One of the hidden trophies/achievements in Batgirl: A Matter of Family (the new Batman: Arkham Knight expansion) is called All Snug in Their Beds. To unlock this trophy/achievement, you must uncover the hidden history of Seagate Amusement Park, which is done by obtaining five voice recordings. Finding the locations of these recordings is actually pretty simple. Scanning the environment using Detective Vision will make the voice boxes glow orange, even at a distance. But, it isn’t a matter of just locating the recordings. Players must complete four challenges in the form of carnival games.
The order in which you complete the challenges doesn’t seem to matter, so complete them as you pass them or follow the order of this guide if you’d like. The fifth recording is located behind a locked door that will only open after obtaining the previous four. You’ll know that you collected all four if there are four green lights lit up on the map beside the locked door.
One of the recordings is tied to an attraction called The High Striker. It’s basically one of those strength games where you swing a hammer as hard as you can in order to ring the bell. The only difference is that this is a much larger version of that carnival game. Batgirl is a force to be reckoned with, but even she doesn’t have that kind of strength. To clear this challenge, hack the hammer using your Remote Hacking Device and that will lift it creating a clear target for Batgirl to hit.
Once that’s clear, you can jump down and eliminate all of the goons so that they won’t bother you after the next step. Now climb the tower directly opposite the High Striker then jump off. You don’t have to climb all the way to the top, but you need to be high enough so you can generate enough force when you dive-bomb onto the target. Now jump, line Batgirl up, and dive. Once you crash down a short cut-scene of the bell ringing will play and the recording will begin, providing players with some insight into the construction of this rather odd park.
This challenge is the only timed one out of the four, but don’t let that scare you. It’s actually pretty easy as long as you don’t rush (which may seem counter-intuitive). When you hack this game, the cage blocking the counter will roll up, revealing the Fish in a Barrel game. There will be two rows of moving fish colored red and green. Batgirl must knock down all of the green fish before timer of 10 seconds runs out. 10 seconds may not sound like much, but that number is there to both scare you, and keep you focused.
For every green fish Batgirl hits, 3 seconds is added to your total, but you lose 2 seconds every time a red one is hit. To make this challenge much easier than it looks, immediately switch to the Batarang after using the Remote Hacking Device so that you can actually aim, rather than freely throw. Take your time and aim for each green fish and you’ll knock this challenge out on your first try. Once the last one falls, you’ll be treated to a brief spark show and the second recording.
This particular challenge is the easiest, although it may take more than one try. After hacking the gate on this one, players will be treated to 12 targets with three glowing green lights on top. Those lights are your strikes, so if they all turn red you’re out. This is the second, and last, challenge that will require the use of your Batarang, but it isn’t timed. Accuracy is required though, especially if you don’t want to repeat the mini-game. Once you’re situated, all you have to do is find the 6 matching pairs. It’s as simple as that.
After the last pair is complete, you will be treated to another little spark show and the third recording in the series. This is when the story begins to take more of a sinister turn, but don’t worry, we won’t spoil it for you.
The last recording is locked behind a puzzle. Located right behind the bumper rink is a building that houses the extra bumper cars. There are a bunch of blue cars and one pink one. Your goal is to get the pink one to the door. Simply shift the other bumper cars using Batgirl’s Remote Hacking Device so that you can move the pink car from one end to the other. Cars can only move forwards and backwards so examine the scenario before making any moves.
Once complete, a starry light show will shine on the walls and the fourth recording will play. You’re almost at the grim end of this hidden story. Only one more step to go.
To find the last of the five recordings, and to hear the depressing conclusion to the history of Seagate Amusement Park, make your way over to the previously locked door in the middle of the park. Luckily, the challenges are done. All that’s left to do is listen and learn just how screwed up of an individual the Joker is. Even with the previous four recordings, the end is a bit surprising and makes the need to take down Batman’s most deadly adversary all the more important.
So what did you think about the park’s hidden history? Feel free to share your thoughts in the comments below. Also, make sure to check out our Batman: Arkham Knight wiki for guides, tips, tricks and more on Rocksteady’s latest game including guides of the Batgirl: A Matter of Family DLC.