access that foyer! Now, inside the foyer is on the ceiling is a set of trap doors -- the one on the left provides access to the cage inside of which is the Trophy we seek -- the one on the right just gives access to the area outside of the cage. Go into the cage and grab this Trophy!
Demo-Wall Trophy
-- Riddle Set 4 of 5 --
A -- Trophy -- Inside the Loading Bay area there is a large motor on the floor that controls a very large crane hook in the center above. Using the REC, alternate between Right Trigger and RB on the motor to swing the hook until it smashes out the large Fan Assembly in the far wall. In addition to revealing a duct that leads deeper into a new area, you also reveal a Trophy in the duct -- go up and take it now.
B -- Trophy - at the far end of the Bumper Car Room you will use your REC to power up and move the bumper cars to reveal a duct vent grate; tear this open and go through the duct into a room in which you will find this Trophy and add it to your collection!
C -- Trophy - In the south wall of the Smelting Chamber you will spy round oven hatch -- use your Batclaw to Grapnel and pull open the hatch, and then use the Batclaw again to pull this shiny Trophy out of the oven and into your happy hands!
D -- Trophy -- This is a particularly difficult and complicated Trophy to unlock and collect. It is located in Cooling Tunnel D of the Mill, but it requires you to have your Remote Batarang electrified in order to complete it since you need to short-circuit a fuse box. The first thing that you need to do is use your Batclaw to Grapnel the hatch on the blast furnace and pull it open, creating the entrance you need to do this. The exit port inside is already open. Standing in the south entrance area of Cooling Tunnel D face north and launch your Remote Batarang at the chain-link wall and gate above, guiding the Batarang between the gap at the top of the wall into the adjacent area and then down and to the left when the area T's. Ahead near the ceiling is a pair of conductors with an electrical arc between them; fly the Batarang into the electricity here then reverse direction by pulling both the Left and the Right Triggers at the same time. Fly the Batarang back through the gap and then through the open port in the blast furnace, making an abrupt 90-degree turn inside to exit through the other port, targeting the fuse box as you exit the furnace chamber for the win! The now short-circuited fuse box causes the bar gate to open, and you can just walk in and pick up your Trophy! If you have problems either figuring out where you need to go or what you need to do, please watch the video that is embedded in Part 10C of the guide, that being the section on Cooling Tunnel D and where I cover this part on video.
E -- Trophy -- In the second part of the Boiler Room is a demo-wall; blow it to take the Trophy behind it!
F -- Riddle -- "Do you really need to hammer it home? Everyone knows Harley is stupid." -- In the top entrance to Cooling Tunnel D is a Harley Quinn Statue with a large hammer beside it. Scan them both to solve this riddle.
G -- x9 Harley Head
H -- Catwoman Trophy -- Attached to the underside of the platform that the office is constructed on in the Smelting Room - after you take out the six armed thugs that are guarding the Smelting Room, flip under and grab the trophy!
Trophy
-- Riddle Set 5 of 5 --
A -- Trophy -- After breaking out the Fan Assembly in the Loading Bay and passing through the duct behind it you drop down a shaft and cross a molten pool of steel to land on a pressure pad that unlocks the Trophy here. Take the Trophy for the win!
B -- Trophy -- In the Bumper Car Room of the Assembly Line inside the duct blocked by steam - use a Freeze Grenade to stop the steam so you can go in and take it.
C -- Trophy -- Inside the wide corridor of Cooling Tunnel D is a mine cart - use your REC on the motor to pull the mine cart towards the far wall, revealing this Trophy in an opening in the tracks and floor beneath where the mine cart was. Walk over and claim your prize!
D -- Trophy -- In the second area of the Heat Exchanger Pool inside the Steel Mill to the right of the window with the group of thugs is a switch that lowers the bar-gate above it. Make an ice raft and pull yourself adjacent to this switch, hit it and RB up to the ledge. Pull the duct grate cover off of the wall and go into the duct to grab this Trophy!
E -- Riddle - "This question can only be answered from an unusual perspective. Can you get yourself there?" -- In the water as you float on your ice raft after the room where you rescued Two-Face's thug and unlocked the Trophy by short-circuiting the fuse box through the furnace you will look back into that room to see the top of the Question Mark, while the bottom is painted on the edge of the ledge you are facing. Wait until they line up and scan them to solve this riddle!
F -- Riddle - "Who can BOYLE and Freeze at the same time?" -- After you crash through the window to this room and battle the group of thugs you will spot a very bright blue poster on the wall that reads "Boyle Cryogenics" - scan the poster to solve this riddle!
G -- x12 Harley Head
H -- Catwoman Trophy
--== The Museum ==--
Rapid-fire Bataranging
-- Riddle Set 1 of 5 --
A -- Trophy - In the Museum entry, jump through the window on the left side and then quick-throw your Batarang three times to throw the trio of ? switches to unlock it.
B -- Trophy -- At the east end of the second T-Corridor after the Trophy Room, RB up to the area above and them using the Line-Lancher zip all the way west to smash through the pair of windows and end up on the top of the cage with the Catwoman Trophy and one for Batman. Take the regular Trophy for the win!
C -- Trophy -- In the Torture Chamber in the northeast corner is a cage inside of which is a Catwoman Trophy you cannot get to - on TOP of that cage is a Trophy you CAN get to but not form below the cage. Go to the north side of the zone and RB up tot he scaffolding that is to the left of the entrance to the Armory, then use the Line Launcher to go south, immediately aiming to the east so that when the top of the cage is in sight you can relaunch the Line in that direction, thus landing on top of the cage and claiming yet another Trophy! Good on ya!
D -- Trophy -- Under the Grate Ducts in the southwest corner of the Armory!
E -- Trophy- Behind the gate on the short leg of the second hall.
F -- Riddle - "Was he framed? Or does it run in the family?" -- At the end of the top section of the second T-Hall after the Trophy Room is a painting -- scan that to solve this riddle.
G -- Riddle - "How do you protect yourself when it's raining bullets?" -- Standing in the center of the Iceberg Lounge is a cop holding the Penguin's Brolly - frame him in your view and scan him and the brolly to solve this riddle!
H -- Catwoman Trophy -- After you enter the Museum proceed through the Trophy Room to the first hall with a T-Intersection and turn left (south) and go to the end, using RB to jump to the ceiling, where you use the trap door to access the steel grate above. Take the Trophy that is waiting here for you!
Under the Lift
-- Riddle Set 2 of 5 --
A -- Trophy - Behind the demo wall on the second floor of the first museum area after the entry hall.
B -- Trophy - Behind the demo wall that is behind the lift you need to use the REC on after using the Remote Batarang to open the gate.
C -- Trophy -- In the fenced off southwest corner of the Torture Chamber - make an ice raft and pull yourself over to collect this Trophy!
D -- Trophy -- High up on the wall in the center of the Armory - hack the console up on the wall to unlock the cage, and then Grapnel the Trophy!
E -- Trophy - Using the Remote Batarang, throw it through the electrical field to charge it, then fly it under the open left gate in the Gladiator Pit and to the end and right where there is an open arch on the right, banging a hard right after that to hit the Fuse Box inside the middle cell to short circuit it and open the gate. Slide under and grab the Trophy out of the partly flooded floor.
F -- Riddle - "Have Joker's pets laughed themselves to death, or just eaten too much?" - Midway along the hall to the War Room just before you have to slide there is a display case on the left that contains stuffed Hyenas - Scan them to solve this riddle!
G -- x3 Penguins
H -- Catwoman Trophy -- As you enter the Torture Chamber from the Gladiator Pit area you pass through a short hall to the main area and look to the right. The entire right-side of the balcony here is occupied by a large chain-link cage,inside of which and resting on the floor is your next Catwoman Riddler Trophy. Access to this area is available only via the trap door in the floor -- and to reach that you need to step to the edge of the balcony and swing underneath so you can ceiling-crawl to the trap door and open it, moving inside. Now simply take the Trophy for the win!
Grapnel for the Trophy
-- Riddle Set 3 of 5 --
A -- Trophy - On top of the scaffold in the Dinosaur Room -- use the Grapnel to get up there.
B -- Trophy - Behind the round hatch in the area above the lift after blowing the demo ceiling.
C -- Trophy - Behind the security gate on the way from the Armory - hit the spinning ?.
D -- Trophy -- In the corner of the Armory behind the steam vent - freeze the steam and collect the Trophy!
E -- Trophy - Behind the security gate in the Armory that you raise by hacking the panel.
F -- Riddle - "Brothers in arms. Brothers at war. Who's right? Who's left?" -- Scan the poster in the room with the Titan container.
G -- x6 Penguins
H -- Catwoman Trophy -- From inside the "cage" where you obtained the first Trophy that is located in the Torture Chamber move to the east end of the cage and RB to the grating above you -- this is actually the bottom of a catwalk that runs along the east side of the upper level of the Torture Chamber! Follow the catwalk by ceiling crawling to the west (in the direction of the Trophy Marker that is on your map) and when you reach the corner where the catwalk turns to the north you will spot this Trophy -- take it to add it to your collection before you continue north to the Armory Balcony.
Getting the Gates Open to Access the Trophies
-- Riddle Set 4 of 5 --
A -- Trophy -- In the south of the first T-Hall after the Trophy Room, slide under the grate, walk through the beams which lower the gate, and then hack the console on the far wall behind the gate to raise it, allowing you to collect the Trophy!
B -- Trophy -- Dive through the window to the right of the partly flooded floor in the middle hall off the Gladiator Pit and pick up the Trophy in the next room.
C -- Trophy -- In the treasure chest in the beach exhibit in the War Room. Enter the exhibit case through the back which is open and then take the Trophy!
D -- Trophy -- Behind the demo wall on the upper level of the Armory.
E -- Riddle - "This question can only be answered from an unusual perspective. Can you get yourself there?" -- In the Torture Chamber use a raft to position yourself in the northeast area generally in the water, and look west - you will see the top of the ? on teh far wall, and if you look closely, the bottom is on top of one of the posts sticking out of the water. Line them up and scan to solve this riddle.
F -- Riddle - "See no evil, hear no evil, speak no evil, or there will be explosive consequences." -- In a display case in the northwest corner of the Armory are three skeletons making the classic signs from the riddle - scan them to solve it!
G -- x9 Penguins
H -- Catwoman Trophy
Disabling a Turret to get at the Trophy
-- Riddle Set 5 of 5 --
A -- Trophy -- Use the duct above the case with the puppet in it in the northwest corner of the Trophy Room and then disable the TYGER Turret with the Disruptor and grab the Trophy here.
B -- Trophy -- Inside the round hatch beneath the entry of the Torture Chamber - use a raft to float on the water and Grapnel the hatch to open it and then Grapnel the Trophy to obtain it.
C -- Trophy -- In the northwest corner in the back of the War Room is a live steam pipe - use a Freeze Grenade on it and enter the duct it blocks to pick up the Trophy here for the Win!
D -- Trophy -- At the end of the short hall off of the Iceberg Lounge; disable toe pair of mines and slide under the gate to collect this Trophy.
E -- Riddle - "Who's in control here? The puppet, or the puppeteer?" -- In the corner of the Trophy Room is a puppet in a display case - scan it to solve this riddle!
F -- Riddle - "Can anyone top the Penguin when it comes to the full VIP treatment?" -- In the short hall that branches off on the lower level of the Iceberg Lounge is a mannequin with one of Penguin’s Top Hats on it. Scan the hat to solve this riddle.
G -- x12 Penguins
H -- Catwoman Trophy
--== Wonder City ==--
Wrapping up the Secrets: Wonder Tower Line 1
-- Riddle Set 1 of 5 --
A -- Trophy -- As we enter the zone walk up the hall and look up for an RB point. Zip up there to find this Trophy laying on the floor!
B -- Trophy -- After crossing the first gap with the Line-Launcher look up for an RB Point -- go inside of the apartment here and look on the ceiling for this Trophy. Use the Batclaw to retrieve it!
C -- Trophy -- On the east side of the Wonder Tower Foundation Level behind a demo-wall.
D -- Trophy -- After the Processing Center you will drop down a hole into a part of the Foundations you could not get to before -- Using the Line-Launcher you will reach this room with a switch on the ceiling and a demo-floor -- blow the floor, drop down and close the switch with your Batarang to unlock the Trophy and take it!
E -- Trophy -- In a baby carriage on Wonder Avenue in the south west corner of Wonder City.
F -- Riddle - "This question can only be answered from an unusual perspective. Can you get yourself there?" -- Take the lift to the top of the Wonder Tower and then scale the rest of the way up via the outside until you arrive at the tightrope section, where nearly to the end of it if you turn on Detective Vision and look down you will see the top of the ? - the bottom is below, and the two can only be lined up by falling! Fall and, as you do scan this ? for the win!
G -- Riddle - "Where can you get a wonderful view of the past?" -- Scan the sign on the Observation Deck at the top of the Lift.
Wrapping up the Secrets: Wonder Tower Line 2
-- Riddle Set 2 of 5 --
A -- Trophy -- At the entrance from the Subway use Freeze Grenades to shut off the pair of steam pipes above then RB up and grab this Trophy!
B -- Trophy -- In the water below in the south Collapsed Street - throw a Freeze Grenade down to make an ice raft to collect the Frozen Trophy in the water!
C -- Trophy -- In the south west corner of the Collapsed Street are drop an ice raft then jump to it and look up at the wooden ledge - the Trophy is underneath it, so use the Batclaw to grab it!
D -- Trophy -- Look for the marker in the square building on the right as you enter Wonder City - on the 2nd floor is a Trophy locked in a cage and a pressure pad - there are two other pressure pads in this series so trace them back to the farthest one away from the Trophy then use the Line-Launcher to close them all without touching anything else and you unlock the Trophy!
E -- Trophy -- In the Secret Corridor defuse the mine and slide under the gate to grab this Trophy!
F -- Riddle - "Crime is a global issue. You'll never stop it Batman." -- Scan the globe in the center of the bottom level of the Wonder Tower Foundation (Wonder City).
G -- x3 Demon Seal
-- Riddle Set 3 of 5 --
A -- Trophy -- In the broken open wall on the way out through the south end of Collapsed Street.
B -- Trophy -- Hack the Console in the south west corridor of the Collapsed Streets then use the Batclaw to collect this Trophy from the ceiling.
C -- Trophy -- On the east branch of the Collapsed Street hack the Console to unlock the Trophy then grab it with the Batclaw.
D -- Trophy -- Inside the slide-area on the lower level of the Avenue as you are scanning bots.
E -- Trophy -- Behind the REC door after your battle with R'as (on the way out)
F -- Riddle - "Read all about it! Is this a sign of the Times." -- Scan the sign on the right as you enter Wonder City (check the marker on your map).
G -- x6 Demon Seal
-- Riddle Set 4 of 5 --
A -- Trophy -- To obtain this Trophy head to the east exit of the south ollapsed Street but when you get to the ledge from the water-side, turn around and deploy an ice raft then drop to it and look up. You should see the weakened ceiling above as you look up at an angle. Go into first-person view and be sure your RB point is the upper ledge, then RB and initiate Boots Mode (doule 'A') and you will rocket right through the ceiling! Now use the Batclaw to grab the Trophy from the ceiling above!
B -- Trophy -- On the south side of the middle level of the Wonder Tower Foundation there is a Console protecting a Trophy. Hack it and grab the Trophy.
C -- Trophy -- On the narrow ledge in the first area after you leave the Processing Center and drop down the hole into the west Cllapsed Street - use the Line-Launcher to reach it.
D -- Trophy -- You blow the demo wall in the secret tunnel to expose the Trophy Cage and then you stand by the Cage and use the Remote Batarang, flying it out of the tunnel then take a right, and a right into the alley again, then follow the alley to the ? switch which you close! BTW you need to stand by the Trophy because there is a timer so you want to grab it quick.
E -- Trophy -- Take the lefit up to the Observation Deck and then shimmy all the way around to the other side of the tower and grab this Trophy from a ledge there!
F -- Riddle - "Wanted Dead... And alive?" - Scan the Wanted Poster for Solomon Grundy in the Secret Corridor in Wonder City.
G -- x9 Demon Seal
-- Riddle Set 5 of 5 --
A -- Trophy -- Head to the marker on near the Subway entrance door and go into the room to find the Trophy is in a cage on the wall locked down. Basically it locks whenever you enter this room! The window on the left is a demo window so go blow it out, then exit the room and turn right, Line-Launcher and then immediately look right and Line-Launcher to the wooden ledge there. Now you can use the Batclaw to grab this Trophy through the window!
B -- Trophy -- Behind the demo walls / grates on the lowest level in the Titan Canister room.
C -- Trophy-- In the west Collapsed Street the Trophy is hanging from a rope above - look to the marker -- cut it with your Batarang and then use an ice raft to retrieve it from the water!
D -- Trophy -- This one is in the northwest corner of Wonder Avenue - find the marker on the map and head to it. Destroy the wall and grab the Trophy!
E -- Trophy -- Take the lift up to the top pf tej Tower then continue working your way up until you have to jump down one level to cross over. At that point go around and outside, RB up, and head back to the corner for this Trophy!
F -- Riddle - "Do these demonic twins pose a threat?" Head through the Secret Corridor and all the way north to the doors to Ra's Chamber and scan the two statutes there to solve this riddle.
G -- x12 Demon Seal
The Combat Challenge System returns in AC, and though it can be a bit confusing, remember that for most players the challenges are deeply linked to their associated Achievements, which is what makes them important to gamers who consider themselves to be either in the Completionist Category, or for whom gameplay is the means and Achievements are the end. I don't really have an opinion one way or the other on this -- though with the cost of modern video games these days I don't see how we can criticize any gamer who wants to squeeze the maximum amount of entertainment out of any game they buy -- I am just saying...
In Arkham City there are two different classes of Challenge: Ranked and Campaign.
(I) Ranked Challenges
-- Combat Challenges: 12 Challenges with 36 Medals
-- Predator Challenges: 12 Challenges with 36 Medals
(II) Campaign Challenges
-- 12 Campaign Challenges with 108 Medals
The Campaign Challenges are a mixture all of the other Challenges that are presented in sets of 3 different challenges in a row that you need to unlock 3 medals for in each section -- so 9 medals per Challenge basically. Bearing in mind that you are not permitted to fail more than three times before you fail the given Challenges, it should be obvious that the score multiplier in each is a strategically key element to unlocking the three medals per Challenge.
-- Strategic Tips for Combat Challenges --
This may sound obvious when you first read it, but when you are dealing with modes like the Challenges that are largely skill-based play -- meaning you have learned and can perform the various combat moves upon desire -- real success in these battles is often augmented by the confidence you feel towards them and your ability to complete them. Yeah, that is obvious, but mentally preparing yourself for these Challenges by developing the basic strategies that you need to win them is an important step in preparation, and the following tips will go a long way towards fulfilling that obvious element:
(01) Mind your Counter: one of the most important elements to coming out of the bouts with a score high enough to unlock all three medals is your Combat Counter -- and keeping it high should be one of your primary objectives;
(02) Maintaining the Combat Counter from the beginning of the bout to the end will add 1,000 points to each round;
(03) Bonus Points Matter: You can pick up 500 Bonus Points by simply going through an entire round without being hit -- something that you should bear in mind because Bonus Points matter!
(04) Additional Bouns Points can be obtained by using a variety of attacks and gadgets as part of your basic strategy rather than the same one or two attacks over and over -- which is what a lot of players do if they are not as well-versed in the different attacks that are available. Training -- even over-training -- in the use of alternate moves is a good idea, because switching off each move is the fastest path to Bonus Points in these bouts;
(05) Stun Attacks immediately followed by regular attacks is the fastest and least dangerous method for raising your Combo Meter;
(06) Normal take-downs are worth a 10X multiplier; Special take-downs receive higher point rewards; combining a mixture of the two will help a lot in raising your points mid-bout;
(07) Do not forget that you can jump over opponents as well as dodge them! Often a good offense starts with a good defense, something that we learned quickly in the previous game when dealing with the mixture of regular opponents and the charging types -- dodging and jumping to avoid their attacks while you thin out the field was (and still is) an important defensive strategy to remember and use;
(08) The 'Ground Pound' move will trigger a 75X multiplier, making it the ideal closing move for a round.
(09) Maintaining the Point Multiplier: The process of building up and maintaining the point multiplier bonus is key to success in the Challenges, so bear in mind that the following actions will reset the multiplier and so should be avoided:
-- Being hit by an opponent;
-- Bad move timing -- countering too early / attacking too late;
-- Breaking the move chain;
-- An opponent successfullky blocking your attack.
Completing the Challenges can be accomplished online or offline -- even the Ranked Challenges do not specifically require you to be connected to Live -- but bear in mind that any Achievements that you unlock while you are not connected to Live will NOT have a data stamp applied to them.
--== Combat Challenges ==--
Combat Challenge 1 -- Blind Justice
The Medal Point Requirements for this Challenge are:
1 Medal = 6000
2 Medals = 12.000
3 Medals = 24.000
Combat Challenge 2 -- Survival of the Fittest
The Medal Point Requirements for this Challenge are:
1 Medal = 8000
2 Medals = 16.000
3 Medals = 32.000
Combat Challenge 3 -- Rooftop Rumble
The Medal Point Requirements for this Challenge are:
1 Medal = 8000
2 Medals = 16.000
3 Medals = 32.000
Combat Challenge 4 -- Hell's Gate
The Medal Point Requirements for this Challenge are:
1 Medal = 8000
2 Medals = 16.000
3 Medals = 32.000
Combat Challenge 5 -- Fun House Brawl
The Medal Point Requirements for this Challenge are:
1 Medal = 15.000
2 Medals = 30.000
3 Medals = 60.000
Combat Challenge 6 -- Prison Riot
The Medal Point Requirements for this Challenge are:
1 Medal = 8.000
2 Medals = 16.000
3 Medals = 32.000
Combat Challenge 7 -- Blind Justice Extreme Level
The Medal Point Requirements for this Challenge are:
1 Medal = 8.000
2 Medals = 16.000
3 Medals = 32.000
Combat Challenge 8 -- Survival of the Fittest Extreme Level
The Medal Point Requirements for this Challenge are:
1 Medal = 15.000
2 Medals = 30.000
3 Medals = 60.000
Combat Challenge 9 -- Rooftop Rumble Extreme Level
The Medal Point Requirements for this Challenge are:
1 Medal = 10.000
2 Medals = 20.000
3 Medals = 40.000
Combat Challenge 10 -- Hell's Gate Extreme Level
The Medal Point Requirements for this Challenge are:
1 Medal = 12.000
2 Medals = 24.000
3 Medals = 48.000
Combat Challenge 11 -- Fun House Brawl Extreme Level
The Medal Point Requirements for this Challenge are:
1 Medal = 15.000
2 Medals = 30.000
3 Medals = 60.000
Combat Challenge 12 -- Prison Riot Extreme Level
The Medal Point Requirements for this Challenge are:
1 Medal = 12.000
2 Medals = 24.000
3 Medals = 48.000
--== Predator Challenges ==--
Predator Challenge 1 -- Meltdown Mayhem
Predator Challenge 2 -- Police Brutality
Predator Challenge 3 -- Natural Selection
Predator Challenge 4 -- End of the Line
Predator Challenge 5 -- Lost City
Predator Challenge 6 -- Top of the World
Predator Challenge 7 -- Meltdown Mayhem Extreme Level
Predator Challenge 8 -- Police Brutality Extreme Level
Predator Challenge 9 -- Natural Selection Extreme Level
Predator Challenge 10 -- End of the Line Extreme Level
Predator Challenge 11 -- Lost City Extreme Level
Predator Challenge 12 -- Top of the World Extreme Level
This is the FAQ Section (obviously) and normally a FAQ section does not require an introduction but the thing is, Batman: Arkham City is a HUGE and complex game that generates a lot of questions, so the FAQ Section has been divided up into subjects. Seriously, there are that many...
(A) Alternate Costume-Related Questions Section
This section contains all of the alternate costume, skin, and Code related questions and their answers. If there is a question that you have related to this sub-section that has not been asked and answered here, please feel invited to email the author so that he can answer it and add it here!
Q1. How do I obtain the Batman Beyond Skin?
A1. This applies ONLY to gamers who are located in the United States and parts of southern Canada (mostly cities that are on the border)... If you live elsewhere I am sad to say that this does not apply to you because hey, only cans of NOS created at the NOS plants in North America have the proper codes printed in them. Yeah, that sucks for you if you live in Holland, but on the other hand, chances are really good that you have a person on your Friend List who lives in North America, right?
In your favorite retail location that sells liquid refreshments -- this includes convenience stores, grocery stores, package stores, and some vending machines FYI) -- look for the energy drink section where you may find a beverage called "NOS." Before we begin to address this answer there is something that needs to be said: Energy Drinks commonly claim to provide the person consuming them with a temporary boost to their energy levels that permits them to stay active & alert when they are tired.
These increasingly popular beverages are not only sold in grocery and convenience stores, they are also sold in bars and dance clubs. The packaging on these beverages invariably claim that they are safe to drink -- I am not a physician and so I do not offer medical advice; I am not an expert on safety so I do not offer safety advice. I am however a responsible journalist who makes their living by investigating stories, interviewing people, and reporting the truth.
Most brands of Energy Drinks contain about as much caffeine as you might find in the average sixteen-ounce cup of coffee (between 80-150mg). In addition to the hefty dose of caffeine, many brands contain a fairly significant amount of refined sugar and/or corn syrup, as well as perfectly legal herbal plants or extracts that also can function as stimulants. These herbal extracts can include Carnitine, Gingko Biloba, Ginseng, Guarana Seeds, Inositol, or Taurine, or even combinations of these mixed together.
Of these ingredients you should be aware that one of them in particular -- Taurine -- is a natural amino acid that is normally produced by the human body in very very small quantities.
It is thought to help your body to regulate its normal heart-beat and rhythm by aiding in its muscle contractions -- your heart is really a large muscle in addition to being a pump. The thing about this is that the effects of Taurine in humans when it is consumed as a drink additive are not fully understood. That is to say that doctors -- not to mention the chemists who formulate the recipes for these libations -- admit that they do not fully understand the effect that this amino acid might have in large quantities that are found in Energy Drinks.
It strikes me as an obvious point to be concerned about -- as damaging your heart or interfering with its beating would -- I think we can all agree -- not be a good thing, so I suggest that before imbibing one of these tasty libations you pause to read the ingredients that are, by law, required to be printed on the outside of the chilled container in which they complete the sacred journey between the factory and your oral orifice, and eschew -- that is to say avoid -- the ones that number Taurine among their ingredients.
It is generally accepted as fact -- even by witchdoctors and those in the medical profession -- that when used in moderation these drinks are not considered to be harmful, but of course they should never be used as a substitute for sleep because that really would not be very healthy, but that is not what my concern is about here...
-- Back on the Subject --
When you set out to purchase your NOS libation you will find that there are, beneath the pull tab that you use to access the chilled beverage inside the container, something called "NOS points" -- that is assuming you have selected one of the specially marked cans that indicates it is part of this promotion -- but that should be very obvious.
Write down the code you find under the tab on your specially-marked container of NOS and then, when you have access to an Internet-connected computer, simply travel to the website (www.drinknos.com) and, after registering a free account thereon, enter the code in order to add the points that it represents to your new (or existing) account. You cna then use these points to select your Batman Beyond Skin Code for the XBOX 360!
Once you have obtained a Batman Beyond Skin, go to your Xbox and select the Guide Button (the large "X" button in the middle of your gamepad) and then using the D-Pad move two times to the left and select Redeem Code and hit the 'A' button. Now simply enter the Batman Beyond Skin Code and hit Done (Start) to initiate the registration, and voila! You are now the proud owner of a Batman Beyond Skin!
Q2. I have my (alternate costume) and I want to wear it but I can't! The game will not let me! / How do I wear my alternate costume? / Where/When can I wear my special costumes?
A2. First, congratulations on getting your special suit! The confusion surrounding these is easy to understand -- because the suits are actually use-limited. You can only wear them in the Challenges, during New Game play, or in your game only AFTER you have completed the main story line on either Normal or Hard Difficulties -- Easy Difficulty DOES NOT WORK.
The alternate Catwoman costumes may be worn by selecting "Catwoman Episodes" in the main menu next to "New Game " if you want to wear those - Mreow.
Q3. How do I select an alternate costume or skin in my current game?
A3. As mentioned above you can only do that after you have finished the main story line on Normal or Hard Difficulty -- once you have, simply return to your game menu and any alternate costumes/skins you have downloaded will be available when you select the 'Continue Story' option.
If you have obtained the Animated Skins and you select them for Batman, Catwoman will also be wearing her animated outfit as well when you switch characters.
Q4. Are the third-party promotions the only way for me to obtain those costumes? / I live in Holland, we cannot get NOS here, how do I get the costumes?
A4. Our understanding of the plan is that these special costumes are only available via the third-party promotions NOW -- but that at a later date they will be included as DLC offerings online -- meaning that you will have to pay for them.
(B) Main Game Related Questions
This section contains the questions and answers on stuff related to regular game play...
Q1. How do I unlock New Game ?
A1. After you complete the main story on Normal or Hard Difficulty -- Easy does not count -- the New Game option will automatically unlock.
Q2. Will New Game unlock for all of my game saves once I get one of them done?
A2. Nope -- it only unlocks for any save that has the story campaign completed.
Q3. If I unlock Trophies in one save, will they be unlocked in my other saves too?
A3. Well no! Seriously, a save is a completely distinct and separate game -- the collection items that you unlock in one save have nothing to do with your other saves and vice-versa.
Q4. Do the trophies and gadgets reset in New Game ?
A4. Nope! Once you have unlocked a gadgets or trophy in that game save it is unlocked period -- which means it carries forward into your New Game play! Can you imagine how frustrating it would be if you had to do them all over again in New Game ?! You still have to play the story and side missions again if you are trying to 100% the game, bit not the gadgets and trophies.
Q5. Can I use Robin or Nightwing to play through the main story campaign?
A5. No. And it is odd that people are asking this question -- the additional characters were always referred to as being for the Challenge Modes and their own specific levels -- nobody at Rocksteady ever said that they were alternate Characters...
Q6. When I try to start the game all I get is a black screen! WTH?!
A6. Chances are you are using one of the older style Xbox models but it can happen with the new ones too -- but basically you installed the game discs to your hard drive. The problem has something to do with the differences between the way that the files are stored on the hard drive, and the way they are stored on the disc. It should not be an issue, but it is -- and until they come up with a patch to fix it, you will need to delete the game discs from your hard drive, and play the game from the disc itself.
(C) DLC-Related Questions and Answers
Q1. How many DLC items/packs are planned for the game?
A1. Well considering that I do not work for the studio or the publisher, I cannot provide a definitive answer to the question -- but I can tell you what has been publicly stated by them:
-- The Online Pass for the Catwoman DLC is included in new copies of the game.
-- Riddler's Revenge is available for 800 MS points as DLC.
-- The Robin DLC is available with specially marked boxes only at Best Buy stores but be available on November 22nd as paid DLC for 560 Microsoft Points.
-- The Nightwing DLC is available now for 560 Microsoft points.
-- Every one of the character skins / costumes will eventually be available for download.
(D) Collection-related Questions and Anwers...
Q1. There are Catwoman collectibles (the pink glowy ones) in the game -- when I am playing as Catwoman, can I also collect Batman's collectibles (the green glowy ones) if I come across them?
A1. Yes to both but the same is not true if you are playing as the Dark Knight -- he cannot collect the Catwoman collectibles.
Q2. Do I need to collect all of the collectible items in my first play-through?
A2. Nope -- when you start the New Game you get all the collectible items and gadgets you have already unlocked, and you can finish collecting the rest now.
When playing the console versions of the game the question of the controller is really not a question at all -- they use gamepads and rightly so. When playing the PC version however this becomes a serious question -- and I want to state for the record I vote to use a gamepad!
If you have the PC version of the game there are several options that you can choose in the area of gamepads -- and based upon my own experiences you will get the best results from the following -- and no, I was not paid to recommend these, my recommendations are based upon my own experiences.
-- Logitech Wireless Gamepad F710 (RRP: $49.99 USD)
In addition to being nicely priced, the F710 uses the same Nano USB interface dongle that the more popular keyboards and mice from Logitech do. Since I use those anyway, being able to just turn it on and have my PC automagically detect it is a major bonus as far as I am concerned.
In addition to being a plug-and-play solution the F710 has the following points going for it:
-- Dual vibration feedback motors similar to the standard Xbox gamepad.
-- Extensive game support making mapping often not a requirement.
-- Standard Xbox gamepad layout.
-- Floating D-Pad, making corner controls more reliable.
-- Rubber grip inlays making it comfortably usable for long periods of game play.
Taking that into consideration -- if I cannot use the standard Xbox gamepad, this is the one I would choose.
-- Microsoft Xbox 360 Wireless Controller for Windows (RRP: $59.99 USD)
This is hand's down the gamepad I prefer for PC gaming and for gaming in the Batman games. In addition to it being a standard Xbox controller (you can use it on your Xbox) the wireless controller interface that it comes with can be used, or you can use the standard USB cable that comes in the Xbox controller charge kit to play and keep your battery pack fully charged (or recharge it, whatever) with both the PC and 360.
Its features include:
-- Wireless 2.4 GHz receiver included in package with a 30' range
-- Enhanced PC gaming and Xbox Live play (works on your PC or Xbox)
-- Integrated headset jack for PC headsets (nice)
-- Rated for both PC and Xbox 360 (yeah I am repeating myself)
Combined with the Play & Charge Kit (which you probably already have) this is a no-brainer. Seriously. And once you have the wireless received that comes with it, you can use any of your 360 wireless gamepads.
Considering how gamepad-centric that the game is, there really is no excuse not to get one or use one of the wired 360 gamepads you already own. It sure is a lot more fun when you do!
According to the information that is available from Microsoft online, the different Xbox 360 versions have the following power requirements:
Xbox 360 Slim (Valhalla) -- Idle 71 Watts / Full-Tilt 100 Watts*
Xbox 360 Late 2008 - 2010 (Jasper) -- Idle 94 Watts / Full-Tilt 110 Watts
Xbox 360 Late 2007 - 2008 (Falcon) -- Idle 102 Watts / Full-Tilt 125 Watts
Xbox 360 2005 - 2007 (Xenon) -- Idle 156 Watts / Full-Tilt 180 Watts
* The full tilt number is based upon the peak draw playing a game.
Using those numbers, and depending upon the model you own, your needs for uninterrupted power should not be greater than a conservative 200 Watts for the console. Adding your TV to the equation even for a monster-sized flat-screen should not add more than 300 Watts to the equation -- but you want to check the numbers for YOUR TV before you decide on the UPS to get -- mine had a peak number of 240 Watts, which added to my Slim meant I needed 340 Watts but I called it 400 Watts for a little insurance.
The total that you get when adding the console wattage to the TV's is the load that you need to cover when selecting your UPS. You could just get one for your console but that only helps you when the power goes out and then comes back on, not if it actually goes out and stays out for an extended period of time, since you are going to want to gracefully exit the game you are playing and shut down the console, right? I mean that is the whole point of this!
So, now that we have the target number, let's look at the economics of this invisible layer of insurance that you will be adding to your game gear...
-- APC Back-UPS ES 750 UPS - 450 Watt (RRP: $108 can be had on sale as low as $75)
-- CyberPower CP825LCD UPS - 450 Watt (RRP: $95 can be had on sale as low as $77)
-- Tripp Lite ECO Series ECO750UPS UPS - 450 Watt (RRP: $90 can be had on sale as low as $70)
Now, bearing in mind that you can get better sale prices online, when you add the shipping costs -- these things contain lead acid batteries and are HEAVY -- rarely does that end up being a deal, so I recommend going to a local store like Staples or Wallmart.
There are actually more than a dozen companies that make UPS's in this power range -- I listed the three above who happen to be industry standard manufacturers whose products I have used extensively in the past and so I know can be trusted and are of high quality and reliability.
In addition to providing you with uninterrupted power, these also serve as surge protecting devices -- the point being that they will give up their life to protect your game gear more reliably than the so-called surge protector power strip you probably have your systems plugged into now. Let me tell you about those power strips -- they will not prevent your console from getting hurt from a lightning strike on the power line, they only protect from the regular surges that are present in standard residential power lines.
It may seem like an extreme preventative measure to go to, spending around $100 to protect your game save, but that is not really what this is about. Adding one of these low-profile devices as part of your gaming kit will indeed keep you from losing your save to a power outage, but their true value is that they will keep you from losing your console and TV from a lightning strike or when some drunk takes out the pole down the street sending a massive surge through the lines!
When you factor in the month it takes to get your console replaced or serviced (assuming it is under warranty) that $100 is a bargain. I am just saying...
There are a total of 60 Achievements worth 1250 Gamer Score in Batman: Arkham City -- if you have the DLC that is currently available. Some of these will not be in your game if you do not have the DLC installed.
-- 50x Combo (5 GP) -- Complete a combo of 50 moves. (any play mode, any character)
-- Acid Bath (10 GP) -- Save the damsel, but is she in distress?
-- Aggravated Assault (10 GP) -- Stop all assaults in Arkham City.
-- AR Knight (25 GP) -- Complete all augmented reality training exercises.
-- Bargaining Chip (15 GP) -- Reunite the separated couple.
-- Brainteaser (40 GP) -- Rescue the fifth hostage from Riddler.
-- Broken Toys (25 GP) -- Destroy it all.
-- Bronze Revenge (10 GP) -- Obtain 24 medals on original Arkham City ranked maps. (as Batman)
-- Campaign Bronze (10 GP) -- Obtain 24 medals on original Arkham City campaign. (as Batman)
-- Campaign Gold (40 GP) -- Obtain all 108 medals on original Arkham City campaign. (as Batman)
-- Campaign Silver (20 GP) -- Obtain 72 medals on original Arkham City campaign. (as Batman)
-- Catch (5 GP) -- Find someone to play remote Batarang catch with.
-- Chimney Sweep (10 GP) -- There is only one way in.
-- Communication Breakdown (10 GP) -- Clear the airwaves.
-- Contract Terminated (25 GP) -- Stop the contract operative.
-- Conundrum (20 GP) -- Rescue the first hostage from Riddler.
-- Dial Z For Murder (25 GP) -- Stop the phone booth killer.
-- Distress Flare (5 GP) -- Answer the call for help.
-- Exit Stage Right (50 GP) -- All the world is a stage.
-- Flawless Freeflow Fighter 2.0 (5 GP) -- Complete one combat challenge without taking damage.
-- Forensic Expert (10 GP) -- Collect enough evidence to locate the gun for hire.
-- Freefall (25 GP) -- Don't look down.
-- Fully Loaded (10 GP) -- Collect all of Batman's gadgets and upgrades.
-- Gadget Attack (5 GP) -- Use 5 different Quickfire gadgets in one fight. (any play mode)
-- Genius (50 GP) -- Rescue all the hostages from Riddler.
-- Ghost Train (25 GP) -- Fight for survival.
-- Gladiator (10 GP) -- Last man standing.
-- Gold Revenge (40 GP) -- Obtain all 72 medals on original Arkham City ranked maps. (as Batman)
-- Gotham Base Jumper (5 GP) -- Jump off the tallest building in Arkham City and glide for 1 minute without touching the ground.
-- Hide And Seek (25 GP) -- A deadly game of hide and seek.
-- IQ Test (10 GP) -- Solve the first riddle.
-- I'm Batman (10 GP) -- Become the Bat.
-- Intellectual (30 GP) -- Rescue the fourth hostage from Riddler.
-- Lost And Found (10 GP) -- Uncover the secret of Arkham City.
-- Mastermind (20 GP) -- Rescue the second hostage from Riddler.
-- Mystery Stalker (15 GP) -- Reveal the mystery watcher.
-- One Armed Bandit (10 GP) -- Hammer the point home.
-- Pay Your Respects (5 GP) -- A moment of remembrance.
-- Perfect Freeflow 2.0 (5 GP) -- Perform a perfect combo including all of Batman's combat moves.
-- Perfect Knight-Day 2 (75 GP) -- Main Story, Side Missions, Upgrades, Collectables, New Game Plus and Riddler's Revenge. (as Batman)
-- Puzzler (30 GP) -- Rescue the third hostage from Riddler.
-- Ring Ring (5 GP) -- Answer a ringing phone.
-- Sand Storm (25 GP) -- We are legion.
-- Savior (10 GP) -- Save the medical volunteers.
-- Serial Killer (25 GP) -- Track down the serial killer.
-- Silver Revenge (20 GP) -- Obtain 48 medals on the original Arkham City ranked maps. (as Batman)
-- Stop the Clock (15 GP) -- Time is running out.
-- Story Teller (10 GP) -- Have 12 murderous dates with Calendar Man.
-- Twice Nightly (75 GP) -- Complete New Game Plus.
-- Wrecking Ball (25 GP) -- Stop the unstoppable.
DLC 1: The Catwoman Bundle Pack
This comes with the game if you buy it new -- or it can be purchased for 800 Microsoft Points. There are a total of 6 Achievements, worth 150 GS in this DLC.
-- Arkham City Sirens (25 GP) -- Drop in on an old friend.
-- Campaign Kitty (25 GP) -- Obtain all 108 medals on the original Arkham City campaigns.
-- Family Jewels (40 GP) -- Retrieve your stolen goods.
-- Feline Revenge (25 GP) -- Obtain all 72 medals on the original Arkham City ranked maps.
-- Pick Pocket (25 GP) -- Steal the score of a lifetime.
-- Sphinx' Riddle (10 GP) -- Complete all 40 of the Catwoman Riddler grid items.
DLC 2: Robin Bundle Pack
This comes with the game if you buy it new from Best Buy -- or it can be purchased for 560 Microsoft Points. There are a total of 2 Achievements, worth 50 GS in this DLC.
-- Campaign Wonder (25 GP) -- Obtain 114 medals on the original Arkham City and Robin Bundle Pack campaigns.
-- Robin Revenge (25 GP) -- Obtain 78 medals on the original Arkham City and Robin Bundle Pack ranked maps.
DLC 3: Nightwing Bundle Pack
This can be purchased for 560 Microsoft Points. There are a total of 2 Achievements, worth 50 GS in this DLC.
-- Campaign Nightwing (25 GP) -- Obtain 114 medals on the original Arkham City and Nightwing Bundle Pack campaigns.
-- Nightwing Revenge (25 GP) -- Obtain 78 medals on the original Arkham City and Nightwing Bundle Pack ranked maps.
Batman: Arkham City for the PlayStation 3 console uses the PS3 Trophy System in place of the Achievements (obviously) and to make this more useful it is broken out by Trophy Type and then they are listed in alphabetical order. There are 61 Trophies in total, which works out to xx Bronze, xx Silver, xx Gold, and 1 Platinum.
--== Bronze Trophies ==--
-- 50x Combo (Bronze) -- Complete a combo of 50 moves (any play mode, any character)
-- Acid Bath (Bronze) -- Save the damsel, but is she in distress?
-- Aggravated Assault (Bronze) -- Stop all assaults in Arkham City
-- Bargaining Chip (Bronze) -- Reunite the separated couple
-- Bronze Revenge (Bronze) -- Obtain 24 medals on the original Arkham City ranked maps (as Batman)
-- Campaign Bronze (Bronze) -- Obtain 36 medals on the original Arkham City campaigns (as Batman)
-- Campaign Silver (Bronze) -- Obtain 72 medals on the original Arkham City campaigns (as Batman)
-- Catch (Bronze) -- Find someone to play remote Batarang catch with
-- Chimney Sweep (Bronze) -- There is only one way in
-- Communication Breakdown (Bronze) -- Clear the airwaves
-- Conundrum (Bronze) -- Rescue the first hostage from Riddler
-- Distress Flare (Bronze) -- Answer the call for help
-- Flawless Freeflow Fighter 2.0 (Bronze) -- Complete one combat challenge without taking damage (any character)
-- Forensic Expert (Bronze) -- Collect enough evidence to locate the gun for hire
-- Freefall (Bronze) -- Don't look down
-- Fully Loaded (Bronze) -- Collect all of Batman's gadgets and upgrades
-- Gadget Attack (Bronze) -- Use 5 different Quickfire gadgets in one fight (any play mode)
-- Gladiator (Bronze) -- Last man standing
-- Gotham Base Jumper (Bronze) -- Jump off the tallest building in Arkham City and glide for 1 minute without touching the ground.
-- I'm Batman (Bronze) -- Become the Bat
-- Intellectual (Bronze) -- Rescue the fourth hostage from Riddler
-- IQ Test (Bronze) -- Solve the first riddle
-- Lost And Found (Bronze) -- Uncover the secret of Arkham City
-- Mastermind (Bronze) -- Rescue the second hostage from Riddler
-- Mystery Stalker (Bronze) -- Reveal the mystery watcher
-- One-Armed Bandit (Bronze) -- Hammer the point home
-- Pay Your Respects (Bronze) -- A moment of remembrance
-- Perfect Freeflow 2.0 (Bronze) -- Perform a perfect combo including all of Batman's combat moves (any play mode)
-- Puzzler (Bronze) -- Rescue the third hostage from Riddler
-- Ring Ring (Bronze) -- Answer a ringing phone
-- Savior (Bronze) -- Save the medical volunteers
-- Silver Revenge (Bronze) -- Obtain 48 medals on the original Arkham City ranked maps (as Batman)
-- Stop the Clock (Bronze) -- Time is running out
-- Storyteller (Bronze) -- Have 12 murderous dates with Calendar Man
--== Silver Trophies ==--
-- AR Knight (Silver) -- Complete all augmented reality training exercises
-- Brainteaser (Silver) -- Rescue the fifth hostage from Riddler
-- Broken Toys (Silver) -- Destroy it all
-- Campaign Gold (Silver) -- Obtain all 108 medals on the original Arkham City campaigns (as Batman)
-- Contract Terminated (Silver) -- Stop the contract operative
-- Dial Z For Murder (Silver) -- Stop the phone booth killer
-- Exit Stage Right (Silver) -- All the world is a stage
-- Genius (Silver) -- Rescue all the hostages from Riddler
-- Ghost Train (Silver) -- Fight for survival
-- Gold Revenge (Silver) -- Obtain all 72 medals on the original Arkham City ranked maps (as Batman)
-- Hide And Seek (Silver) -- A deadly game of hide and seek
-- Sandstorm (Silver) -- We are legion
-- Serial Killer (Silver) -- Track down the serial killer
-- Twice Nightly (Silver) -- Complete New Game Plus
-- Wrecking Ball (Silver) -- Stop the unstoppable
--== Gold Trophies ==--
-- Perfect Knight - Day 2 (Gold) -- Complete every challenge in Arkham City - Main Story, Side Missions, Upgrades, Collectables, New Game Plus and Riddlers Revenge (as Batman)
--== Platinum Trophies ==--
-- Platinum Congratulations!
DLC 1: The Catwoman Bundle Pack
This comes with the game if you buy it new -- or it can be purchased for $10 -- There are a total of 6 Trophies in this DLC.
-- Arkham City Sirens (Silver) -- Drop in on an old friend.
-- Campaign Kitty (Bronze) -- Obtain all 108 medals on the original Arkham City campaigns.
-- Family Jewels (Silver) -- Retrieve your stolen goods.
-- Feline Revenge (Bronze) -- Obtain all 72 medals on the original Arkham City ranked maps.
-- Pick Pocket (Silver) -- Steal the score of a lifetime.
-- Sphinx' Riddle (Bronze) -- Complete all 40 of the Catwoman Riddler grid items.
DLC 2: Robin Bundle Pack
This can be purchased for $6.99 -- There are a total of 2 Trophies in this DLC.
-- Campaign Wonder (Bronze) -- Obtain 114 medals on the original Arkham City and Robin Bundle Pack campaigns.
-- Robin Revenge (Bronze) -- Obtain 78 medals on the original Arkham City and Robin Bundle Pack ranked maps.
DLC 3: Nightwing Bundle Pack
This can be purchased for $6.99 -- There are a total of 2 Trophies in this DLC.
-- Campaign Nightwing (Bronze) -- Obtain 114 medals on the original Arkham City and Nightwing Bundle Pack campaigns (as Nightwing)
-- Nightwing Revenge (Bronze) -- Obtain 78 medals on the original Arkham City and Nightwing Bundle Pack ranked maps (as Nightwing)