Batman: Arkham Origins Blackgate has plenty of mysteries behind its walls, and these detective cases can only be solved by the Batman. Solving them involves tracking down a number of clues, which then unlocks a summary of the event, plus some nice concept art; find them all to unlock a sweet alternate costume! Finding every clue can be tricky, but we'll help you find them all. Check out our Batman: Arkham Origins Blackgate review, then follow along to solve the mysteries of Blackgate!
Table of Contents
Want to find all the collectibles in Batman: Arkham Origins Blackgate? We've got a guide for that too!
Early in Cell Blocks, you'll use a vent to crawl past a stack of crates. Exit through the vent inside this tunnel (not the left exit), and you'll come to a courtyard with several thugs and an improvised bomb. Detonate the bomb with the Crypto Sequencer, then drop into the pit to find this clue on the ground.
After receiving the Batclaw, you'll backtrack on your way to the exercise yard. When you reach the room where you dropped the elevator with frayed cables, leap over the flames on the lowest floor. Pull the vent with the Batclaw, then crawl into another room where this clue sits on a shelf.
When you return to the area where Catwoman sent you on a detour, you'll use the Batclaw to rip away a vent cover. Enter that vent and crawl forward, but stop before exiting. Those little bits of rocks in front of you are actually another clue.
Thanks to commenter leonardo-sensui for tipping us off to this one!
You'll find this on the guard's body as soon as you enter Administration.
When you ascend the shaft with the first Joker thug, continue to the top. Use the Batarang to knock away the trap door, then grapple to an upper room. In here, grapple to the ledge, then turn around and jump across the gap. Blow this wall with the Gel Launcher to find a clue on a box inside.
After opening the Joker's present, drop into the grate it was covering. When you emerge from the shaft, the clue will be on your left.
When you enter the admin basement, use the Gel Launcher to destroy the broken brick wall above the leaking pipe. Continue through the room and take out the huge group of thugs. Grapple to the yellow ledge, shimmy right, and drop down onto the catwalk. From here, use the Line Launcher to enter the area where you blew away the brick. The clue is back here.
On your way to the construction area of Administration, you'll pull a book to move a bookshelf. This is in the safe behind it.
Immediately after acquiring the Line Launcher, you'll zip over an electrified floor. Drop through the hole in the floor on the other side, and the clue will be on a box to your right.
When you enter from the roof (after the battle with Deadshot), look to the boxes on your left for another clue.
Just before entering the admin basement, you'll open a beta lock with the Crypto Sequencer. On the other side is a dead employee - the next clue.
After the Solomon Grundy battle, look to the pile of rubble on the right side of the room to find this.
When moving through the sewers underneath Industrial, you'll reach three large gates. Use the Shock Batarang to open the one on the right, then move forward. Head past the vent to the bridge, and drop to the sewage flow below. From here, you can use the Line Launcher to reach the other side, where the clue lies.
This can be found when searching for the secret entrance to the warden's office. When you crawl through this brick tunnel, look for this white growth. It can be analyzed for a clue.
Before entering Cell Blocks proper, you'll grapple across some vantage points. Drop from the second one to find this on the ground.
Early in your exploration of Cell Blocks, you'll encounter a shock stick thug inside a vent. Move left through this vent, and use the Crypto Sequencer to open the next room. On the left side of this area are two vent entrances that connect to each other. The clue is inside this crawlspace.
On your way to the exercise yard, you'll enter a belfry. Blow the wooden floor with the Gel Launcher, then prepare to drop. As you fall, grapple the first ledge to your right. Crawl through this small space to find a clue on the floor.
While following the Penguin's blood trail, you'll come to a freight elevator you need to call. Instead, drop into the small area to find vent you can crawl through. Do so to find a clue atop a machine.
After encountering your first thug wielding a shock stick in Industrial, drop from the yellow edge of the platform. Enter the small vent here, and the clue will be on the ground to your right.
When you return to Industrial, head to the room marked on the map (it's near the Solomon Grundy fight). In here, you can see a pipe leaking spewing sludge. Use the upgraded Gel Launcher to clog the pipe, stopping the sludge and revealing a clue.
When you revisit Industrial, you'll battle thugs atop some electrical flooring. Grapple over the ledge marked with the skull and guns logo, then grapple to the next ledge. Inside this computer room is the final clue.
When you wake up in the destroyed room in Administration, look to the bench in the foreground. A clue rests there.
When you emerge from a vent to fight several Joker thugs, take them out and move left. The clue is on a discarded couch.
On your way to the construction area, you'll move through a vent with both Joker gas and electrical nodes. When you emerge from this, use the Batclaw to rip down a vent across from you. Climb through here to find a clue on a bookshelf.
After shutting down the dual laser doors in Cell Blocks, head through the left opening. The clue is by a gate.
When you reach the huge room with floors of cells, Batman will remark that you're close to the exercise yard. The clue is on the bottom right of this room.
With the Batclaw in your possession, return to the room with the improvised bomb. Above the hole it created is a vent you can rip out of place. Do so, then crawl through to find this just after the vent drop-off.
After activating the pistons in Industrial, head left, Climb the ledge and use the Crypto Sequencer to open the alpha lock and enter a large room. In the bottom left corner of this room is the case's first clue.
In the long hall before the Black Mask boss battle, there will be a spot to grapple to the upper level. Do so, then head to your left. Use the Line Launcher to cross the gap, then look for this clue on a box.
On your way to the secret entrance to the warden's office, stop in the room with the four large pipes. Just before the last pipe is a spot on the ceiling you can blow through with the Gel Launcher. Do so, then grapple up here to find a clue atop some boxes.
This is found in the Black Mask boss chamber. After defeating him, analyze the boxes in the right corner of the room.
After defeating Deadshot in Administration, return to the roof. Grapple to the ledge near the door, and the clue will be along the wall around the corner.
After defeating the Joker, exit the room and scan the wall to find this.
On your way to the Arkham wing, slide down the left ladder at the base of the Penguin boss chamber. You'll find this clue on a machine below.
This is found in the library of Adminstration, but it's tough to get until you clear the room of thugs and Joker gas. When you do, you'll find it on the right side, next to the barbed wire divider.
When you enter a room with two thugs across a pit of Joker gas, use the Line Launcher to cross the gap. Take out the thugs and analyze near the bookshelf to find this.
You'll find this while deactivating the electrical charges by the warden. When you reach the room with two receptors, look to the table for it.
When you enter a room in Cell Blocks with a heavy stack of crates, you'll have to crawl through a vent. Take out the shock stick thug inside, then head through the next vent. Round the corner, then crawl through the maintenance tunnels. The clue is by the tunnel cover near the right room exit.
Once you've obtained the Batclaw, you'll pull down an improvised barrier on your way to the exercise yard. This is found immediately on the other side of the barrier.
On your way to the exercise yard, you'll use the Gel Launcher to blow through a wooden floor. After the big drop, there will be a ledge right in front of you. Grapple to it, and you'll be able to analyze the clue on a nearby beam.
Inside Cell Blocks, you'll come to a large shower area. After blowing the vertical wall with the Gel Launcher, look for a weak spot on the ceiling. Blow through this, then grapple to the upper area to find a clue on the floor.
After exiting the showers, you'll grapple across the courtyard to a series of catwalks. Before exiting through the lower right door, grapple to the ledge above it. From here, you can grapple to some ledges in the background. Follow them to find another clue.
This is found just before exiting Industrial. Instead of grappling to the upper ledge, use the Gel Launcher to blow the lower door. Head through and crawl through the maintenance tunnel. When you exit, the clue is on the floor to your left inside the small office.
When you return with the Batclaw, look for a vent above the main entrance. Rip it away, then grapple up to reach a small room with this inside.
While searching for the secret entrance to the warden's office, you'll explore the sewers in Industrial. When you reach the room pictured above, grapple to the ledge and look to your left. The clue is atop a filing cabinet.
The last clue is found in the middle of the Industrial zone, the area with the dual elevators. Grapple atop the left one, then use the Batclaw to rip away the fan across the gap. Use the Line Launcher to zip to newly opened area, and follow the path as it wraps around. The clue is on the ledge you can drop from.
Before grappling to the ledge with the warden's office window in Administration, use the Batclaw to rip away the vent cover to your left. Crawl through here to find a pile of debris that can also be removed with the Batclaw. Underneath is a clue.
As you explore the admin basement, you'll reach a room full of pendants (no doubt left by the joker). The clue is atop the overturned lockers in here.
This clue is tough to reach, so you might want to wait until you've obtained the tight rope Line Launcher. After leaving the admin basement, you'll ascend a series of ledges. The clue is in the top left corner.
With the beta Crypto Sequencer in your possession, head to the room pictured above. Open the gate with the sequencer to find a clue inside the small room.