Batman: Arkham Origins Blackgate is hiding plenty of collectibles within its prison walls. Finding them all can unlock concept art and, more importantly, make you a better, stronger Batman. Check out our Batman: Arkham Origins Blackgate review, then follow along to find every Black Mask, Penguin Cage, Joker Tooth, costume piece, and suit upgrade.
Note: Required items obtained as part the storyline are not included.
Table of Contents
Want to solve every detective case in Batman: Arkham Origins Blackgate? We've got a guide for that too!
All items listed here can be obtained during your first time in the zone.
When you access Industrial proper, hop over the truck and take out the thugs. The first Black Mask is inside the cargo door on the background wall.
The next Black Mask can be found two rooms beyond the previous one. When you round the corner, you can spot it atop a locker.
With the Gel Launcher acquired, return to the small room that bridges the piston room with the large room where you fought the multiple thugs. Use the launcher to blow open the rear wall, then crawl through to reach a WayneTech crate with this inside.
After blowing the first vertical wall with the Gel Launcher, move into the room ahead. The next mask is atop a locker inside.
After battling Solomon Grundy, you'll find this in the very next chamber. Look for it by the drain.
Not long after the same chamber, you'll blow a wall and glide into a room near a giant spinning fan. Take out the handful of thugs at the end of the room, then look for this on the desk nearby.
After watching Black Mask wander behind a skull and guns logo, you'll be in a room with maintenance tunnels. Hop in and head left to find a replica mask atop a bookshelf in the next room.
When you climb through an air duct with a skull logo, pay attention as you round the next corner. The next mask is on a box there.
After freeing the hostage, you'll drop down a level. Go through the vent here, and you'll be able to see the mask atop a locker.
This is found in the very next room. You'll spot it on a scaffolding in the foreground.
When you reenter the elevator shaft by the "B" marking, move right. Head through the vent here and make your way up the platforms. Use the Gel Launcher to blow the pipe up ahead, then grapple up to a ledge where you'll find a WayneTech crate.
After climbing the duct out of the elevator shaft, take out the thugs and move left. This sits atop a generator near the room exit.
As you enter the elevator shaft yet again, you'll use the Gel Launcher to blow a hole in an upper floor. After climbing up here, look right to spot a mask atop a file cabinet.
After taking out the thug by the spotlight and his buddy by the magnet, you'll use the Crypto Sequencer to move a crane-like vehicle. When you drop from this, the mask will be atop a generator to your left.
Shortly after, you'll blow a hole in a wall near some doors topped with barbed wire. Move through the tunnel, then grapple to the roof above the dead engineer. The mask is on a shelf up here.
After a proper ride in the elevator, you'll head through a door on your right. Grapple up the ladder in here to spot another mask on a generator in the corner.
Once you activate the pistons you'll start moving to your left (right on the map). When you enter the large sewer room, keep an eye out when you round the corner - another mask is tucked into the pipes along the ceiling.
All items listed here can be obtained during your first time in the zone.
Shortly into the area, you'll deactivate some laser gates. Head through the left one, and the first two cages will be hanging by a door at the end of the hall.
Now head through the right laser gate. Grapple to the upper ledge in the next room, then turn around to spot this dangling above the opposite ledge.
When you enter the large courtyard with several thugs, you'll grapple around some ledges to open the doors in the area. After grappling to the second ledge, turn around to spot a higher ledge above the first one you use. Grapple there to find two more cages.
When you enter a room with a heavy stack of crates in the center, you'll have to crawl through a vent. After battling the shock stick-wielding thug inside, look for a section of the ceiling you can blow through with the Gel Launcher. Up there is a WayneTech crate.
Just beyond room with the stacked crates is a room with lots of thugs and an improvised bomb. The left wall of the lower area has a weak spot; blow it open with the Gel Launcher. Inside this small area is a WayneTech crate.
When Catwoman sends you to the storage locker, you'll use the Crypto Sequencer on the very next door. In the following room, two cages are hanging: one above, and one to the right.
After dropping the elevator with the frayed cables, you'll crawl through a vent around some corners. After emerging from the vent and going through the first door, three cages will be hanging high above you.
When you receive the Batclaw, yank open the vent directly to your left. Crawl through to find this in a WayneTech crate.
On your way back to the exercise yard, you'll return to the room where Catwoman first tasked you with reaching the storage locker - it's room with lots of layers where Batman remarked led to the exercise yard. Drop to the lowest floor, then move left to find a vent you can rip open. Crawl through, then grapple up the ledge to find another upgrade inside a WayneTech crate.
After tearing down the improvised barrier with the Batclaw, you'll crawl through a vent and move in the background. Two cages can be spotted back here before exiting the room.
This is on the far left side of the very next area.
This one is very tricky to reach (you may even want to come back once you've obtained the tight rope Line Launcher). Use the Gel Launcher to blow the wooden floor you're standing on, then prepare for a tricky jump. You have to drop through the hole, then immediately glide left. Do this correctly, and you'll reach a ledge where the cage hangs.
While following the Penguin's blood, you'll come to a room with an electrified pool of water. After clearing this, you'll find three cages hanging from the ceiling in the next room.
While tracing the Penguin's blood, you'll come to a dead end with a large locked door. Before leaving for the Lighthouse, use the Batclaw to pull away a panel in the middle of the room. There's a WayneTech crate behind it.
All items listed here can be obtained during your first time in the zone.
As you head down the first hall, the lights will flash. Once they come up, move past the hanging guards to find the first two sets of teeth at the end of the hall.
When you wake up in the burning room, the next set of teeth will be to your right, in front of the stairs.
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, and exit to the left. Grapple up to an even higher room to find another set of teeth inside.
Once you ascend to the construction area, you'll crawl through a vent. These are at the vent's exit.
Immediately after acquiring the Line Launcher, you'll zip over an electrified floor. On the other side, grapple to the high ledge and crawl through the vent. Use the Line Launcher to cross the gap up here and reach a WayneTech crate.
When you enter a room with two thugs across a pit of Joker gas, don't cross via the Line Launcher just yet. Instead, use the upgraded Gel Launcher to close the vents and drain the gas. Drop down and use the Crypto Sequencer to open a small room with a WayneTech crate inside.
In the very next room (above the library), drop to the lower area to spot these chattering about.
Before hopping through the gap by the flaming crossed beams, move left. Use the Crypto Sequencer to open the door, then use the Line Launcher to reach a ledge where a WayneTech crate lies.
In the next room is a pit of Joker gas, but there are two sets of teeth inside it. Hop in or throw the Batarang to snatch them up.
Your next task is to find the warden. When you enter the long hall with Joker gas below, you have two options. You can turn off the power to the gas a bit later, or you can deal with a bit of poison damage and grab the teeth from below.
After opening Joker's present, hop into the vent. When you emerge from the other side, use the Batclaw to rip down the upper vent cover. Up here is a WayneTech crate.
You'll find these when you head through the other vent.
You'll spot these just before reaching the warden.
In the basement, you'll fight a huge group of thugs. After the fight, grapple to the yellow ledge, shimmy right, and drop down onto the catwalk. There are two sets of teeth there.
After obtaining the Shock Batarang, ride the elevator back to the previous floor. Now, drop back down the Joker's matching game and return to the elevator shaft. With the elevator risen, drop down into the shaft to find a WayneTech crate.
When you return to free the warden, you'll run into these while deactivating the electrical charges.
As you exit Administration, stop in the burning room. Grapple to the high left ledge, then turn right and use the Line Launcher to reach another area. Grapple through the series of ledges here to find a WayneTech crate.
As you continue to exit Administration, you can hit this switch with the Shock Batarang. Grapple into the shaft and head left. At the end, you'll reach a room with another power-up.
All items listed here can only be obtained when returning to the zone with certain tools.
Upon returning to Industrial to fight Black Mask, you'll use the upgraded Gel Launcher to jam a door - the same door you saw Black Mask wander through. Head through that door, and the mask will be on a shelf in the very next room.
Return to the previous room, near the electrified floor panels. To the far left is a pipe you can crawl through. Do so, then use the Gel Launcher to blow the floor and reach a tunnel. Inside this tunnel is a portion of a grate you can rip away with the Batclaw. Do so to find a WayneTech crate on the other side.
When you return to Industrial to look for the secret entrance to the warden's office, head to the room just after the dented truck near the area entrance. In here is a set of fans and electrical switches. Use the upgraded Gel Launcher to jam the fans, then use the Shock Batarang to electrify the panels. this opens the door to your right, revealing a WayneTech crate.
On your way to the secret entrance, you'll blow a hole in the floor with the Gel Launcher. Climb the stack of crates to your right, then use the Line Launcher to zip over a barbed wire gate. There's a WayneTech crate in this little area.
Continue toward the secret entrance, and you'll come to a rusted panel. Rip it away with the Batclaw, then use the Shock Batarang to electrify the exposed panel and open the door. On the other side is a WayneTech crate.
In the same corridor is a weak spot on the floor. Blow through, drop down, then drop to the right. Use the maintenance tunnel to enter the small room. This mask is on a crate inside.
Pass the four large pipes on your way out of the hall and enter the next room. Drop to ground level, then turn right. The mask is tucked away in a corner back here.
Now head left and grapple up to the walkway. Use the upgraded Gel Launcher to clog the pipe, and you'll be able to blow the left wall with the same tool. There's a WayneTech chest behind the wall.
Continue toward the secret entrance. When you reach the room with the flowing sewage, look up at the pipe above to spot another mask.
When you drop down the large shaft, head left. The final mask is against the wall here.
With the tight rope Line Launcher upgrade acquired, you'll ascend the large shaft you dropped down earlier. Use the tight rope to go higher than the platform to find a small upper area with a WayneTech crate.
Once you obtain the gamma Crypto Sequencer, you can open that pesky door in the large chamber near the dead engineer. Do so to find a WayneTech crate.
Now head for the maintenance areas on the east side of the map. Up here, you can use the Batclaw to rip away a vent. Follow the path, then use the Shock Batarang to slow down the spinning fan. Crawl through the now safe space to find a WayneTech crate.
Head towards the Industrial Generators entrance. Grapple upwards in the large room, then head left to find a vent you can rip away with the Batclaw. Do so, then follow the series of vents to reach a WayneTech crate.
Head toward the Black Mask boss area. In the long hall before the boss battle room, there will be a spot to grapple to the upper level. Do so, then head to your left. Use the tight rope Line Launcher to ascend to a grate you can yank away with the Batclaw. Grapple inside, then quickly grapple to the upper ledge to avoid the flames. There's a WayneTech crate in here.
Return to the room where the hostage was held. In the southern part of the room is an electrical switch you can hit with a Shock Batarang. Doing so opens a grate, so crawl through the space to find a room with an electrified pool. Grapple across to find a WayneTech crate.
All items listed here can only be obtained when returning to the zone with certain tools.
Return to the spot where you found Penguin cages #4 and #5. Use the Line Launcher to zip to a hidden ledge to the left. There's a WayneTech crate up here.
Return to the vent with the shock stick thug and head straight left. You'll reach an open room with two spots susceptible to the Gel Launcher overhead. Blow them, then grapple to the ledge with the ladder on it. Use the Batclaw to yank out a vent across from this ledge, then crawl through to find a WayneTech case.
After battling through the showers, you'll grapple across the courtyard to a series of catwalks. Exit through the lower right door to find two more cages inside this connecting room.
Now backtrack through the door and grapple to the ledge above it. From here, glide across the left gap, then glide back to a lower ledge on the right. Tucked away back here is a WayneTech crate.
When you exit the courtyard via a Gel Launcher blast through the wall, look for another cage around the corner.
This is found when exploring the Arkham wing, nearing the climax of the game. After dropping past the electrical nodes, you'll be near a spinning fan. Use the upgraded Gel Launcher to slow the blades, then crawl through. Inside, use the Line Launcher to cross the gap and reach a WayneTech chest.
All items listed here can only be obtained when returning to the zone with certain tools.
Head to the northeast corner of the map. Here is a large gap you can now cross with the Line Launcher. Zip across to find a WayneTech crate.
Return to the long hallway full of Joker gas. With the tight rope Line Launcher, you can reach the high middle section of the room. Do so, and use the gamma Crypto Sequencer on the machine inside to shut down the gas. This also opens a vent in the hallway below, revealing a WayneTech crate.
Return to the big chamber in the admin basement. With the tight rope Line Launcher, you can now ascend to the hole in the ceiling. There's a WayneTech crate in this area.
This is inside the WayneTech crate inside the final gift during the Joker presents scenario.