Neoseeker : Batman: Arkham City : Batman: Arkham City FAQs : Batman: Arkham City FAQ/Walkthrough

Batman: Arkham City FAQ/Walkthrough

by ExtremePhobia   Updated to v1.3 on

We guide writers put a lot of work into our guides for no money. However, if you feel compelled to pay us, please recommend our work by hitting the link at the top of the screen. We make our guides (this one is 50 pages) just for those recommendations because it lets us know that our work is appreciated and helps us earn bragging rights over our fellow guide writers =). Thank you!

EDIT: Be sure to check out my site at www.Ex-gg.com. In the future, this will allow me to post more pictures, imbed video and use links to take you to relevant information. Not to mention instantaneous updates.

Controls

CombatXbox 360PS3
Aim Baterang, (tap) quick BaterangLTL1
CrouchRTR2
Detective VisionLBL2
grapnel (if escape is available)RBR1
Center cameraL3L3
ZoomR3R3
MoveLeft Analog Left Analog
LookRight AnalogRight Analog
switch gadgetsD-PadD-Pad
Evade(double tap) A(double tap) X
StunBO
StrikeXSquare
CounterYTriangle
Blade DodgeAway + Y (hold)Away + Triangle
Blade Dodge TakedownAway + Y (hold) for all attacksAway + Triangle (hold) for all attacks
Beat downB > X (repeat)O > Square (repeat)
Aerial AttackB > A > AO > X > X
Ultra stunB > B > BO > O > O
Combo TakedownB + YO + Triangle
Bat Swarm\WhiplashA + XX + Square
Multi Ground Takedown\Whip TripA + BX + O
Disarm and DestroyX + YSquare + Triangle
Ground TakedownRT + YR2 + Triangle
Quick BatclawLT + YL1 + Triangle
Batclaw SlamLT + Y > XL1 + Triangle > Square
Quick Charge (REC)\Quick CaltropsLT + BL1 + O
Quick Explosive Gel\Quick BolasLT + XL1 + Square
Quick FreezeRT > RT R2 > R2

PredatorXbox 360PS3
Aim gadgetLT L1
Deploy gadget/hang down/crouchRTR2
Detective ModeLBL2
grapnel/escapeRBR1
ZoomL3L3
Center CameraR3 R3
MoveLeft AnalogLeft Analog
LookRight AnalogRight Analog
hoose gadgetD-PadD-Pad
GlideAX
Drop downBO
Glide Kick/Drop Attack/Knockout Smash (during takedown)XSquare
TakedownYTriangle
Corner Cover/enter grateRT + AR2 + X

Walkthrough

Prologue

After the cutscene, jump into catwoman's boots. Be careful because you'll be given control right in the middle of a fight. This is a pretty simple fight though as long as you aim towards your enemies and hit the strike button (X or [] depending on console). Watch for enemies attacking denoted by little lightning bolts surrounding their heads. Whenever that appears, hit the counter button (Y or triangle) to block and counter attack. Just hammer through these guys.

Once done, walk over to the safe at the top of the stairs and open it.

Bruce Wayne

When you finally regain control, try to move left and right using the left analog stick to knock the chair over. When the guard tries to attack you, counter his attack. This begins a rather long mini-tutorial on countering. Just follow the guards orders and eventually you will be attacked by inmates. Counter these attacks as best you can. You can also attack them yourselves at this point.

This part is more like a regular fight. Despite still being in chains, you can still attack and counter and eventually you'll be freed. Defeat the remaining enemies with attacks and counter attacks. Then when you say something about finding Alfred, head over to the dumpster and the climb up the ladder. At the top, run forward and jump across (just hold A) to the air ducts. Follow the ducts around and jump up by the broken ladder and then climb the ladder at the top up to the roof.

Keep hopping up one ledge at a time until you call Alfred. Once your talk is over, turn right and you should see a tall building with ACE in big letters going down along the side. Line up to jump across and grab the exposed ledge. Grab it and circle around to the side of the building. You'll continue circling around the building in a sort of navigation tutorial. Follow the button prompts and you'll eventually make your way to a ladder and the top.

The Batman

Once you've suited up, you'll start trying to hack a signal. You can listen to either of the Green nodes for information and flavor audio but you want to use the sticks to navigate your cursor to the yellow circle. Once you're there, hold the A button to decrypt the signal and listen in.

Once you've listened to the message, turn back towards the ladder you came up and in the distance you should see what looks like a courthouse, as well it should. Make your way along the rooftops until you get close. Hold the A button and run off of one of the buildings to glide. If you are close enough to the enemies in front of the building, you should see a little blue Bat symbol above their head. This is your target and you can change it by adjusting your gliding. Once you've picked an enemy, hit the strike button to glide kick into them, starting a fight.

These enemies may have bats but that doesn't change them too much. It really only means you should be careful to counter them when they attack because their attacks do extra damage and may daze you a bit. If you manage to get your combo counter high enough then you should be prompted to use a takedown move by hitting two buttons. Do so to instantly take one of the enemies out of the fight. Remember to keep the combo meter going so you can get more takedown chances. Once you've eliminated them, move inside. Yes, through the front door.

The Courthouse

Once inside, go up the stairs and at the top, take a right and look through the giant glass window into the center of the building. After a cutscene, go right and you should see a ladder. You can climb the ladder... or you can just use your grappling hook. Get to the top and Batman will mention taking out the guard with the gun. Hold the right trigger to crouch and close in on the guard. When you are behind him, hit the counter button to do a silent takedown. Once he's down, look down and stand by the edge. You should see the glide kick icon. Pick an enemy and hit the strike button and you'll automatically drop down to attack.

This fight isn't really as bad as it looks. Most of the enemies actually flee leaving you to fight what is probably a smaller group than you had outside. Keep your wits about you and you'll do fine. After you finish the fight, watch the cutscene.

Tracking the Shooter

Once you regain control, open the evidence tracker (aka. Detective Mode). Look to the window on the right and put the cursor on the bullet hole. Hold the A button until the green encircles the whole cursor. Once you've done that, search the floor in the center of the room for another bullet hole. Again, hold the A button. This will calculate the trajectory and your next destination.

Use the grappling hook to climb back up to the ledge the guard was originally on. Drop down the ladder and run back through the hallway. Instead of going back down the stairs, continue on through the door with the green exit light beyond. Once outside, you can use the grappling hook to get up to the flag pole and to the roof. Feel free to listen to the guys bellow for some fun banter. When done, turn left and you should see your destination. It's a large thin tower with red banners running down the length. Make your way over and you can sit on top of one of the gargoyles. Drop down on the guards, there are only three of them. Once you've dealt with them head through the big door.

The Church

Once you are through the main door, you will be attacked. Just wait and counter attack when appropriate. Once you've done that, wait for all the talking and then you will be prompted to drop smoke pellets and then use your grappling hook. Do so in that order. Thus begins your first stalker segment. This one isn't too complex (no moving parts). Hit detective mode when prompted. All of the glowing gold gargoyles are perches you can swing to using the grappling hook. Move up towards the intersection. From there you can take down the enemies on either side (one by the scaffolding and one in the confessional). Just get behind each one by gliding and then use a takedown. You can do a takedown through the back of the confessional. Once they've been taken down, go back up to the gargoyles and then drop down from the one behind the last two enemies. Come up behind them and hit the takedown button to take both out at once.

Now that the room is safe, head back towards the front door and on the left you will see a door that leads up to the bell tower (Batman will mention going up there when you are near it). Go through the door and as you go up the wooden stairs, if you turn right you can just grapple up through an archway. Walk into the tower itself and grapple your way up from ledge to ledge and then take a ladder up through the trap door (it will glow gold in detective mode).

When you get into the next room, inspect the sniper rifle using the evidence tracker. Once done, Joker will talk to you and mention something about a boom. Turn right and run towards the window. Double tap the evade button to jump out of the window.

Joker's Funhouse

From here, you want to head roughly south east. Follow the map (hit back/select to open it) and you're heading for the bridge to the industrial district. As you go, you'll be alerted to the availability of the Augmented Reality training. Feel free to pursue that to receive an upgraded grapnel (the gun that shoots the grapple hook). Continue across the bridge into Joker's fun house. If you're getting a Green arrow, then you're headed in the right direction. Your final destination is the Steel Mill (which is a chimney with giant statues attached). Once you finally find it, grapple up to the top of the chimney and you'll enter automatically.

The Steel Mill

Waste Exchange

You'll find yourself perched on a wire. Glide over to the ledge on the side and follow the hallway around. You'll come to a low gap by a trickling water pipe. You want to run towards this and hit the crouch button. You'll slide through the hole to the other side. Now make your way over the pipes here and you'll eventually come to a railing that appears to be on fire. If you approach, Batman will say something about how you'll be boiled alive. Enter detective mode and look dead ahead. There will be hatch across the gap. If you push up on the directional pad, you'll select your Batclaw. Aim and shoot at the hatch, then repeatedly tap the A button to open it.

Go over to the rail and drop down. Head towards the center and drop over the ledge. Slide to the left and then climb up again. Turn left and go onward. You'll come back to the center section again but you'll be able to hop on the rail in front of you. Do so and walk over the middle. When you run out of rail, turn right and hop to the next one. Use this to cross to the other side. Follow this platform around and at the end, activate detective mode. You'll notice that the floor is a blue color and has a "Pow!" symbol in the middle. Select your explosive gel (left on the directional pad) and then aim and shoot it on the blue surface. Back off from it and follow the command prompts to detonate it. Drop through the hole.

Head forward and crouch under the pipes. Don't walk into the pipes spewing steam/water. Instead, choose your baterang and use it to hit the button above and to the right of the hole in the wall. You'll automatically crouch. Just follow this crawl space until you can see into a room with inmates. From here, take a right and continue to follow the path until you come to some pipes spewing fire. After a second or two, the flames will die down so you can cross. Be quick though because the flame will return to its normal size quickly. Just past the flames take a left.

Loading Bay

You'll enter the main room but you'll be under it in the vents. Go through the vents and come out the other side. Once there, you'll be able to stand up. Take a right and then crouch and go left. follow the path until you see more pipes with steam and three green buttons on the other side. You have to hit all three of these quickly to shut off the steam. To do so, tap the aim button to quick throw instead of aiming. Head back the way you came and crawl under the metal steps back towards the center room. You'll enter a squarish area from which you can enter the center room. From this spot, you can actually enter above with a takedown, eliminating an enemy right from the start.

The group above consists of about 8 enemies. Most of them are nothing special however you should watch out for flying objects. Occasionally, an enemy will grab a milk crate or brick from the side to throw at you. Keep an eye out for this and dodge as appropriate. Aside from this, the rest of the enemies are pretty simple, not even carrying any kind of weapon.

Finding the Doctor

Take the door that leads west out of the room. There's nothing currently of note in the next room so go through the next set of doors. You'll come to a room and Batman mentions that he needs to find another way around so head to the left. If you follow the conveyor belt, you should see a door with a giant red button next to it. Hit the button to open the door and crouch under it. Hop off the belt and the grapple up to the ledge. Head into the bigger room and the grapple up to the vantage point for another stalker section.

This is pretty short but you won't be told what to do. Just go from vantage to vantage until you're behind the enemies (there are only three). Drop down behind the lone enemy and do a silent takedown. Then go down the stairs and do a double takedown on the enemies there. Go back up the stairs and jump through the window for good measure. Just cross to the door in the next room (or play with the giant Harley statue for fun).

Smelting Chamber

The next room has six guards in it. The first two are an easy target so just crouch down, sneak up behind them (they'll be right in front of you) and do a double take down. Climb up to a vantage point. At this point, you'll have two enemies wondering around and two in a room in the corner with the doctor. After you get rid of the two outside, one of the two in the room will come out. To get the first two, you can either drop down and sneak up behind him for a silent takedown or you can wait for him to walk under a vantage and do a takedown from there. It shouldn't be a problem to do either because they are fairly far apart. Once they are gone, move to the vantage attached to the room and just wait for the guy in the room to come out. He'll go right under it and you can do an inverted takedown. Swing over to one of the other vantages and you can do a glide kick on the last guy through the window. Just make sure to finish him while he's on the ground. Go over and hit A to free the doctor.

Finding Joker

Head out of the small room the doctor was in and turn left. Cross the center of the room and you should see a shutter door with a motor above it (it will be gold in detective mode). Take out your new toy which is right on the directional pad and then hit RB/R1 to shoot an electric charge. Note that in some cases you want to hit RT/R2 instead to have the opposite effect (in this case, it would close the door instead of open it). Go into the small room and do the same thing above the next door which will reveal a door right behind it. This one you just walk through with the A button. Grapple up to the ledge and enter the air duct.

Pop the vent open and drop down behind these guys. You can do a silent takedown or practice using the guns quickfire stun attack. It really does just stun them and is nowhere near permanant so keep that in mind. This guys really are nothing though and there are only four of them so take them down however you please. Once done, you should find yourself in a familiar room. Just turn around and find the door. Keep heading backwards through doors until you are back in the loading bay area from before and Harley Quinn will talk to you through the giant Joker Mouth on the wall.

Loading Bay

On the opposite side of the room is a generator (glows gold). It's kind of a cylindrical thing on a box. You want to alternate the two different electric shocks to push the giant hook in the middle of the room forward and backward like a swing. Eventually you will send it through the door in the Joker's Mouth. Pull it back out and then grapple up through the new hole.

Fight! If you use the quick shot on the big guy, it will cause a spasm which will swing his hammer in a big circle. Might sound kind of dumb in a 1 on 1 but it's a great way to start the fight. Hit him with that a few times and you should only have 1 or 2 enemies left aside from him. Keep your distance from him and watch for his giant jumping attack. Once it's just the two of you, close in and hit him three times and then double tap the evade button to jump over him. Hit him no more than three times and evade over him again. Rinse and Repeat until he is dead. Climb back up and try again.

Catwoman

Now you get to navigate as Catwoman which is far more different than the differences in fighting style (though not hard to adjust for). She can still run and jump but instead of the grapnel, she just has a whip which doesn't retract. This means that you can latch onto something and swing but then you need to climb up the side of the building. This is actually pretty simple, only requiring you to hit the same button a couple of times. You can aim in the direction you want to climb if you look before you leap. However, you will be rewarded with experience (in the upper left) for timing your leaps perfectly so you make a fluid climb to the top. Make your way NE to Catwoman's home. You'll actually see a Bat Signal above your destination.

On the west side of Catwoman's roof is actually a caged in area that you can hop onto. Go close to one of the gates on top and you can climb down through it and hang from the ceiling. Go over the top of the enemies below and you can drop directly from here for a combat takedown. The enemies are pretty simple but you can use this to practice your whip usage. Hit the LT button to attack an enemy with a whip which will knock them over from a good distance. Once done you can approach Catwoman's window and hit A to get your Caltrops.

Keep heading NE (follow the green marker on your compass at the top). You will soon come to a building crawling with enemies (you'll hear them before you see them). These enemies aren't anything special, dispatch them and then head for the tower in the water by way of the broken bridge. Be careful when you cross just beyond the bridge because there are enemies with guns up here. You can sneak up to take them down silently if you are careful. Use your ability to climb around the side of buildings to your advantage. If you get caught, use your whip to down them and then do a ground takedown to eliminate them quickly without taking too much damage.

Once they are clear, head up the stairs to the catwalk and then you can actually swing down to the underside of it and crawl along. You'll bump strait into a Riddle statue so you might as well grab it and then go forward until you are prompted to climb back up. This will put you on the other side of the locked gate. In the next room, you'll get into a minor fight with only five or so enemies. The most important part is that they act somewhat zombie like which doesn't change how you fight them so much as just being neat. After you finish them, a toxin will flood the room (not a Neurotoxin). Jump up to the ceiling and then climb through to the other side.

Again, once you climb up, you'll be confronted with a slightly larger group of enemies. Just keep your wits about you, there is plenty of space for the fight. There are about 8 or so enemies here. Once you've cleared them, there will be more toxin, another jump to the ceiling, and then another climb around to the top where you will be confronted with even more enemies. The difference in this area is that one of the plants on the wall will occasionally shoot fire balls at you. Try to move the fight along as best as possible to limit the number of shots it gets and remember to watch out when it does shoot.

Joker's Errand

Turn left and grapple up that way. Keep going and try to find a high point so you don't have to fear being shot at as much. You are headed North of your current location to the GCPD Building just east of the Amusement Mile. If you are wondering why the numbers going up is a good thing while looking for a cold spot, it's because it's actually already a negative number but they placed the negative sign in a terrible spot, making it hard to see. Or maybe I'm the only one who thought that.

GCPD Outdoors

Once you get there, be careful of patrolling guards. They all have guns so be sure to take them down one at a time while they are alone. If you are discovered, use your smoke pellets. If you are fast, the smoke pellets could even be enough to take out the enemies in the area (rather than just running).

After you've cleared the area, in front of the building is a ringing phone that you can answer to start a side mission. Head around to the side of the front of the building. There will be a shutter door that you can open with your Electric Charge. It will only open a little ways so you'll have to do a running slide under the door. Inside, turn right and head towards the double doors. You'll take the encryption key from the radio and do another hacking game for Penguin's radios. Find the yellow circle and then hold the A button. Now just head through the double doors.

GCPD

Go forward a little ways until the ceiling above opens up. Then you can grapple onto a ledge. Run forward and at the end you'll find a vent. Climb inside and it will bring you around to the giant middle room and your first real Stalker challenge.

There are five enemies in the area. The easiest to take out will probably be the front most two. One of them will be facing the front door and not turn and along the same wall and up some stairs will be another guy facing a different door way. Just wait until they are alone and drop down for a silent takedown. Once you've got those two, there are two more that circle around either side of the room. You may have to explosive gel the glass first but you can actually do an inverted takedown through the glass. Just have patience and wait for him to go right underneath. Take one down and the other two guards will probably go to investigate. Wait until they come out from under there. When they are finally out, select your baterang and use it to hit one guard and immediately glide kick the other. You should knock down both enemies, then just do a ground takedown on both to finish them off.

After a brief talk, head back to the entrance of the building. You'll be trapped and download the unlock codes you need. Drop through the grate in the floor and head into the nearby room. Climb back out and use detective mode to find the unlock panel on the wall. Select your Cryptographic Sequencer. Target the panel and shoot (RT/R2) to start the real hacking minigame.

You want to rotate the sticks to clear all the letters so you're only left with one letter per column. The left stick controls the left bunch of letters while the right stick controls the right bunch of letters. Rotate the left stick slowly until the first column resolves into a single letter. Continue rotating and soon the other letters should fall into place, one by one. Once you have gotten the left group, hold the analog stick there and go through the same process with the right analog stick and word. Once you have both words, the doors should unlock. Head back outside. To get out, you'll have to open the shutter and slide under like you did before.

The Museum

Climb up and then start heading WSW. The Museum is the Western most part of the city. Once you get to within a building's distance, watch out for armed guards. Drop in front of the museum and take out the guards here. They should present no real challenge. Once you've cleared them out, there is another security panel by the gate. Hack it to open the gate and then go through the door.

Once inside the museum, you'll meet a new enemy type. These enemies carry knives and can't be countered like normal enemies. When they attack, if you push away on the left stick and the counter button, you'll take a step back to dodge their attack. Unlike normal counters where you just need to hit counter any time they have the indicator above their heads, with knives you actually have to time it for when they are attacking and you need to hit it for each swing they take at you. When you successfully dodge a swing, you don't counter. In other words, no damage is dealt to the enemy.

The nice thing about enemies with knives is that if you knock the enemy down, they can drop their knives which just turns them into regular enemies that can be countered like any other. In cases like these, I encourage you to be aggressive towards knife wielding enemies, this will create a simpler group of enemies to deal with. Do so here to deal with these guys quickly.

Jump through the window on the right and try to hack the panel in here. You'll be told you can't do it and you'll have to head back outside to find the jammer in question.

The Jammers

The jammer is actually on the roof of this very building. It's above the northern wing. Climb up so you look over the jammer and then you can jump down and fight the enemies. You should be careful here because while none of these enemies have weapons, they can get weapons from the green stack of boxes by the wall. If you hear some kind of siren, it means that someone is trying to get a weapon out. This person should be your priority because if they get a weapon out, it can end this battle pretty quickly.

Run to each of the screens on the jammer and break each one. There are three. But wait, there's more! The other jammer is just north-east of the museum. You should see it in detective mode. You may end up approaching this building from a lower level rather than higher because of the low lying buildings around it. It may be preferable to go around it and get up higher before trying to take the enemies down. There are four of them. Two are together right next to the jammer and can be taken down with a baterang and glide. The other two will come running and if you leave you can probably do the same thing to them to quickly clear the area. Disable this jammer like the last one.

The Subway

It appears there is one more. You want to head south to the Subway station. You can actually get in without removing any of the guards. The entrance is on the west side. Just drop down on the far side of the glass and hop the barrier to get inside. Go down the stairs and do a double takedown on the guards talking about reading. Go down those stairs and at the bottom, take a right and continue down more stairs. This should open into the actual subway area. Head to the back left and you'll see a vent that you can remove. You actually want to grapple up onto the train nearby. Walk along the trains, and you'll eventually have to slide under some pipes, hurdle over others and then break through (with a simple attack) some boards blocking an archway. You should hear a couple of guys talking about Solomon Grundy. Hop over to the next train and crouch under the pipes.

Turn right and drop down behind the group looking at the painting of Solomon Grundy. Try and take the left two in a double takedown and then you should only be left with one enemy. Dispose of him and turn left. There will be a shuttered door. Open it and slide under. You'll come to a stalker section. While you could try and climb up past the guards to do your thing, I find it easier to just hop into the grates. Get in the grate and follow it around to the far side. Eventually someone will come up from the tracks and walk behind some boxes, blocking view from everyone else. Wait for him to get behind the boxes, hop out of hiding and do a silent takedown. From here, it's just a matter of letting the guards come and investigate which will generally isolate them from the rest. They come in groups of two usually so you just need to wait for them to separate, take one down and hop back into the grate. Rinse and repeat.

Once done with that, head over and destroy the last jammer (on the far side of the train car). Once you are done with that, you can simply return the way you came. Just watch for enemies that you may have left hanging around outside. Once you get outside, if you use your grapnel, you'll probably climb right back up to the museum.

Return to the Museum

Head back inside and through the window you jumped through earlier. This time you should have no trouble hacking the panel. Hack it and go back down the hall and to the railing. Turn left and climb up to the vantage points. You'll see a couple of thugs harassing someone below but before you intervene, there is a new enemy type down there. It's an armored enemy type. To deal damage, you first need to hit the B button to stun them. Then attack them like any other guy. Be warned that this guy also has a knife (they really didn't want this to be easy). Despite having only three enemies, you're looking at a very varied fight so stay on your feet. They are an Armored knife thug, a knife thug, and a regular guy. Make sure you dodge when necessary and you'll be fine. I highly recommend getting the Knife counter Takedown as soon as possible because it will make dealing with the armored knife guys easier.

Just to the right of the cop is your exit. Go down the hall and through the single door. You can't do anything on either side of the hallway yet. Turn right up ahead and inspect the gate you can't seem to open. You'll be told to use a remote control baterang (control is inverted by default). You want to throw it up and over the gate then back down to hit the button. Follow the hall left and go through the door.

Gladiator Pit

This is a big fight with probably 20+ enemies. It's a hugely simple fight though with no real diversity. In fact, you could probably make it through this fight by just attacking and suffer only one or two hits. Once you've cleared the room of the small fries, you'll have to deal with a Titan. This is a little bit easier than in AA. You don't have to play chicken, you just have to execute a three hit stun and then you can attack the Titan freely. Once you've done enough damage, you can get on his back and ride him. He has a charge attack and ground pound attack. Use him to do as much damage to the group of small enemies that has joined you. Eventually you will get bucked off, at which point I cleared the rest of the smaller enemies. They are weak and will go down fast. Once they are gone, you can finish up on the Titan fairly quickly.

After Penguin departs, head towards the gate under the stairs. You will need to throw a baterang over or through (it's possible) the fence on the right to hit a button on the wall. I found it was actually easier to try and throw the baterang through a gap in the fence than over it because the angle coming back down was too steep. This will open a gate under the left set of steps. Go through it and almost directly ahead of you will be a lift. Run and hop over the fence to get inside and then shoot the generator to go up. At the top you want to spray some explosive gel on the ceiling. Go down, detonate, go back up and climb out of the elevator.

Torture Chamber

Go forward and you'll soon find another destructible wall. Blow it up, walk through and go through the door on your left. Watch the cutscene and then hop down to the ice to rescue the cop. walk very slowly so you don't break the ice. If you hear a beeping sound, it's because you're moving too quickly. Once he's free, head back down to find the other two. head towards the right side of the room and be introduced to Penguin's friend. If you turn detective mode on, you will see golden glowing hooks scattered around the room and something hanging from the ceiling. Use the batclaw to grab and pull this object. It will fall in the water creating a raft. Shoot it with the batclaw and pull it towards you. Hop on and then use the batclaw on any of the hooks in the room to pull the raft towards them. Shoot at hook behind the cop and float over to his platform. The second guard is a little bit trickier but not overly so. You actually have to rescue him from the raft so make sure you get close.

War Room

To get to the War Room you need to cross to the south side of the Torture Chamber. You'll have to use the raft to get to the ice, then cross and use the raft on the other side to get close enough to grapple up to the doorway. Once you climb up, you'll come to a hallway with some thugs, including an armored thug. There is a security door in front of you so look for the panel on the left to hack it. Once you've gotten it down, I prefer to start this fight with a baterang just for good measure (for taunting you). Clear these guys out and head through the door.

Go around the corner, slide under the gate and then to the right of where the prisoner is being held, put explosive gel on the wall. A fight will start that is rather similar to the one you had before. In fact, it's pretty identical. If you shock the big guy, you'll get the same result. If you stun the big guy, you can get a decent number of hits in on him. Once they are cleared out, head through the wall to the right and around the back of the make shift cell. Free Freeze by hacking the panel. He will tell you to go to his suit. Go back to the torture chamber and cross to the northern side. Climb up and walk through the door at the end.

Armory

You will enter a new Stalker area. Hop up to the statues and make your way over to Mr. Freeze's suit. Drop down and do a silent takedown of him. From this point on, they will scatter a little so it's a matter of separating them out and picking them off. I highly recommend hanging by the stairs because it seems to be out of view of almost every area (including the bridge). You do have to be careful to listen for them saying something about "So you think you can hide in the darkness?" which means they are going to use their infrared goggles to search whichever vantage they are near. If you are near him, move to a different vantage and you'll be fine. The only other thing to watch for is when you get rid of half of the men, one of them will take a hostage. From that point on, you can't be seen or you lose. Listen for Batman to give cues as to what not to do. For instance, I dropped an inverted body by cutting the rope with a baterang and he mentioned that if I used another baterang, they'd discover my location. Once you've gotten the last two guys, go over to a vantage by the bridge and wait for the hostage taker to turn his back. Drop down and sneak up for a takedown. Be sure to be fast. Head back to the Torture Chamber. Go to the Iceberg Lounge. On the way, there will be a surprise. You want to mash the strike attack and then continue to the lounge.

the Iceberg Lounge

When you enter this room, Penguin will be in the middle of the room with Freeze's gun. To use the codes to disable the gun (that you got from Freeze's suit), you need to get closer. Make your way around the outside ring, stopping when you have a wall between you and Penguin. Wait for him to stop shooting and move to the next wall. Keep moving until you get to the far side and can walk up to him. When you start walking up to him, take out the Override using the directional pad and use LT/L1 to aim. As you start walking towards him, hold the RT/R2 to activate it. Keep holding it until you are on top of him. Now punch him.

Solomon Grundy

Solomon Grundy is a rather indirect fight but you need to keep an eye on him. He has an overhead attack that can reach pretty much anywhere. It's fast so you need to dodge as soon as it's coming. His other main attack is that he can spin the chains in a big circle. You have more time to plan this but you need to time your dodge as they balls are going by you.

To defeat him, you must plant explosive gel on the three different pads that keep changing colors and then set them off. You should be prompted to use the quick spray and quick detonate. Notice the little jump Batman does during the quick spray? That actually also counts as a dodge and will work for Solomon's attacks. Just dodge when necessary and plant those explosives. Once all three are destroyed, you can attack Solomon. Go pound on him to start the next phase

Phase 2 is rather similar to the first phase except you need to hit the pads on the ground while they are open and they don't always stay open. You also need to be aware that he might occasionally release a little critter on the ground. This is easily handled with a quick baterang. Go about this fight the same as the last and just remember to be careful to dodge his attacks. When you destroy all three again, pound on him again. Once he's on his back, you need to go up and "Finish Him"

And by that, it means start Phase 3. Phase 3 is similar to Phase 2 except that he hits the ground causing a shockwave that can hit you pretty much anywhere and he does it frequently. You also have to watch out for the little critters because they come at you much faster. Destroy the three pads once more and then attack Solomon Grundy a final time to destroy him.

Phase 4 starts with you being shot at. Just dodge left and right while still making forward progress. Once you are in striking range, let rip on him because he has no defenses. This will be over quickly.

The League of Shadows

Leave the museum and head NE. You're aiming for just south of Park Row and the Ace Chairman's Building. You could also just follow the blood trail there but hopefully this will save time. On top of the NE corner of this building, you should find bandages. Scan them when prompted and then chase after the Ninja. You will follow her for a little bit and then catch up to her. When the fight starts, just wait for her to attack you and then counter to plant the tracker on her. Meet a friend and act like a jerk.

You are tracking the assassin again but this time you will be quite a ways away. Follow the arrow and the box to your destination which should bring you all the way around the city to the Southwest part of the Industrial district. You'll find a Subway Maintenance Access that you want to jump down. It might be best if you try and glide and then dive bomb down because there are a few guards around the top with guns.

The Sewers

Once in the sewers, just follow the path you're on until you come to big gap. Drop down and take out the thugs here but be careful because one of them is armored and there isn't a whole lot of room to maneuver. Make sure to use your evade to jump over enemies so you can get some space. Once you get rid of them, head down the tunnel and take a right. Crouch under the gate and then pick the line launcher. You want to aim and shoot to go across the water but you want to release your aim and then re-aim as you get to the intersection. You want to aim left and then shoot again. This will send you in a 90 degree angle. Land and then take a left. Go down the hallway and take a right so you're standing on wooden boards above a group of thugs. Use a takedown to go through the wood.

This fight is a little complex. Thankfully there are no armored enemies but there are weapon crates scattered around the map and milk crates that enemies will try to throw at you. That can create quite a handful for this fight. Your priority should always be anybody going for a weapon. Take them out first with gadgets if you need to. After them, as long as you keep moving, you can skip the guys with the crates otherwise you want to go for them next.

Once they are cleared out, there is a panel on the Southeast wall. Hack it. Go through the gate you just opened and you'll find yourself in a familiar place. This is where the last jammer was. Near the jammer, in the northeast corner of the room is a door so you can continue your search for the assassin. Go through the door, use the line launcher to cross the water and then grapple up to the ledge above. Go through the door at the top and walk forward.

Old Gotham

Walk through the hole in the wall, turn left and use the line launcher to get moving across, then you want to do a second launch to the right half way across. You want to try and line it up as best you can you actually connect with the armored guy on the second line. Knock him down and do a ground takedown to save yourself some trouble. Once he's down, quickly try to find the enemies with the guns. One of them should be towards the front of the room. At this point though, just keep pounding and moving and you'll be fine. Go through the double doors in this room.

Wonder Tower Foundation

You are at another stalker phase. This level isn't too bad at all. Get up on the gargoyles and circle around until you've almost put the middle shaft between you and the hostage. After a minute, the man with the jammer pack will come around under you. Just do an inverted takedown on him. Then circle around so you can see the hostage. One of the two will go to investigate the body and you should take out the one who stays by the hostage. Go back up and wait for more people to come and check it out. You should be able to hit one with a baterang and then glide kick the other. Do two take downs on them and then wait for the last guy to come up and you can take him down too. Once they are all taken care of, head back to the intern and talk to her. Head back into the big room and head for the door on the north side.

Wonder City

Head through the next couple of rooms by activating the generators on the ground. At the end, you'll be attacked by Ninjas. They have blades so you have to treat them like enemies with knives. In this case, it pays to be aggressive since they all have swords. They shouldn't be too difficult. Make liberal use of strikes and evades. Once they are clear, there is a piece of floor that can be destroyed with explosives. Open detective mode to find it by the projection wall. Blow it open and then use an electrical charge.

Enter Wonder City and walk towards the door in the distance. After you take a better look at the door, examine the different machines to access their video memory. After you've examined a few of the robots, you will be attacked by two ninjas in the middle of the street. After a few more robots, the same thing will happen. But the middle of the street is a relatively safe place for the fight. Use your strikes, counters, dodges and takedowns and you'll end these fights quickly. Once you've examined all of the machines, head towards the big door and just to the left is the secret door. Examine it to find the switch and then you will be attacked. Be ready to counter and when you do, the door will open.

Follow the tunnel and turn and eventually you'll come to a ladder. Climb up and out. Walk forward and follow the light. you'll eventually be lead down some stairs and through a door. Go through the door and do as he says, drink from the chalice.

Demon's Blood

This section seems like it could be very hard but they actually tell you exactly what to do. Just follow the blue trail. When it goes down, dive bomb until it climbs, then climb. Make sure not to touch anything while doing this except for the giant blue crystal plateau. When you land on a plateau, be careful because you may be attacked by clay ninjas. They are like the regular ninjas except they provide more opportunities to counter and are on a smaller surface. If you get to a point with a spinning orange-yellow vortex, you want to dive bomb into it.

After diving into the second vortex, you'll find yourself in a room. Walk through the door and up the stairs to see Talia. Walk through the next set of doors for some talking

Ra's Al Ghul

First, you will be attacked by clay demons. Fight them off just the same as the ones you did before. After you've defeated them, Al Ghul will come up in giant form out of the sand. You want to shoot quick electrical charge shots at him but they have to get beyond his rotating wall of soldiers. This is easier than it seems. Just keep shooting and it'll slip through. The only real challenge is doing this will dodging his other attacks. Just dodge whenever you see any kind of attack coming. They travel fast and you can't afford to hesitate. Once this is done, you'll be attacked and need to keep hitting the counter button.

You'll get some conversation at this point but then you will be attacked. By a lot of enemies. Hammer on the counter button until all of the indicators are gone. This will give you an awesome combo counter to start with and then you can just run around bashing on all of the enemies. If you don't kill all of the enemies fast enough, the beginning of this sequence where you have to counter multiple attackers will happen again with whatever remaining enemies there are. Once you've cleared them all, Ra's Al Ghul will appear in his giant form again. Destroy this form just as you did before and he will attack you again. Hammer on the counter button again.

After you finish the fight, you will have to use the reverse Baterang on him. Hold the aim button and then use RB/R1 to lock on. Release the button to throw the baterang to finish up here.

Return to the Streets

You'll have to head back up the way you came. It should be pretty quiet up until you get back to the subway. Unfortunately, it seems it's actually easier to get rid of the guards than to sneak by them. When you come through the door into the subway you want to get on the gargoyle to the left (so you're over the tracks). Eventually the guard with the jammer pack will come by near you and you can drop down and take him out. Do so and return to the rafters. move around a little so they don't find you.

This is not an easy area to clear. They have the infrared goggles so be careful where you stay but as long as you make good use of your baterang (don't use it too often or they'll find you) and take downs, it shouldn't be too much of an issue. Just remember to move around a lot if they find you. When you manage to clear this area, head out through the Southwest. When you go through the shutter door, you'll actually find a new enemy. This one has a shield. To defeat them, just stun them and hit evade twice. This will knock them down and they will lose their shield, making them normal enemies again. Be aware that their attacks can't be countered in any way so you need to just avoid them or take down their shields.

Keep going until you get back the subway terminal. You'll have to crawl through a vent to get into the room and you'll have a very large group of enemies above you. This is a tough fight. You'll have a couple of shielded enemies and plenty of people with bats and pipes. You should also watch for some thrown weapons. Use the takedown on the armored guy to save you some trouble. Then try and find and take down the shielded enemies. Even though someone else will pick up the shield eventually, they can put a real stop to your flow so keep the shields out of the fight as best as you can. Then deal with the little guys until someone else picks up a shield and deal with him. When in doubt, just evade until you have some distance.

Back on the Streets

Get some altitude and start heading Northeast of here. You don't have to go far to find Quincy Sharp. This part is a little tough because it's five thugs right around him. If you have the weapon deactivator or the disarming boomerang then this is the perfect opportunity for those. Deactivate two weapons, boomerang a third, drop on a fourth and then attack the fifth and you should pretty quickly have eliminated the guns from the battle. After that, it turns into a regular fight. If you don't have these, drop in on someone and make good use of the smoke pellets. Either way, interrogate Quincy Sharp afterwards.

After a little bit of talking, you'll be headed to the GCPD. Head there but be careful because there are guards with guns on a lot of the rooftops now. It's actually safer in a lot of cases to glide through the streets than over rooftops. Another safe alternative is riding choppers since they don't check each other. Head over to the GCPD (east) and find a perch. There is a group of enemies down below. Drop down on one of the regular enemies to take him out instantly and then you have to use lots of stuns for the armored guy and the two shields. Be sure to evade a lot on this battle and don't worry too much about combat flow, just try and get it down because this isn't a particularly easy battle.

Once you've removed them, just activate the door as normal and the bottom will thaw. Then you can just slide under as you normally would. Enter the front door of the building. You can't really sneak up on Mr. Freeze here so just walk in the front door.

The Cure

Mr. Freeze

This is actually a pretty simple fight. You basically just have to set traps for Mr. Freeze to stun his suit and then attack him while he is stunned. The only real problem is that you can't stun the suit the same way twice and you have to stun him five times. You just have to stay out of sight so you can set your traps and not get destroyed by his Freeze ray. And make sure you watch for his drones in the air. They will try and find you and ram into but usually you just have to put something between yourself and them so that they'll crash.

Start off the battle by luring him to one of the magnets. Stand out of his line of sight and aim at the magnet with your electric charge gun. When he gets near it, shoot the magnet and he will get stunned. When he's kneeling on the ground run up and pound on him until his suit actually takes damage (noted in the upper right) and his suit starts beeping. Then run away and hide.

Second, if he follows you up to one of the high sides, flip over the railing and hold on so you can do a ledge takedown OR if he stays below you can just get behind him and do a glide kick from behind. Once you do one of these, you can't do the other. Either of these will stun him. Then hit him for damage and retreat.

Third, do a takedown from behind. Just get behind him any way you like and crouch walk up behind him. Hit him with a takedown to stun him.

Fourth, go to the room that has the wires running into the water. Just inside is a button. Hit it when Freeze walks into the water to stun him but wait for the voltage to die down before you attack him.

Fifth, in this same room, off to the right (assuming your still in the room) is a destroyable wall. Go put explosive gel on it and wait for Freeze to come in the room. Then run and slide under the wall. If he comes out then you can slide back into the room. Just wait for him to get close to the wall and set off the explosives. This will give you your last stun. Go in and finish him off. Once his bar is exhausted, you'll have to burst his bubble. Punch him in the face a few times and that should do it.

The Chase

Head towards the exit like normal except that it's blocked. turn around and run down the hallway towards the gate. The gate is partially open but the pipes are blocking the way. You want to throw your new freeze bombs at the opening of the pipe so it blocks the pipe. Now you can just slide through. Go through the door on the other side to exit the building. Watch events unfold and go to the rescue.

Head west but go slowly so you can see the beams from the sniper rifles. Watch for them around the crash site and then follow them back to the source. There should be two to the right and two to the left. Sneak up on them from behind and take them out before rescuing the reporter. Be careful when taking out either group because the sniping groups can see each other. However, if you are quick, they likely won't have time to get a clear shot. With them out of the way, go talk to the reporter.

How you actually get there is up to you but you are headed for the Southwest corner of the Steel Mill. Be careful because there are guards with sniper rifles all over the place and they only get thicker once you get to the Industrial District. You can go fast or you can go slow and take out all the guards, it's really your choice. Either way, when you get close, Oracle will give you a waypoint directly to where you are going. Outside is a small stalker section. There are two snipers here, one on a really high tower and one on a lower tower. Just make sure you get the high tower sniper and then the low tower sniper.

After that, it's a cakewalk really. Just wait for the enemies to come out of hiding and make use of your baterang and takedowns. They should fall in no time. Make your way inside. Inside, freeze the first guy and then try and take out the other two. It's a pretty simple battle but they do have access to a knife and a shield so watch for those.

Steel Mill returns

Look down over the railing and you'll see water. Throw a cryo bomb into the water to make a raft and then jump on. Use the batclaw to pull your raft along but make sure you let go and duck before you hit the wall. When you come out on the other side, use the bat claw to pull you towards the saws and then just jump up to the ledge above. Make a new raft on the other side and use the rings around the outside to stay away from the saw in the middle. Bring the raft to the far side and hop off again.

Climb up and look through the window. Glide through the window to start the fight. Keep a finger on your baterangs and the other on your counters. Those will save you big in this fight. Use the baterangs on the people trying to get weapons and counter everything they throw at you, which will be a lot. And watch out for the armored guy. He's the only special type of enemy here.

..."And why did it end in a church!?" Best line ever!

Go through the only door in the room and do a takedown on the unarmored guy. Then just stun the armored guy and take him down. Release the guy if you want but if you stick around for too long, he'll attack you. Blast a hole in the wall and go for a raft ride. Use the anchor points on the wall to pull yourself away from the saws and then use the other up ahead to pull yourself under the wall. On the other side of the wall, you will need to pull yourself back the way you came and off to the side. Get off the ice and onto dry land, then use the line launcher to get across to the other side.

From there, take a right and make another raft. Climb up on the ledge ahead. This part is a little tricky. You need to throw a remote control baterang through the hole in the door ahead, have it fly through the sparking electricity in the next room and then it needs to turn around and go into the other door and strike the panel in the small caged in room. It takes a few tries and some practice. On the other side, make a raft and be on the lookout on the right for a ledge to grapple up to. Once you get there, look for a security panel. Hack that and a draw bridge will drop for you to cross. Cross the draw bridge and take a right. Head for the double doors and eventually go through them.

Smelting Chamber

This room is tough. You want to wait for someone to go under the gargoyle you start under. Climb up there and wait for an inverted takedown opportunity. After you get him, start hopping around. There's no real pretty way of doing this so just wait for people to separate themselves from the group before you drop down on them. Use the fire extinguishers so you can drop down and take someone out without being noticed. You'll have to use all of your tricks to get through this room.

After you clear the room, there is a shuttered door in the Northeast. Open it and use the railings to cross to it. Go in and open the next door as well. Climb in the vent and into the next room. Go to the far end of the room and use the conveyor belt to get into the room with the guard. You can hop in one of the boxes (MGS?) and the conveyor belt will carry you around unseen. It won't take you out of the room though so ride to the end and do a silent takedown on him. Hop up on the ledge above to find Harley Quinn. Talk to her for a side mission. Then continue on behind her.

Go under the small door into the next room and then take the door on your right. In the next room, if you can, disable the weapons of the two snipers up in the doorway. Then you can just approach and take out the three guys on the ground. Clean them up and then hop up and get rid of the snipers who will try ineffectually to shoot at you. Follow the arrows on the floor.

Joker Boss Battle

Punch him a few times, he's a push over. Then fight the guys who come in to help. Unfortunately, he throws every size at you. You have a one armed guy and a Titan in this battle along with little guys and the Joker. Try to clean up the little guys as best you can while staying on the move. I highly recommend using the Electric Charge on the Hammer guy. When it's just the two big guys and the Joker, go for the Titan. Hit him with the Super Stun and then attack him until you ride him. Use him to attack the one armed guy. Rinse and repeat until the Titan is dead, then take the one armed guy down and finally the Joker. Be sure to watch out for train cars coming randomly throughout the fight. They can do some decent damage.

Catwoman

Climb forward and up onto the catwalk. You are headed toward Park Row. You'll find a few guys on your destination. You have an armored guard, a shielded guard, and gun guard. Focus on the guy with the gun, then the guy with the shield. The guy with the armor is easily countered whenever he strikes. Once you've dealt with them, go into the sewer. Run along the sewer, into the confiscated goods vault. Go into the next room and after she talks to herself a little, jump onto the ceiling and head into the next room. You want to find three guards and pick their pockets (not take them down).

Head back to the control room and use the computer to unlock the door. Head back towards the vault door and clear the area. Just isolate your enemies and pick them off. Be sure to use the shortcuts in the stacks where boxes are missing.

Head into the vault door and check the plant and the briefcases. You'll have to fight your way out. One enemy has armor and the other has a shield but otherwise they aren't anything special. There are six in total. Just make sure to use the space you have in here to your advantage.

Now grab the briefcases and head out. When you're almost out, you'll have to decide between saving Batman and walking away with the briefcases. You get to choose. While there is a wrong choice, it is an interesting choice to make at least once and won't really set you back any effort. When you're ready, go save Batman. Crawl through the vent and you'll automatically make your way to the Steel Mill.

Protocol 10

Chasing Choppers

When you regain control of Batman, make your way outside. After a long talk, start scanning choppers. Eventually you'll find the one you are looking for. Grapple up to it and steal the command code. From here, head all the way around the city to the Wonder tower. I highly recommend hitching a ride on a chopper when you can because you are pretty safe when attached to one. At Wonder tower, you want to head for the middle level (the one with the two Snipers). Deal with them as you will and then unlock the door there. Head inside.

Processing Center

Follow the hallway and go through the shuttered door. Drop down to the lower level and exit the far side of the room through the other shuttered door. Turn left and go through the door at the end of the hallway. Drop down and face the new enemy here.

The stun baton enemies aren't difficult to understand but they can be a pain to deal with. Stun enemies can't be countered in any way and you can't attack them from the front or you'll be stunned. The only way to deal damage to them is by jumping over them and hitting them from behind.

Deal with these three enemies. Once you are done with them, you'll be beat up by another group of enemies and you won't be allowed to react. Once you regain control, pay it all back. Beat them good. You've got a little bit of everything in this group so be careful. Watch for a gun, shield, and stun batons as well as occasional thrown items. When you clear this wave, the next wave will come with no weapons but one of the enemies is armored and there are plenty of weapons on the floor. Try to make quick work of them before they can get any weapons. Bounce the bozos and head through the manhole cover off to the side.

Wonder Tower Foundation

Head forward and drop through the hole in the ground. Eventually you'll come to a ledge. Line Launch south and at the second gap, you want to shoot at 90 degrees to the left. Put explosives on the ground to blow a hole in the ground. Drop down in there and meet the intern in the next room. She'll tell you about all the guards (that you're probably already aware of) in the open room beyond.

This stalker area is rather brutal. If you can deactivate a couple of weapons, use it on the two snipers on either end. The prime striking points are the gargoyles in the inner ring. Use them offensively but once you've taken someone out, head back to the outer ring of gargoyles and usually you'll be fine. Do be aware that the enemies have thermal goggles. Just be patient and stay on the outer ring and you should be fine. But don't forget you can still use some of these Gargoyles offensively too. Decode the elevator when the room is clear. Be aware that it might have multiple answers but only one of them is correct.

Wonder Tower

Inside the elevator is another panel you need to hack to get it moving. At the top, hop through the ceiling and go outside, there will be enemies waiting to ambush you (don't take too long because they'll open the door). While the glass takedown looks great, I'd go with taking down one of the two stun baton guards because it will leave you in a better position. Just get moving around and use takedowns on the stun and armored guards and this should be a fast fight. Off to one side of the elevator is another panel to open the gate. Hack it and climb through the door. Slide around to the back of the building and from the antenna, grapple up above.

Once you reach the landing, turn left and jump to the pipe on the side of the building. Follow that around as far as you can, and then you can grapple strait up and then you'll want to grapple again off to the side. Head back along the building and up the ladder into the elevator shaft. Run and Jump across to the far side landing (down one level). Head forward and take a right and you'll come back outside to a giant antenna again. Walk out and then tightrope walk on the wire. From about halfway along the wire, you'll be able to grapple up on top of the caged in walk way you just come from and from there you can grapple strait up above you.

You'll be just outside of the elevator shaft now and in the back of the room, to the left will be another panel to hack. Hack that and it will open a door far above you. You have to be right under the door to reach it with the grapnel. Once up there, go through the hallway until you come to a dead end. On the right side a little ways up you will find an air vent. You want to take the lower path in the vent which will lead you outside. From here, you can get to the gargoyles.

Observation Deck

Start the battle by hanging off of one of the outside ledges and doing a ledge takedown. Use any neutralizing tools you may have (deactivate weapons, sonic baterangs). There are two ladders in the room, they always go up one and down the other. I found the best spot was by the ladder that goes up. If you go through the middle of the room, Dr. Strange can see you and will point you out so be mindful of that. Almost all of the dirty work will have to be done on the ground so make good use of crawl spaces and cover. If you are patient though, you should be able to catch a guard alone at that spot and do a silent takedown. However you go about it, there are five left (assuming you took out the guard by the ledge).

When you are done, climb that ladder and go to strange's door. Hack the panel with an awesome password and then confront Dr. Strange.

Immortality

Follow the marker. Be careful when you got to about 50 meters though because there will be snipers all over the area (we're talking about ten or so). Take your time getting rid of each sniper. You want to be very mindful of the lasers and where they are pointing. For the most part start from the outside and high up and work your way in to your waypoint and down. Again, be very careful about whom you are taking out. There should be NO lasers near the enemy you are going for and you might want to wait just a moment to make sure no lasers sweep over him. If it's clear, sneak up with a silent takedown. You shouldn't do anything other than silent takedowns because everything else will draw a lot of attention and you probably won't manage to make it back to a vantage point alive. After you've unraveled almost all of the snipers, drop behind the last two by the doors and take them out. Head inside.

Clayface

Batman tells you right off what you need to do to defeat Clayface. Throw ice bombs at him. Hit RT/R2 twice to through one. Just keep tossing them at him and avoiding his attacks. He has a few attacks but they are painfully obvious when they are coming. He has a blade attack that is in close on the first swing and covers almost the entire area on the second. He also has a Hammer attack where he can squash you, an overhead leap that can cover the entire room, and an overhead swing that you can either dodge or use counter to dodge (you'll see the regular indicator above his head during this). He has one other attack where he turns into a ball which can be kind of hard to avoid if you're close to him so it's a good idea to keep your distance.

So you'll dodge a lot. In between dodging you should just be hammering him with grenades. Eventually his life bar will run out and he'll be frozen. Go beat on him a little bit. Eventually, he'll thaw and he'll return to his attacks. He will be more aggressive and take less damage than before but he's only got one new attack this time. He will spin around and shoot little pieces of clay at your feet. Just keep dodging this and repeat what you did last time.

Phase 3 is entirely different than the first two. Rather than fight clayface directly, you'll fight little clay creatures. You'll also notice two bars in the upper right. The orange bars are the creatures you're fighting. Once that disappears, Clayface will appear from the giant puddle of clay. You need to throw freeze blasts into his mouth. If you don't get it the first time, it will slow him down giving you a much easier time at getting it in his mouth the second time. This will lower the blue bar. But the more damage that you do to Clayface, the more minions he will send at you.

The real tough part here is that the minions have an incredible reach so you need to be very attentive to countering. It may even by wise to do just that rather than attacking them. Drop four freeze blasts in his mouth and he's done for.

***End***===


Or is it...

Epilogue

Head back to your apartment. Once you get there, drop into the cage like you did before and approach your window. Then a fight will start. They are a pretty simple group of enemies. Take them out and head to the museum. When you get to the museum, there will be a few guys, one with a shield, in front. Deal with them, head inside and deal with the group in the dinosaur exhibit. A couple of them will have knives.

Run down the hall, through the door and into the gladiator room. There's a good number of enemies here, a couple with shields and knives and lots of hammers and thrown weapons. Thankfully there are no Titans or guns so just keep moving and using your takedowns and you should be fine.

Go through either door, up the stairs and through the door at the top. You'll be in the torture chamber now. You want to swing under the catwalk and head right. Climb through the grate into the caged room. Then you want to pounce up to the catwalk above and follow that path around to the north wing towards the armory. You can drop down and there will be a few enemies just down the hall. Be fast because they are packing guns but thankfully there's only three of them.

Head into the armory to start a stalker section. This section is interesting because you can't get rid of all the guards. They keep respawning. Your only real target is Two-Face. Depending on where he is, you need to sneak up on him in a different way.

If he's on the bridge (like when he starts), you need to get over and hang on the ledge and wait for a ledge takedown. If he's by the entrance walking between the two balconies then you need to wait for a clear shot to sneak up behind him. You can also catch him on the lower level. He will walk around the Mammoth in the center. It's rather hard to catch him here but if you can get around behind him for a silent takedown, it'll make finishing the fight a lot easier.

The best method I've managed is to go to the back of the room so you're near the Mammoth's rear end. Climb up the ledge of the bridge so you are on the right side and wait to do a ledge takedown. Once you've done it, drop down, turn 180 degrees and then run forward and left into the alcove. There should be a vent here. Climb through it, take a left and run to the end and climb up into the vent. Come out the other side and try to make your way into the room and back up to the Gargoyles. With any luck, Two-Face will go back up to the bridge and you can rinse and repeat. Feel free to use a pouncing attack if that is what is convenient (for instance, when he's on the bottom floor).

One you've finished with him, you are back to Batman and can roam the city completing riddles and side-quests.

Collectibles

Park Row

Statues

Court House

Halfway down the stairs to the holding area, turn around and look up. This statue should be above the doorway from the first floor.

From the back door, look up and you'll see where an electrical wire is arching. Throw a remote controlled baterang through it, take a sharp left, go down the stairs, turn right at the bottom of the stairs, and head for the cell in the back corner. Go over the bars and hit the fuse box in the back. This will open the cell next to calendar man, revealing a trophy.

Riddles

row 1, Riddle 1

Park Row - Just North East of the Courthouse is Catwoman's House. Scan her apartment.

row 1, riddle 2

Park Row - There is an ally west of the words "Park Row" on the map. This is also the same ally you followed the bleach trail to for Identity Theft. In this area is a bar named "The Stacked Deck" and opposite that is the Mad Hatter's house. Go inside his house and on the right corner of the table is a copy of Alice in Wonderland. Scan that.

row 2, riddle 1

Park Row - Standing on top of the Courthouse flag pole, activate detective mode and look south to see a question mark. Align the two parts and scan them.

row 2, riddle 2

Park Row - East of the courthouse is a broken bridge section. Under that, you can see where the bridge would have continued but had fallen. On one side of the gate you can see signs that mention sibsidence. Scan these.

row 2, riddle 3

Park Row - From the Courthouse, head south, down the street and over the gate. Just after you pass the gate, turn right and you should see a building that has a sign that reads "Strange Minds." Scan that sign.

row 3, riddle 3

Park Row - South of the courthouse, at the next intersection, you should see the theater if you turn East. If you turn left, on the wall beside the theater is a poster that says "The Terror" and you should scan this.

row 4, riddle 1

Courthouse - Go in through the back door and into the court room. Immediately to your left is a boxed in desk with a gavel and two handguns. Scan the handguns.

row 4, riddle 3

Park Row - There is an alley just east of the words "Ace Chemical Building" on the map. Go into that alley and you are looking for a street sign on a lamp post that says "Crime Alley" on it. Scan that.

row 5, riddle 1

Courthouse - Go down stairs into the holding area. In one of the two cells is Calendar Man. Scan him.

row 5, riddle 3

Park Row - At the very top of the Ace Chemical Building is a giant sign. Scan the Sign.

Destructible

Park Row

Around the corner to the right of the theater is a camera. It is just on the corner to the right (as you walk away from the theater).

Amusement Mile

Statues

GCPD

You can hack and enter the first cell of the east-west hallway. Go into the cell and destroy the left wall to get into the next cell and claim your statue sitting on the cot.

Inside the Morgue on a table to the left of the door. The statue is sitting right in plain view.

From the stairs by the morgue (by the backdoor entrance to the GCPD), throw a remote controlled baterang through the electricity arching by the ceiling then have the baterang go down, under the gate. Have it go down this hallway and then have it take a right so it's traveling up the North-South holding cell hallway. There is only one cell in this hallway and the only way into it is through the upper right most window. Have the electrified baterang go through that window and hit the fusebox in the back of the room to open the door to the cell. Collect the trophy.

This statue is just above the front door. You have to walk out into the hallway and then grapple up to the rafter area above the hallway. Head back above the main entrance and you'll see the statue in a cage and a button by it turn around and where the intersection is, there is a button both to the left and one to the right. You need to trigger all three without touching the ground in between. This is tough because you can't tightrope on the line launcher here so you'll have to time things well. Start with either of the other switches (not the one by the cage). Stand on it, then line launch across to the other one and drop down just a split second early so you land on the button. Then you need to line launch back the way you came and then do a second line launch at a 90 degree angle (requires the line launcher upgrade) and as soon as you start moving towards the cage and the button, hit the B button so you land on the switch. Again, this will take some practice to get the timing but once you hit all three buttons without touching the ground, you'll be able to grab the statue.

Take the stairs from the parking lot up to the roof and walk around this level. On the front by the grates you can walk around under are a couple of destroyable walls. Destroy either and then crawl through the vent on the other side. This will take you around to a statue.

GCPD Vehicle Access

Head back to the front door of the GCPD and slide under the shutter as usual. Instead of heading through the door, head down the ramp and destroy the wall here to access a statue.

From the last statue, turn left and you can see the statue from an area that you can't reach from here. If you look on the right wall of that area is a destroyable wall. Go outside and to the buildings Northwest of the GCPD. Look down from the roof and you should see the boarded up area on the wall. You need to glide into that to break through. Dive Bomb if you have to. It may take a try or two to line it up but once you're through, you can just pick the statue up.

This is a Catwoman statue. From where you collected the last statue as Batman, Catwoman can pounce up and climb above the water to the other side and you should see the pink statue dead ahead.

Outside the GCPD

In the southwest area outside of the building will be a small booth and you may be able to see the trophy inside but you have to go to the building just to the west and get as close to the booth as possible. You'll have to use an upgraded Sequencer to hack the gate from here, then go back across and in the front door of the booth.

On the east side of the building, just below the back door entrance is a little arch that doesn't lead anywhere and hanging upside down from the keystone of the arch is a trophy. Use the batclaw.

Head west from the GCPD and under the broken bridge. Against the building to the north should be a vent and a button. Stand on the button and three question marks will light up on the building to the west. The two marks on either side are blocked by fences so you'll have to turn to get those. I recommend you get the two on either side first and then hit the middle one last. Use the Remote Controlled Baterang on all three and make liberal use of the boost function.

From the north side of the GCPD roof, look NW and you'll see a building with a giant GOTHAM sign on it. Under that sign, in the nook is a trophy. You'll need to glide from the GCPD, under the trophy to hit the button on the wall, wall glide off of that and grapple up to the statue to collect it.

Gotham Casino

On the northern most part of the roof will be a shack with the trophy in it.

On the west side of the building will be a small caged in area with a trophy. You have to slide under this caged area, causing the trophy to flip down and then you need to hit A while you are sliding to grab it mid slide.

On the building to the west of the Gotham Casino (it appears attached to the Casino on the map) will be a button. Glide from this button to the button just north east and then turn right and glide to the last button to open the trophy cage.

From the last trophy, you may have noticed what looked like another one of those cage mazes. Go over to it and head east. You'll walk across a fence platform and then drop down. Turn around and you'll see a flooded alley. Line launch across and then swing up to tightrope walk on it (requires upgrade). Head all the way to the end and you'll see the trophy and a generator to your right. You'll have to aim high to activate the generator. Activate it and then head back up to the top where you started.

Drop down the east side of the building and you'll want to land on a small balcony sticking out with a boat and a payphone on it. Go inside and turn left. Stand on the button in the corner and then turn around. Line launch all the way down the hall and through two destroyable walls. You should land right next to a statue.

Amusement Mile

On the north side of the map is a little pocket sticking out westward beyond the green line. You can see it from the edge of the broken bridge. Stand on the bridge and use a Freeze Blast to make a raft. Jump down to it and then use the Disruptor (requires upgrade) on the turret in the room. Then just pull yourself over to the ledge with the batclaw and collect the trophy.

This building is just north of the GCPD and has a sign on it that reads "Gotham Sea Pier". On the SW side of the roof is a girder with a Riddler button on it and a statue. If you stand on the button and look south, you should see three lit up question marks just above the water line. Get off the button to gain access to them. Create an ice raft by the question marks and put explosive gel on each one, then return to the button. While standing on it, trigger the explosive gel and then take the trophy.

This building is just north of the GCPD and has a sign on it that reads "Gotham Sea Pier". On the highest part of the roof, you'll find another Riddler button and trophy. Just stand on the button and use the batclaw to grab the trophy.

On the building connected to Poison Ivy's building is a billboard. Right next to the billboard is a door that would otherwise lead into the building but it's been sealed off. Use Explosive Gel to open it.

East of where the Bridge starts leading to the industrail district, you'll find cranes. If you look down from the northern most crane, you will find a group of buttons with fencing between them and a statue. This crane is also the crane with a Augmented Reality Training on it. To do this, you need the grapnel boost. Hit the first button, then grapnel boost up to the crane and over, turn around and then dive bomb onto the next statue. It's a good idea to get some distance before you turn around. You want to try and aim almost strait down to line this up BEFORE you do the dive bomb and then when you are fairly certain that you've lined it up, dive bomb onto the next button. Do this again for the last and then collect your trophy.

From the same crane above the buttons, use the REC to raise the hook of the crane. On the ball above the hook will be a trophy. Use the batclaw to collect it.

Just east of the crane from the previous two statues is a little platform (it's sticking out of the water at an angle). Under the roof will be a button. Stand on it and watch the pattern that displays. When the gate opens, you need to hit the five question marks in the order indicated.

Pattern 1: 1,3,5,2,4
Pattern 2: 4,3,1,5,2
Pattern 3: 3,5,2,1,4

Above Bane's building (just north of the crane) is a vent system with a couple of question marks. The trick here is that you need to hit both switches but you have to time your Remote Control Baterang so it goes through while the vents are open. Try to throw the Baterang just before the vent opens and hit the boost so it hits the first mark. Then the vents will close but when they reopen, they'll stay open allowing you to hit the second mark at your leisure. Hit both and the cage to the left will open.

In the room with Bane (just south of the GCPD) there will be a bunch of side rooms. As you come into the main room, immediately turn right and you will see a counter with a room beyond that you can't get into. There is a trophy there, you just need to use the batclaw.

On the east side of Bane's building, on the outside of the building will be a small caged in area with Red Buttons. If you step on the buttons, it will actually close the cage for the trophy. You want to move just to the right a little without stepping on the buttons and line launch across. You want to aim for the legs of the crane in the distance. If you aren't getting it, move Batman around until you are close enough to hit it.

If you look of the north side of the Bane Building, you should see a roof jutting out towards the GCPD. Throw an Freeze Blast into the water to make a raft and pull yourself under the roof with the batclaw. There is a panel off to the right side to hack. Then just pull yourself inside and grab the trophy.

This trophy is right under the middle of the bridge heading to the industrial district. Throw a Freeze Blast under the middle of the bridge to make a raft and then aim up with your batclaw.

Just west of the bridge will be a building with a button on the very top. If you look south, you'll see another button on the side of another building. Jump off the first button and glide into the second, then as you hit the second button, hit the glide button again to jump off and glide in the opposite direction. There is one more statue against the wall across from this one. Once you glide into this one, hit the glide button back in the opposite direction (towards button two) and use the grapnel to pull you back up to that roof. The trophy will be here but you only have 7 seconds to get it which is why you had to glide jump off of button three.

This statue is on the same building that you started on for the last trophy except on a lower section of the roof to the south. Hop down to it. There will be a caged off area that you have to crawl through and it's filled with mines. It is possible to make it through with no extra health but make sure you know where you are going first. It's actually pretty simple, just keep taking right turns. This is a lot easier to do if you can deactivate the bombs with the disruptor but it's not necessary.

On the northern section of the previous building, just about at the AMU in Amusement Mile will be a button puzzle. It IS as easy as it seems. You merely have to walk over the three buttons to get the trophy.

Just east of the bridge leading to the industrial district, on top of the GCR building. On the lower section is a caged area and you need to get the ball to then end of the maze using the REC. Just step on the button beside the maze and shoot at the generator to pull the ball, then step off of the button and shoot it again. It'll get to the end and you just need to wait for the generator to shut off and the ball to roll by the green gated are.

On the building with AMU of the Amusement Mile on it, on the corner closest to the church are a group of six question marks. You must hit them all in quick succession. Use Explosive Gel to cover the buttom three and then climb up on the building next to the church. Quick throw baterangs at the top three marks, then set off the explosive gel to get all six. Jump down and claim your prize.

North of the Olympus and West of the GCPD is a regular building. On the roof, there is a vent area that can be hacked open. Hack it and the gate will slide open for you.

GCR Building

This trophy is on the Antenna of the building. It is on the level with the letter C.

On the Northern and lower most part of the roof, is a caged trophy with a button. The button alternates Red and Green. You need to step on it while it's green to open the cage.

Gotham City Olympus

Approaching from the West side, there is a balcony under the glowing sign. Drop onto the balcony and break open the wall there (just punch it).

Riddles

row 1, Riddle 1

Gotham Casino - On the east side of the building, you willl see three pieces of building sticking out. You want to look at the north side of the southern most piece which will have a giant poster for "The Flying Graysons" CANCELLED.

row 1, riddle 2

Just south of the GCPD is the Krank Co. Toys building. You want to scan the giant sign and bear.

row 2, riddle 1

SE of the Gotham Casino, you will see the Gotham City Olympus. Above the sign is a statue with a blue lightning bolt in it's hand. You want to scan the blue bolt. If you have trouble, you can scan it while gliding to get closer.

row 3, riddle 1

If you stand on the Gotham Casino and look south, you will see three water towers. Under the right most water tower, you will see a motor (still on the roof) above what looks like a door but with no shutter. You need to CLOSE the shutter. On this shutter is the dot for the question mark. If you look directly North of this spot, you'll see a building with a billboard. Stand just on the other side of the billboard on the small raised section of roof. On the back of the billboard is the top of the mark. Turn on detective mode and then line up the part on the billboard with the dot on the shutter in the distance.

row 3, riddle 2

GCPD Vehicle Access - After collecting the second statue from here, line launch across the water to where Catwoman's statue is/was. After landing, turn left and you should see a couple of parking spots. Scan James Gordon's spot.

row 4, riddle 1

Stand on top of the GCPD and look ENE. In the distance, you should see an island. Zoom in to see that it is Arkham Asylum with giant plant overgrowth and all. Scan this.

row 4, riddle 2

GCPD roof - On the north side of the roof will be the Bat Signal. Scan it.

row 5, riddle 1

Go to Poison Ivy's building NW of the GCPD. It is made up of two buildings connected by a catwalk. If you look in the water between them, you should see what may, at a distance, look like a bed floating in the water. It's actually a containment cell. Scan this.

row 5, riddle 2

On the very top of the bridge leading to the Industrial District, you will find a pile of hay and mask. Scan this.

Destructibles

TYGER Computer

If you look NW from the GCPD, you'll see Ivy's tower on the right, a water tower just to the left of that and on the same section of roof as the water tower but just to the left against a wall, you should see the computer. Hack it.

row 3, Riddle 2

Industrial District - By the Steel Mill's front gate (by where AR training Advanced 1 is) there will be a pay phone next to a building and a man leaning on the pay phone. The man is actually dead. Scan him.

Subway

Statues

Subway Access

As soon as you drop down into the subway from the Industrial District, turn left and you'll see electricity. You need to throw your baterang through the electricity, then have it do a U-turn (remember to let go of the aiming button before pressing it again). After the U-turn, have it take the first left and go all the way to the end. You will have to pass by a gate by going over it and through a small hole then angle down to hit the fuse box on the back wall. This will open the gate so you can reach the statue.

From the industrial district entrance, head forward, over the gap and then take a left. You will come to another gap and the statue will be visible across the gap. Line Launch over to it.

From the position of the previous statue, drop down to the bridge bellow. Climb up on the railing and create an ice raft on the water below. Jump down on the raft and under the bridge will be two statues. Use your batclaw to collect one.

  • Follow the instructions for the previous statue but instead of using the ice raft, jump up on the railing and climb down onto the bottom side of the bridge to collect the pink statue.

From the bridge, go the only direction you can and when you get to the intersection, turn left. The wall here should be destroyable and beyond will be a door you will have to slide under. On the far side of the room are three statues and a button. Stand on the button and the door behind you will close. Throw a baterang at the dot of the Question Mark, then grab the three statues on the wall. Soon, the pipes on either side of the room will start opening up. Use the Freeze Blast quick throw on these pipes to seal them. Do so for the first two, then the next two and the move to the far side and seal the last two. Then the door will open and let you out.

  • Once you've exited back out from the area the three previous statues were in, there will be another gate to slide under directly ahead of you. You will see a pink statue on the ceiling directly ahead. You will need to be Catwoman to collect it.

From where you can see the previous Catwoman statue, you will need to line launch twice. Line Launch once directly ahead and when you get to about where the Catwoman statue is, you want to do another Line Launch to your right and you should land right on the statue.

Subway Terminal

After dropping down from the Subway Access, you should see this statue to your left. Head towards the trains and turn left to see some stairs leading up. Go up them but not up the ladder. You can climb under the grate or punch through the boarded up wall. Either way, once in the (formerly) closed off area, keep heading down the stairs until you've come around behind the statue.

Climb up on the southernmost gargoyle and then turn left with detective mode on. You should see a destroyable wall. You want to glide from the gargoyle through that wall and you'll land on the statue.

Inside the western most subway car, you can see this statue hanging upside down from the roof. You'll need to use your batclaw to get it.

On the northern terminal platform, go all the way to the west end but don't go up the stairs. Tucked under the stairs should be a vent through which you can see a statue. Crawl through and collect it.

While looking at the previous statue/vent, if you look up then you should be able to see a room through a gap just below the stairs. There is a round hole in the fence here through which you can shoot your REC. Aim through the hole and try to hit the fuse box on the far wall, then go up the stairs to your left and collect your statue in that room (which is now open).

At the west end, just below the gargoyle is a room. Enter the room and hack the panel here to get a statue.

  • This statue is just above the shutter leading towards the Subway Tunnel and can only be obtained by Catwoman.

Go into the northern tunnel of the Subway Terminal that heads toward Wonder Tower and turn right. Open the shutter there, slide under and collect the statue.

In the Tunnel that leads to Wonder Tower, there is a gap you have to cross. In the water under you will be a frozen statue. You can't collect this statue from range so you need to make a raft near it, fall onto the raft and collect it.

In the tunnel that leads to Wonder Tower, there is a statue on the wall as you look north. You have to make an ice raft directly under it, then hack the panel from the ice raft (requires gadget upgrade). You then have to return to the ledge and Line Launch towards the statue and then tightrope walk to it (requires line launch upgrade).

Subway Tunnel

In the Southern tunnel, at the far east end is a wall you can destroy. Do so and beyond it is another Death Trap room. Slide under the door. You want to be prepared to move quickly. Hack the panel which will start a countdown and the floor will become electrified. As soon as the countdown starts, you need to use the Line Launcher and then hit RB to swing up on it to tightrope walk (requires Line Launcher upgrade). Just sit on the wire until the floor returns to normal and collect your statues.

This is in the southern tunnel. If you come from the Subway Terminal, climb up on the cars and follow them all the way to the west as far as you can go. Eventually you'll hit a point where rubble has blocked your path and there's a small gap between you and the next car (which is burried under the rubble). In between these two cars, the statue rests on the tracks.

In the north tunnel, on the east side (accessed through a destroyable wall), you will see a button on the tracks. Step on the button and it will light up three buttons you have to hit inside the subway car ahead. All three switches are in the ceiling of the car and once you hit the first switch, you only have 8 seconds to hit both of the other. Thankfully, you just have to hit the question mark and not the dot to activate the switch. You'll have to make good use of the Remote Baterang and it's boost to accomplish this.

Subway Tunnel - Start in the Subway Station. In between the tracks on the east side is a panel you can hack (you must have the TYGER encryption). Hack the panel and two doors open up. Go through the door on the left and inside the train will be a statue.

Subway Station

On the bottom floor of the station, go through the right door on the north side. On the left, you'll pass a vent. Go through it and you'll find a statue at the end of the tunnel.

In the vent that leads between the Subway Tunnels and the Station, you will find a statue in the Station end. It will be the only turn you can take of the main path. It's a lot easier to see in first person.

  • On the top floor, head into the room to the east. This Catwoman statue will be sitting on a desk.

From the previous statue, turn right and you'll see a vent. Pull open the vent and crawl to the next room. Blow open a hole in the floor and drop down to collect the statue there.

On the top floor by the south doors, there will be two small rooms. One of them is blocked. You must hack the panel to get into the room. Do so to collect your trophy

Riddles

row 1, Riddle 1

Subway Access - From the Industrial District entrance, head forward and over the first gap. Take a left and you'll come to another gap (which has a statue on the far end if you haven't collected it). Line launch across the gap. There is a destroyable section of ground here. Destroy it and drop through the hole. On the table in this room will be a giant collar with a chain. Scan this.

row 2, Riddle 1

Subway Tunnels - Enter from the Subway Terminal and then head up the southern tunnel a little bit. The last train car that you can walk on can also be entered. Walk through the car and you'll notice one of the windows is still intact. In fact, it's a mirror. Turn on Detective Mode and you should see a dot on the mirror and the reflection of a question mark on the wall behind you. Line up the dot so it makes a full question mark and then scan it.

row 3, Riddle 1

Subway Station - On the bottom floor of the station, in the northwest corner will be a Vicki Vale Show poster. Scan the poster.

row 4, Riddle 1

Subway Tunnels - By the exit leading to the Subway Terminal, you should find a Titan tank. To the left of the tank you should see a giant mural on the wall of Solomon Grundy. Scan this.

row 5, Riddle 1

Subway Terminal - From the door that exits the area to the north, follow the wall to the left. Just before the end of the wall should be a poster that says "Visit Santa Prisca." Scan this poster.

Destructibles

Subway Access

Just as you enter from the Industrial District, hurdle over the pipe in front of you and just before the hole in the ground should be some chattering teeth.

Continue down the previous hall and take the first left. More teeth should be on the ground before the next gap (that you'll line launch over).

Drop down to the bridge below after the previous set of teeth and then go forward. Turn right at the intersection and slide under the gate. There should be more teeth at your feet.

The last set of teeth in this area is the intersection just before where you drop into the Subway Terminal.

Subway Terminal

Just after dropping into the terminal from Subway Access, turn around and you should see the teeth by the barrels.

On the northern platform, you will find chattering teeth by the base of the stairs on the west side of the platform.

By the southwestern exit to this area (where you need to open a shutter with the REC), you should find a set of teeth on the ground.

In the tunnel leading toward Wonder Tower, these teeth are located just before the door to Wonder Tower Fondation.

Subway Tunnel

You'll find this on top of one of the cars in the northern tunnel near some pipes you must slide under.

This is by the western end of the southern tunnel, just before you climb through the vent into the Subway Station.

Subway Station

On the bottom floor, you'll find teeth at the west end, between the tracks.

On the top floor by the doors to the south, there are two rooms. In the room to the right will be chattering teeth on the floor by a dead body.

The Bowery

Statues

Bowery

Across from the museum and south is a building with a maze on it. This is also the same building where you can change characters. There are two generators and a switch on the roof and a ball in the cage. Use the generators to move the ball. Since each generator can move in two directions, you can move the ball in all four directions. The switch will open two gates inside. You just need to get the ball to the other side of the maze so you can retrieve the trophy.

From the jammer on the roof of the museum, turn north and directly ahead and above the train tracks is a statue.

Riddles

row 1, Riddle 1

Just scan the top of Wonder Tower.

row 1, Riddle 2

Looking at the front door of the museum, head right and follow the wall. By the ramp leading to the subway, on the wall of the museum, you should see Wanted Posters for Bruce Wayne. There will be a bunch of them. Scan them.

row 2, Riddle 1

From riddle 3/1, standing in front of the hat shop, head east and then head north at the next corner. Once you go over a small bridge, turn left and you should see Sal Maroni's Italian Restaurant. Scan the sign. This is attached to the same same building as the Hat Shop as far as the map is concerned.

row 2, Riddle 2

From riddle 2/1, starting at Sal Maroni's Restaurant, head north until you hit the corner of the building. Turn east and look down to street level and you will see a shop that sells puppets and magic props. Scan the sign of the puppet.

row 3, Riddle 1

Standing on the Museum and looking east, you should see a lit up sign for "Live Nudes." Just to the right and under that sign is a "Hat Shop" sign. You can scan it from here if you zoom in.

row 3, Riddle 2

Along the southern wall of the city, on the street closest to the Restricted Area, you will find a news van. South of the news van, blocking the road access to the rest of Gotham is a door with the TYGER symbol and says "Inmate Behavioral Analysis Unit."

row 4, Riddle 1

East of "The Bowery" on the map, you'll see two buildings connected by a small bridge on the map. On the roof of the northern building will be a billboard with Quincy Sharp on it. It will be on the southern part of the building.

row 4, Riddle 2

Keep heading through Wonder Tower until you get to the courtyard with the giant Dr. Strange TV broadcast. There is a door to the left of the giant TV and inside is the guard that you may remember from the AC trailer. Scan his body.

row 5, Riddle 1

Go into Wonder Tower from the Bowery. This requires you to hack the door on the second floor with the TYGER encryption (as you would during the story). Go through that door and up the hall to the next which you have to open with the REC. On the other side, instead of dropping down, go to the gate on the opposite side of this level. You will need to hack a panel inside the room beyond to open the gate which will require the Sequencer upgrade. Open the door and look through the first window. Activate detective mode and you should see the dot on the window sill in this room and the rest of the mark on the window on the far side. Line them up.

row 5, Riddle 2

On the balcony just before the door you hack to enter Wonder Tower, there is a plaque. Go to the south end of the balcony and you will see a plaque that reads "Arkham City Opened by Mayor Quincy Sharp On the Novermber 19th, 1..." and the corner of the sign is broken. Scan the sign (may need to zoom in).

row 5, Riddle 3

Go down to the street just to the east of the Museum. Head north up the street but watch out for mines. When you get to the last section that is still under the roof, look towards the gate to the north. Up above the gate is a sign advertising "Sale On! Crazy Prices!" Scan that sign (may need to zoom in).

Destructibles

Bowery

Stand at the top of the Ace Chemical building and then look south. Glide down to the roof of the building in front of you and you should find a computer. Hack the computer. (It's not a destructible but you must find it and it reveals the position of all the destructibles in the area).

Steel Mill

Statues

Freight Elevator

The Freight Elevator is the east door in the Loading Bay. Once through the door, immediately turn left and you will see round door on the wall. Use the Batclaw to pull it open.

The Freight Elevator is the east door in the Loading Bay. Use your sequencer to hack the panel and open the doors. Stand above the left elevator and raise it (you can clear the enemies if you like) then head into the right shaft while the left elevator is raised and hop down under the left elevator. From here, you can grapple up to the right elevator (half of the floor is gone) and grab the statue.

Riddles

row 1, Riddle 1

Loading Bay - Climb up to the Joker's Fun House area. From the chair the Joker was sitting in looking out of the room, turn right and there should be Harley Quinn's old costume on a dummy. Scan this.

row 2, Riddle 1

Assembly Line - In this area, after coming through the door from the Smelting Chamber, you will find a cell and it should have the two one armed enemies that you fought earlier. Scan them.

Side Missions

Watcher in the Wings

You will find him first across and to the left (south) of the GCPD building. He will talk to you and leave a symbol on the ground. Scan it.

You will also meet him on top of one of the buildings south of the courthouse. Look out from the courthouse steps and the building across the street to the right. He should be on the corner closest to you.

You can also find him on top of the ferris wheel in the Industrial District. It's in the eastern part of the district, by the water. Climb up and talk to him.

You can also find him Northeast of Catwoman in the Bowery. He will be on the NW corner of the building and he will leave another symbol on the ground. After this, the map will open up and Batman will notice that the symbols line up. The answer to this puzzle is as follows:

You should have 5 circles. There are three very close together and they should be toward the top of the map. Four of the circles will be points where you met the watcher. The top middle circle will be on the right side of the Church, upper left will be south of the courthouse, upper right will be just west of the GCPD, lower left will be just north of the subway entrance in the Bowery and the bottom right will be just north of the east side of the Steel Mill. This will reveal the 5th spot by the church. Go there and then if you look NW then you should see the last symbol on the wall. Scan it.

Note that the Watcher may not appear until you finish the story line for this section. [3]

Shot in the Dark

There will be a distress beacon from a building in the Amusement Mile. On top of a building Southwest of the GCPD you'll find a political prisoner. Talk to him and he'll be shot. Enter detective mode and scan the point where the bullet struck to trace it back to it's source. Follow the line back into the industrial district and examine the crime scene to find a bullet casing. After this, you will have to wait for Oracle to give you a call and tell you there has been another murder.

This is going to be in the Northeastern part of the Park Row area. East of the courthouse is a broken bridge and the new body is on that bridge. Check around the body again for another bullet hole. Scan that in evidence mode and then follow the trail eastward. On the building that the trail ends, you will find a tripod on the corner closest to the body. Search the tripod for evidence. Once you've done so, you'll have to wait for Oracle again.

The third victim is in the street NW of the words Park Row and SW of the courthouse. You'll actually hear some thugs talking about it and you'll have to take them out before you can check for evidence. Follow the line from the bullet hole over to the wall. There will actually be another hole where the line ends because the shot was ricocheted off of here. Examine that to get a trajectory for a building between the church and courthouse. On the corner closest to the victim, you can see some snow has been melted. Examine that.

On top of the NE substation, one of the three hatches will have a PDA behind it. Hack the PDA to find out Deadshot's location. Then you need to get to his position in three minutes and it's north of the Museum. Once you get there, you'll have to fight Deadshot. Stay crouched and move from cover to cover whenever he turns away. When you are close to him, wait for him to turn away and then rush him and attack him. Just keep striking him and he'll go down. Mission accomplished.

The Cure

You'll find this on one of the building SW of the Courthouse. It will be marked on your map. This is mostly just a combat mission. When you start fighting, keep the common enemies at bay but focus on attacking the glowing guy (who will remain nameless so as not to spoil). The common enemies will spawn endlessly until you take the main guy out. He will also shoot a lightning attack at you if you don't hit him as soon as he appears. He will then disappear once hit and then reappear again so keep your eyes peeled for him.

Once you've hit him a few times, do a ground takedown on him to finish the Mission

Riddler

NOTE: This will contain answers to Riddles, you've been warned.

Head to the church and you'll be presented with a Riddle. The answer is Organ so scan the organ at the back of the room. Head to the Court House and back to where Two-Face was. Take out the thugs there and you will be presented with a number puzzle. You must line up the numbers so the bottom number is 275 and the right number is 325.

After this, you'll be given a word puzzle. The answer, is secret. He will then reveal the next location. Head to the building marked and by the street at the bottom of the building you will see a wall with a question mark on it. Examine the wall and you'll punch through it. Go through the door and listen to the Riddler talk. Turn around and on the wall there will be a question mark. Throw a baterang at the dot of the question mark to unlock the next door. In the next room, you can use the line launcher to get to the safe tile across the room or you can throw baterangs at the different question mark switches around the room to reveal a path. Either way, once you get to the other side, use a baterang on the switch to your left (as you look toward the entrance) to raise the platform. Glide down to the hostage and rescue him.

At this point, if you haven't found enough trophies and riddles, you won't find out the next hostage location. Keep finding statues and solving riddles until you are informed that you can use the Enigma Machine. Open it and the solution to the riddle is "darkness."

Head toward the way point and check the back of the building for another false wall. It will have a question mark on it. Walk up to it and inspect it to break through. Inside, jump down onto the button to start a shell game. Don't bother keeping track of the shells. Flip on detective mode to see where he actually ends up. The second hostage will be under the left shell [3]. Time to collect more secrets.

Fragile Alliance

You will receive a transmission of a distress beacon near the GCPD. The flare is just south of the GCPD. Head up to the roof, take out the group on the helipad and then head inside to talk. Your mission is to take out the six Titan tanks around the city. They will all be marked on your map.

Industrial District - This container is west of the Steel Mill and it might be guarded by a few enemies, possibly armored. However it shouldn't pose any serious challenge.

Steel Mill - It's just inside the back door. Do the mini-stalker sequence outside and then walk in, turn left and it should be there.

Wonder Tower Foundation - This is the area with the big predator area that has the elevator shaft in the middle and leads to Wonder Tower. In this room, on one of the sides (east I believe) is the Titan Tank waiting for you to clear the room. Of course you could also skip clearing the room, blow it up and leave too.

Subway Tunnels - This tank is by the exit that leads to the Subway Terminal and is just beside the wall mural of Solomon Grundy.

Bowery - Just outside of the Subway, head east and then take a right (it will appear that you're in the southern section of the Subway Station but you are above it) and the Titan tank should be right there.

Museum - Go into the museum and head for the War Room. The Titan tank is in the Southwest corner of the room but you have to go around the right side and come behind the gate to get to it.

After you've found all of these, head back and talk to Bane. You'll be interrupted by a bunch of goons. Take them out but watch out for where Bane is because he can hit you if you jump in his way. Once the Thugs are out of the way, destroy the six remaining tanks of Titan. Mission complete.

Identity Theft

You start this mission just southwest of wonder tower. You'll see a dead body on the ground level. Examine the body and then examine the blood next to it. Follow the blood trail around the back of this building and talk to the prisoner there.

The second victim is just Southeast of the courthouse. Head to the group of buildings there and you'll notice an alley in the middle of them on the north side (visible on the map). Drop down into the Alley to find the victim. Examine the body and then the knife on the ground nearby.

The third victim is in the alley just south of the Ace Chemical building. He will be down in middle of the street. Examine the body and then the bleach by his foot. Follow the trail of bleach to the alley just West of the words "Park Row" on the map. Interrogate the guy there and you'll get a waypoint for just Northeast of the courthouse.

The place you're looking for is a little hard to find. Drop down into the alley that is marked. Look into the alley from Catwoman's apartment, drop down and take a left to the end of the alley. There will be a door that you can go through here. Go into the house and then on the table, you will find a personal journal. Listen to it. To get out of the trap, there is a panel over by the crib. Hack it to open the gate and head out. Mission complete.

Nora Fries

The building that has Nora is in the NW part of the blue circle on the map, just to the east of the bridge that leads to the Industrial District. It is also the same building as where you can switch to Catwoman. From the bridge, throw a freeze grenade into the water for a raft and you should see an anchor you can use to draw you closer to the destructible wall. Blow the wall and pull the raft into the building. Hop up onto the ledge and go through the door there.

Climb into the vent and into the next room. This is the only other room in the building and it's a fight. There are ten enemies in here, two have armor, two have shields, and two have knives. There are also plenty of things to be thrown and two weapon chests. In this fight, you need to be very aggressive with your takedowns and baterangs. Make sure you keep moving and once you've cleared the room, check out Nora. You'll be told to return to Mr. Freeze in the GCPD. Do so to complete the mission.

Zsasz

You start this mission at the GCPD but you don't actually do anything until you receive your first call at the Museum. The first call will give you a minute to reach the northern part of the city

Monarch Theater - This phone will bring you just north of the Steel Mill by two buildings. Just keep this in mind when navigating so you don't bump into the restricted area.

Industrial District - Head north from the front gate of the Sionis Steel Mill. The phone should be in the vicinity of the ferris wheel. This phone will take you to in front of the GCPD building.

GCPD - Later, you will be able to receive a call here. This will lead you all the way across town to the Museum

Park Row - East of the Courthouse under the bridge. This phone will lead you to the Northeastern part of the Industrial District, east of the Catwoman building.

Amusement Mile - If you walk out of the GCPD and follow the street in front of it to the T-intersection, there should be a phone by the building direclty in front of you. This phone will take you west of the courthouse.

Park Row - West of where it says Park Row and north of where it says Bowery on the map, at the corner of the two streets. Goes to SE corner of the Catwoman building in the Bowery.

Bowery - The Southeastern most point of the Bowery, butting right up against the Restricted zone. This will take you to NW of the Steel Mill.

Once you've done all these, you will find Zsasz North of the Steel Mill and just south of the bridge. Once inside the building, walk towards the next door and turn right to see a vent high up on the wall. Use the batclaw to pull it down, grapple up and climb through the vents.

Once you reach the other side, follow the simple path until you come to a few pipes that you can slide under but don't. Wait for the water level to rise, throw an Freeze Blast onto the other side, then slide through. Wait for the water to go down and grapple up to the other side. Jump over the saw and then make a raft here and use the anchor points to pull you over. Climb up the other side and walk up behind Zsasz. Do a takedown through the glass.

AR Training

See the next section for details.

Remote Hideaway

This mission is actually quite easy. Go to the Northeastern side of the museum and you'll find a door. You'll have to take out a couple of enemies but once you do, approach the door to be let inside. Talk to the cop inside and he'll give you an upgrade for the Disruptor that allows you to change mines to trigger when guards walk by or to set them off. And once you have the upgrade, the mission is over.

Hot and Cold

You receive this mission from Harley Quinn on your return to the Steel Mill. She'll be tied up in the Assembly Line area. Talk to her for this mission.

Travel to the Steel Mill and make your way over to the Loading Bay how you like. In the loading bay, you want to open the shutter door heading east. Open the door and in the next room you should come to a couple of elevator shafts. Use your sequencer to hack the panel and open the doors. Stand above the left elevator and raise it (you can clear the enemies if you like) then head into the right shaft while the left elevator is raised and hop down under the left elevator. Grapple up to the ledge from there and take out the two enemies. Head into the next room.

In the next room is actually a rather messy group of enemies. Even though this isn't a stalker section, if you can I would deactivate two of the three guns in the room and then freeze the armored guy. This makes the fight much easier. Just head for the one active gun in the room and take him out. Now you're just left with a mostly normal group. Just use a takedown on the armored guy once he's free and you'll make quick work of this group.

Head to the next part of the room and you should see the box with the new gadget to your left (it will glow gold in detective mode). This ends the mission.

Acts of Violence

For this mission, you actually just have to save Politcal Prisoners scattered around the city who are being attacked. You'll hear them yelling for help and a little marker should appear on the map as long as you're nearby. This is actually pretty simple for the most part. Just make sure you save them as you find them so you don't have to find them again later. I don't believe there are a set number of these so just keep wandering and you'll find them. And when you go to save someone, it's usually just a single enemy who will be holding the guy against a wall making him very easy to sneak up on. Just watch for random enemy spawns nearby.

AR Training

Level 1

The first training involves simply gliding through the 5 rings. Just run off and glide and turn left and right as needed.

Level 2

This level requires you to dive bomb. Glide through the first ring and while you are above the second one, hit the RT/R2 to dive bomb strait to the bottom. If you hit one, you should hit the others.

Level 3

This is a little tricky. Fly over the column of rings and dive bomb but as soon as you hit the bottom most ring, return to a regular glide and continue forward and slightly right to the next ring. Make sure you pull back on the stick so you climb a little bit after you dive bomb. You have to make it through this ring and one more beyond it to finish.

Level 4

So fly over to the first column and dive bomb but as soon as you're done, pull up and head to the next column. The goal is to be high enough that you can dive bomb through the second set of rings. Do so and then you just have to glide through a couple of rings beyond the column (which will be slightly left of this column).

Advanced Level 1

This seems simple at first but turns into a nightmare. You have to glide off of the sign by hitting A and pull back on the stick so that you make the first ring. Then you have to dive bomb through the next two rings and let off close to the ground to hit the fourth. Getting the fifth is tough. When you let off of the dive bomb, you want to [4] pull back only about half way on the analog stick so you don't fly into the ground nor fly into the wall above. Then you still have to maintain your flight through the tunnel without crashing. Try going lower than higher because the curved pipes are easy to crash into, even if you think you won't.

This will take a lot of practice to get.

Advanced Level 2

Start gliding towards the first ring and then Dive bomb as soon as you get to it so that you're going through the bottom part of the ring. You actually want to level out a little early and this should help you have control better once you get inside. Hit the second ring, go inside and hang a left. Be careful not to hit walls and there's an island in the middle before the last ring. Don't accidentally land on that.

Advanced Level 3

This is similar to Advanced Level 1. I start at the back of the crane so I have more time to get oriented. Jump off from the back and approach the first ring. Dive bomb through the first ring and when you're about half way to the water, let go of the dive bomb and correct yourself. Then just coast through the tunnel. The only thing that's tougher about this one is that if you fail, you are let off in a group of thugs so you need to pay attention.

Advanced Level 4

For this, you need to glide forward, dive bomb and do a 180 at the same time, level out and coast backwards. How you actually do this is that you want to glide towards the first ring but start turning left just before you Dive Bomb. You want to stop pushing left when you are about half way through your turn and then quickly pull back on the stick and stop the dive bomb. If you manage to get under the bridge then you're golden.

Gadgets

Grapnel - you will use this to get around. You can aim where you want it or just hit the RB/R1 button to fire and it will pull you up to the nearest vantage point. Once you get the upgrade by doing the augmented reality training, you can use it to slingshot yourself over a building by double tapping and holding the A/X button while be pulled up. It does take a decent distance for the boost to kick in for that but you can use it to keep you gliding across the entire city.

Baterang - the Baterang is one of the most used tools aside from the grapnel. You can use it to hit switches, stun enemies in combat, and it's useful for taking down to enemies at once. Just throw it at one target and glide kick the other and then they are just a couple of ground takedowns away from being out of the fight.

Remote Control Baterang - this is exactly what it sounds like. You throw it and then control where it goes. It takes a little effort to control and the controls are inverted from the start. Keep in mind that it can speed up, slow down, or do a U-turn by a simple button press. It's not overly useful in combat and only needs to be used a few times throughout the story so if you don't master it, don't worry about it. Of more importance is its use as a reverse baterang. Hold RB/R1 instead of hitting RT/R2 to activate the Reverse Baterang.

Reverse Baterang - while at first it may seem like a useless tool, it can be used to great effect redirecting someone's attention. It's not great for combat because it requires time to lock on to its target but it can be very useful during predator sections. It can often redirect an entire group of people, allowing you to quickly sneak up for a silent takedown on one. Keep in mind that the guards will be on alert after this and will probably be jittery which means they'll occasionally look over their shoulder quickly to see if you're there so if you go for a silent takedown, be quick.

Sonic Baterang - The sonic baterang isn't particularly useful in combat (in fact, it doesn't have a shortcut) but it can be quite useful for predator missions. It's first use is that it can draw attention by making a sound. This will draw the nearest enemy over to it allowing you to deal with him as you please. It will also disrupt heart monitors making a target appear dead. Lastly, when you upgrade this gadget, you can add an explosive to it so that you can take out an enemy who gets near it. The only down side to that is the explosion disrupts the use of any future sonic baterang.

Batclaw - this has some good combat usage. It can tug an enemy or pull a weapon from their hands during combat. Otherwise, it is used for rafting to move around, to open certain mounted objects on walls, to grab distant Riddler statues or to break certain wall objects.

Remote Electrical Charge - This gadget is used to activate a variety of electical devices from shutters to magnets. Hit one shoot button to flip the device one way (for instance, pull on a magnet) or hit the other shoot button to do the opposite (in this case, push). It is also a useful device for combat. If you shoot it at an enemy, it will stun them and if you shoot it at one of the one armed enemies, it will cause them to spasm and swing their weapon in a circle damaging any enemies nearby.

Disruptor - In the story, this is used to deactivate Mr. Freeze's weapons. When you upgrade it, you can use it to deactivate enemy guns which can make a difficult fight easy. It does take time to activate for each use and after you've used it twice, there will be a long recharge before you can use it again so this is definitely best used before a fight rather than during one.

Freeze Blast - this can be used during combat to freeze an enemy in place and they will remain frozen until you or somebody else breaks them out. It can also be used as a mine during predator sections and when thrown into water, it will form an ice raft that is used to navigate certain sections. This is a great way to take a dangerous enemy out of a fight early. It's use as a mine requires you to upgrade it first.

Freeze Cluster Grenade - Slightly different in effect from Freeze Blast, this gadget deploys a cluster of freeze bombs that can freeze the legs of multiple enemies. While it freezes multiple enemies, it only does so to their legs leaving them with the ability to attack you. What this means is that the Freeze Blast is far more effective on an enemy with a gun while this is more effective on a group of melee enemies.

Explosive Gel - Explosive gel is used primarily to destroy walls and things to gain entry but it can also be used to hit buttons or in combat. In combat, you can use the Quick Gel shortcut to drop some on the floor and then hit it again to trigger it. The neat thing about this is that a little marker will appear on the left side of the screen informing you of how many enemies are on the gel. You can also use it in the same fashion for Predator or you can also use it to shoot a section of wall or ceiling at them by placing it on the far side of the barrier.

Line Launcher - this tool is sort of a horizontal grapnel. Primarily it's used to cross gaps in an enclosed space. You can upgrade it twice. The first upgrade allows you to shoot it again while using it, allowing you to move in a 90 degree angle from where you were headed. The second upgrade allows you to stop on the line and tightrope walk on top of it. This tool will be used far more for solving Riddles and finding trophies than almost anything else.

Smoke Pellets - The smoke pellets primary use is to distract gun men. It can also be used in regular combat to confuse any number of enemies. On melee enemies, it might allow you to take out a couple before the smoke clears. However, you'll hardly find yourself needing to use it on melee enemies. If an enemy with a gun starts shooting at you, the game will even prompt you to use them. Do so and you can likely take out your attacker and/or very easily escape from the area.

Cryptographic Sequencer - This is used for only two things. The first time you will use it is to hack into different radio frequencies by lining up a couple of lines on a specific point or set of coordinates. This is largely used during the riddler challenges. The second time you use it will be to hack a panel. You will find panels all over Arkham City. Some will require special encryption codes that you only get as you progress through the city. Once a panel is hacked it will trigger something like a door to open or a lift to move. This is used extensively throughout the game, particularly in finding riddler trophies. It has two upgrades, one that makes hacking panels easier and another that increases the range so you can hack the devices from further away.

Legal

Copyright

Copyright ExtremePhobia (Brandon Fusco) 2011, all rights reserved. Permission to host is granted to:

GameFAQs

This guide is mine, all other marks, names and the Arkham logo are trademarked or copywrite Sledgehammer Games or their other respective holders.

Thanks

These people provided additional information that I was lacking in my guide. Thanks for the help, it saved me a lot of time.

[1] love_hate_111 [2] JWard [3] Scrinnameless [4] Smokey Rules

Contact

Feel free to contact me if you have anything constructive to add and please don't take offense if I don't use your submission. Like most guide writers, this isn't my day job. Please keep that in mind when you write.

moc.gg-xe@aibohPemertxE

^Reverse that to get my e-mail. Sorry, I get lots of spam otherwise.

(0.0421/d/www1)