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

Batman: Arkham Origins FAQ/Walkthrough

by codebreaker1234   Updated to v1.50 on

Table of Contents

  1. Version History
  2. Copyright Info
  3. Introduction and Early Info
    1. Game Intro
    2. Basic Controls
    3. Combat Controls
    4. Predator Takedowns
    5. Gadgets
    6. Order of Upgrades
    7. Game Review
  4. Story Mode Walkthrough
    1. Blackgate Prison (Part 1)
    2. Enter the Batcave (Part 1)
    3. Enigma's First Tower
    4. Arms Deal
    5. Enigma's Second and Third Tower and finding the Penguin
    6. Penguin's Hideout, The Final Offer
    7. Anarky, Enigma and the Path to Lacey Towers
    8. Lacey Towers
    9. Obtaining the Concussion Detonator and entering the GCPD
    10. GCPD Building (Part 1)
    11. Sewers under GCPD
    12. Guns, Cash, and Mind Control
    13. Gotham Merchant's Bank
    14. Shiva and the Road to the Steel Mill
    15. The Sionis Steel Mill
    16. Tracking the Electrocutioner
    17. The Gotham Royal Hotel
    18. The Joker's Mind Games
    19. The Hunt for Bane
    20. Bane's Hideout
    21. The Final Enigma Towers, Bird, Deadshot, and the Road of Fire
    22. Gotham Pioneer's Bridge
    23. Return to the Batcave (Part 2)
    24. Blackgate Prison (Part 2)
    25. The Final Boss
    26. After the Story
  5. Cold, Cold Heart Walkthrough
  6. Side-Quests
    1. Enigma Towers
    2. Anarky
    3. The Penguin
    4. The Mad Hatter
    5. Shiva
    6. Deadshot
    7. Bird
    8. Black Mask
    9. Escaped Prisoners
  7. Crime Scenes
    1. Coventry Tower Deathtrap
    2. Jezebel Plaza Fall
    3. Lacey Towers Murders
    4. Helicopter Crash
    5. Dixon Docks Shooting
    6. The Coventry Fire
    7. Burnley Hit and Run
    8. Amusement Mile Mauling
    9. Crime Alley Shootings
  8. A Cold, Cold Heart Walkthrough
    1. A cold, cold introduction
    2. Wayne Mansion
    3. The Batcave
    4. Wayne Manor
    5. Anarky in a Frozen Gotham
    6. The Penguin Strikes Back
    7. GothCorp Headquarters (Part 1)
    8. Drill, Cop and Anarky Hunting
    9. GothCorp Headquarters (Part 2)
  9. Challenge Mode
    1. Ranked Challenge
    2. Combat Maps
    3. Custom Mode
    4. Campaign Mode
    5. Combat Training
  10. Boss Guide
    1. Boss 1- Killer Croc
    2. Boss 2- Deathstroke
    3. Boss 3- Copperhead
    4. Boss 4- Bane
    5. Boss 5- Firefly
    6. Boss 6- Bane
    7. Final Boss- Bane TN-1
    8. Boss EX- Mr. Freeze (DLC)
  11. Contact Information
  12. FAQ
  13. Special Thanks
  14. Conclusion
 

By: Codebreaker1234

Copyright 2013-2014

Version History

12/18/13- Began guide

12/24/13- Submitted Guide to Gamefaqs [Version 1.0]

1/7/14- Added challenge mode guide [Version 1.10]

1/16/14- Added penguin side quest details (Formatted FAQ Saved file 100, yeah man)  [Version 1.15]

1/18/14- Added penguin side quest to side quest section, also added alternate strategy for Shiva fight (Thank you to my friend Wally for giving me this strategy) [Version 1.16]

 1/19/14- Added crime scnenes section [Version 1.17]

 5/10/14- Added A Cold, Cold Heart Walkthrough [Version 1.50]

Copyright Info

This guide was written by James Alatis and may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. If you wish to use my guide on any website except www.gamefaqs.com or www.neoseeker.com then please contact me at wetcodebreaker1234@aol.com.

Introduction and Early Info

 

Hello, thank you for taking the time to read my guide, I will do anything I can to help you complete this game and get as much enjoyment out of it as possible. In this guide I will cover the vast majority of this game as completely as possible. For more info about my guides, follow me on twitter @wetcodebreaker

Game Intro

Batman Arkham Origins is the third installment in the wildly popular Batman Arkham series. This game takes place chronologically before the other two games in the series and is meant to serve as an origin story in order to help players understand how batman's crime fighting journey began and how he grows to become the great hero we all know and love.

Basic Controls

wysiwyg:2:
  • L-Stick- Move
  • R-Stick- Look Around/Move Camera
  • D-Pad- Choose/Equip Gadget
  • Square- Strike
  • Circle-Stun
  • Triangle-Counter
  • X- Evade/ Jump/ hold to Run
  • R1-Grapple
  • R2- Crouch/Use Gadget (while holding L2)
  • R3-Zoom In/Out
  • L1- Detective Vision/Hold to Scan
  • L2- Aim Gadget
  • L3- Center Camera
  • Start- Open Game Menu
  • Select- Open Map
  • Combat Controls

    • Strike- Square
    • Counter- Triangle
    • Cape Stun- Circle
    • Evade- X+X
    • Super Stun-Circle + Circle + Circle
    • Air Attack- Circle + X
    • Beat Down- Circle + Tap Square Repeatedly
    • Ground Takedown- R2 + Triangle
    • Batclaw Strike- R2 + Triangle, then Square
    • Special Combo Takedown (Must Unlock) - Triangle + Circle (At same time)
    • Special Combo Multi Ground Takedown (Must Unlock) - X + Circle (At same time)
    • Special Combo Bat Swarm (Must Unlock) - X + Square (At same time)
    • Special Combo Disarm and Destroy (Must Unlock)- Square + Triangle (At same time)
    • Quickfire Batarang- Double tap L2
    • Quickfire Batclaw- L2 + Triangle
    • Quickfire Concussion Detonator- L2 + Circle
    • Quickfire Explosive Gel/Detonate Explosive Gel- L2 + Square
    • Quickfire Glue Grenade- Double tap R2

    Predator Takedowns

    Most takedowns that require the triangle will prompt you when it is the proper time to press the button.

    • Inverted Takedown-While hanging upside-down from a vantage point, press triangle as an enemy passes underneath you
    • Grate Takedown- While hiding in a floor grate, press triangle as an enemy passes over you
    • Vent Takedown-While hiding in a vent, press triangle when an enemy approaches the vent
    • Batclaw Takedown-Use the Batclaw to pull an enemy off a ledge
    • Ledge Takedown-While hanging over a ledge, press triangle when an enemy approaches above you
    • Inverted Ledge Takedown- While hanging over a ledge, press triangle when an enemy passes underneath you
    • Zipline Takedown-While ziplining across a remote claw rope, press triangle when an enemy is near you
    • Explosive Gel Takedown- Spray explosive gel on a weak wall, detonate when an enemy approaches wall on opposite side of the gel
    • Glue Smash Takedown-Throw glue grenade at an enemy, press triangle while near an entangled enemy
    • Silent Takedown-Sneak up unnoticed behind an enemy and press triangle
    • Remote Control Batarang Takedown- Use an accelerated remote control Batarang to knock an enemy off a ledge
    • Corner Takedown- When covering a corner, press triangle when an enemy approaches

    Gadgets

    • Batarang- the most classic of all batman's gadgets, aim and throw at bad guys to knock them down
    • Batclaw- A claw that can be fired at enemies of hooks or a variety of other things, is capable of pulling them toward batman, or batman toward them
    • Explosive Gel- Gel that can be sprayed up to three times before detonating, can be used to destroy weak walls, stun or even knock out enemies, and to create loud noises
    • Concussion Detonator- A relatively useless item that can be used to temperately stun enemies in combat.
    • Smoke Pellet- A small pellet that can be dropped or thrown in order to create a large cloud of smoke around the Batman, or wherever it is thrown, Can only be used once in a predator map.
    • Cryptographic Sequencer- A minicomputer batman can use to hack passwords or tune into radio frequencies
    • Multi Target Batarang- A set of up to three Batarangs that can target up to three enemies
    • Disrupter- A one-to-three shot weapon that can turn off jammers and jam guns
    • Sonic Batarang- A Batarang that attracts a predator enemy
    • Remote Control Batarang- A Batarang that can be steered, accelerated or decelerated, and can be electrified
    • Glue Grenade- Launches a lob of glue at an enemy and sticks them in place
    • Remote Claw- Fires a rope that can be used to attach two points with a tightrope

    Order of Upgrades

    In this section I will show you the order that I recommend spending the upgrade tokens that you receive by leveling up

    1. Close Combat- Combat Armor V1.0
    2. Invisible Predator- Increased Batarang Stun Time
    3. Close Combat- Ballistic Armor V1.0
    4. Close Combat- Ballistic Armor V2.0
    5. Close Combat- Ballistic Armor V3.0
    6. Invisible Predator- Rope Takedown
    7. Invisible Predator- Remote Claw: Heavy Reel Ammo
    8. Invisible Predator- Remote Claw: Heavy Reel Ammo Capacity
    9. Close Combat- Special Multi Ground Takedown
    10. Close Combat- Combat Armor V2.0
    11. Close Combat- Combat Armor V3.0
    12. Close Combat- Blade Doge Takedown
    13. Invisible Predator- Glide Boost Attack
    14. Invisible Predator- Frequency Detonator
    15. Invisible Predator- Heat Signature Concealment System
    16. Close Combat- Combat Armor V4.0
    17. Invisible Predator- Increased Smoke Volume
    18. Invisible Predator- Increased Batarang Damage
    19. Invisible Predator- Double Batarang
    20. Close Combat- Ballistic Armor V4.0
    21. Invisible Predator- Triple Batarang
    22. Close Combat- Special Combo Bat Swarm
    23. Invisible Predator- Quick Silent Takedown
    24. Close Combat- Special Combo Boost
    25. Close Combat- Shock Gloves- Battery Efficiency

    Game Review

    Now, don't get me wrong, Arkham Origins is a great game, but before I tell you how to beat it, I'd like you to know what you're getting yourself into, so here is a review that I wrote about the game...

    "A game with great potential that unfortunately left the gamer wanting for more"

     

    Introduction

    In my opinion, overall the "Batman Arkham" series is one of the best video game series that have ever been released for the Play Station or the Xbox, so it goes without saying that I expected great things from this game. I'm sorry to say, I was greatly disappointed.

     

    Graphics-8/10

    "Batman Arkham: Origins" probably has the graphically best game world of all the "Arkham" games. The game takes place in Gotham City, and you really can see just what kind of city it is. The player can easily get the "crime-infested" sense from just looking at the sad, run down style that many of the buildings in Gotham have. It is sometimes said that in many cities no two buildings look alike. This is proven true about Gotham City by this game. The buildings, dark and depressing as they may be, are depicted extremely well. There is no major flaw with the graphics that I noticed, no over-blurred portions of the map, and everything appeared to be as realistic as one could expect from a Play Station 3 Game.

     

    Controls/Gameplay-10/10

    I have decided to mix these two key elements of this game together, because in Arkham Origins, these two aspects largely rely on each other to show off the apex of video game technology. The controls of "Batman Arkham Origins" are most likely one of the best aspects of the game. Or at least they would be if they weren't totally ripped off from "Batman Arkham City." Its true, if you have ever played Arkham City, then you would recognize the combat system almost immediately. Aside from switching two buttons, there is almost no difference whatsoever. That being said, the truth is if something isn't broken, why try to fix it, right? Even though the controls are so similar to Arkham City, because Arkham City had such an amazing style so did Arkham Origins. For those who have never played Arkham City, the controls are extremely easy to master. Even though Batman has a large variety of moves and attacks, they all are relatively easy to use and can deal major damage to enemies after a short amount of practice, which is provided in the combat training mode that is unlocked as soon as the story starts. The Predator controls for this game are even more impressive than either Arkham City or Arkham Asylum. There are many new ways to take down enemies even though the controls have barely changed from the previous game. As for Gameplay, there are enemies almost everywhere in the city, so it is extremely easy to find a fight in order to practice your combat or predator skills whenever you please. The enemies are relatively weak throughout the story, unless you are playing on hard, so there isn't much of a challenge. However it can be fun to simply beat the stuffing out of random criminals sometimes so...

     

    The Story-3/10

    In my opinion, Batman games should have a strong story because of the strength of the comic book that they are based off of. The story of "Batman Arkham Origins" however, makes the entire game seem like a complete waste of time, and discredits the actual name of the game at the same time. First of all, the story was completely flat and BORING. The basic idea was that there were these assassins who were hired by Black Mask to kill Batman on Christmas, and that is pretty much the backbone of the story. I believe there was one single plot twist in the entire game, and that occurred about halfway through the game. There was also a little foreshadowing to the previous two games because this is, after all, an origins story right? Well my dear readers, I'm sorry to tell you all that is WRONG. The title of this game leads one to believe that maybe we will learn how he became Batman, or maybe show him losing some fights, but NO. Batman is as strong as ever, maybe even stronger than he was in the last two games, and because of this the game totally fails as an origins story. Unless Batman just gets weaker as he gets older, and we all know how true that is right? All in all, you can pretty easily guess what's about to happen next in the story before it actually happens by using a little common sense. Also, I won't tell you how it ends, but let me just say, it leaves A LOT to be desired.

     

    The Boss Fights-2/10

    The boss fights were anticipated to be one of the most amazing parts of this game. I mean seriously, what could be more perfect than to pack a game with a bunch of fun, yet challenging bosses? Unfortunately, like many other aspects of the game, this leaves much to be desired. The actual number of possible boss fights in this game is larger than that of the previous games, however, all of the bosses are extremely similar, and it is not all that difficult to identify the one flaw in a boss that makes him easy to defeat. Most of the bosses in this game require a session of button mashing in order to defeat them, and the whole point of the fight is to simply get to the part where you have to slam on the square button, mash the button, and then repeat. The only minor difference is the bosses fighting style. The boss fights are also extremely similar to those of Arkham City; even the final boss is ripped off from a fight from Arkham City. Also, while you CAN fight all of the assassins that were hired to kill you, you don't HAVE to, and when you do fight some of the optional ones, they have almost no impact on the story at all. I suppose you may say that a score of 2 is a little harsh, but this game promised to have a lot of fun boss fights in the commercials, and this game really lets you down.

     

    Side-Quests-4/10

    It was a little bit difficult to decide whether to mark the side-quests as a good or bad feature of the game. While it did not break a 5/10, there are definitely some good features about the side quests in this game. For starters, there are a lot of side quests throughout the story, usually after a major mission or after completing a difficult dungeon. A new side quest becomes available to take your mind off the main story and just relax busting some bad guy heads, or blowing some up some stuff. Unfortunately, there is not much more to most of the side quests than that. The majority of them are either some kind of fetch quest where you have to fight a group of bad guys or then some kind of boss, or both. There is also the "enigma quest", which is pretty much the exact same as the "riddler quest" from the previous two games in the series. While these quests are fun the first time around, they eventually become so horribly repetitive that you don't want to do the next side quest because you feel like you've already done it twice. Basically, the first couple side quests are fun, but after that they become rather drab and redundant.

     

    Gadgets-5/10

    The gadgets that are present in this game aren't bad per se, but they aren't exactly good either. For the most part they are similar to other parts of the gadgets that are almost all present in the Arkham City, with the exception of about three of them. The gadgets are interesting to use, and some of the new ones open up some new attacks that fall under the Gameplay section. What made this fall into the bad category was the fact that there was nothing new about the majority of the gadgets, some of them are the exact same as ones used in Arkham Asylum. While they can be fun to use, the fact that they are so overused and unchanged took a lot of the appeal away from this part of the game. Also, some of the gadgets are almost useless. For example, the concussion detonator that you are required to randomly pick up really doesn't make any difference in combat and the only way you will even notice you have it is if you intentionally make an effort to incorporate it into your combat, and even then, it doesn't help too much.

     

    Replay Value-4/10

    This story can be completed on easy or normal difficulty in probably about 4-5 hours, add 2-3 hours to that if you want to complete all the side quests and challenge maps. Everything can be completed rather easily in one play through, and even at that, the new game plus feature allows you to wrap up any loose ends not finished in the normal story. If you found the game to be fun than I recommend playing the new game plus version, however by the time you have beaten the game and the new game plus, there really is very little reason to play it again.

     

    Overall Score-5/10

    In the end, Batman Arkham Origins is a game that does not live up to the standards set by its two predecessors; however it is still a fun game to play. The story is a little slow and many aspects of it are similar to previous games, but it is still a game that can be easily enjoyed. An overall score of 5 out of ten was given because while the game is enjoyable it is not even close to the level of quality shown in the previous two games.

    Story Mode Walkthrough

    Here marks the beginning of the walkthrough for the story mode of Batman: Arkham Origins. In this section I will to the best of my abilities tell you how to complete the many dungeons, puzzles and battles of Batman Arkham Origins.

    Blackgate Prison (Part 1)

     

    The opening cutscenes of this game display Bruce Wayne walking through the Batcave, while watching a TV screen talking about how Julian Day is scheduled to be executed soon, and talks about the possibility of there being a batman, but shows how Gotham does not know about him yet, as the police deny that he even exists.

    As soon as you gain control of Batman, run toward the obviously placed hole in the wall by moving using the control stick and holding the X button while you move. When you near the hole, press the R2 button while running to slide through it. Continue down this hallway, take a left at the corner and crouch and walk under the rubble blocking your path. Watch the small cutscenes that play and then press the triangle button to counter the thugs attack when the game prompts it, and then once again when you are attacked a second time. After the talking walk straight through the door that appears directly behind you, press the select button to view the new mission objective if you want to. In this next room walk down the stairs that appear directly in front of you, and then open and proceed through the door by pressing the X button. After walking through the door you will be attacked by four enemies, after defeating these four, one of them will begin to surrender, after they do press triangle button to interrogate this enemy, and then proceed through the door to the north. You will see a small cutscenes with a drone, after that turn the corner and walk down this hallway a short ways, about halfway through a gate will fall and two enemies will attack you.  After beating them, grapple above the gate that fell by pressing the R1 button, climb onto the ledge and fall onto the other side, finally proceed through the door. On the other side of the door you will see a short, mildly disturbing cutscene involving Killer Croc, and then you will be attacked by an armored enemy. To defeat this enemy, stun him with O and then follow by rapidly spamming the square button to perform a beat down. Grapple up onto the ledge and go into the next room. Starting now, you will finally be able to use detective vision, activate it by pressing L1, and you will see four enemies on the other side of the door. Throw a Batarang at the switch on the wall in order to open the door. Run at the door and slide under it, then defeat all the enemies in the room (four of them). After you win, you will unlock Vicki Vale's biography, now go and activate the elevator button. In the shaft, use explosive gel to destroy the floor, then fall into the newly created hole and you will see another cutscene, aww, poor Loeb, they're so mean to him. Open the vent to your right and into the next room, then beat up the six enemies in the room, I guess they shoulda went to get a drink right? Anyway, after they're all out cold shoot your Batclaw at the vent cover on the wall on the side opposite where you entered the room, and climb into the vent. On the other side, spray explosive gel onto the wall and then blow it up to knock out the lone enemy, congratulations, you've accomplished your first gel takedown. After you finish celebrating, walk through the door directly to your right and then look right again. You will see a door with two buttons on either side of it. Quickly tap L2 in order to press both of them and open the door, then go on through. Take off the vent cover on the upper wall in this room and climb into the vent. Crawl through the vent, and you will see the beginning of a cutscene, which will finish when you fall out of the vent on the other side. After the scene jump through the window and take out the one armored and two normal thugs that jump you. Go through the door they come out of and at the end of this new hallway turn right and proceed through the door. Grapple to the top of this room and climb latters when necessary until you exit this large corridor and a cutscene will begin. After it you will face the first boss of this game...

    Boss 1- Killer Croc

    Well, this is the first major boss battle of the game, and in all honesty it's not that hard. As soon as the fight begins run up to croc and evade his attack so you can get behind him, then stun him and use a beatdown like you would for any old armored enemy. As soon as you finish the beatdown, evade his attack and he will jump to the closest large fire drum on the map. When he raises it above his head, slam on the L2 button and launch as many quickfire Batarangs as you can. If you can through enough before he throws the tank, it will blow up and deal him major damage, and if not then make sure to evade the tank before it hits you or you will take major damage. After he throws it, a helicopter will appear and drop off some minor thugs to help out croc. Beat them quickly if you can, and then launch another beatdown on killer croc. Unfortunately this time he will expect it and after you finish the beatdown croc will grab your leg and try to bite your head off. Slam the X button as quick as you can to escape and deal some damage to the boss, then immediately evade because he will attack as soon as you get control back. Croc will then try once again to throw a big flaming tank of gasoline at you, simply repeat what you did last time he tried this, throw quickfire Batarangs at it until it blows up, taking a big chuck of his HP with it, and if you fail, get out of the way. Beat up the bad guys that show up and then start another beatdown on killer croc. The same thing that happened last time will happen again, he will try to eat you and you have to press X multiple times very fast to escape. Croc will then try to throw the last tank at you, and if you can blow it up, the boss fight will be over. That wasn't too bad now was it?

    After the fight, a major plot cutscene will play and you will learn a lot about the main story of the game.  Apparently Black Mask hired eight assassins to kill the Batman, Killer Croc being one of them.

    Enter the Batcave (Part 1)

    Ah yes, batman's home base, the legendary and a little creepy Batcave. In the Batcave you can participate in training simulations, change you batsuit, talk to Alfred, and sometimes even pick up some new gadgets.

    The first thing I will say about the Batcave is that it would do you good to come back here as often as you can, as it will help you to get closer to earning a trophy every time you talk to Alfred (but only once per visit). The first thing you should notice when you enter the cave is that you have leveled up. This means that you will be able to unlock a new move or item from the unlock screen. Press the select button to get your upgrade. I can't advise you on how exactly to upgrade, simply choose the upgrade that looks the best to you. After picking your upgrade, walk to the batcomputer and you will see a cutscene which elaborates a little on the previous cutscene, and give some insight on each of the assassins. After this you will unlock the combat training mode, which is largely just for earning trophies and practicing fighting. If you want to train for a while go ahead, if not, walk up to the Batwing and press X to fast travel. When you do you will be able to select any one of a group of Fast Travel locations, however it doesn't matter which one you pick, because as soon as you fast travel you will end up in...

    Enigma's First Tower

    It seems that Batman likes to use television towers to control his batwing, and it looks like something is wrong with one of them, so we had better investigate this before we do anything else.

    As soon as you gain control of batman, walk straight into the room right in front of you and go through the only door in the room. In here, you will encounter the first of Batman's famous Predator rooms. The point in these rooms is to take out all the enemies as quickly as possible without being seen, as they have superior firepower and can kill you in an instant. As soon as you enter, press the triangle button to drop your first smoke pellet and then grapple up onto the vantage point above you. Activate detective vision and grapple across the next two vantage points until you are directly above one of the bad guys. Press the triangle button to perform an inverted takedown and hang him by his feet. Glide off the vantage point and then craw through the vent on the ground. On the other side of the vent you will be able to press triangle again in order to perform a vent takedown and be rid of another of these armed enemies. Two down, two to go. Take an immediate right and take a running leap into the vent on the wall. On the other side you will see an enemy through a weak wall, preform a weak wall takedown and make him see stars. Climb through the hole you just made and take two immediate lefts and continue until you can grapple up. When you do you will be able to perform a ledge takedown, and be rid of the last of these annoying enemies...for now. Continue through the door near were the last bad guy was standing. Proceed into the room and to the right, where you will encounter your first...

    Crime Scene #1

    You will encounter a few of these throughout the game, basically what you have to do is use an advanced form of your detective vision in order to find out how a crime was committed and find clues to solve the crime. The first step is to find clues, and the first clue here is the red triangle on the body of the victim. After scanning the triangle, another will appear on the wall immediately behind the dead body, scan that as well. With that you will be able to reconstruct the crime and observe what actually happened to this poor man. Hold L2 to rewind the crime and R2 to fast-forward it. Now turn around and notice another red triangle has appeared on the access panel directly behind you. After scanning that, rewind the crime all the way and then listens to the small conversation between Alfred and Batman. Then, advance the crime to the part where the panel actually explodes and notice that a red triangle will appear out of the man's pocket, father advance the scene and you will see that it will land inside the vent on the wall. Pry open the vent and scan the keycard. Now you will be able to use your cryptographic sequencer to hack any access panel in any radio tower.

    Use it to hack the panel right next to you and then advance through the newly unlocked door and climb up the ladder through the trap door. The password will be "unfortunate". After a short talk with Alfred, open the large door directly in front of you by rapidly tapping the X button and hack the panel inside of it, but before you can you will be contacted by the man who broke the tower, his name is Enigma, and he is the Riddler of this game. Then actually hack the panel, the password will be noflyzone. After the scene you will unlock the Enigma most wanted mission. The tower will then allow you to fast travel to this district again, but all the others are still locked, STUPID ENIGMA!!! Well I guess we'll just have to open them up too, but for now, leave the tower through the door to your left and continue to the...

    Arms Deal

    As soon as you are out of the tower and in Gotham City, the first thing you will notice is the large Bat Signal to the north east of your current position. I know the allure of exploration is in all of you my dear readers, but stick with me, well explore this great city yet don't you worry. However first things first, run off the ledge and hold X to glide into the air, you can grapple while gliding too and if you grapple with enough distance between where you start and where you end, you can double tap X to do a grapnel boost, which will make you go faster. In any case, make your way to the Bat signal you can see on the map, if you need to check the map with select to find your way there. Feel free to beat up any bad guys you see along the way as they will help you build up XP for more upgrades. About halfway there, when you first land on the Gotham Pioneers Bridge, you will notice a red arrow that says crime in progress. These happen randomly when you are walking around the map, and can be beaten for XP. This first one consists of about ten bad guys, and beating them up isn't too hard, so do it if you want to, skip it if you don't. Once you get across the bridge, Batman says the funniest thing I've ever heard him say, I'm sorry batman, but yes, you do patter. Anyway, make your way to Jezebel Plaza, where the Bat Signal is.

    When you arrive, a cutscene will begin showing the beginning of the arms deal. After the scene you will be able to take out the nine enemies in any order you choose, although I highly recommend taking out the one with the gun first. If you want you can listen to the conversation as it is rather funny. After beating everyone, the guy in the Santa hat will wake up (even if you beat him first) and surrender. Interrogate him and a rather humorous cutscene will begin, and then you will find a chip that will allow you to find the Penguin. However, it seems like Enigma is messing with your efforts again, so you will soon realize that you will have to visit another Enigma tower before you can find him.

    Enigma's Second and Third Tower and finding the Penguin

    As soon as the scene is done, proceed to the new Bat Signal, which will be right above the nearest Enigma tower. When you arrive in front of the tower, you will see seven thugs, three of them holding pipes or bats. Beat them up and then you will notice the hole in the fence that is electrified. In order to unlock the door you must use a remote control Batarang, steer it into the electric charge and through the hole. On the other side of the fence, steer the electrified Batarang into the fuse box that is on the other side in order to unlock the door. If you stand still for a few seconds Batman will tell you how to do it. Go into the newly unlocked door and hack the tower, unlocking yet another batwing fast travel point, and you will have another chat with our pal Enigma. The password is keepout. But more importantly you will now be able to locate two sources of the penguins radio signal, and your new job is to find both of them, and then you will FINALLY be able to meet the Penguin.

     The first of these two networks is in the Amusement Mile, in the northeast corner of the city. Work your way there (there will be a Bat signal), and then once you arrive you will see five unarmed bad guys on a roof, take them all out and then approach the laptop conveniently located in the center of the boxes. You will then automatically pull out your cryptographic sequencer and tune into a new frequency. This will allow you to hear the Penguins voice for the first time, and boy does he sound...pleasant. Anyway, you will now have the location of the second Comm port, located due south of your position in the industrial district. Work your way there, but don't actually approach the roof where it is located, as the enemies guarding it are all armed. There are only three enemies, so listen to their conversation for a second until one of them wonders off alone, sneak up behind him and silently take him out. Repeat with the second two bad guys until they're all gone. After you beat everyone, go to the last laptop and you will learn where the penguin is. But before you go to beat him up, there's one thing we have to do first.

    Halfway between where the Penguins ship is and your current location is Enigma's Third Tower, it is located in the Industrial district, find it on your map and set a waypoint for it using the Triangle button on the map. When you arrive at the tower you will see seven unarmed enemies by the locked tower door. Beat them all up, but be warned that there is a gun rack on the battlefield, and if you run into the fence during combat you will receive a shock. After they have been beaten go to the large box on the left-hand side of the tower platform, destroy the box, however if you do you will notice the door is still locked. No worries though, the simple answer to this is there is another box you need to break first. Face the exact opposite direction of the box, (face the right edge or far north if looking at compass) and then walk off the tower platform on the side farthest from the box (far right/north) and land on street level. Here you will see about five more enemies and another of those boxes. Beat up the enemies and destroy this second box. Now the tower door will finally be unlocked, grapple back up to the tower, go into the door and open it by rapidly tapping X. Inside, hack the third tower (password is "AREYOUKIDDING") and now you will have access to three Fast Travel points and will be able to have another chat with Enigma. Now that that's done let's get back to the Penguin.

    Now that you know where he is, start working your way to his ship, located in the Amusement Mile, and when you get close, grapple onto the large mast of the ship, behind the sniper. This is a makeshift predator map, as there are two snipers and a large number of armed enemies. Silently take out the sniper on the top mast where you are first, and then glide onto the large crate suspended above the second sniper. From here you are in an ideal position to sneak up behind him and preform a silent takedown. Now that both snipers are out cold take out the rest of the armed thugs using any series of silent, ledge or corner takedowns. Or any takedown you want really, but be careful, if you die you will have to start all over again from the point where you got the second radio frequency. After they're all out, enter the door of the ship and enter...

    Penguin's Hideout, The Final Offer

    As soon as you enter the games second dungeon, you will be faced with two enemies wielding a new type of weapon, a knife. Enemies holding knives are difficult to counter, when they attack the counter symbol will be yellow instead of the usual blue, and they require you not only to counter three times per attack, but also require to pull away from the direction in which they slash. It is far simpler to simply evade when they try to attack, but in large groups knives can be annoying because even if you beat the guy who originally had the knife, another thug can pick it back up. Anyway, after you beat the two knife-men proceed through the barred door directly behind them. Turn the corner and proceed through the hallway and down the stairs until you come to another barred door with a group of seven enemies on the other side, two of them have guns so be careful in the fight. You should be able to perform a combat takedown on the closest enemy because he will not see you when you first enter the room. After the fight you will see a drone similar to the one you saw in the prison in the northwest corner of the room, examine it if you want and then proceed through the door at the north end of the room, turn right at the corner, following the signs to deck 1, and then go through another door.

    You will now arrive in deck 1, wow; penguin has really let this place go. Anyway, take two quick lefts and follow the path, jumping over a hole along the way. Next take a right and a left, then you will see a room with five bad guys that are talking about Batman. Jump forward onto the railing and follow it across the large hole until you can jump off onto a platform with another open door. Through the door to the right you will see a ledge that allows you to jump down and start a fight with the five bad guys. Start by glide kicking the closest one, and be careful as one has a bat and one has a makeshift knife. When they're gone run to the ledge by the water, and you will notice a nice raft, just perfect for a giant bat thing to "patter" across. Use your Batclaw to bring the platform closer to you and jump onto it. Then use your Batclaw and the rings on the walls to pull yourself to the other side of the room, the path is rather straightforward, simply latch onto the ring that is closer to the other side of the room. You will make a right and two lefts before seeing another ring on a weak ceiling. You can use the Batclaw to bring this ceiling down and create a pathway to continue. Grapple into the newly created hole, take a right, a left, climb up some stairs and go through the door. In the next room, you will see some of those boiler deck fights you heard so much about, but you can't get there quite yet, so turn right, wait for the steam pipes to stop blowing steam at you (use detective vision, when they light up, they're on)and proceed along the given path. On the other side of the pipes, you will be able to grapple up twice, then run along a catwalk while avoiding three more pipes, then on the other side take a left and grapple up again. On this platform, you will see another of those rings, and if you use detective vision, you will see that it can be pried open, so use the Batclaw to open the hatch and climb through the hole. You will drop into the middle of the fighting ring and a cutscene will begin, leading up to the...

    Miniboss- Electrocutioner and horde

    The Electrocutioner himself is rather easy to be honest; all you have to do is walk up to him and press the square button. Wow, that's a letdown. Now all you need to worry about are the fifteen other enemies in the room, but if you are a descent fighter, you will be able to take them out rather easily. At the start of the fight nine of the enemies will be in the room. After beating six of them, the others will drop down and all you need to do is finish them all off. But be warned, many of them have knives, which can be rather annoying after a while. Once everyone has been defeated, an enemy will surrender; interrogate him to officially end this Miniboss fight.

    After the fight, you can examine the Electrocutioner's body on the floor to hear some commentary from Batman, but after that exit through the door at the north end of the room into the "Medical Ward." In here, take a right and go up the stairs, you will end up on the upper half of that fighting ring you were just in. (Arkham City anyone?). Now take a left and go through the door on the overall right side of the room (looking at map). You will arrive in the deck access chamber, jump off the ledge, under the catwalk and continue through the corridor (jumping over another hole in the ground) then slide under a wall and up into an unobvious hole on the wall. Follow the vent until you reach the end, you will fall a large distance and see a wall of ice on the side of this small room. It is possible to break this ice using explosive gel. Do so then immediately grapple to the ledge that is available as soon as the ice wall is gone. Grapple up once more and then turn and jump onto a ledge. You will not be able to stand on this ledge, only hang from it. While hanging, you can move to the right and around a corner until you have another prompt to grapple.  Jump forward and glide to the next, lower platform and then grapple up once more to the highest walkway in the room. You will be hanging from the ledge as there are two enemies on this top level. Jump up and deal with them, (preform a ledge takedown on one) and then follow the path up a short stairwell and go through the door. You are now in the ship's upper deck, follow this hallway as far as you can until you run into the three enemies (one armed) right around the corner. Deal with them and then you will receive a "message" from Tracy, how pleasant. Batman will give Alfred an order that will help in the future, but as for now continue through the barred door and then look up. You will see s ring and a weak ceiling if you are using detective vision. Take the ceiling down and then grapple up into your newly created hole, and you will see a vent on the ground next to a fuse box. Open the vent and climb through. On your right you will see a kind ol' dead guy just hanging there, and on the left is the pathway you need to take in order to end up in a nice entrance to the casino. Open the big door and let's get to betting. Wow, that's a lot of cash, but before you can take any, you have to take out the one armed, and two unarmed thugs in the room, sounds easy right? Then do it. DARN IT, I knew that was too easy, now you have to deal with ten unarmed enemies, one of which is wearing riot gear, two have knives, and they can still pick up the gun off the floor. Better get to punching. With them all seeing stars, go to the North West corner of the room and look for a vent, open it and crawl through. Here you will see three thugs (1 armed) but they can't see you. Let's fix that by hacking that panel on the wall (Password- CLANDESTINE) which will open a secret wall in the other room, allowing you to engage these enemies and go into a new pert of the casino. Go back through the vent, take the bad guys out, and go into the new part of the room, where you will see an elevator button, press it. While waiting for the elevator, listen to the interesting conversation between Tracey and Candy. Watch as the cutscene plays and when Tracey reaches down, get ready to counter soon after Batman says lip gloss, otherwise you will get hit with a baseball bat. Now hack the computer and open up the door to Penguin's room (Password MAKEADEAL), jump through the window and open the previously locked door leading into the theatre. As you try to enter a thug will knock you back, and you will fight your first enforcer. These guys are like giant muscle men (I wish I could be that big sometimes...:'(  ), but I digress... The best way to beat them is to get close and start spamming the square button, if you can hit those twenty-five times, they go down, but be warned you can't counter their attacks. Take out the enforcer and the three other bad guys, and then you can finally go into the theatre. In here just walk straight down the hallway and through the next door, where you will encounter your second major predator room.

     As soon as you enter, grapple up to a vantage point and get a good look at the room. When you first enter there will be six armed bad guys in the room, one of them will spawn upstairs, one will be standing on the stairs between the two floors and the other four will be in the downstairs area. The enemies move so it is difficult to give exact directions on how to clear the room, but here is how I did it. First, look to the right and you will see enemy on the stairs standing right under a vantage point near you, grapple to it and perform an inverted takedown. Three of the other thugs will rush to his location...idiots. Notice a fire extinguisher right on the floor next to the three. Use a Batarang to make it explode and take out all three bad guys caught in the smoke. I just took the last two guys out using a combination of quickfire Batarang and beatdown. After you take everyone out, talk to the thug that was being held captive to unlock a profile, then go through the door at the south end of the room. When you do a cutscene will play, exposing a little more about just who the penguin is, and then you will forced to defeat four hostiles, unarmed but one has a knife. After you beat them another cutscene will play, and you will be attacked by none other than...

    Spoiler. Highlight text to view

    What happens in this scene is Penguin is interogating Alberto Falcone the son of the leader of the largest weapons dealer in Gotham Carmine Falcone. Penguin wants to make the son convince his father to get out of the weapons bussiness so that he (Penguin) can become the leading arms dealer in gotham. Batman intervenes and takes out all of Penguins henchmen, and frees Alberto, then begins to interogate the Penguin about Black Mask. Penguin mentions the Black Mask was involved in a crime at Lacey Towers, but before he can say more batman is attacked by Deathstroke, beginning the boss fight

    Boss 2- Deathstroke

    This fight really isn't that hard, if you know what you are doing that is. The first thing you should know is never, for any press the circle button during this fight unless you accidently pause the game or are doing the combo move, because it will do NOTHING for you, except give the boss a free hit. As soon as you gain control of batman, use a quickfire Batclaw, and then the Batclaw strike to deal early damage to the boss, then simply begin hitting him with the square button. A piece of advice, if you have the option to counter or evade his attacks, evade them, as the countering is rather hard. Also, if you simply keep hitting him in this first phase he will have very few opportunities to actually attack, making this part rather easy. Once you have a combo built up, use you special combo move to deal some major damage to the boss (Triangle plus circle). After doing this about twice, a in battle cutscene will play where Deathstroke will begin attacking you with his pole. Rapidly press triangle to counter until he stops hitting you, and then press square rapidly when the game tells you to in order to perform a beatdown to end this first stage of the battle. The first thing you should do when the second phase begins is use you combo takedown, as the cutscene beatdown will give you a high enough combo to use it. In this part of the fight, his attacks will be slightly more elaborate and will usually require two counters if he gets you into one of his counter sequences. Another possibility is he will pull the remote claw on you. This will attach to a propane tank, which will then accelerate toward you. Simply counter it as if it was being thrown at you and then hurry and get closer to the boss, as he has a gun for long range. Other than that, just keep hitting him until you can perform another takedown, or simply deal enough damage to start another in battle cutscene. Counter his strikes again and then do another beatdown, ending the first half of this fight. Once again, as soon as the second part begins use the special combo takedown to take out a good chunk of his health, and then use a combination of quickfire Batclaw strikes and just plain old punches to drop his overall HP to ¼ of its max, which will cause the boss to begin the third in battle cutscene, which is really the same as the first two. In this phase the boss will use a sword instead of a pole and his attacks are a little quicker, and the counter times are different also the counter sequences will usually require three counters, but the overall strategy is the same. After the final scene the battle will end and you will have won, also you will get that cool weapon Deathstroke used on you, the Remote Claw.

    Now that you have this cool new toy, try using it on the two hooks on the ceiling (they light up in detective mode) this will launch a rope that batman can grapple to. Then use the Zipline feature to get to the door Penguin escaped through and open it only to find...that it's locked. After a short talk with Alfred go through the door marked Exit, examine  eathstroke's body if you want. Go through another door, and down some stairs and you will be back in that flooded room, only now you can make a shortcut. Use the Remote Claw to make a path across the flooded room and then follow the path up and out of the ship. As soon as you leave the boat you can either do a side quest, or move on with the story, I will tell you how to do both in this next section...

    Anarky, Enigma and the Path to Lacey Towers

    This section will cover all of the side quests that open up after you clear the Final Offer.

    Anarky

     

    The first and most obvious side-quest that becomes available as soon as you leave the ship is the Anarky quest. As soon as you exit look up and you will see a large screen with Anarky on it and he will be talking. Grapple up onto the mast right above this screen and you will see an Anarky follower. Talk to him. As soon as you do you will see a 3 minuet timer appear on the screen and you will have to get to the location marked on your map and diffuse the bomb located there before time runs out. This first bomb is in the south most part of the Bowery; however you cannot Fast Travel there. Make your way there and once you see the bomb located on though of the Gotham Merchant's Bank. You must first defeat the five unarmed anarchists stationed around the bomb, rush to the box in the corner of the platform and destroy it to stop the bomb. After you do Batman will begin a short conversation with Alfred.

     Now you have to find the next Anarchist crier who will tell you where the second bomb is. If you open your map, you will see that the next anarchy crier is in the North West corner of the diamond district. Fast travel to the Coventry and then make your way to the anarchist, who is on top of a Soder Cola building. After you talk to him a three minuet fifty second timer will begin, the second bomb is located in the Amusement Mile, but once again, you have to walk and can't Fast Travel. When you arrive there will be eight anarchists guarding the bomb box, take them all out quickly and destroy the bomb.

    The final crier is located in the North East part of The Coventry; fast travel there and make your way to him; he is on a low ledge of a building with two smokestacks. His bomb is located on top of the GCPD building located in the BURNLEY, at the south most point on the map. The actual bomb is on the ice behind the building, and guarding it will be eight anarchists with no guns. Take them out quickly and disarm the final bomb. Now that all the bombs are destroyed, Batman will receive a call from Anarky himself telling him to go to the courthouse in Park Row, so fast travel to the Bowery and make your way to Park Row. The front door of the courthouse is locked, but there is a back door you can enter through, the bat signal will lead you to the unlocked door in the back. Once you enter make a right, a left and go through the big wooden doors.

    Miniboss- Anarky

    Here you will see a short cutscene and then will have to face a total of 13 enemies, all unarmed. You will start with only six thugs in the arena, but after you beat them six more jump down for you to beat, and in this part of the fight, Anarky will occasionally launch flares at you, which will cause you damage and break your combo so be careful. Now for the final round, Anarky himself comes down with a Taser and he is flanked by five thugs. In order to damage Anarky, simply jump behind him using evade and then begin a normal combo, but be careful as his attacks cannot be countered. After all of his thugs have been beaten, Anarky can be taken down with a single punch.

     If you want to you can listen to him talk for a while, but after your done just leave the same way you came in and this quest will be over.

    Two Enigma Towers, and Enigma's Hideout

    As soon as you beat Anarky, you will be in a perfect situation to disarm two Enigma towers, one of which is near your current location. Set you marker for the Park Row Tower, and make your way there, if you're just leaving the courthouse it should be due west of your current location. Once there you will encounter four unarmed thugs guarding a grate in the floor. Defeat them and then enter through the grate and follow the vent path as far as it goes and exit out a second grate. Here you will see the big door, but it is electrified so you can't open it. In order to turn off the power, simply look through the hole in the wall. On the other side there is a fuse box and a source of electricity; I bet you know what comes next. Ignoring Enigma's distractions throw a remote control Batarang through the hole, electrify it and then use it to hit the fuse box. Now the door will be un-electrified, so open it and hack the tower panel (password IDONTTHINKSO).

    Now you will have opened another tower and you will have another talk with Enigma. Now exit through the door behind you and Fast Travel to Coventry, and then make your way to the Enigma Tower located in the Burnley. This is the easiest tower to open, simply go to the south end of the tower and you will see a hook which you can attach your remote claw to. Do so and Zipline through the window into the tower. Now the computer will be right there, hack it (Password IMPROPRIETY), and you should have opened up the tower ...But what's this? You're trapped? Oh wait, there's a vent on the wall, hook the Batclaw to it and climb through. Now exit the vent on the other side, climb up and open the real big heavy door and then hack the REAL tower computer (Password STOPPEDYOU), now you will have opened up yet another Fast Travel Point, and you will hear from Enigma again. Exit the tower through the door.

    Now that we have taken out a few towers, I think it's time we visited Enigma at his home. Set your marker for the point of interest in the BURNLEY where enigma's hideout is. Once there you will see a large billboard with a portion that can be investigated, look at it with detective vision. Search this weak point, and then go through the door on the other side. Enter the elevator and press the button. Enigma will spill his big plan, and when the elevator stops go forward and try to destroy his computer, you will fail, so now go back into the elevator and exit the building. Now you will be able to see Data Handlers on the map, by defeating them in a fight they will tell you where all the data packs of a certain set are. Now that that's done, do you remember hearing about a guy falling in the Bowery?

    The Great Bowery Murder Mystery

    At some point since leaving the final offer, you should have intercepted a police radio broadcast saying someone was killed in the bowery, and a magnifying glass should have appeared on your map. Set that as your waypoint and fast travel to the Bowery. As soon as you arrive at the waypoint, you will see a dead body lying under a sheet, with that activate detective vision. You will now open a new case file similar to the one in the first Riddler tower; the first thing that needs to be scanned is the victim's body. By scanning a second maker near the first, the crime will be reconstructed, after that rewind it as far as it will go, turn off detective vision and grapple up onto the roof above you. Reactivate detective vision and scan the marker up here. Rewind the crime all the way and follow the briefcase as the victim fell off the balcony. Jump down and you will see it on a pipe between the roof and where he landed, scan the marker near it. After doing this the case will be solved.

    Now that you know who did it, it's time to bring him to justice. His location will appear on your map in the Diamond District, set it as your waypoint and go find this SOAB. When you get to the marker, he will be standing on a roof as one of six thugs bragging about his crime. Beat up all six of them and then interrogate the one that surrenders. With that, this side mission is done.

    Getting into Lacey Towers

    After completing everything you want to do, fast travel to the Coventry and get ready to enter Lacey Towers. Approach the green waypoint and when you get there take out the three cops (one armed) on the roof at the waypoint. Then you will intercept a police message saying that two guys are outside the door taking a break. Grapple to the balcony where the cops are and crawl to a location where you can perform a double ledge takedown. Do so and then proceeded into lacey towers.

    Lacey Towers

    When you first enter the towers, you will notice that the room you are in has many doors, but only one that can be opened, to get to that door take an immediate right, go down to the end of the hallway take a left and the door will be on your right, enter the door. In here you will encounter the largest and most complicated crime in the game. The first piece of evidence is located on the dead body on the floor, and the second on the girl hanging on the ceiling. The next one is right under the lady hanging on the ceiling, and allows some reconstruction if the crime. Next scan the dead body again to learn how he was killed. Then the girl again to see how she was killed, which is extremely curious. The next clue is a fingerprint on the wall that belongs to Penguin. Then scan one on the floor right next to the prints to learn why the killer was on the floor. The next clue is on the floor near the broken table. Now rewind the crime to the point where the man is walking in from the balcony, and a marker will appear near the curtain. Scan the next marker is located on the bar in the kitchen, and then rewind the crime to the very beginning. Now the final marker will appear on the floor on the other side of the bar.

    After a cutscene and a short talk with Alfred, exit the safe house and retrace your steps to the entrance of Lacey Towers. Guarding the door will be a cop holding a new weapon, a riot shield. In order to beat him you must perform an aerial attack by first stunning him, and then evading over him, this will cause him to drop the shield. Take him down and leave the building.

    Spoiler. Highlight text to view

    What actully happened here is black mask's girlfriend was scared because the Joker was trying to get her, so she texted Black Mask telling him to come and protect her. Black Mask sends in a decoy (the dead body) to destract the Joker, so that he can sneek up behind him. Joker killed the decoy and black mask ripped his suit on the window as he sunck up on Joker, alerting Joker to his presance. Joker then beat Black Mask up, dragged him along the floor, put a gun in his hand and forced him to shoot his girlfriend in the chest. Joker then threw  a mulitov cocktail to start the fire.

    Obtaining the Concussion Detonator and entering the GCPD

    As soon as you leave Lacey Towers, fast travel to the Batcave. As soon as you arrive talk to Alfred, and then go straight down two flights of stairs, turn left and press X to pick up the concussion detonator. Now return to the Batwing and fast travel to the Burnley.

    Make your way toward the GCPD building at the south most corner of the map. When you get to the waypoint Alfred will tell you security has increased. Look at the top of the building to see gargoyles there, grapple to one of them. You will see eight armed cops standing guard over the door you want to go into, so you have two options, either take them all out or get through the door without being seen. If you're taking them out, I like to do it by splitting this map into two sides. Take the far side first, that is the side farthest from the door, and start by silently taking the sniper out, and then gliding behind and silently taking out the lone enemy farthest away from the door. While crouching walk around the AC box between the enemy you just took out and the one closest to him in order to get behind the next enemy. Now perform a silent takedown on him too. Grapple back onto the gargoyles. Now time for the other half of the room. There should be one guy by himself on the lowest part of the roof under the big circle, quickly glide behind him and perform a silent takedown. Get back to the gargoyle and one of the two cops guarding the door should begin walking around, wait for him to be out of view of the other cops and take him out. To get the guy standing on the big circle, hang on a ledge on any part of the circle, and wait for him to wonder close enough for a ledge takedown, this should leave only one guy left. Simply throw a Batarang at him and perform a ground takedown, now enter the door to the...

    GCPD Building (Part 1)

    As soon as you enter, take the stairs right in front of you and at the bottom there will be a weak wall to your left, use explosive gel to take it out. Jump into the hole created, and the elevator you are standing on will begin to go down. At the bottom climb onto the nearest ledge to you and follow the path until you come to a vent, open it and crawl through until you come to an enemy on the other side talking on a cell phone. Perform a vent takedown, and then go through the door in the new room. In the next room you will see three cops watching a TV show, take them out with a double combat takedown followed by a beatdown. Pull down the vent above the door and grapple into it, then on the other side, use the remote claw to make a path over the room of 19 cops (nine armed). It is possible to beat them but it is very hard, so it is your choice. If you choose to sneak past them, you will go through an open door and silently take out a cop by a coffee machine, from the machine turn right and hack the panel to open the door (Password SERVEPROTECT). On the other side you will encounter four unarmed hostiles, take them all out, and then enter the interrogation room on the right side of the room. In here you will see the guy from the arms deal being interrogated by a cop. Do a window takedown to get the cop out of the way, and then interrogate Loose Lips to learn about the disruptor. Go through the door on the side of the room loose lips was on and take a right, then grapple up on top of the door where you will see seven cops harassing a hobo, one will be armored, none of them are armed. After they're down you can talk to the hobos if you want and the use explosive gel to take out the wooden window, so then you can go out the door in the far south part of the room. Take the cop on the phone out and then crawl through the vent he was in front of. You will be able to listen in of a father-daughter talk and then out the other side of the vent, where you can grapple up and climb the ladder into a new predator room.

    There are eight armed cops in this rather large room, so it can be a little challenging to take them all out. As soon as you enter the room, walk forward and you will land on a vantage point, then grapple to the closest point on your right and wait for a cop to walk under you. Perform an inverted takedown, and return to the original vantage point you started on. After you do three cops will rush to his location, throw a smoke pellet at them and perform three silent takedowns with knockout smashes before it clears, then grapple back up to a vantage point. From here on out it is impossible to tell what the enemies will do so I will continue from the point immediately after they're all beaten.

    Once the room is cleared, proceeded to the southernmost door in the room and hack the panel next to it to unlock it (Password PEACEOFFICER). On the other side of the door will be two officers, use a double takedown to be rid of them. After going through the door in the room, you will see the server room try to hack the lock, but you'll find out it's being protected by a jammer, darn it. Oh wait...what was it loose lips said about that disrupter. Take a left and head for evidence lockup. Deal with the two cops in this room, one has a riot shield, and then hack the elevator lock (Password- GOTHAMDEFENDERS). Jump down the elevator shaft and follow the hallway until you pass an open door into the holding cells. You will see some cops talking with a new type of enemy about a riot...foreshadowing. Anyway take out the five cops (one armed) and press the button on the west side of the room to open the path forward, go through door that is opened. Look for the weak wall in the room and destroy it with explosive gel, go into the hole that was opened and look up for a remote claw hook. Grapple up to the wire and climb through the open vent at the end of your wire. In the room on the other side is a fuse box, so use a remote control Batarang to go back through the vent, get electrified and then go through the vent again to hit the fuse box and open the cell the disrupter is in. Now that you have the disrupter, retrace your steps and return to the room where the cops were talking about the prison riot. It looks like the riot began without you, use your disrupter to rake out the jammer in above the password box and then hack it to open the door into the holding cells area (Password LOCKDOWN). In this room you will have to face fourteen enemies including a new type of bad guy, a venom user.

    Miniboss- First Venom User

    This is a rather easy Miniboss fight, in order to beat the Venom User, all you have to do is perform a takedown on him, and he will become a regular enemy, but be careful because it is impossible to counter his charge attack. Other than him there are thirteen other guys in the room, none of them are armed but some do have knives, which can be annoying.

    Once everyone is beaten, talk to the cop in the corner of the room and then grapple onto the top floor, as the door you originally came through has become inaccessible. But if you can get above the door on the second floor there is a hole you can jump through to return to the hallway where the morgue is. You will pass two paramedics. Return to the room outside the server room, and use your handy dandy disrupter to destroy the jammer and then hack the panel (Password AUTHORIZEDONLY). Enter the room and a cutscene will begin. As soon as it ends you will be directed toward a vent, crawl through it and you will end up in a shooting range. Use the disrupter to jam the guns of the two armed cops in this room, and then there will be six unarmed cops to deal with, but there is one riot shield so be careful. When they're beaten go to the east end of the room, presses the button and go through up the stairs to the locked door. Use the cryptographic sequencer to hack the lock (Password LOCKANDLOAD)), then exit through the door, take a left and go through another door. A cutscene will begin, and after it's done you will be in an elevator, then another will begin. After the second cutscene you will be prompted to drop a smoke pellet and beat three armed enemies. Once that's done, walk out the door behind you.

    Spoiler. Highlight text to view

    Barbra Gordon, the little girl who helps batman, will one day become Orical, batman's tech after the Joker shoots her, causing her to become paralyzed from the waist down.

    Once outside the building, perform a double takedown on the two enemies, and then go the waypoint on your map. On the way you will receive a message from Barbra, but ignore it for now and proceed to the waypoint where you will find six cops and a manhole cover that leads to...

    Sewers under GCPD

    As soon as you enter the sewer, follow the path, going under a gate, until you reach a large drop-off where you will see a short cutscene introducing a new type of enemy. There will be ten enemies on the platform, none will be armed but there will be a martial artist there, they are the most annoying type of enemy in this game. The easiest way to beat him would be to knock him on the ground and perform a ground takedown, but he can avoid you combo takedowns and usually requires two counters to stop his attacks. After everyone is beaten look to the left side of the platform and you will see a weak wooden wall blocking a tunnel. Blow it up and follow the tunnel until you reach a door marked pump room, and go inside.

    In here you will have to perform a complicated series of grapples to access the other side of the room. Start by looking up and to the left until you see a grapple point. Grapple up and then take a running leap to get onto the next platform. Run past the pipe on this platform when it is not on, and then grapple onto the catwalk where an enemy is standing with his back to you. Take out one enemy with a ledge takedown, then the other with a beatdown. Now grapple up onto a ledge you won't be able to stand on, and shuffle on your hands across until you can climb up. Walk past a steam pipe and up some stairs until you see a terminal with a button, use it to stop the waterfall. From here use detective vision to see a hook which can be pulled using the Batclaw. This will cause the steam in the large pipe next to it to stop, so now you can use the remote claw to make a Zipline connecting it to a window where an enemy has his back to you. Crash through the window and hack the panel with the password PUMPACCESS. This will open a gate which you can glide to from your current position, do so while glide kicking the enemy who is there. Follow the tunnel until you see a door on your left, go through it.

    Follow the sign to the GCPD until you see seven bad guys setting bombs on an elevator (1 armored and 1 martial artist). Beat them all up and then press the button located on the platform, this will raise you to a room with five enemies (1 armed, 1 martial artist, 1 enforcer). Once they're all beaten look for a computer in the room and use it to connect to the national Criminal Database, and watch a cutscene.  Go through the door marked exit in the room after the cutscene, then follow the path on the other side until you come to a ladder back to the surface.

    Guns, Cash, and Mind Control

    As soon as you reach the surface, you will see a...strange... display that will open up one of the weirdest side quests in the game. If you wish to skip the side quests in this section simply skip down to section 3 1 2 c

    The Mad Hatter

    As soon as you get control of Batman, hack the panel (Password HATSHOP) and set the mad hatter as your waypoint. He is located in the Bowery, fast travel there and enter the hat shop. When you do look up and you will see a vent on the wall, pull it down and crawl through. On the other side of the vent jump down and you will have to fight seven enemies, one has a knife. After you beat them talk to the mad hatter, beginning a cutscene. After the scene you will arrive in wonderland.

    Follow the path forward until you get to a bridge; be careful as the ground is electrified. On the other side is a large key-shaped gate. To open it throw six Batarangs at the lanterns surrounding it, but be careful not to stand on the electric floor too long. Cross another bridge until you have to jump onto a ledge. Follow it until you have to jump down, and then follow the path up some ledges until you come to a creepy looking cave. Fall down into it and you will end up in a room with three doors. In order to beat this door puzzle, simply enter the door with the thug over it each time, he will move, simply enter the door he is over. It should take about three tries. Next you will be in a room with a mirror which enemies can go through, but you can't. First two enemies will come through, beat them and four more will come. This will continue until eventually you beat all the enemies, when you do the mirror will break and a door will be behind it. Go through the door and you will be in a castle, continue to the right until you jump off a ledge. Then you will have to watch out for the electric floors, but you can blow up the wall on the far right with explosive gel, be careful the floor is electrified. Break down the wall and you will be on a milk river, climb onto the flower and use the hooks and the Batclaw to make your way across. Go through the door on the other side. In this room, you have to get up on a ledge and shuffle across a chasm on your hands until you can climb up. Then crouch down and climb up a vertically challenged path around a corner. Then climb the latter on the other side and get onto the rope, Zipline through the large playing card and run across the card bridge quickly, as it is destroyed if you're not fast enough. Go through the door on the other side.

    Now you will be in a large clock like room. Use the remote claw to get up to the second level and activate a gear that allows you to use the remote claw to get to the height level. Do so, go through the door, climb the ladder and follow the path until you get to the door on the other side. Finally grapple up onto the top platform, causing the gear on the ceiling to turn, grapple up through the hole in the ceiling and follow the path on the outside of the clock, climb one final ladder and you will be back in the first room where the Hatter originally was.

    He will be standing with the girl at knifepoint, use a reversal Batarang to finish this side quest once and for all. Now that that's done with, get the heck outta that looney bin once and for all.

    The Penguin's Guns

    The first arms location is in the Burnley district in the east section, near the comms tower. Approach the box from above and you will see four unarmed enemies guarding it, and two more enemies outside a nearby gate, one of those two has a gun. Take out the two outside first, in the process attracting up to eight more though so beware, then the four inside the gate, near the box.With them down take out the disruptor and use it to deactivate the crate.

    The second arms locker is located in the middle of the far north part of the diamond district.The first thing you should do is fast travel to the diamond district. Approach it and land on top of a nearby ledge so you can survey the situation. You will see five criminals, one has a knife, one has a pipe, and one has a knife. Take them out and then look inside the truck that they were guarding to find the arms locker. Deactivate it with the disruptor and you will get a call from Barbra. Alternatively, you can distract the enemies, sneak into the truck and then take out the crate quietly if you don't want to fight.

    Fast travel to the Coventry district next, and the arms locker will be in the northeast section of the district near the fast travel point. It is located behind a large building with two smoke stacks to find this locker. It is guarded by the same five enemies who guarded the previous one, five enemies, one knife, one riot shield, and one pipe. Beat them all and then deactivate the locker with the disruptor. You will be rewarded with more praise from Barbra.

    Now it's time to hit up the north side of town, fast travel to the Bowery and find this crate in the north western part of the area. You can find it in a tunnel under the bowery, it is hidden behind a weak wall which is guarded by seven enemies, one is armed, one knife and a gun lying on the ground.Take them all down and then find the weak wall using detective mode. Blow up the wall after the enemies are down and you will see the locker, use the disruptor to take it out.

    You should now fast travel to the Bowery location once more, and this time head into Sheldon Park.This crate is on a high ledge near the bridge leading to Wonder Tower, and is guarded by three armed enemies. An easy way to get this crate is to simply grapple up to it, drop a smoke pellet and then use the disruptor before the enemies see you. You can also hit the three bad guys until they go beddy-bye as well, it is more fun that way. Whichever you chose, take out the crate, and receive a call from Barbra as a reward.

    The final locker is located on Penguin's ship The Final Offer, in the Amusement Mile. Fast travel there and then go toward the ship. The ship is guarded by the same enemies that guarded it when you first went there to get penguin, take them out predator style, and then you can look up to see a box hanging from a crane with a Batclaw ring on the front. Pull the ring to open the crate, inside you will see the locker. Get inside and deactivate this final crate to complete the quest. Barbra will call to thank you, and this will hint at the future a little.

    Getting into Gotham Merchant's Bank

    The Gotham Merchant's Bank is in the Bowery, so fast travel there and work your way to the waypoint marker. It is on the roof, near look for a weak wall near a door into the bank, the door is locked but you can blow up the wall to bypass the door. Inside, go down the stairs and through the trap door into the...

    Gotham Merchant's Bank

    When you first enter the bank, you will be inside its clock, in a room with a locked door, a panel and a jammer. Take out the jammer with the disrupter, and hack the panel (Password OPENSESAME) so that you can go through the door. You will arrive in a large room full of dead bodies, and if your using detective vision you will see many armed men in the bank vault. Go to the vent near the vault door, pull the vent off and crawl through. On the other side, spray some explosive gel on the floor, detonate it and a cutscene will begin...

    This is likely the most important scene in the game so pay attention, after it is done you will see a rather disturbing image, and then be moved to a vantage point as seven armed men will enter the bank with orders from the Joker to kill you. One of them has a portable jammer, so he should be taken out first. After this all the men will go in separate directions so I can't really give good advice on how to beat the room. Here's what I did, I performed a silent takedown on the jammer thug, then another on a lone thug on the stairs, next an inverted takedown on one of the thugs who are by the front door of the bank. I took the last few out by using the disrupter and the remote claw. The final thug will surrender and you need to interrogate him, he will tell you to go to the steel mill in order to find the Joker. Now exit the bank via the front door, which is in the northern part of the bank.

    Spoiler. Highlight text to view

    It is revealed that Black Mask was actully Joker in desguise, and he wanted to kill batman so Joker hired the assassians, killed Loeb, and did everything we thought Black Mask had done throughout the story

    Shiva and the Road to the Steel Mill

    As soon as you exit the bank you will see five SWAT members stationed outside, two armed, one armored, and one riot shield. Beat them all and continue straight until you see an unattended baby carriage.(If you wish to skip the side quests mentioned in this section, skip ahead to section 314b) Investigate it in order to begin a cutscene where you meet...

    Shiva

    Shiva will attack you while looking at the carriage, counter her attack and open your map, you should see a Shiva side quest marker in the south east most corner of the Coventry district. Fast travel to Coventry and make your way to that marker. From the exact location of the marker, look East with detective vision and you will see a door that you can open, and will hear a cop yelling from inside. Go inside the door.

    In here you will see a cop hanging over an electrified fountain. In order to set him free, the first is grapple up onto the ledge on the left side of the room and walk through the destroyed gate. Inside, you will see a fuse box that you can destroy, do so. As soon as you do you will be attacked by three ninjas, counter three times quickly and take them out. Ninjas are similar to regular knife thugs, except they can't drop their weapons, also they only use the sword sometimes, others they just use a regular attack. Anyway, now that the ninjas are beaten, look up and you will see a remote claw hook, use the remote claw to make a tightrope. Use the rope to access the other side of this room and destroy the second fuse box. When you do you will be attacked by three more ninjas, defeat them and then return to the ground floor of the room. Use a quickfire Batarang to free the cop, and then go talk to him. You will now be instructed to look for a blood trail, do so, then follow said trail as far as you can until you find the dead cop in an alley almost directly south of the Coventry Radio Tower.

    When you find the cop, investigate his body and Shiva will attack you again. Counter her attack and a cutscene will begin. Once it's done fast travel to the Bowery and then make your way to where Shiva's marker is. When you arrive at the door where Shiva is, you will see a group of twelve enemies, two armed one enforcer. Apparently Penguin is giving away free guns. So what is there to do but kick some butt. Once everyone is down for the count go through the door and a cutscene will begin, after it is done you will face...

    Miniboss Shiva

    As soon as the fight begins, you will be attacked by four ninja, counter quickly and take them out before focusing of Shiva. Shiva will attack just like a martial artist, so in order to beat her, simply attack her repeatedly. Like Deathstroke you should never use the circle button against Shiva, as it will do no good. Once you begin to damage Shiva, you will begin a series of elaborate counters, after a few of these her HP will likely drop to about half. At this time she will call a martial artist to join her, but the fight otherwise stays the same. Continue this pattern of simple attacks and counters until she is beaten.

    Alternate Strategy

    In the strategy listed above, i told you to take out the ninjas before focusing on Shiva, but it is also possible to defeat Shica when totally ignoring the ninjas and martial artists. Simply counter their attacks and focus all your power or Shiva. (Thank you Wally)

    Once you defeated Shiva, a small cutscene will play, after it is done, leave the building and fast travel to the Industrial District, and embark on...

    The Road to the Steel Mill

    Ok, in all honesty, this is really simple. All you have to do is follow the waypoint until you reach the mill. The hard part is the fact that there are seven armed guards outside it. Start by gliding down and taking out the sniper, then get the guy who patrols right below where the sniper is. After you get him the two guys guarding the door should begin to move. While they're too far apart to perform a double takedown, you can get them both with silent takedowns without alerting the other. With that, there are only three thugs left so just use your disrupter and take em' out with good old fashioned beatdown. Now that there are no more guards you will get a call from Alfred about being able to track the Electrocutioner's gloves from way back when. But that's not too important, so for now you can enter...

    The Sionis Steel Mill

    As soon as you enter the mill, the first thing you should notice is that there are six thugs (one armed) in the first room. Take them out and then go through the door at the northwest most part of the room. Climb the stairs to the top in this room but DO NOT go into the door. Instead look above and pull the vent cover off the vent above the door, then climb through the vent. Take out the five hostiles (two armed, one armored) in this room, and use the disruptor on the sentry gun pointed at the door. With that all done, look for a computer in the room and analyze it in order to hack panels found in the mill now. Now grapple up over the wall and back into the first room in the mill. You can now hack the security panel that was keeping the other door in this room locked (Password CHEMICAL) and proceed through the newly unlocked door. Follow the path up two flights of stairs and through another door, where a cutscene will begin showing the location of a secrete door.

    Miniboss- Armored Enforcer

     After it finishes defeat the seven enemies in this room (1 armored). After they all go down eleven more enemies will come out of the secrete room to make you deader than dead. (WARNING 1 Armored Enforcer) These guys are one of the hardest enemies in this game, in order to beat them you must first perform an ultra-stun on it (O+O+O), and then a beatdown. After that it will become a regular enforcer so take him down as you normally would.

    After the Miniboss fight, use the crane button on the wall near the secrete door to make a crack in the wall above the door. Now use the Batclaw on the back of the crane to make the crack into a hole. Grapple through the hole and wait for the elevator. While waiting you will hear a rather creepy scream, and see a dead mobster in the elevator. Examine his body and then use the elevator button. Hmm, whose laugh was that I wonder? Anyway at the bottom of the elevator go through the door. In the next room you will face five enemies (1 Armored). When you beat them hack the panel (Password NARCOTIC) and go through the door into yet another predator room.

    As soon as you enter the room, grapple around until you find the jammer thug, take him out and get back to a vantage point. With him taken out there will be only seven guys left to deal with. Next wait until his body is found and then one guy should be by himself on an elevated platform, take him out. His demise will draw another single enemy to the location. Take him out before he can call for help. Of the four remaining enemies, two should be together and two alone. Perform a silent takedown on the two that is alone, and either disruptor or remote claw takedown the final two to clear the room.

    After clearing the room, go to the door that leads to black mask, but be warned, after you pass through you will not be able to do anything else until after a very tough boss fight. In the office after passing through the door approach black mask and a cutscene will begin. After the scene you will regain control of a poisoned batman, your first goal is to try and find an antidote. Activate detective vision and look for a pool of poison on the floor. Analyze it and then another marker will appear right next to it, use it to reconstruct the crime. Rewind it all the way and you will see a final marker appear on the pipes above you, analyze it and then Alfred will tell you that he will get the toxin to you once your back to ground level. Retrace your steps through the drug lab and back into the hallway leading to the elevator room. Batman will begin to hallucinate as soon as you enter this room, you will see a vision first of Alfred. When he vanishes you will hear the voice of Loeb, and copperhead will appear again. Go through the door and press the elevator button, as it rises you will see the lady Joker killed in the bank. When you get to the top walk forward and you will be attacked by three Copperheads, beat them and continue through the secret door where the official boss fight will begin...

    Boss 3- Copperhead

    As soon as the fight begins the one Copperhead in front of you will split into nine clones. In order to deal damage you must hit the real one, so the best strategy is to use the quickfire concussion detonator to confuse as many clones as you can, and beat them when they're confused. When you actually hit the real one all the clones will disappear and the cycle will start again. Continue this process until she only has 25% of her HP remaining. A good strategy is if you can find the real Copperhead and perform a combo takedown on her it will get rid of almost half her maximum HP so do that if you can. A hint, only the real the real copperhead may break your combos if you hit her while the others will simply disappear. As she losses more HP more clones will appear, and you will have a small period where you will have to throw her off of you, but the fight doesn't drastically change until the boss's health reaches only one fourth of the maximum. When this happens Copperhead will run into the dark mist surrounding the battlefield and a blue light will occasionally shine out of it. When this happens GET OUT OF THE WAY because copperhead will do a dash attack following the path of the light. While this is happening you can't actually damage Copperhead, so all you can do is attack the clones that are attacking you, but be warned if you get hit with the dash attack they will all reappear. When you beat them all, Alfred's antidote will and land in the middle of the arena. Approach it and you will regain your senses. One punch will take Copperhead out once and for all.

    Now that that madness is out of the way, retrace your steps to the room where you first entered the steel mill. In here will be four enemies, they should seem easy compared to that boss fight though, so take em out and destroy the canister they were moving. This will open a new side quest for you to do...Yay. Now then, you can finally exit the steel mill.

    Tracking the Electrocutioner

    As soon as you exit the steel mill, Batman will try to search for the Electrocutioner's trail Alfred mentioned earlier, but will fail due to poor reception. A marker will appear on the Gotham Pioneer's Bridge, make your way there. Along the way Alfred will call you about an S.O.S. but we don't have what we need to make that as easy as it could be right now, so for now follow the waypoint. When you arrive at the central pillar, a meter will appear on your screen telling you how far the Electrocutioner is from your current position, and it get smaller as you get closer. To save you a lot of trouble I will just tell you that the Electrocutioner is in the Diamond District, so fast travel to Coventry and then walk due east until the meter gets to zero, but be warned, as you get closer, SWAT snipers will begin to appear, so take them out as the need arises.

    Approach the far right side of the Royal Hotel and you will see some cars on fire outside a parking garage. Take out the sic enemies (1 armored, 1 riot shield, 1 knife). After beating them go through the door on the far side of the room from where you entered. Welcome to the luxurious...

    The Gotham Royal Hotel

    As soon as you pass through the doorway, follow the path until you receive a call from Alfred. After the call proceed forward and take out the two thugs with a double takedown once they turn their backs. You will see a broken barred window looking down on about ten thugs (1 Martial Artist). Be warned there is a gun rack in the room so while they don't start off armed; it is possible for them to obtain weapons. After you win, hack the panel in the room (Password ROYALHOTEL) to open a gate containing an electrified button. Throw a Batarang at it to deactivate the power and then look up and you will see a large hole right above the button with a remote claw hook. Grapple up onto the remote claw wire and activate the switch in this upper room to raise the parking gate in the room where you fought the thugs. Return to the gate and go through, on the other side you will see the Joker's ambulance, investigate it. After that run forward and activate a switch on the wall to restart the hotel's main generator, allowing you to access the elevator. Enter the elevator and you will be called by Alfred telling you how to find the Joker. Exit the elevator and proceed through the door into the hotel lobby.

    As soon as you enter the lobby, press the L1 button and grapple up onto a vantage point as you have entered a predator room. First thing first, find and take out the jammer thug so you can properly survey the room. When I took out the jammer guy I was seen and managed to take out two guys before I escaped, so now there are only six left. Because of the upgrades I chose I was able to take three of them out with the remote claw, and two out using the disruptor, leaving only one left. The last one was easily beaten with a silent takedown.

    After all the enemies have been dealt with go to the east most side of the room and hack the panel (Password EYESPY)to gain access to the security room. Once inside a cutscene will play showing Joker killing the Electrocutioner. After the scene you will obtain what is possibly the best weapon in the game, the shock gloves. Grapple up onto the scaffold and charge the generator with your new toy by holding X. When it finishes rising grapple out onto the broken roof, and then again through a window to get to the tenth floor of the hotel. Follow the path until you receive a call from Alfred, afterwards go through the door. Charge the generator in this room and slide under the gate it opens, on the other side will be six unarmed enemies. You may notice during this fight the small battery meter on the top left of the screen. When it is filled, press L3 and R3 together to activate the shock gloves. As long as they are active your attacks will do significantly more damage, it will be easier to land critical hits and you attacks cannot be blocked by shields or Tasers. But be warned, the gloves loose power quickly so use them as much as you can in the time they are on. After beating the enemies you will receive a call from the Joker, and then proceed through the door. In this small room look up and find a vent on the wall, pull off the cover and climb through it. You will be in an elevator shaft, jump across to the second elevator, and be careful as soon as you touch the first one it will fall. Use the gloves to power the elevator, when it stops grapple up and perform a ledge takedown on the thug standing over the elevator door. Now take out the four remaining thugs and talk to the hotel employee. Charge the generator and follow the path until you come to another open window, the Joker will call you on the televisions along the way. Use the remote claw to make a Zipline between the two towers and take out the lone armed thug on the other side. The Joker will say someone is about to get shot, DO NOT TURN THIS CORNER. There is a sentry gun on the other side, find it and use the disruptor to take it out, do not give the Joker the satisfaction of getting you. Now power the generator and take out the three enemies on the other side of the gate (1 armored, 1 martial artist). After they're beaten go through the door at the end of the room.

    You will be in a ventilation shaft, follow the path until you jump over a gap in the floor, and then grapple up onto a ledge which you can only walk on your fingers. Shimmy along as far as you can to the right until you can climb up onto the ledge, as soon as you do grapple to the point right in front of you. Up here, use the remote claw to connect the two platforms and walk across to the other platform. Here use the button to stop the fan above you, allowing you to grapple to a vent at the top of the room. On the other side of the vent, use the Batclaw to open a steam pipe, allowing you to continue forward where you can grapple up to a ledge and perform a ledge takedown on the thug taking on his phone. Climb up and follow the path to another laundry room, and inside it, another door. In this hallway slide under a gate and take down the two knife-wielding enemies. Go through the door. You will enter one of the strangest and most complex rooms in the entire game

    As soon as you enter follow the path, jump down a hole and arrive on a ledge above five enemies (1 armored). After they're beaten the gate they were guarding will open, but be careful here, as the water is electrified. You will be given a 1:30 time limit to deactivate the power before the people in the chairs die. Use the remote claw to make a line above the water, and then glide from that lone to a weak wall with a panel behind it, hack it (Password KNOCKOUT). The water will now be safe so continue along the path and up a latter until you come to a pressure pad. Step on it and the window should become electrified, use a remote control Batarang to go through the window, get electrified, then in the window on the others side where it can hit a fuse box opening the gate next to you. This will open a hole in the ceiling, grapple up and follow the path until you come to a gate and another pressure pad. This one operates a cruel carnival memory game. The balloons next to the chained thug will light up, and you have to pop them in the order they light up. The first set from left to right is 1, 4, 2, 3. The second round is 3, 4, 2, 1. After two rounds, the gate previously blocking your progress will open. Follow the path until you can glide into a room full of thugs. There will be eight of them (1 enforcer, 1 martial artist), once they're all taken care of look up and grapple to a nearby balcony. Up here is a button to activate a Jack in the Box. Press it and then quickly attach the remote claw to the Jack's nose and walk across the rope, and through the door. In here, silently takedown the lone armed thug holding a hostage, and then enter the overview bar. In the bar, go under the feet of the thugs using the grates, and perform a grate takedown on the armed thug, then take out the remaining five (WARNING 1 armored enforcer) to free the hostages. After they're beaten go through the door into the west tower and look for a weak wall, blow it up and a cutscene will begin. After it ends go out the window and grapple up to a gargoyle, and to the open window in the other tower, you will be on the 28th floor of the east tower. Charge the generator and enter the room with the large bomb. Hack the panel next to it (Password HAPPYNEWYEAR) and the timer will drop to zero causing it to blow up. Dive through the window when this happens and grapple onto a helicopter. This will start another cutscene.

    Miniboss- TV Thug fight

    When you land on the platform after jumping out of the chopper, you will have to fight seven enemies (one martial artist) while looking at the fight through a TV lens from the helicopter. After a second the view will return to normal, and you can finish the enemies off. After taking down four of them, four more will jump down (1 martial artist, 1 armed). Beat all of them to end this fight.

    Grapple onto the balcony and enter the door. You will walk down a hallway and partway through, get a call from Alfred. At the end of the hallway you will enter a predator room with eight enemies in it. You will see three enemies together in one spot, throw a smoke pellet at them and perform three quick silent takedowns with knockout smashes. All enemies will be alerted to this, but one lone enemy will pass by the front door on the way to the site of the attack. Hit him with a Batarang and then use a ground takedown. Take out three of the four remaining thugs with the remote claw, and then use the disruptor to disarm the final lone enemy, and finish him off. Once the room is cleared go to the center of the room and find a penal, hack it (Password SPLASHDOWN) to trigger a cutscene. After the scene you will have to face...

    Boss 4- Bane

    When the fight begins, the simple solution is to treat bane like an armored enforcer. Ultra stun him and then perform a beatdown, as soon as the beatdown is done do a special combo takedown. But be careful as all his attacks do massive damage. After doing this process twice, a cutscene will play, revealing Bane's true form. While the new look may be a little scary the method of fighting hasn't changed at all, simply ultra-stun him, beat him down and then use a takedown to return him to his previous form. After one round against Venom Bane, another scene will play followed by a change of scenery. Bane will frequently activate his venom supply, simply use a takedown to temporarily turn it off, damage him, he will turn it back on and repeat the process until he is beaten. After a few rounds of this some Joker thugs will join the party as well, be warned.

    After the fight, an extremely long and plot strong cutscene will play.

    The Joker's Mind Games

    For this part of the game you will play as the Joker. His controls are very similar to Batman's, so just kinda roll with it. To start you will be in a room with about fifteen guys, take them all out, Joker Style. You can't take damage so just punch until they all go down. Next you will be in control of the Red Hood, that's who Joker was before he became the Joker. Simply walk along the path while Joker narrates. You still can't take damage, so walk right through the fire and you will be fine. After reaching the end of the path, the rest is simply a cutscene. This is likely the only actual origin part of this whole game.

    Now you will have control of Batman, once again walk down the path and watch the story about what happened to his family. Watch the rest as a cutscene.

    Now go to the workbench and pick up the glue grenade, and finally fast travel to the Burnley. On your way out you will see a very interesting conversation between Batman and Alfred, followed by the beginning of...

    The Hunt for Bane

    As soon as you arrive in the Burnley, head for where you came out of the sewers after finishing the GCPD. There will be a total of 11 cops who will attack you (three armed, two riot shield). Defeat them all then drop down the man hole. In here use the glue grenade to block the pipes, and follow this new path until you come to a door on the other side of a large ledge and some water. Keep going straight and you will be at the bottom of that elevator shaft in the GCPS, a trapdoor to the morgue will be on the other side of a once blocked area. Hack the panel (Password DEADHOUSE) and climb the latter into the morgue. Scan the dead body on the table, and then activate the computer. Bane's tracker will now appear so retrace your steps back to the surface and then fast travel to the Park Row district.

    From the fast travel point, head due west and you will begin to see snipers on rooftops as you approach the waypoint. There are either three or four snipers along the way, make sure to take them out as they can deal a lot of damage and are very annoying. Once all the snipers are gone, take out the found enemies (one armed) that are guarding the door in the tunnel. With them all gone, enter the tunnel leading to...

    Bane's Hideout

    Upon entering the hideout, go down a flight of stairs and open a vent, then crawl through it. On the other side go down more stairs and then jump off a ledge, and land in the middle of five thugs (1 riot shield, 1 venom user). After they're all beaten use explosive gel to destroy a weak wall and proceed to an underground river. Throw the glue grenade into the water to make a raft, and then use the hooks on the walls to pull the raft across the river, and through a door on the other side. When you try to open the door; you will be attacked by six enemies (1 riot shield, 2 venom users). After beating them all, go through the newly revealed door.

    In this next section go down two flights of stairs and open a heavy door similar to the Enigma doors by pressing x rapidly. Activate detective mode and investigate anything that lights up that you can (a gurney, a screen, and you will also find an interview tape), and then proceed through until you reach the far end of the room, where a cutscene will begin. You learn from this scene that Bane actually knows who Batman is, and is likely headed to the Batcave. Right after it ends Batman will call Alfred, after he does retrace your steps and return to the surface. About half way there you will hear a radio broadcast saying firefly is holding people hostage on the Gotham Pioneer's bridge, great. A little farther and Batman will hack into Firefly's radio signal, and you will learn that there are bombs on the bridge too. Sorry Alfred, looks like we have to make a quick stop before we can help you. But before we go after Firefly we need to deal with...

    The Final Enigma Towers, Bird, Deadshot, and the Road of Fire

    If you wish to skip the side quests mentioned in this section, please skip ahead to section 3 2 1 d. Once you reach the surface, there are a few things that we need to do before dealing with Firefly, the first of which finally making the whole city available for fast travel, that's right, were taking down...

    The Final Two Enigma Towers

    Now, if you have been following this guide, you should have deactivated all but two of these towers, and now you have the tools to get these last two out of the way. The first one we're going after is in the Diamond district, so fast travel to the Coventry district and head due east. Be warned there are two sniper thugs stationed on the tower platform, and two more on the surrounding rooftops, take the snipers out before approaching the tower. Now on the lower level of the tower there will be four enemies and a scaffold similar to the one in the Royal Hotel. You will also notice a jammer is on nearby. Charge the generator on the scaffold and it will lower, you will be right next to a weak wall. Blow it up and then use the disruptor on the jammer inside the weak wall. After it has been deactivated you can return to the location where the thd four enemies were, below the snipers, and you will see a door on a platform between the two levels. Open the door and hack the panel now that the jammer is gone (Password INCONCEIVABLE). You will have another talk with Enigma, and now you have only one tower left to fix before the whole city is yours.

    The final tower is located in the Amusement Mile, so set it as your waypoint and fast travel to the Industrial District and head in a direction about 75 degrees north of east from your current location toward the final tower, it is in the Northeast most corner of the map. At the bottom of the tower is a flooded tunnel that you can enter by using the glue grenade to make a raft, and then using the hooks to pull yourself toward the door located on the other side of the tunnel. Inside, climb up onto a ledge, block two steam pipes and go through another door. Takeout the eight (3 armed) thugs in this room. After they're all down look up and you will see a weak ceiling with a Batclaw hook. Pull it down, use the remote claw to make a grapple point and grapple to this next floor. Follow the path around and through another door where you will face five enemies (1 armed), take them down and go through the next door. Climb up one final ledge and then you will see the final big door. Open it and hack the last panel (Password UWILLREGRETTHIS). You will hear from Enigma one final time, and now you will finally have fast travel access to the entire city, Congratulations. Grapple through the newly opened ceiling and get outta that last tower, and now, remember that S.O.S. from way back when? It was from one of our friendly neighborhood assassins...

    Deadshot

    The first part of this is simple, set the marker as your waypoint and fast travel to the Bowery. Make your way to the waypoint, which is on a large building near the west most part of the district. When you arrive at the marker a helicopter will attack you, and then be shot down. Your first job is to find where it crashed and look for survivors. When you get to the crash site, you will have to enter detective mode to find out what happened. First scan the body of the dead cop, then go back to the roof where you first saw the flare. Up here, scan the railing where the helicopter hit the railing, then scan a marker located on the helicopter's tail, on the opposite side of the roof. Finally rewind the crime to the point where the helicopter got hit, and you will see a red line going to the shooter's location, go there. Now scan the dead body there to learn Deadshot was the one who shot down the chopper. Follow the red line to learn where Deadshot was when he hit the helicopter. Scan the area the shot was fired from in order to find a shell casing. Use the cryptographic sequencer to tune in to the radio frequency written on the bullet. Deadshot will tell you he is at the bank where you first met the Joker, go there and get ready for the ultimate Predator map.

    Miniboss- Deadshot

    Enter the bank the same way you did the first time, through the roof, and make your way into the main room. When you first enter you will see a short cutscene, and you will see Deadshot and five thugs in the room. You can't perform a silent takedown on Deadshot as he is wearing armor, also you can't jam his gun with the disruptor. It will take about four good takedowns to finish him off as well. Also, if you take out all his thugs, he can call more, so focus most of you attention on Deadshot himself. As soon as you enter the room, hop onto a vantage point and wait for Deadshot to move near a fire extinguisher. Use the remote claw to cause it to blow up on him and quickly perform a silent takedown and knockout smash. Grapple back to the ceiling if you can without being seen. If you can't, try to avoid thug fire until Deadshot gets on his feet, then drop a smoke pellet and do another silent takedown with knockout smash. The second time you should definitely have time to get away. Now wait for a good opportunity to get behind Deadshot and perform a third silent takedown with a knockout smash. Once he is at 25% HP, Deadshot will take a hostage, and all you can do to kill him is a silent takedown. At this point, take out as many of the thugs as you can quickly, or draw them away from Deadshot's location (he will no longer move after he has a hostage). Perform one final silent takedown to end this mission once and for all.

    Now there's just one more real bad guy to take down before we go after Firefly, Bane lieutenant...

    Bird

    If you recall, as you were leaving the morgue you got a call about gang wars over chemical weapons. Leave the bank and fast travel to Coventry, and set the Bird marker in the bottom left corner of this district as your current waypoint. When you arrive here, you will see a group of about ten enemies fighting. Get involved and they will all turn on you, so take them all out. Once everyone is down the last man will surrender, interrogate him and you will get the location for the second fight.

    The second Bird marker is located in the Amusement Mile, fast travel there and head to the location of the fight. When you arrive, defeat the twenty enemies fighting at this location and then interrogate the final enemy. After the fight scan the birdcage on the floor, and you will have the location of bird himself, a club called my alibi.

    My Alibi is in Coventry, fast travel there and makes your way for the bar. Once you enter the bar go down a staircase and enter the club. Glide down into the main area, and begin the fight.

    Miniboss- Bird

    Bird is very much line any normal enemy. You must beat him and six other unarmed thugs, two of whom are venom users. Beat them all, and then interrogate Bird to end the side quest.

    Amusement Mile Murder

    Coming soon...

    The Road of Fire

    Now that all that is out of the way, proceed to the story marker on the pioneer's bridge. When you approach the marker on the bridge, a cutscene will begin. When you regain control of batman, you will be perched on the bridge's central pillar. Go to the marker at the base of the central pillar, there will be five enemies there (1 armed, 1 riot shield), and enter the door to begin...

    WARNING, THIS IS THE POINT OF NO RETURN

     After beating Firefly in the Pioneer's bridge, you will be unable to complete side missions, or explore the map until after you defeat the final boss.

    Gotham Pioneer's Bridge

    As soon as you go through the door, you will see Captain Gordon talking on a radio; approach him to begin a cutscene. After it is done, approach the elevator and hack the panel (Password COASTGAURD) Grapple up and proceed along the path until you come to a vent cover, pull it off and enter the vent, on the other side charge a generator, then throw glue grenades the steam pipes so that you can jump over the newly formed gap. On the other side, grapple up and jump to a ledge. Shuffle across to the right until you come to a platform you can pull yourself up onto. Climb up one final latter and enter the door in front of you. Run up and pull the cover off the vent, climb through, and on the other side you will find yourself in a predator room.

    Be warned, the vantage points in this room are booby trapped, so you can't stay on them for long. Otherwise, just take out the Jammer thug first, and then take out as many as you can with the disruptor and the remote claw. There are eight originally in the room, so take them out fast. After beating seven enemies, the last one will surrender and you can interrogate him.

    He will tell you there are four bombs, now quickly go to the first one, remove the cover and hack it, but be careful as there is a time limit.  (Password: PYROMANIAC, EXPLOSIVES, FLAMMABLE). After it is disarmed, go through the door into the elevator room, activate the elevator taking you to the train level. At the top, climb a ladder and charge the generator in the new room. This will raise the elevator, allowing you to put explosive gel on the wood, and start a fight with the four enemies in this room (two armed, one stun stick). After they're all beaten walk over and talk to Branden, he will attack you, counter and then climb the two ladders next to him and enter the door.

    You will be in another predator room, but this one is far easier with only four enemies. Start by using a double ledge takedown on the two enemies directly above you. Then take the other two enemies out; by using the disruptor. After they are all beaten talk to a hostage and she will tell you to find a way to lower the train. Go through the north door in this room, climb the stairs and use the button to lower the train. Now jump through the window, remove the second case and disarm the second bomb (Password UPINFLAMES, ACCELERANT, and NITROGLYCERINE). After you disarm it you will see a short cutscene, then go the the south most door in the room, unlock it by powering the generator and go through.

    On the other side, slide under some pipes and then use explosive gel to take out a weak wall, as you do the ground under you will collapse. Grapple to a nearby metro car, run to the middle of the car and there will be a hole in the middle, activate detective vision and look for a remote claw hook. Once you find it walk to the south end and grapple up to the nearby grapple point. On this level, jump off the train you will be standing on and take out the three snipers you will pass, and then go through the door. In here take put the eight enemies, (1 riot shield, 1 armor, 1 armed, 1 Taser). Once they're all gone, use the button on the wall to deactivate the electricity and then go through the door. Deactivate the bomb on the other side (Password COMBUSTION, SMOLDERING, INCEDINARY). Retrace your steps outside and make your way to a weak wall on the outside of the bridge. Blow it up and you will be back in the room outside the train station, charge the generator and enter the station. There will be four armed thugs and a sniper in the room the hostages were once in, take them out all quiet like. Approach the once locked fire door, Alfred will open it, charge the generator on the other side and go through the door. Grapple onto a narrow ledge on the left, and then follow it until you must jump to a ledge where you hang, then shuffle across until you can climb up, when you climb up, immediately grapple up onto a nearby ledge and you will be able to glide down on 6 enemies (1 armed, 1 riot shield). Now for me, a glitch occurred here and the enemies didn't attack me, if this happens to you then the simple fix is to restart the game. To stop this from happening at all, do not attack with a glide kick. Beat them and four more will drop down. Beat them and the boss fight will begin against...

    Boss 4- Firefly

    The fight will begin with a cutscene as you attach your Batclaw to Firefly. After it ends, you will be hiding behind a van as Firefly shoots flames at you. In order to damage him, you can do one of two things. You can fire quickfire Batarangs at him to deal small damage, and after hitting him enough times, he will temporarily stop moving. When he stops, you can throw glue grenades at him, causing him to begin to slow down. Continue this process of Batarang, glue grenade, and dodge until you have taken out one fourth of his total health. After you do this, Firefly will stop altogether and you will be able to use the Batclaw to pull him close enough to you to punch him. After this is done the second phase of the boss battle will begin. Firefly will now fire high powered flame bolts at you for a few seconds, while he is doing this all you can do is dodge the attacks. After a while he will return to his original attack pattern, when this happens you can begin the process used in step one again, use the Batarangs to damage him until he is down to 50% health. His jetpack will fail again and you will be able to pull him in using the Batclaw. Do so, and a cutscene will begin leading to the third phase of the fight.

    Here, your main goal is to run away from Firefly, start by grappling to the vantage point pointed out when it begins. Now run along the ledge and you will be back on top of the bridge. Now run to the left, and then up through some crashed cars over a hole. Slide under a truck and the part where you can actually harm the boss will begin. Throw quickfire Batarangs at him while avoiding his attacks, and use the glue grenade when prompted by the game to stun him, and then throw more Batarangs. Do this until you can attack him with the Batclaw again; repeat this until his HP drops to zero. Now firefly will continue to attack you, but you can't damage him, so must avoid his attacks until he throws grenades which will set fire to the whole arena, when this happens, you will be forced to grapple onto Firefly himself. Finally, perform two good counters and a cutscene will play marking the end of the battle.

     

    Return to the Batcave (Part 2)

    As soon as you arrive, the cave will be in ruins, and you will not be able to use detective vision. Your first order of business is to go to the Batcomputer and turning it back on. After you do so scan the room for Alfred using detective vision and then get the rubble off of him. Alfred will then die. But wait; remember what the Electrocutioner said... Use his gloves to bring Alfred back to life, and then after a cutscene you will return to...

    Blackgate Prison (Part 2)

    As soon as you arrive at the prison, run forward and grapple up onto the fence, glide down and take out the ten enemies (1 Armed, 1 Riot Shield, 2 Taser). After they're beaten, a short cutscene will play, and you will be able to enter the prison through the man hole in front of you. Run to the end of the tunnel and use explosive gel to take out the weak floor, and then fall through the newly created hole. You will fall through another weak floor, when you hit the bottom grapple up a level and then run forward until you see a large gap with a remote claw hook. Use the rope to cross the hole and then you will enter a room full of electrified water. Use the remote claw to cross the water, and then use it again on the second platform to get to the other side of the room. Here climb up to the ledge, walk to the end of the hall and take down the weak wall there. After that, glide across the water to the platform where there are four dead bodies, here there is a fuse box you can destroy to remove the electricity from the water. You will now be able to use the Glue grenade in the water, so throw one down and use the claws on the wall to enter the tunnel in the north part of this section. Through here, you will be able to grapple up onto another platform. Enter the room marked Control Room A, and press the button in here. This will cause the door over the other room to become electrified, quickly throw a remote control Batarang through the window, electrify it and then hit the fuse box in the other room.

    This will cause the water level to rise, allowing you to form another glue fart on this side of the wall, use the hook on the wall to pull yourself close enough to the weak wall to spray explosive gel onto it. Climb into the hole you just made and use the glue grenade to stop two steam pipes in front of you, causing an obvious buildup of pressure. Make a glue raft on the water in front of you, the raft will move with the current, but you have to be vigilant about taking out any steam pipes in your way. You must close all of the pipes you see, each on will raise the overall pressure in the pipes at the end of the stream you will see three drills, each with a steam pipe near it. Take out the three pipes, and the pressure will finally overload, causing the wall to be blown open. Grapple through the newly formed hole and go through the door on that is through the hole. In the next room, take out four unarmed enemies and then power the generator that one of them was leaning on. This will cause an elevator to fall, enter the shaft it was in and grapple to the top, then go through the door at the top

    You will now be in the game's final predator room, Yay. There will be ten armed enemies in this room. First, choose a vent to enter and crawl through it, I chose the bottom one. As soon as I opened the vent on the other side I was seen, so I dropped a smoke pellet and performed a silent takedown. Now  grapple up to a vantage point on the ceiling. There should be a lone sniper above the room were the hostages are being kept, take him out and then perform a silent takedown on the lone thug right below you. There should be two enemies looking down on off a ledge on the other side of the small room the hostages are in, take them both out with silent takedowns. There should be five enemies left. One lone enemy should be at the bottom of a staircase near the hostage room, take him out. Now that there are only four enemies left, use the remote claw to take three of them out and then use the disruptor to disarm the final one so you can take him out.

    Once all the enemies have been taken out, go to the room where the hostages are and speak to Harleen Quinzel, who will tell you that the Joker is in the Panopticon. Exit the room through the newly unlocked door at the north end, follow the path through two more doors and you will come to a barred door, open it and defeat the five enemies on the other side (1 riot shield, I knife). When they're all beaten, a cell will open with stairs inside it, go up the path and a small cutscene will begin where you will speak to Deathstroke in his cell. Keep following the path, eventually you will see another staircase, this one going down, descend it and you will find yourself in the middle of twenty angry prisoners (2 riot shields, 2 martial artists, 1 enforcer). After the battle; exit through the door at the west end of the room and follow the hallway as far as you can until you come to a barred door. On the other side will be ten prisoners (2 venom users, 1 enforcer, 2 gun racks, 1 martial artist), defeat all of them and go through the door at the north end of this room. You will end up in the Panopticon and a cutscene will begin. After it ends you will once again face...

    Boss 5- Bane

    The first part of this fight will be the exact same as the first bane fight, he will charge at you and you must ultra-stun him, and then perform a beatdown after he stops his charge attacks, then perform a combo takedown. After you do this, some thugs will drop down, but you can ignore them and focus your attacks on Bane. Repeat the process a second time, however this time when you perform the takedown Bane it will fail and a cutscene will begin. During this scene Batman will finally figure out how to stop both bane and the Joker. After the scene, Batman will have unlimited access to his electric gloves for the rest of the fight, so wait for Bane to stop running around like a fool, ultra-stun him and then perform a combo takedown on him. He will then begin his charge attack once again. Ultra-stun, beatdown and then take bane down for a third time, and then finally a fourth time. This will start a cutscene which will really make you think batman awesome. You will regain control of Batman and be forced to save bane like you did for Alfred. After you do another cutscene will play and you will begin the battle with...

    Spoiler. Highlight text to view

    What happens in these sceenes is as follows. The Joker comes up with a plan to finally either kill Batman, or make Batman into a Killer. He hooks himself up to an electric chair, and makes Bane's Heartbeat the battery for the chair. So if batman dosen't kill Bane, Joker will die. Halfway through the fight captian Gordon arrives and Joker takes him hostage, so if Joker dies, so does Gordon. Batman comes up with a plan, he will kill bane with the shock gloves, and then bring him back to life after the Joker and Gordon are free. He does so, Joker gets away and is chased by Gordon while Batman tries to help Bane. He succedes, and as soon as Bane wakes up, he grabs Batman and injects himself with a forumula known as TN-1, an early form of the titan drug made in the first two games. It causes Bane to grow to monstorous sizes and make him almost impossible to defeat.

    The Final Boss

    Boss 6- TN-1 Bane

    This fight is actually rather simple, although simple doesn't necessarily mean easy. Just think of this boss as a big predator room.  In order to damage Bane TN-1, you must sneak up behind him and perform a silent takedown. This will allow you to jump on his back, and now, you must steer bane toward one of the electrified prison cells and perform a wall takedown, followed by a beatdown. Do this twice and then a jammer will be activated in the northern end of the room, deactivating detective vision. The simple solution to this is to take it out with the disruptor, but this isn't as easy as it may sound, as if Bane sees you, you will have to run away. This isn't exactly as easy as it sounds; as if Bane sees you he will pick you up and throw you against a wall, dealing massive damage. It is possible to slow him down using the glue grenade, and you can use the fire extinguishers at each corner of the room to help make your getaway. You can hide in the grates under the floor, but be warned; if Bane sees you he can punch through the grate and damage you. One thing Bane cannot do however is he cannot reach into the wall vents in the room, so if you crawl into a vent and can get away from either entrance to said vent, he cannot damage you. Perform a total of three of these wall takedowns to trigger a cutscene which marks the official end of the Final Boss Fight. Man... that was easy.

    Spoiler. Highlight text to view

    What happened in the cutscenes during and after this fight are as follows. By injecting himself with the TN-1, Bane also subjects himself to its dangerous side effects, including memory loss. After the fight, Batman is able to electrocute Bane, leading to furhher memory loss. Because of the damage he took during this fight, Bane forgot who Batman was, and all he remembers is that he wants to Kill Batman.

     

    After you beat Bane, you will receive a call from Alfred telling you that the Joker is still on the loose. Walk to the end of the hallway, grapple onto a ledge and crawl through a vent, go through a hole in the gate and a cutscene will start in which Killer Croc and Gordon work together to save your life. After the scene you will have to tag team with Gordon to defeat eight enemies (2 Riot Shield, 2 Martial Artists). Gordon will tell you the Joker went to the Chapel. Go through the door at the west end of the room. Follow the relatively short path into the chapel and then a short cutscene with the Joker will begin. Counter Jokers attack and then attack him as though he was any normal thug. Counter Joker twice more and perform about three of four more beatdowns on him, this will start a short cutscene and then the Final cutscene will play.

    Spoiler. Highlight text to view

    After the credits, some bad guys will come and talk to deathstroke and offer him a deal.

     

     

    After the Story

    In this section, I will tell you how to complete the rest of the crime scenes and side-quests not already covered in the walkthrough

    As soon as you regain control of batman, you will be on the central pillar of the Gotham Pioneer's Bridge, and then begin the mission for...

    Black Mask

    First, find the location of all the drugs across the map. Destroy them and then head for the church is Park Row. Defeat all the enemies in the church, and then destroy the drug canister in the church. Now black mask himself will come and face you. Defeat him and his henchmen, and the mission will be over. (More details coming soon...)

    The Great Amusement Mile Caper

    This Crime scene should become available as soon as you defeat Bane TN-1 and then the Joker; it is located at Dixon Docks in the Amusement Mile. When you arrive at the scene, enter detective mode and scan the dead body. After scanning the body and learning the victim's identity, look near his body to see a red marker over a hole in the snow to reconstruct the crime. The next red marker will be over a blood stain on a nearby railing, scan it to reconstruct more of the crime. Rewind the crime to the beginning, and then play it and pay attention to the victim's camera, follow it and you will see it land behind the dead body on the other side of the roof you are standing on. There will be a red marker over it, scan it to learn the identity of the killer, you will also learn that he is currently hanging out in the south west part of the Diamond District. Set your marker for the magnifying glass in this area, then fast travel to the diamond district. As soon as you arrive at the warp point you will hear the killer talking with friends about finding the camera and skipping town, follow the marker to find the killer and five of his friends waiting for you. Enter detective mode to learn which is the killer, then take out all six unarmed enemies, two have melee weapons. Once they're all knocked out, the killer will wake up and surrender. Interrogate him to close the case.

    The Coventry Fire

    This crime scene will be available as soon as you complete the Dixon Docks murder, and it is extremely close to where the Dixon dock criminal was captured. So, either fast travel or walk to the magnifying glass north west of the Coventry fast travel point. When you arrive at the body, you will see it is in a large alley surrounded by many tall buildings, the first marker is on the body itself, scan it to identify the victim. Turn around and scan the red marker over a blood mark on the ground to reconstruct some of the crime. Walk halfway between the body and where the killer stood and you will see another red marker, scan it to learn how the fire was started. Next rewind the crime all the way, and watch as the killer runs up the wall to escape the fire. Leave detective vision and grapple up onto the roof the killer climbed onto. Reenter detective vision and you will see a red marker on the wall, over a finger print, scan it to further reconstruct the crime. The final red marker can be found over the broken ladder near where you currently stand. Scan it to learn who the killer is. The killer is located on the penguin's ship The Final Offer in the Amusement Mile, there will be a magnifying glass in this area on the map, set it as your marker and fast travel to the amusement mile. As soon as you arrive you will hear the killer talking, follow the marker until you find the killer aboard the ship talking to five of his friends. The killer is a martial artist, and he is flanked by five other unarmed enemies, two of which have melee weapons. Take them out then interrogate the martial artist to close the case.

    Officer Down

    This crime took place right outside the police station in the Burnley district.Fast travel to Burnley and then look on your map near the police station. You will see a magnifying glass near it on the map, set it as your marker and then go there; it is located in the southern part of the district. When you arrive at the body, enter detective vision and scan the marker that appears over the body. Next, look around and you will see a red marker over a blood stain on the ground, scan it to reconstruct the crime. Follow the victim in the air until you see a red marker appear above another blood pool on the ground marking where he was hit. Scan it to reconstruct the rest of the crime. Rewind the crime, and then watch the car until you see it hit a wall; a red marker will appear there. Scan it to find the killer, and you will learn he is located directly northeast of your current location, in the same district you are in. Set the magnifying glass as your marker and follow it to find the killer. The killer is one of four enemies, one armored, one riot shield. Enter detective mode to identify the killer, take out all the enemies and then interrogate the killer to close the case.

    Amusement Mile Mauling

    As the name suggests, this crime scene is in the amusement mile, and is unlocked as soon as you solve the officer down case. Fast travel to the Amusement Mile and the magnifying glass will be in the northwest portion of the map. Set it as your marker and make your way there. The dead body is located on top of a small roof, when you near it, batman will begin to talk, as soon as he finishes, activate detective vision and scan the red marker that appears over the body. Next another red marker will appear over a blood spatter right next to the body, scan it to reconstruct the crime. Now rewind the crime to the beginning, play it and follow the object that hits the man. After playing it all the way through exit detective vision, jump off the ledge to where the object landed reactive detective vision and scan the red marker that appears above the object to learn the killer's name and location. The killer is located in park row, just west of the courthouse. Fast travel there, and then you will hear him talking to other thugs. The killer is a venom user, and he will be in a group of seven enemies, two with melee weapons. After attacking him you will attract the attention of six other enemies. One armed one knife for a total of 14 enemies, 2 armed. After taking them out, interrogate the killer to close the case.

     

    Crime Alley Shootings

    This crime took place in the same place where Bruce Wayne's family was killed, Crime Alley. It is located in a southeastern part of Park Row, behind a movie theatre. When you arrive the first marker you will have to scan is over one of the dead bodies, and then the next is over the other dead body. The third marker will reconstruct the crime, and it is located just above the bodies over a blood spot on the ground. Rewind the crime all the way then play it through, (notice that you can see batman's parents' outline on the ground near the victims, and while reconstructing the crime their bodies will appear just for a second) and then play it all the way through, notice one of the shell casings fell into the vent. Leave detective vision, open the vent, and then scan the red marker over the casing to determine who the killer is. The killer will be located in the southeast most corner of the Industrial District, set the magnifying glass there as your waypoint, fast travel to the industrial district and make your way to the criminal, almost due south of the fast travel point. The killer will be on the street, one of six Joker thugs, two have melee weapons. Now use detective vision to determine which the killer is, and then take all the enemies out. Interrogate the killer to close the case.

    Prison Escapees

    Coming soon...

    Cold, Cold Heart Walkthrough

    When it comes out, i will get it as soon as i can, and i plan on writing a full guide on this story add-on. I truely can't wait.

    Side-Quests

    In this section I will tell you all of the side quest in the game, when they begin and how to beat them.

    Enigma Towers

    In order to clear this side-quest, you must do four things; you must deactivate seven Enigma towers, destroy ten network relays for each tower, interrogate twenty data handlers, and collect 200 Enigma datapacks. Due to the complexity of the other aspects of the quest, I will only cover how to deactivate the towers in this guide.

    The Coventry Tower

    Accessible- Required by story

    Items Required- None

    District- Coventry

    Description:

    As soon as you gain control of batman, walk straight into the room right in front of you and go through the only door in the room. In here, you will encounter the first of Batman's famous Predator rooms. The point in these rooms is to take out all the enemies as quickly as possible without being seen, as they have superior firepower and can kill you in an instant. As soon as you enter, press the triangle button to drop your first smoke pellet and then grapple up onto the vantage point above you. Activate detective vision and grapple across the next two vantage points until you are directly above one of the bad guys. Press the triangle button to perform an inverted takedown and hang him by his feet. Glide off the vantage point and then craw through the vent on the ground. On the other side of the vent you will be able to press triangle again in order to perform a vent takedown and be rid of another of these armed enemies. Two down, two to go. Take an immediate right and take a running leap into the vent on the wall. On the other side you will see an enemy through a weak wall, preform a weak wall takedown and make him see stars. Climb through the hole you just made and take two immediate lefts and continue until you can grapple up. When you do you will be able to perform a ledge takedown, and be rid of the last of these annoying enemies...for now. Continue through the door near were the last bad guy was standing. Proceed into the room and to the right, where you will encounter your first...

    Crime Scene #1

    You will encounter a few of these throughout the game, basically what you have to do is use an advanced form of your detective vision in order to find out how a crime was committed and find clues to solve the crime. The first step is to find clues, and the first clue here is the red triangle on the body of the victim. After scanning the triangle, another will appear on the wall immediately behind the dead body, scan that as well. With that you will be able to reconstruct the crime and observe what actually happened to this poor man. Hold L2 to rewind the crime and R2 to fast-forward it. Now turn around and notice another red triangle has appeared on the access panel directly behind you. After scanning that, rewind the crime all the way and then listens to the small conversation between Alfred and Batman. Then, advance the crime to the part where the panel actually explodes and notice that a red triangle will appear out of the man's pocket, father advance the scene and you will see that it will land inside the vent on the wall. Pry open the vent and scan the keycard. Now you will be able to use your cryptographic sequencer to hack any access panel in any radio tower.

    Use it to hack the panel right next to you and then advance through the newly unlocked door and climb up the ladder through the trap door. The password will be "unfortunate". After a short talk with Alfred, open the large door directly in front of you by rapidly tapping the X button and hack the panel inside of it, but before you can you will be contacted by the man who broke the tower, his name is Enigma, and he is the Riddler of this game. Then actually hack the panel, the password will be noflyzone. After the scene you will unlock the Enigma most wanted mission.

    The Bowery Tower

    Accessible- After Jezebel Plaza Arms Deal

    Items Required-Remote Control Batarang

    District- The Bowery

    Description:

     As soon as the scene is done, proceed to the new Bat Signal, which will be right above the nearest Enigma tower. When you arrive in front of the tower, you will see seven thugs, three of them holding pipes or bats. Beat them up and then you will notice the hole in the fence that is electrified. In order to unlock the door you must use a remote control Batarang, steer it into the electric charge and through the hole. On the other side of the fence, steer the electrified Batarang into the fuse box that is on the other side in order to unlock the door. If you stand still for a few seconds Batman will tell you how to do it. Go into the newly unlocked door and hack the tower, unlocking yet another batwing fast travel point, and you will have another chat with our pal Enigma. The password is keepout.

    The Industrial Tower

    Accessible-Immediately After First Tower

    Items Required- None

    District- The Industrial District

    Description:

    When you arrive at the tower you will see seven unarmed enemies by the locked tower door. Beat them all up, but be warned that there is a gun rack on the battlefield, and if you run into the fence during combat you will receive a shock. After they have been beaten go to the large box on the left-hand side of the tower platform, destroy the box, however if you do you will notice the door is still locked. No worries though, the simple answer to this is there is another box you need to break first. Face the exact opposite direction of the box, (face the right edge or far north if looking at compass) and then walk off the tower platform on the side farthest from the box (far right/north) and land on street level. Here you will see about five more enemies and another of those boxes. Beat up the enemies and destroy this second box. Now the tower door will finally be unlocked, grapple back up to the tower, go into the door and open it by rapidly tapping X. Inside, hack the third tower (password is "AREYOUKIDDING") and now you will have access to three Fast Travel points and will be able to have another chat with Enigma.

    The Park Row Tower

    Accessibility- Immediately After First Tower

    Items Required- Remote Control Batarang

    Location- Park Row District

    Description:

    Set you marker for the Park Row Tower, once there you will encounter four unarmed thugs guarding a grate in the floor. Defeat them and then enter through the grate and follow the vent path as far as it goes and exit out a second grate. Here you will see the big door, but it is electrified so you can't open it. In order to turn off the power, simply look through the hole in the wall. On the other side there is a fuse box and a source of electricity; I bet you know what comes next. Ignoring Enigma's distractions throw a remote control Batarang through the hole, electrify it and then use it to hit the fuse box. Now the door will be un-electrified, so open it and hack the tower panel (password IDONTTHINKSO).

    The Burnley Tower

    Accessible- After the Final Offer

    Items Required- Remote Claw

    Location- The Burnley District

    Description:

    This is the easiest tower to open, simply go to the south end of the tower and you will see a hook which you can attach your remote claw to. Do so and Zipline through the window into the tower. Now the computer will be right there, hack it (Password IMPROPRIETY), and you should have opened up the tower ...But what's this? You're trapped? Oh wait, there's a vent on the wall, hook the Batclaw to it and climb through. Now exit the vent on the other side, climb up and open the real big heavy door and then hack the REAL tower computer (Password STOPPEDYOU), now you will have opened up yet another Fast Travel Point, and you will hear from Enigma again. Exit the tower through the door.

    The Diamond Tower

    Accessible- After Gotham Royal Hotel

    Items Required- Shock Glover, Disruptor, Explosive Gel

    Location- The Diamond District

    Description:

    Fast travel to the Coventry district and head due east. Be warned there are two sniper thugs stationed on the tower platform, and two more on the surrounding rooftops, take the snipers out before approaching the tower. Now on the lower level of the tower there will be four enemies and a scaffold similar to the one in the Royal Hotel. You will also notice a jammer is on nearby. Charge the generator on the scaffold and it will lower, you will be right next to a weak wall. Blow it up and then use the disruptor on the jammer inside the weak wall. After it has been deactivated you can return to the location where the four enemies were, below the snipers, and you will see a door on a platform between the two levels. Open the door and hack the panel now that the jammer is gone (Password INCONCEIVABLE). You will have another talk with Enigma, and now you have only one tower left to fix before the whole city is yours.

    The Amusement Tower

    Accessible- After Gotham Royal Hotel

    Items Required- Glue grenade, Remote Claw, Batclaw, Explosive Gel

    Location- The Amusement Mile

    Description:

    At the bottom of the tower is a flooded tunnel that you can enter by using the glue grenade to make a raft, and then using the hooks to pull yourself toward the door located on the other side of the tunnel. Inside, climb up onto a ledge, block two steam pipes and go through another door. Takeout the eight (3 armed) thugs in this room. After they're all down look up and you will see a weak ceiling with a Batclaw hook. Pull it down, use the remote claw to make a grapple point and grapple to this next floor. Follow the path around and through another door where you will face five enemies (1 armed), take them down and go through the next door. Climb up one final ledge and then you will see the final big door. Open it and hack the last panel (Password UWILLREGRETTHIS). You will hear from Enigma one final time, and now you will finally have fast travel access to the entire city, Congratulations.

    Anarky

    First accessible- After Beating the Final Offer

    Walkthrough:

    The first and most obvious side-quest that becomes available as soon as you leave the ship is the Anarky quest. As soon as you exit look up and you will see a large screen with Anarky on it and he will be talking. Grapple up onto the mast right above this screen and you will see an Anarky follower. Talk to him. As soon as you do you will see a 3 minuet timer appear on the screen and you will have to get to the location marked on your map and diffuse the bomb located there before time runs out. This first bomb is in the south most part of the Bowery; however you cannot Fast Travel there. Make your way there and once you see the bomb located on though of the Gotham Merchant's Bank. You must first defeat the five unarmed anarchists stationed around the bomb, rush to the box in the corner of the platform and destroy it to stop the bomb. After you do Batman will begin a short conversation with Alfred.

     Now you have to find the next Anarchist crier who will tell you where the second bomb is. If you open your map, you will see that the next anarchy crier is in the North West corner of the diamond district. Fast travel to the Coventry and then make your way to the anarchist, who is on top of a Soder Cola building. After you talk to him a three minuet fifty second timer will begin, the second bomb is located in the Amusement Mile, but once again, you have to walk and can't Fast Travel. When you arrive there will be eight anarchists guarding the bomb box, take them all out quickly and destroy the bomb.

    The final crier is located in the North East part of The Coventry; fast travel there and make your way to him; he is on a low ledge of a building with two smokestacks. His bomb is located on top of the GCPD building located in the BURNLEY, at the south most point on the map. The actual bomb is on the ice behind the building, and guarding it will be eight anarchists with no guns. Take them out quickly and disarm the final bomb. Now that all the bombs are destroyed, Batman will receive a call from Anarky himself telling him to go to the courthouse in Park Row, so fast travel to the Bowery and make your way to Park Row. The front door of the courthouse is locked, but there is a back door you can enter through, the bat signal will lead you to the unlocked door in the back. Once you enter make a right, a left and go through the big wooden doors.

    Miniboss- Anarky

    Here you will see a short cutscene and then will have to face a total of 13 enemies, all unarmed. You will start with only six thugs in the arena, but after you beat them six more jump down for you to beat, and in this part of the fight, Anarky will occasionally launch flares at you, which will cause you damage and break your combo so be careful. Now for the final round, Anarky himself comes down with a Taser and he is flanked by five thugs. In order to damage Anarky, simply jump behind him using evade and then begin a normal combo, but be careful as his attacks cannot be countered. After all of his thugs have been beaten, Anarky can be taken down with a single punch.

     If you want to you can listen to him talk for a while, but after your done just leave the same way you came in and this quest will be over.

    The Penguin

    First Accessible- After Leaving the GCPD

    Walkthrough:

    The first arms location is in the Burnley district in the east section, near the comms tower. Approach the box from above and you will see four unarmed enemies guarding it, and two more enemies outside a nearby gate, one of those two has a gun. Take out the two outside first, in the process attracting up to eight more though so beware, then the four inside the gate, near the box.With them down take out the disruptor and use it to deactivate the crate.

    The second arms locker is located in the middle of the far north part of the diamond district.The first thing you should do is fast travel to the diamond district. Approach it and land on top of a nearby ledge so you can survey the situation. You will see five criminals, one has a knife, one has a pipe, and one has a knife. Take them out and then look inside the truck that they were guarding to find the arms locker. Deactivate it with the disruptor and you will get a call from Barbra. Alternatively, you can distract the enemies, sneak into the truck and then take out the crate quietly if you don't want to fight.

    Fast travel to the Coventry district next, and the arms locker will be in the northeast section of the district near the fast travel point. It is located behind a large building with two smoke stacks to find this locker. It is guarded by the same five enemies who guarded the previous one, five enemies, one knife, one riot shield, and one pipe. Beat them all and then deactivate the locker with the disruptor. You will be rewarded with more praise from Barbra.

     

    Now it's time to hit up the north side of town, fast travel to the Bowery and find this crate in the north western part of the area. You can find it in a tunnel under the bowery, it is hidden behind a weak wall which is guarded by seven enemies, one is armed, one knife and a gun lying on the ground.Take them all down and then find the weak wall using detective mode. Blow up the wall after the enemies are down and you will see the locker, use the disruptor to take it out. 

    You should now fast travel to the Bowery location once more, and this time head into Sheldon Park.This crate is on a high ledge near the bridge leading to Wonder Tower, and is guarded by three armed enemies. An easy way to get this crate is to simply grapple up to it, drop a smoke pellet and then use the disruptor before the enemies see you. You can also hit the three bad guys until they go beddy-bye as well, it is more fun that way. Whichever you chose, take out the crate, and receive a call from Barbra as a reward.

    The final locker is located on Penguin's ship The Final Offer, in the Amusement Mile. Fast travel there and then go toward the ship. The ship is guarded by the same enemies that guarded it when you first went there to get penguin, take them out predator style, and then you can look up to see a box hanging from a crane with a Batclaw ring on the front. Pull the ring to open the crate, inside you will see the locker. Get inside and deactivate this final crate to complete the quest. Barbra will call to thank you, and this will hint at the future a little.

    The Mad Hatter

    First Accessible- After Beating the Sewers Under the GCPD

    Walkthrough:

    As soon as you get control of Batman, hack the panel (Password HATSHOP) and set the mad hatter as your waypoint. He is located in the Bowery, fast travel there and enter the hat shop. When you do look up and you will see a vent on the wall, pull it down and crawl through. On the other side of the vent jump down and you will have to fight seven enemies, one has a knife. After you beat them talk to the mad hatter, beginning a cutscene. After the scene you will arrive in wonderland.

    Follow the path forward until you get to a bridge; be careful as the ground is electrified. On the other side is a large key-shaped gate. To open it throw six Batarangs at the lanterns surrounding it, but be careful not to stand on the electric floor too long. Cross another bridge until you have to jump onto a ledge. Follow it until you have to jump down, and then follow the path up some ledges until you come to a creepy looking cave. Fall down into it and you will end up in a room with three doors. In order to beat this door puzzle, simply enter the door with the thug over it each time, he will move, simply enter the door he is over. It should take about three tries. Next you will be in a room with a mirror which enemies can go through, but you can't. First two enemies will come through, beat them and four more will come. This will continue until eventually you beat all the enemies, when you do the mirror will break and a door will be behind it. Go through the door and you will be in a castle, continue to the right until you jump off a ledge. Then you will have to watch out for the electric floors, but you can blow up the wall on the far right with explosive gel, be careful the floor is electrified. Break down the wall and you will be on a milk river, climb onto the flower and use the hooks and the Batclaw to make your way across. Go through the door on the other side. In this room, you have to get up on a ledge and shuffle across a chasm on your hands until you can climb up. Then crouch down and climb up a vertically challenged path around a corner. Then climb the latter on the other side and get onto the rope, Zipline through the large playing card and run across the card bridge quickly, as it is destroyed if you're not fast enough. Go through the door on the other side.

    Now you will be in a large clock like room. Use the remote claw to get up to the second level and activate a gear that allows you to use the remote claw to get to the height level. Do so, go through the door, climb the ladder and follow the path until you get to the door on the other side. Finally grapple up onto the top platform, causing the gear on the ceiling to turn, grapple up through the hole in the ceiling and follow the path on the outside of the clock, climb one final ladder and you will be back in the first room where the Hatter originally was.

    He will be standing with the girl at knifepoint, use a reversal Batarang to finish this side quest once and for all. Now that that's done with, get the heck outta that looney bin once and for all.

     

    Shiva

    First Accessible- After Meeting Joker in Gotham Merchant's Bank

    Walkthrough:

    As soon as you exit the bank you will see five SWAT members stationed outside, two armed, one armored, and one riot shield. Beat them all and continue straight until you see an unattended baby carriage. Investigate it. Shiva will attack you while looking at the carriage, counter her attack and open your map, you should see a Shiva side quest marker in the south east most corner of the Coventry district. Fast travel to Coventry and make your way to that marker. From the exact location of the marker, look East with detective vision and you will see a door that you can open, and will hear a cop yelling from inside. Go inside the door.

    In here you will see a cop hanging over an electrified fountain. In order to set him free, the first is grapple up onto the ledge on the left side of the room and walk through the destroyed gate. Inside, you will see a fuse box that you can destroy, do so. As soon as you do you will be attacked by three ninjas, counter three times quickly and take them out. Ninjas are similar to regular knife thugs, except they can't drop their weapons, also they only use the sword sometimes, others they just use a regular attack. Anyway, now that the ninjas are beaten, look up and you will see a remote claw hook, use the remote claw to make a tightrope. Use the rope to access the other side of this room and destroy the second fuse box. When you do you will be attacked by three more ninjas, defeat them and then return to the ground floor of the room. Use a quickfire Batarang to free the cop, and then go talk to him. You will now be instructed to look for a blood trail, do so, then follow said trail as far as you can until you find the dead cop in an alley almost directly south of the Coventry Radio Tower.

    When you find the cop, investigate his body and Shiva will attack you again. Counter her attack and a cutscene will begin. Once it's done fast travel to the Bowery and then make your way to where Shiva's marker is. When you arrive at the door where Shiva is, you will see a group of twelve enemies, two armed one enforcer. Apparently Penguin is giving away free guns. So what is there to do but kick some butt. Once everyone is down for the count go through the door and a cutscene will begin, after it is done you will face...

    Miniboss Shiva

    As soon as the fight begins, you will be attacked by four ninja, counter quickly and take them out before focusing of Shiva. Shiva will attack just like a martial artist, so in order to beat her, simply attack her repeatedly. Like Deathstroke you should never use the circle button against Shiva, as it will do no good. Once you begin to damage Shiva, you will begin a series of elaborate counters, after a few of these her HP will likely drop to about half. At this time she will call a martial artist to join her, but the fight otherwise stays the same. Continue this pattern of simple attacks and counters until she is beaten.

     

    Alternate Strategy

     

    Another Meathod to defeating Shiva, and quickly at that, is to simply attack her and ignore her minions. You have to be rather good at countering to do this, as the only attention you need to pay to the lackies is you must counter them so you don't get hit. Otherwise just attack Shiva as rapidly as possible and don't let her attack, to beat her very quickly. (Thank you Wally)

     

    Deadshot

    First Accessible- After Clearing Steal Mill

    Walkthrough:

    The first part of this is simple, set the marker as your waypoint and fast travel to the Bowery. Make your way to the waypoint, which is on a large building near the west most part of the district. When you arrive at the marker a helicopter will attack you, and then be shot down. Your first job is to find where it crashed and look for survivors. When you get to the crash site, you will have to enter detective mode to find out what happened. First scan the body of the dead cop, then go back to the roof where you first saw the flare. Up here, scan the railing where the helicopter hit the railing, then scan a marker located on the helicopter's tail, on the opposite side of the roof. Finally rewind the crime to the point where the helicopter got hit, and you will see a red line going to the shooter's location, go there. Now scan the dead body there to learn Deadshot was the one who shot down the chopper. Follow the red line to learn where Deadshot was when he hit the helicopter. Scan the area the shot was fired from in order to find a shell casing. Use the cryptographic sequencer to tune in to the radio frequency written on the bullet. Deadshot will tell you he is at the bank where you first met the Joker, go there and get ready for the ultimate Predator map.

    Miniboss- Deadshot

    Enter the bank the same way you did the first time, through the roof, and make your way into the main room. When you first enter you will see a short cutscene, and you will see Deadshot and five thugs in the room. You can't perform a silent takedown on Deadshot as he is wearing armor, also you can't jam his gun with the disruptor. It will take about four good takedowns to finish him off as well. Also, if you take out all his thugs, he can call more, so focus most of you attention on Deadshot himself. As soon as you enter the room, hop onto a vantage point and wait for Deadshot to move near a fire extinguisher. Use the remote claw to cause it to blow up on him and quickly perform a silent takedown and knockout smash. Grapple back to the ceiling if you can without being seen. If you can't, try to avoid thug fire until Deadshot gets on his feet, then drop a smoke pellet and do another silent takedown with knockout smash. The second time you should definitely have time to get away. Now wait for a good opportunity to get behind Deadshot and perform a third silent takedown with a knockout smash. Once he is at 25% HP, Deadshot will take a hostage, and all you can do to kill him is a silent takedown. At this point, take out as many of the thugs as you can quickly, or draw them away from Deadshot's location (he will no longer move after he has a hostage). Perform one final silent takedown to end this mission once and for all.

    Bird

    First Accessible- After Leaving Morgue

    Walkthrough:

    If you recall, as you were leaving the morgue you got a call about gang wars over chemical weapons. Leave the bank and fast travel to Coventry, and set the Bird marker in the bottom left corner of this district as your current waypoint. When you arrive here, you will see a group of about ten enemies fighting. Get involved and they will all turn on you, so take them all out. Once everyone is down the last man will surrender, interrogate him and you will get the location for the second fight.

    The second Bird marker is located in the Amusement Mile, fast travel there and head to the location of the fight. When you arrive, defeat the twenty enemies fighting at this location and then interrogate the final enemy. After the fight scan the birdcage on the floor, and you will have the location of bird himself, a club called my alibi.

    My Alibi is in Coventry, fast travel there and makes your way for the bar. Once you enter the bar go down a staircase and enter the club. Glide down into the main area, and begin the fight.

    Miniboss- Bird

    Bird is very much line any normal enemy. You must beat him and six other unarmed thugs, two of whom are venom users. Beat them all, and then interrogate Bird to end the side quest.

    Black Mask

    First accessible- After Steal Mill

    Walkthrough:

    First, find the location of all the drugs across the map. Destroy them and then head for the church is Park Row. Defeat all the enemies in the church, and then destroy the drug canister in the church. Now black mask himself will come and face you. Defeat him and his henchmen, and the mission will be over. (More details coming soon.)

    Escaped Prisoners

    First Accessible- After Beating the Final Boss and Completing all other Most Wanted Criminals (excluding Enigma)

    Walkthrough:

    The solution to this quest is simple, there will be twenty markers across the map, each one marks the location of a prisoner, beat them all to complete the quest.

    Crime Scenes

    A new feature in this game is the ability to scan crime scenes in an attempt to solve murders and other similar cases. In this game you have to do this many times, and it can sometimes be confusing, so i added this section to help you complete these scenes.

    Coventry Tower Deathtrap

    You will encounter a few of these throughout the game, basically what you have to do is use an advanced form of your detective vision in order to find out how a crime was committed and find clues to solve the crime. The first step is to find clues, and the first clue here is the red triangle on the body of the victim. After scanning the triangle, another will appear on the wall immediately behind the dead body, scan that as well. With that you will be able to reconstruct the crime and observe what actually happened to this poor man. Hold L2 to rewind the crime and R2 to fast-forward it. Now turn around and notice another red triangle has appeared on the access panel directly behind you. After scanning that, rewind the crime all the way and then listens to the small conversation between Alfred and Batman. Then, advance the crime to the part where the panel actually explodes and notice that a red triangle will appear out of the man's pocket, father advance the scene and you will see that it will land inside the vent on the wall. Pry open the vent and scan the keycard. Now you will be able to use your cryptographic sequencer to hack any access panel in any radio tower.

    Jezebel Plaza Fall

    At some point since leaving the final offer, you should have intercepted a police radio broadcast saying someone was killed in the bowery, and a magnifying glass should have appeared on your map. Set that as your waypoint and fast travel to the Bowery. As soon as you arrive at the waypoint, you will see a dead body lying under a sheet, with that activate detective vision. You will now open a new case file similar to the one in the first Riddler tower; the first thing that needs to be scanned is the victim's body. By scanning a second maker near the first, the crime will be reconstructed, after that rewind it as far as it will go, turn off detective vision and grapple up onto the roof above you. Reactivate detective vision and scan the marker up here. Rewind the crime all the way and follow the briefcase as the victim fell off the balcony. Jump down and you will see it on a pipe between the roof and where he landed, scan the marker near it. After doing this the case will be solved.

    Now that you know who did it, it's time to bring him to justice. His location will appear on your map in the Diamond District, set it as your waypoint and go find this SOAB. When you get to the marker, he will be standing on a roof as one of six thugs bragging about his crime. Beat up all six of them and then interrogate the one that surrenders. With that, this side mission is done.

    Lacey Towers Murders

    The first piece of evidence is located on the dead body on the floor, and the second on the girl hanging on the ceiling. The next one is right under the lady hanging on the ceiling, and allows some reconstruction if the crime. Next scan the dead body again to learn how he was killed. Then the girl again to see how she was killed, which is extremely curious. The next clue is a fingerprint on the wall that belongs to Penguin. Then scan one on the floor right next to the prints to learn why the killer was on the floor. The next clue is on the floor near the broken table. Now rewind the crime to the point where the man is walking in from the balcony, and a marker will appear near the curtain. Scan the next marker is located on the bar in the kitchen, and then rewind the crime to the very beginning. Now the final marker will appear on the floor on the other side of the bar.

    Helicopter Crash

    When you get to the crash site, you will have to enter detective mode to find out what happened. First scan the body of the dead cop, then go back to the roof where you first saw the flare. Up here, scan the railing where the helicopter hit the railing, then scan a marker located on the helicopter's tail, on the opposite side of the roof. Finally rewind the crime to the point where the helicopter got hit, and you will see a red line going to the shooter's location, go there. Now scan the dead body there to learn Deadshot was the one who shot down the chopper. Follow the red line to learn where Deadshot was when he hit the helicopter. Scan the area the shot was fired from in order to find a shell casing. Use the cryptographic sequencer to tune in to the radio frequency written on the bullet.

    Dixon Docks Shooting

    This Crime scene should become available as soon as you defeat Bane TN-1 and then the Joker; it is located at Dixon Docks in the Amusement Mile. When you arrive at the scene, enter detective mode and scan the dead body. After scanning the body and learning the victim's identity, look near his body to see a red marker over a hole in the snow to reconstruct the crime. The next red marker will be over a blood stain on a nearby railing, scan it to reconstruct more of the crime. Rewind the crime to the beginning, and then play it and pay attention to the victim's camera, follow it and you will see it land behind the dead body on the other side of the roof you are standing on. There will be a red marker over it, scan it to learn the identity of the killer, you will also learn that he is currently hanging out in the south west part of the Diamond District. Set your marker for the magnifying glass in this area, then fast travel to the diamond district. As soon as you arrive at the warp point you will hear the killer talking with friends about finding the camera and skipping town, follow the marker to find the killer and five of his friends waiting for you. Enter detective mode to learn which is the killer, then take out all six unarmed enemies, two have melee weapons. Once they're all knocked out, the killer will wake up and surrender. Interrogate him to close the case.

    The Coventry Fire

    This crime scene will be available as soon as you complete the Dixon Docks murder, and it is extremely close to where the Dixon dock criminal was captured. So, either fast travel or walk to the magnifying glass north west of the Coventry fast travel point. When you arrive at the body, you will see it is in a large alley surrounded by many tall buildings, the first marker is on the body itself, scan it to identify the victim. Turn around and scan the red marker over a blood mark on the ground to reconstruct some of the crime. Walk halfway between the body and where the killer stood and you will see another red marker, scan it to learn how the fire was started. Next rewind the crime all the way, and watch as the killer runs up the wall to escape the fire. Leave detective vision and grapple up onto the roof the killer climbed onto. Reenter detective vision and you will see a red marker on the wall, over a finger print, scan it to further reconstruct the crime. The final red marker can be found over the broken ladder near where you currently stand. Scan it to learn who the killer is. The killer is located on the penguin's ship The Final Offer in the Amusement Mile, there will be a magnifying glass in this area on the map, set it as your marker and fast travel to the amusement mile. As soon as you arrive you will hear the killer talking, follow the marker until you find the killer aboard the ship talking to five of his friends. The killer is a martial artist, and he is flanked by five other unarmed enemies, two of which have melee weapons. Take them out then interrogate the martial artist to close the case.

    Burnley Hit and Run

    This crime took place right outside the police station in the Burnley district.Fast travel to Burnley and then look on your map near the police station. You will see a magnifying glass near it on the map, set it as your marker and then go there; it is located in the southern part of the district. When you arrive at the body, enter detective vision and scan the marker that appears over the body. Next, look around and you will see a red marker over a blood stain on the ground, scan it to reconstruct the crime. Follow the victim in the air until you see a red marker appear above another blood pool on the ground marking where he was hit. Scan it to reconstruct the rest of the crime. Rewind the crime, and then watch the car until you see it hit a wall; a red marker will appear there. Scan it to find the killer, and you will learn he is located directly northeast of your current location, in the same district you are in. Set the magnifying glass as your marker and follow it to find the killer. The killer is one of four enemies, one armored, one riot shield. Enter detective mode to identify the killer, take out all the enemies and then interrogate the killer to close the case.

    Amusement Mile Mauling

    As the name suggests, this crime scene is in the amusement mile, and is unlocked as soon as you solve the officer down case. Fast travel to the Amusement Mile and the magnifying glass will be in the northwest portion of the map. Set it as your marker and make your way there. The dead body is located on top of a small roof, when you near it, batman will begin to talk, as soon as he finishes, activate detective vision and scan the red marker that appears over the body. Next another red marker will appear over a blood spatter right next to the body, scan it to reconstruct the crime. Now rewind the crime to the beginning, play it and follow the object that hits the man. After playing it all the way through exit detective vision, jump off the ledge to where the object landed reactive detective vision and scan the red marker that appears above the object to learn the killer's name and location. The killer is located in park row, just west of the courthouse. Fast travel there, and then you will hear him talking to other thugs. The killer is a venom user, and he will be in a group of seven enemies, two with melee weapons. After attacking him you will attract the attention of six other enemies. One armed one knife for a total of 14 enemies, 2 armed. After taking them out, interrogate the killer to close the case.

     

    Crime Alley Shootings

    This crime took place in the same place where Bruce Wayne's family was killed, Crime Alley. It is located in a southeastern part of Park Row, behind a movie theatre. When you arrive the first marker you will have to scan is over one of the dead bodies, and then the next is over the other dead body. The third marker will reconstruct the crime, and it is located just above the bodies over a blood spot on the ground. Rewind the crime all the way then play it through, (notice that you can see batman's parents' outline on the ground near the victims, and while reconstructing the crime their bodies will appear just for a second) and then play it all the way through, notice one of the shell casings fell into the vent. Leave detective vision, open the vent, and then scan the red marker over the casing to determine who the killer is. The killer will be located in the southeast most corner of the Industrial District, set the magnifying glass there as your waypoint, fast travel to the industrial district and make your way to the criminal, almost due south of the fast travel point. The killer will be on the street, one of six Joker thugs, two have melee weapons. Now use detective vision to determine which the killer is, and then take all the enemies out. Interrogate the killer to close the case.

    A Cold, Cold Heart Walkthrough

    A cold, cold introduction

    I'm baack. Hey guys it's been awhile since I've been able to write about this game, but this DLC proved the perfect time for me to get back into the game so to speak, (get it, in the game) lol. Anyway, I'm going to write the best guide for the DLC that I can, and then I'll see what I can do about some other parts of the main game, thanks so much to all my loyal supporters who helped get this guide to 100,000 hits and counting.

    Wayne Mansion

    The opening scene of the DLC is Ferris Boyle receiving a humanitarian award from Bruce Wayne in hi own home. After he walks away with Alfred, a wall of ice crashes through the wall along with many armed men, and then the main antagonist, Mr. Freeze busts through and demands to know where Ferris Boyle is.

    After this, you gain control of Bruce Wayne and are immediately punched in the face by a thug, and then held at gunpoint. A short scene involving Alfred will play and then you will be prompted to counter the thug with the gun, do so, and then take out the three remaining thugs. You are not batman yet, so all you can do is punch, counter, evade, disarm and destroy and ground takedown. Also, you will have minimal heath due to having no armor upgrades. Alfred will instruct Bruce to become Batman after the thugs are down, and tell him to go to the study, so follow Alfred until he gets to a door at the end of the hall, and enter it.

    You will now be in the study, where Vicki Vale will appear and ask Bruce some questions. Then Alfred will stay with the people and tell Bruce to go to the wine cellar, once you gain control of Bruce, go through the door opposite to the one you came in through. You will arrive in a predator room.

    There will be four enemies in this room, the first is right in front of you with his back to you, walk up and take him out with a silent takedown. The next two will be standing together on an elevated platform admiring some pearls, sneak behind them and perform a double silent takedown. The final enemy will begin walking toward your position, wait until he reaches the display case between you and him, crouch and walk around the case in the direction opposite of him until you are behind him, preform a silent takedown and get rid of him. Now walk through the north door that the last thug had been guarding. It is important to note you do not have access to any gadgets or detective mode, so be careful.

    On the other side of the door, you will be in a long corridor, walk down and around the corner until you come to a railing with five unarmed penguin thugs on a lower level on the other side, one has a pipe. Jump down and take out the five thugs with your limited arsenal, and then you will receive a call from Alfred, telling you to go to the tasting room and check the statue. From the balcony head to the northwest corner of the room and walk through a golden gate, you will walk into the tasting room. Here walk straight ahead until you see a strange statue on your left, activate it to open a secret passage in the wall with a door at the bottom of some stairs, go through the door.

    The Batcave

    Now you are in a secret tunnel connecting the manor to the Batcave, walk down the corridor until you reach a break in the walkway, jump over the gap and then slide on your hands across a narrow ledge until you can pull yourself up again. Continue through another corridor, then through two automatic doors until you reach the elevator platform, press the button and you will receive another call from Alfred, telling you to put on the "XE Suit." When the elevator stops follow the pathway under the batwing until you go up two sets of stairs and see the Batsuit chamber (near the batcomputer). Walk up to the suit container and you will get a look at this XE suit, but it isn't ready yet, so you will instead don the normal batsuit, and gain access to all your upgrades, with the exception of the glue grenades.

    Now that your batman, glide back over to the elevator that you used to enter the Batcave, and ride it back up. Once you activate the elevator, Alfred will inform you that the formula used for the glue grenades was unstable, and they now cannot be used.

    Wayne Manor

    As you walk toward the automatic door, the power will go out and Alfred will be abducted. Charge the nearby power generator with your shock gloves, and then the door will open, continue along the pathway, over the gap, and then you will have to grapple to the other part of the catwalk, continue to through the door into the wine cellar. The door once guarded by the statue is now steaming, and you will have to force it open. The cellar will be on fire, wine bottles exploding everywhere and you will be able to hear thugs nearby. Head left and you will notice the golden gate is blocked, but there are grates that run under them, go down into the grates and get under the the nearby armed thug, and perform a takedown. Then take out the seven remaining unarmed thugs (2 Pipes, 2 Wine Bottles, 1 gun on the ground). Once they're all down, grapple up to the upper balcony and walk through the corridor, the door at the end will now be blocked by flames, so activate detective mode and search for a nearby vent on the wall, pry it off and crawl through it. Inside, you will be in a small hole in the wall, grapple up onto a nearby ledge, then climb over a wall then up a ladder into the Library, and it will once again be a predator room.

    This time, Alfred will be in the center of the room, and there will be nine armed thugs walking around, while you are on a ledge on the south end of the room. Start by grappling one vantage point to the left, then jump down and take out the lone thug here silently. Now grapple back up, and go two more vantage points due north over the head of another lone thug, silently take him out and grapple back up to a vantage point. Now, once again head two vantage points south and you will be directly above the north door, but it is blocked. There will be a lone thug standing either under or near this vantage point. Jump down and take him out silently without being seen. Don't use the inverted takedown because it will alert the other thugs to your position. By now, the thugs should notice one of the bodies in the room, and three or four of them will go to it. If you have been following this guide and all is well, the body should be under a vantage point, so use your remote claw to take out one of the thugs by hanging him from a vantage point, and then use another remote claw to tie the two remaining thugs together and knock them down, then perform a ground takedown on both of them. For me, this attracted the last two thugs to my location, so I quickly dropped a smoke pellet, and used my fists to take out the last two thugs.

    Now that the thugs are gone from the room, head to the northern door and push the large crest blocking it out of the way. The civilians and Alfred will leave the room, and you will be informed that Farris Boyle is in the next room, go through the north door. In this room you will face five thugs tormenting a Farris (1 armed, 1knife, 1 pipe), take them all out and Mr. Freeze will appear from around a corner and a scene will begin. Batman will be frozen and Freeze will take Farris away, then three thugs will run up and attack you (1 Taser). Spam the X button to break out of the ice and then take the thugs out and run around the corner after Freeze. When you round the corner you will see the new enemy of this DLC, an ice gun thug. He will have frozen the stairs, so grapple up onto the balcony where he was and go through the door around the corner. You will see a short scene with Freeze escaping, and then you will be left to take care of the eleven enemies in this room (two pipes, two ice guns). These ice gun enemies are...annoying. To beat them you must treat them like armored enemies, and perform a beatdown to put them down for the count. Their ice guns will immobilize you if you get hit, and they deal massive damage. The best way to beat them is to throw a double Batarang at them and then glide to them and cape stun the both. Perform a beatdown on one, and then you will have a high enough combo to perform a takedown on the one that is remaining. Now that the two annoying enemies are down, take out the remaining nine enemies, and then interrogate the final enemy.

    Once they're all out a scene will begin and Batman will call his batwing, and will fast travel automatically to the Coventry district.

    Anarky in a Frozen Gotham

    As soon as you arrive in the city, you will notice, it has been greatly reduced. You will only have access to the Coventry, and Diamond districts in this DLC, and in addition the areas are somewhat...different. This is caused by all the ice, well you know. As soon as you arrive you will get a radio call saying that Anarky is causing trouble again, so let's deal with him first. If you look at your map you will see three red fists near your current location, set the one due west of you as your waypoint and make your way there.

    On your way to this marker, stop at the radio tower that you will pass and enter detective mode. If you are standing directly behind the tower facing the bat signal, if you look to the left or right at street level you will see two, strange looking orange people with jagged exteriors. These are two police officer who have been frozen by these new freeze guns. Glide to the one on your left if you are facing the bat signal over Anarky riots. Walk up to him and analyze him (Cop 1/20), you will need the XE suit to free him, but now he is marked on the map. Return to the tower and then find the other officer, and analyze him (Cop 2/20) to put him on the map.

    When you arrive at the riot, you will see seven unarmed rioters rioting, jump down and take them all out. That's one riot down, two more to go, for now. Set your waypoint for the north most riots, and make your way there. Here, you will see eight enemies (three baseball bats) arming a bomb, take them out quickly, as a timer will appear as soon as you engage them, you have to disarm the bomb in 90 seconds. As soon as they are beaten, disarm the bomb by walking up to it and pressing the X button when prompted by the game. From the location of where you diffuse the bomb, look due east in detective mode to see another frozen cop, analyze him (Cop 3/20) to mark him on your map. If you look due east of this cop, you will see another one, these guys are everywhere. Run to this next cop and analyze (Cop 4/20) him so he will be on your map. Now that that's done, set a marker for the final riot that you can deal with right now, the south most riots.

    On the way there, if you have been following this guide, you will arrive between the two radio towers on the way to the riot, there will be a road sign for Blackgate prison to your south, and towers to the east and west. Enter detective mode and look to the east, you will see a frozen cop on the ground level a bit to the east of your location, go to him and scan his position (Cop 5/20). He is located along the western edge of the Diamond District if you have trouble finding him. From his location, turn your back to him and activate detective mode. Look to the south west, in the direction of the Anarky riot, you will see another frozen cop in this direction, go to him and scan his location (Cop 6/20). Now grapple up onto the building directly west of the frozen cop and walk across the buildings south edge of the roof until you see a large pipe coming out. Near the pipe, you will see an Anarky tag; scan it (Tag 1/12). You will be extremely close to the riot now, but we have a few more things to do first, so return to the location of the previous frozen cop (Cop 5/20). Once again put your back to him, this time, if you look east you will see an Anarky symbol on the back of a bus station, go to it and scan it (Tag 2/12). Now from the symbol walk onto the main road, about three or five steps away and you will see another frozen cop across the road and around a corner, analyze him (Cop 7/20). If you look due north you will see another frozen cop, walk in his general direction until you come to a staircase down, go down it and you will see an Anarky tag on the wall, scan it (Tag 3/12). Now keep walking in the direction of the unscanned cop until you reach the bottom of the stairs, and are at a wall, grapple up onto it and walk into the nearby street. Look left (west) in detective mode to see another Anarky tag, run up and scan it (Tag 4/12). Now if you look at the Cop we have not analyzed yet, you will notice he is surrounded by armed men, ignore the cop, as he is at the same location as penguins dealer, so now let's go take care of that Anarky riot.

    This third riot is rather mundane compared to the other two, there will be six enemies (two baseball bats, one knife) beating up a cop, take them all out to end this third riot, there will be one more riot to complete, but its not happening yet, so for now, let's run a few errands before we get the penguins man. There is one more cop we should mark right now, he is located in the south-west most corner of the accessible map, it was the locations of one of the bird riots in the actual story. Head to this corner from your current location, it should be rather close, and you will see the cop inside a warehouse guarded by five thugs (one armed). Take out the thugs and then you will notice this cop is inside this warehouse and you cannot analyze him. Instead enter detective mode, then press R3 and zoom in on the cop, then press and hold L1 to mark him on the map (Cop 8/20). The next cop is on the maps other extreme, head to the south eastern most part of the diamond district, immediately south of the Gotham Royal Hotel's parking garage, on a small ally with a railing facing the water. Analyze this cop to add him to the map (Cop 9/20). Now for the Royal Anarky tag, if you look at the royal hotel on the map (the huge building on the far east part of the diamond district), you will notice the front juts out a little bit, go to the point where the building is farthest west, and face the building in detective mode. Just north of the west most part of the hotel, on the wall, is the Anarky tag; scan it (Tag 5/12). Head due north from here and on ground level and you will see a building appear to your right (east), on the western edge of this building at street level is an Anarky tag, scan it (Tag 6/12).The next tag we can find is on a building directly east of here, look on the map for the small boat-shaped corner in Coventry, and if you look north you will see it is a building that ends just east of one of our frozen cops we already scanned. Go to this building and you will find a tag on a roof near a catwalk. This one is hard to describe it location, so I'm sorry if it is hard to understand (Tag 7/12).  From this tag head due north until you come to a factory like building with many pipes coming out of it located in the northwest most part of the Coventry district. On the north side of the roof you will find an Anarky, facing out toward the water, scan it (Tag 8/12). The next tag is directly east of the cop south of this building, on the wall in a train tunnel, go inside and scan the tag (Tag 9/12). Now return to the location of the previous tag (Go to Tag 8/12). From here, set your marker for the closest cop due east of your current location, go to his location. From there, grapple up onto the building due south of the cop, look for this tag on a wall on the end of a catwalk on the northern part of the roof, the tag is facing the east; scan it (Tag 10/12). Now from this location, head toward the story marker, but approach from the east. As you pass between a building and the sea closest to the marker from the location of that last tag, you will see a balcony on a building just east of the story marker, and on that balcony is an Anarky tag, scan it (Tag 11/12). That is the last tag we will be able to find for a while, and there's only one left too, figures. Anyway, now that we have a few frozen cops on our radar and we scanned a bunch of tags, it's time to continue with the story, head toward the green marker that shows where penguin's arms dealer is.

    The Penguin Strikes Back

    You are already pretty much on top of this group of thugs, but when you see them, notice that there are about eight armed thugs in an extremely open area, and a frozen cop in the middle of them,  so that means...ITS PREADITOR TIME!

    Above all these thugs is a series of iron beams you can hide up on, grapple up and get a look at the area. In the north eastern corner of this "room" is an elevated platform with a crate and two enemies on it, the enemies are far apart, so glide there and silently take them both out, then grapple back up to the beams. About four enemies will be close to the cop, and three will be in the far west part of the room. The three will be in an L- pattern, one north, one south and one west, all with their backs to each other. Take the north thugs out first, then immediately the southern one. Finally, take out the relatively isolated western thug, this leaves four enemies left, grapple back up to the beams. By now, two thugs should have split off from the four watching the cop, and one should have gone behind some boxes extremely close, but out of the sight of the others. Silently take him out and grapple back up to the beams. The next thug will by now be behind a truck, near the ladder used by normal people to access the elevated platform, the others can't see him, so take him out. The last two thugs are extremely close to this position, standing next to each other watching the cop, crouch behind them and perform a double takedown to end this.

    Now that that is over, you will have to conduct a crime scene to find clues to the location of Penguin's dealer. Enter detective mode and scan the red triangle above the frozen cop(Cop 10/20). You will learn the cop has been cryogenically frozen, now scan the next triangle right next to the first to reconstruct the crime. Scan the third and final triangle under the cryogun to reveal a path directly to penguin's men. As soon as you climb over the fence and see the first drop, you will get a call from Alfred telling him to start fixing the XE suit, but until then, keep looking for Penguin's dealer. Along the way, you will encounter a group of four thugs (two armed) robbing a bank, show them crime doesn't pay, then continue following the trail. Eventually you will find the trail leads to a group of five thugs (one Cryo-Gun, one knife). Take out the Cryo-gun enemy first, then the other four. After beating everyone a thug will surrender, interrogate him.

    The thug will tell you Penguin went to GothCorp to get weapons as per his deal with Freeze, only problem is that GothCorp doesn't make weapons...strange. Anyway, you have the entry codes, so head toward the story marker at the GothCorp building.

    Head to the green story marker that appeared after the confrontation with those thugs, it will land you right in front of the GothCorp headquarters, and there, standing guard will be four enemies (one Cryo-Gun, one Baseball Bat). Take out the thugs by the door, and then use the Cryptographic Sequencer to hack the security box keeping the door locked (Password: UNDERTHEWEATHER), then go through the newly unlocked door.

    GothCorp Headquarters (Part 1)

    As soon as you enter the lobby, a short scene will play showing the Penguin and Mr. Freeze shoving Boyle into another room, and Penguin telling his thug to come running if there is a problem, then you gain control of batman. As soon as you do, enter detective mode and run forward, analyze the frozen security guard in the north part of the room to add him to the map (Cop 11/20), then do the same for another guard on the western balcony (Cop 12/20). Look across to the other balcony and you will see three thugs (two armed), so glide over and hang on the ledge, and perform a ledge takedown on the two armed enemies. Take out the one unarmed one that is left, and then a conversation will begin with the security guard, who will tell you that you need to find his boss in the organic labs to get the codes for the door Penguin and Freeze went through. With this knowledge, jump down and go through the room's northern most door.

    In this room there will be seven enemies (Two Armed, Two Cryo-Gun), but only two armed and one Cryo-Gun enemy will be near you. Perform a double takedown on the two armed enemies, then perform a beatdown on the remaining Cryo-Gun enemy. You will notice a large ice wall blocking your path, so look for a vent on the east wall, pry it open and crawl into it. You will notice the inside of this vent is circular, I just think that's kinda cool is all... anyway, perform a vent takedown on the enemy on the other side of the vent, then take out the Cryo-Gun thug along with the two remaining unarmed thugs on this side of the room. With that done, go through the room's north door, and enter the next predator room.

    As soon as you enter the room, you will see the security guard's boss being interrogated by thugs, many, armed thugs, so, grapple up onto the nearest vantage point and check detective mode, you will see that it is jammed. Grapple two vantage points to the northwest and you will find the thug with the jammer pack on a catwalk near this vantage point, behind an armored sniper thug, jump down and silently take him down without alerting the sniper, with him down grapple up to the nearest vantage point and look around the room in detective mode, you will notice there are nine remaining armed thugs in the room. Next look for the other sniper, the unarmed one and you will see he is right under a vantage point, grapple above him, jump down when he is alone and silently take him down. Quickly grapple back up to the vantage point and another thug will walk up and probably see the snipers body, quickly jump behind him and silently take him out as well. Go to where the armed sniper is, jump down and get onto the ledge under him, then take him out with a ledge takedown, then quickly get back up onto the vantage points. At this point there will be six thugs left. Four of them will go to where the snipers body landed, and one will be walking toward where the sniper was on the catwalk, silently take out the lone thug on the catwalk near where the sniper was. At this point I was seen by the thugs because of an accident, so the information may not be perfectly accurate, I simply used my disruptor to take out two of the thug's weapons, then using the remote claw, string up two of the remaining armed thugs. Finally, perform an inverted takedown on the last armed thug as he goes under a vantage point, and just punch the two thugs whose guns don't work to clear this room. Before we talk to the security guard, there are two frozen guards here, so lets mark them on the map. The first is on a high balcony over the eastern door to this room, grapple up and analyze him (Cop 13/20), now jump down and use detective mode to look through the eastern door at the frozen guard inside, scan him because you can't analyze him, and he'll be added to the map (Cop 14/20). Now, go talk to the boss security guard, and he will give you the access codes that you need. Exit the room through the south door, the same way you came in.

    Back in this room, head through the vent again and on the other side batman will call Alfred and ask about the XE suit. You will learn that it will not be ready for a while, so you must stay as you are. Or now, exit this room through the south door. Back in the lobby, there will be six enemies (One Armed, One Cryo-Gun, One knife) and one enemy on a higher balcony. Grapple up through a hole in the wall, as the doors have been frozen shut, and take out the five enemies on the ground. After they are down, two Cryo-Gun thugs will bust through the door, and then five unarmed thugs will jump down from the balconies, take them all down so you can get to Freeze. Once they're all KO'd, grapple up to the Eastern balcony and hack the door with your new codes (Password: PHILANTHROPY), then go through the newly unlocked doors.

    In this hallway, you will see three thugs (one knife) saying Penguin is in trouble, beat them up and then follow the path into a side room until you see a trapdoor in the floor, enter it. You will be in a large rocket ship room with cryogenic liquid leaking everywhere, be careful as it can hurt you. Start by waiting for the gas in front of you to stop, then quickly slide under the wall and you will be sideling across a small ledge on your fingers, move right being careful of air being sprayed from above until you get to a point where you can grapple, do so and then climb up onto the ledge. Charge the power station near the rocket to open the door, then once inside jump down the hole to the bottom of the rocket, here you will see a vent, pull it off with the Batclaw and crawl through it. When you arrive on the other side, go through the north door. Walk forward and a cutscene will play. Walk around the room and then crawl into a floor grate to start another scene. During this scene, Freeze will make a wall of ice totally blocking your progress. Penguin will tell you that to break through the ice, you must first obtain a Cryo drill located at the My Alibi nightclub. Leave the room you are in through the north door in the room.

    In this hallway, scan the security guard that you pass (Cop 15/20) and continue to the end of the hall. At the end you will see the floor has been flooded with Cryo-vapor and you have to use the remote claw to get across it, do so and then take out the four enemies (one Cryo-Gun) that are near the door. Take them out then charge the voltage box to stop the ceiling fan from spinning, allowing you to grapple up through it. Here, grapple up again and go through the vent on your right. You will see a frozen guard, analyze him (Cop 16/20) and continue through the door back into the organic labs. These labs will be filled with Cryo Vapor, take out the three enemies (two armed) and then you will be returned to right outside the building.

    Drill, Cop and Anarky Hunting

    As soon as you get outside, you will hear from Alfred that the XE suit is ready, and will be dropped at My Alibi. Follow the story marker leading there and you will have to defeat five enemies (Two Armed, One Cryo-Gun) before the XE suit will be delivered. Grapple to the roof of My Alibi and activate the drop container to get the XE suit.

    Now that you have this, you will be able to free all of the cops located around the city that you have marked on your map, but first, head to the sight of the final Anarky riot that has just appeared, it is located in the Diamond District. When you arrive all you will see is a large truck with a speaker in it, Anarky will be speaking in a loud voice through them. Use the cryptographic sequencer to hack the panel on the truck (Password: REVOLUTION), this will cause the bombs to activate, the second detonator is located on a nearby roof, find it and deactivate it to silence Anarky for good. With that taken care of, you will now be able to use a new upgrade, quickfire thermal Batarangs. Now that you have done that, head into the My Alibi restaurant. When you arrive, a block of ice will cover the door, break through it with your new suit and enter the club.

    Inside there will be six enemies (One Cryo-Gun, one martial artist), and three frozen cops. Start by going around the corner and check out the stalactite on the ceiling. You can use one of your new thermal Batarangs to send it crashing down on top of the thugs, and take some out right away. Do so, and then jump down and take out the remaining thugs in the room, then, free the two cops in this part of the club (Cop 17/20) (Cop 18/20). Then, use a thermal Batarang on the lock and then hack it to gain access to the back room. (Password: DISCRETION)In the back room you will see 'Loose Lips' interrogating a civilian who is frozen. Interrogate him to learn he split the drill into pieces and sold them, so now you have to go find them all, but first, free the cop in here. (Cop 19/20) Now leave the club and go to the new story marker that is where the first piece of the drill is.

    When you arrive you will see five armed enemies on a roof guarding the drill. Time to take them out predator style. This is actually rather east, use the disruptor to take out the weapons of the two nearest enemies, and then take them out, drop a smoke pellet when the others get close and take them out in the smoke. With everyone out cold, grab the Cryo drill part and check your map for the next location.

    This location is the parking garage of the Royal Hotel...again. Head there and when you arrive three enemies will come out (one shield, one knife). Take them out and then use one of your new thermal Batarangs to melt the ice around the button next to the door. This will allow you access to the inside where you will find seven thugs waiting (one Cryo-gun, three pipes). As soon as you enter, look up and notice a large icicle above three thugs, throw a Batarang at to knock it down and take three thugs out, then deal with the rest. After everyone is beaten, enter detective mode to notice the final Anarky tag here, scan it (Tag 12/12) for a thermal glove upgrade. Now get the drill part, with the drill finish, you will now be instructed to return to GothCorp and get a fuel source from Freeze's lab. Head to GothCorp.

    GothCorp Headquarters (Part 2)

    As soon as you enter there will be six enemies (One Cryo-gun, One Martial Artist) for you to beat, and then once they're down, ten more will appear (one Enforcer). Free the guards, then melt the ice blocking the way north and head into the northern room. In here, the wall of ice cannot be melted, so head for the vent, which has been frozen shut, so melt the vent, and on the other side you will see three enemies (one armed, one pipe) and a icicle. Knock the icicle down to take one enemy out, then take the others out and go through the door.

     In here, you will notice all the vantage points are frozen, throw Batarangs at them to thaw them, then grapple up and make your way to the  north end of the room. There, in detective mode, you will see wires going into the greenhouses. At the end of each wire is a frozen box, you must use remote control Batarangs to hit them both, in no particular order. Do so, and the reactor will stop spraying Cryo-vapor. You will be directed to a switch on a control panel, hit it with a Batarang unfreeze it, then hack it by standing on a greenhouse (Password: CRYOGENICS) to clear the room. Eight enemies will enter the room to be taken out predator style. Their movements are sporadic and change often, so I cannot offer an effective strategy for their defeat, simply takes them all out. Then exit the room via the east door, unfreeze the security guards here on the way.

     You will be in the security room, unfreeze the guard and crawl through the vent, on the other side knock the icicle down to take out three enemies, then pound the remaining two (one armed, One martial artist). Then continue along the path until you come to a door surrounded by vapor and three frozen buttons. Use Batarangs to hit all the buttons, drain the vapor and open the door.

    A Cold, Cold Mystery

    Welcome to Mr. Freeze's lab, in this room you will learn exactly who Freeze is and why he is doing what he is doing. Walk forward and you will see a dead guard on the ground, enter detective mode and scan the red triangle over the body, the next triangle is right next to the first. Break the ice and go into the lab room. Follow the trail in detective mode, using Batarangs to hit two more buttons on the way, until you re-enter crime scene mode. Scan the triangle at the end of the trail to see more of the crime, two more triangle are on hand prints on the nearby window, then the next on a lab station. The next triangle is on the reactor, scan it and then scan the dead frozen guard. Rewind the crime to where Freeze got hit, and then follow the gun and scan it to find the assailant was....spoiler alert, I'm not telling. Then scan the triangle next to the gun to see more. The final triangle is in the center of the room, scan it to learn Freeze's origins and find the fuel you need right in front of you. Now with that in hand and the mystery solved, leave the lab.

    Endgame

    Take a left outside the door and you will get a call from Alfred, and learn a sad truth. Now that you are inspired to find justice, unfreeze the guard and exit through the south door. Here, you will see six enemies (One Cryo-Gun, two knife, one shield). The Cryo-Gun enemy will be right under an icicle, take him out with the icicle and then beat the rest of them up. Approach the ice wall and press X to use the Cryo-drill, then head through the newly made hole, unfreeze the last guard (Cop 20/20) and then go through the door at the west end of the room. Follow the path to the end of the room, then climb up and slide through the vent, inside, continue following the path until you can bust out, and be in the room with Freeze and Boyle, a cutscene will play and then the battle will begin

    Boss EX- Mr. Freeze

    The main point of the first phase of the fight is to take out three thermal generators positioned on three platforms at different parts of the room. As soon as the fight begins, four armed enemies will enter the room, and they are extremely annoying. As soon as you can, grapple to a vantage point and look around the room for three generators. Find one that Freeze is not looking at, glide down and charge it like an electric generator until it is overloaded. Freeze will see you too late and fire at you, grapple to a vantage point and lose him. Repeat this one more time on the second generator, most of the thugs should be in the same place, so take out the generator they are farthest away from. The third tank is much harder, as freeze will constantly stare at it, so to take it out, make your way there as quickly as possible, and Freeze will still be looking around the room after you escape. Take the tank out quickly to move on to the next stage of the fight.

    When the second phase starts, you will be totally frozen, so quickly break the ice, and then escape to a vantage point. This is extremely similar to the Arkham City fight now, you must perform silent takedowns and many other forms of fancy takedowns to damage Freeze, but the easiest way is to drop icicles on him. Whenever he stands under one of the many in the room, throw a Batarang at it to drop a lot of his health. Aside from that, simply take out the thugs around him and perform a silent takedown when you can, however this specific takedown you can only do once, as he will gain a shield behind him, but others like Zipline and grate takedowns will still work. Occasionally Freeze will call in more armed thugs, but simply deal with them as they become an issue. After you drop his health to Zero, a cutscene will play, and Freeze will run to his wife's container. There is a vent under the platform Freeze is on, crawl into it and then perform a takedown to end the fight.

    After the fight, batman will be frozen again, when prompted to, break the ice and press triangle to perform a takedown. This will mark the true end to the battle, one final scene will play, the credits will roll and then the DLC will be truly over.  Thanks for reading this DLC guide.

    Challenge Mode

    Story mode is a fun part of this game and probably the most time consuming, but challenge mode is also a fun part of Arkham Origins. There are four parts to this mode; each one will be covered in this section of the guide, starting with...

    Ranked Challenge

    This mode is one of the simpler parts of challenge mode, the basic concept of it is to compete in either predator or combat challenge maps. For combat challenges, the goal is rather simple, score as many points as possible and try to get the number of points required to get the achievements. For the predator maps the goal is to perform fancy takedowns in an attempt to get trophies for doing the specific takedowns the game tells you to. In this section I will try to tell you the layout of the maps and the best way to achieve any trophies in the maps. Also in this mode, unlike the others, there are throw able weapons and gun racks spread across all maps, this also covers the custom aspect of challenge mode as well, as it is the exact same, except in custom mode you can select any custom aspects that can make the mode harder or easier.

    Combat Maps

    Intensive Training

    10,000

    20,000

    40,000

    Round 1: 4 Enemies, none armed

    Round 2: 6 Enemies, none armed

    Round 3: 8 Enemies, none armed

    Round 4: 12 Enemies, 1 baseball bat

    Overall Strategy: For this map, because there are no armed or armored enemies, I recommend simply using a beatdown takedown on every single enemy, and throw in counters when necessary. Activate the shock gloves once you have enough energy, and if you can do a beatdown takedown on every enemy without getting hit, you will get more than enough points. It also helps if you can throw in some quickfire gadgets that don't actually deal damage just to get the variation points.

    Intensive Training Extreme

    12,000

    24,000

    48,000

    Round 1: 5 Enemies, 1 armored

    Round 2: 7 Enemies, 1 armored, 1 knife, 1 baseball bat

    Round 3: 9 Enemies, 2 armored, 1 knife, 1 baseball bat

    Round 4: 12 Enemies, 2 armored, 2 knives, 3 ninjas

    Strategy: In this map, every single round has armored enemies, while they are annoying; they are great for scoring major points if you can perform beatdowns on them, because they get the multiplier up. I recommend using beatdowns to take down any armored enemies, and try to maintain a perfect combo, as it not only gets you bonus points, but it gets your multiplier up so high that you don't even need bonuses to get the medals. It is also important to note that any dropped weapons carry over, and knife wielding thugs are huge combo breakers, so I recommend destroying any weapons you can as soon as you can with disarm and destroy, especially knives. At the end of the last round three ninjas will appear, take them out quickly as they have swords that are just like knives, but can't be broken. Again, try to throw in quickfire gadgets and random variations whenever you can, as long as you don't break your combo.

    25 to Life

    12,000

    24,000

    48,000

    Round 1: 5 Enemies, Unarmed

    Round 2: 8 Enemies, 1 broken bottle

    Round 3: 12 Enemies, 1 broken bottle

    Round 4: 14 Enemies, Unarmed

    Strategy: This is actually a rather easy map, simply start dishing out beatdowns on all the enemies and counter their attacks. In the rounds where they have broken bottles, be sure to destroy those, not only gaining a variation point but also getting rid of the annoying combo breaker. Throw in quickfire gadgets and the occasional special combo bat swarm to rack up more bonus points, but most importantly try to get the multiplier up as high as possible. Due to the large number of enemies in the last two rounds, it is possible to get a multiplier over 100.

    25 to Life Extreme

    15,000

    30,000

    60,000

    Round 1: 5 Enemies, 1 armored

    Round 2: 9 Enemies, 2 armored, 2 pipes

    Round 3: 12 Enemies, 1 armored, 1 broken bottle

    Round 4: 15 Enemies, 2 broken bottles, 2 pipes, 2 Tasers

    Strategy; For the first three rounds, I recommend you use the previous strategy of quickly using the beatdown takedown on all unarmed and armored enemies, once you get enough combo points use disarm and destroy to take out the broken bottles and pipes. This all changes in round four because of the Taser thugs, I highly recommend focusing your attention on the nearest armored thug you see, beatdown him and then use disarm and destroy on the Taser thugs as quickly as you can because they are highly annoying and can destroy your combo. The only real threats in this entire map are the Taser thugs in round four.

     

    Overflow

    12,000

    24,000

    48,000

    Round 1: 6 Enemies, Unarmed

    Round 2: 8 Enemies, 1 broken bottle, 1 baseball bat

    Round 3: 10 Enemies, 1 armored, 1 baseball bat

    Round 4: 14 Enemies, 2 armored, 1 broken bottle

    Strategy: This is another easyish map. In order to get the points you need to win I highly recommend that you first build up a multiplier high enough to take out the enemy's weapons, and then start performing beatdowns and counters on everyone, while throwing in variations and gadgets at your leisure. As long as the combo doesn't get broken you should get all the points you need.

    Overflow Extreme

    18,000

    36,000

    72,000

    Round 1: 7 Enemies, 1 Taser

    Round 2: 10 Enemies, 2 armored, 1 knife, 1 pipe

    Round 3: 12 Enemies, 2 armored, 1 Taser, 1 baseball bat

    Round 4: 18 Enemies, 3 armored, 1 knife, 1 Taser

    Strategy: There are a lot of Taser thugs in this one; one even appears in the first round. It is important that you get rid of that Taser as soon as possible because it can get extremely annoying in future rounds. Also, try to get rid of any knives that you see as well, because round four is actually pretty hard with just the basic layout, any carryover weapons could make this round near impossible. In the final round, take the Tasers out first, and I recommend using special takedowns on the armored enemies, usually they help bring the multiplier up but due to the sheer number of enemies they can get in the way, as it is easy to confuse them for normal enemies. Otherwise, use the beatdown strategy.

    Panorama

    15,000

    30,000

    60,000

    Round 1: 6 Enemies, 1 knife

    Round 2: 9 Enemies, 1 armored, 1 broken bottle

    Round 3: 13 Enemies, 1 armored, 1 riot shield

    Round 4: 15 Enemies, 1 armored, 1 Enforcer, 1 baseball bat

    Strategy: The first two rounds are just like most others, use the beatdown strategy and be sure to take out any weapons that the thugs have, as the last two rounds can get rather annoying. In the third round you will meet your first riot shield, these things are one of the biggest combo breakers ever, be sure to destroy this as soon as you possibly can as it can really mess you up. After the shield is down use the beatdown strategy in combination with the shock gloves and it is possible to get a combo well over 100. If you can do so then all you have to do is survive round four because it is possible to get 60,000 points in round 3 alone. In round four, the enforcer is just like an armored thug, take him down first and evade when he tries to attack you.

    Panorama Extreme

    18,000

    36,000

    72,000

    Round 1: 8 Enemies, 1 riot shield

    Round 2: 11 Enemies, 2 armored, 2 knives

    Round 3: 13 Enemies, 1 armored, 1 Enforcer, 2 Martial Artists

    Round 4: 15 Enemies, 1 armored enforcer, 1 knife, 2 Martial Artists

    Strategy: For this entire fight, make sure that you destroy all the weapons each round, as riot shields and knives are two major combo breakers. Also, you will meet the martial artist for the first time here. They can't be taken down with the beatdown takedown or the special combo takedown either, making these guys extremely annoying. In order to beat them I recommend using the ultra-stun on them, and then using special combo Batarang. Also if you have the shock gloves, use them as they can damage the martial artists and can't be blocked. I recommend taking out these martial artists out first in round three, and in round four take them out immediately after taking out the armored enforcer, who should be taken out first. Taking out the armored enforcer in one go will definitely charge the shock gloves, and can get you a multiplier up as high as x54. Be careful of riot shields and martial artists and everything else should just be the normal beatdowns.

    Death Sentence

    15,000

    30,000

    60,000

    Round 1: 8 Enemies, 1 Venom User

    Round 2: 10 Enemies, 1 Riot Shield

    Round 3: 11 Enemies, 1 armored, I Venom User

    Round 4: 13 Enemies, 1 armored, 1 Taser, 1 Enforcer

    Strategy: When in round one or two, simply take the venom user out using a special combo takedown, or a beatdown and he will become a normal enemy. Also make sure to break the riot shield. Otherwise just use the beatdown strategy Same in found three as round one except take the armored enemy out as soon as the venom user is beaten. In the last round take out the enforcer first, then destroy the Taser and finally beatdown on everyone else.

    Death Sentence Extreme

    20,000

    40,000

    80,000

    Round 1: 11 Enemies, 2 armored

    Round 2: 14 Enemies, 1 Riot Shield, 1 Venom User, 1 Martial Artist

    Round 3: 15 Enemies, 2 armored, 1 riot shield, 1 Venom User

    Round 4: 17 Enemies, 3 Martial artists, 2 Armored, 2 pipes, 1 Enforcer

    Strategy: The first three rounds should be easy, just take out the martial artists and riot shields, and then use beatdowns on everyone else. On the last round take out the enforcer first to power the shock glover, use them to take out the martial artists and then finally use beatdowns to take down everyone else.

    Panopticon

    20,000

    30,000

    80,000

    Round 1: 8 Enemies, 1 Martial Artist

    Round 2: 10 Enemies, 1 Venom User

    Round 3: 13 Enemies, 1 armored, 1 broken bottle, 2 Martial Artists

    Round 4: 18 Enemies, 2 armored, 1 riot shield, 2 Venom Users

    Strategy: This map is actually surprisingly easy; you can get almost all the points that are needed in the second round alone. The martial artists can be rather annoying, but if you simply take them out first they present no real threat. Break the bottle and riot shields in the latter two rounds, and perform takedowns so that the venom users become normal enemies. You may need some extra points here, so in each round, when your down to about three enemies, stop the beatdown strategy and perform an ultra-stun on the last three enemies each round, then, once they're all down, perform three ground takedowns with a high multiplier for massive points. Do this, and it should be an easy map for you.

    Panopticon Extreme

    25,000

    50,000

    100,000

    Round 1: 11 Enemies, 1 armored, 1 Venom User, 1 pipe

    Round 2: 14 Enemies, 1 armored, 2 knives, 2 Venom Users

    Round 3: 16 Enemies, 2 armored, 1 knife, 2 Martial Artists

    Round 4: 18 Enemies, 2 armored, 1 knife, 1 broken bottle, 1 Taser, 1 pipe, 2 Venom Users

    Strategy: This is the final map, and really it's not that hard. Most of the enemies are either unarmed or venom users, and they can be easily taken out. In the rounds that have martial artists, they should always be taken out first, and then any Tasers should be destroyed second, followed by knives. After that, if you can take down all remaining enemies with beatdowns in one combo, you will get all the points that you need for sure. That's really all you have to do.

    Predator Maps

    In this section I will cover all the maps that require Batman to sneak around and take out enemies silently. I will list all of the medals, and tell how to get each one from the start, but that is all I can really do for predator maps.

    Breaking In

    6 Enemies

    Smash Landing- go to the lone window in the north east part of the room from where you start that has an area below it, either wait for an enemy to walk under the window, or use a sonic Batarang to lure one there for this medal.

    Explosive Detonation- From where you enter the room, go to the exact other side and you will see a propane tank on the ground. Either wait for an enemy to near the tank or lure one there using the sonic Batarang. Use the remote claw to attach the tank to an enemy and take him down.

    Grate Moves- There are many floor grates throughout the room, climb in one and wait for an enemy to appear over you, and perform the takedown.

    Breaking In Extreme

    7 Enemies, 1 Jammer Thug

    Fall Guy- Look where the window is from the smash and grab trophy, there will be an enemy standing there with a jammer pack. Hook onto him with the Batclaw and pull him over the edge for this medal

    Vantage Mastery-If you look all around the room you will see many remote claw hooks, make a tightrope, walk directly over an enemy and you will be prompted to press triangle for a tightrope takedown. Do so to earn this medal.

    Window Pain- Use a sonic Batarang to lure an enemy to one side of a glass window, while you stand on the other. When he nears the window, you will be prompted to perform a takedown, do so to earn this medal.

    Easy Money

    5 Enemies

    Venting Anger- From where you start, look down and to the right to see a small hallway. Go through it and you will see a vent on the wall, use the Batclaw to pull the cover off and crawl through. Wait for an enemy to get close enough for a vent takedown on the other side, or use a sonic Batarang to lure an enemy to the other side of the vent to get this medal.

    Blast Zone- While there are many windows on this map, there are only two weak walls. If where you start is south, look at the north end of the large center room with many windows and you will see the two weak walls. Place explosive gel on the side away from a thug and wait for one to near the side the gel is not on. When one gets close you should see a number one appear on the left of your screen. Detonate the gel to get this medal.

    Hang Time- This one is easy, wait on any vantage point until an enemy walks below you and perform an inverted takedown to get this medal

    Easy Money Extreme

    7 Enemies, 1 armored

    Armor Piercing- The armored enemy will be standing directly below you when the battle starts, so jump down and perform a quick beatdown, or lure him closer to a vantage point and perform an inverted takedown, but whatever you do you must take this armored enemy out first to get this medal.

    Mined Your Step- There will be only one enemy who has mines attached to him, so wait for him to place a mine on the ground and then use the disruptor to make it blow up and take him out to get this medal.

    What Goes Up- Find all the ladders in the room and place explosive gel at the top of them. Wait for an enemy to climb the ladder then detonate the gel before he gets to the top to get this medal.

    Checking Out

    6 Enemies

    Friends Fly Free- Right in front of you will see a single enemy standing by a ledge to the left of a ladder. Get in position to perform a ledge takedown on him, but wait, as another enemy will be approaching from the left. At approximately 30 or 45 seconds after the mode starts they will be close a double ledge takedown, do so to earn this medal. I recommend doing this first.

    Chaos Theory- Simply look around for an enemy that appears to be wearing goggles, wait for him to stand under a vantage point and perform an inverted takedown on him to earn this medal.

    Knockout Smash- THIS CANNOT BE DONE IF THERE IS ONLY ONE ENEMY LEFT. Sneak up behind a thug and perform a silent takedown. As soon as you press triangle, press square to knock him out and alert all nearby thugs to your location to earn this medal.

    Checking Out Extreme

    7 Enemies, 1 Sniper

    Round The Bend- As soon as the map starts, look to the left to see a corner and a wooden wall. Use a sonic Batarang to lure the nearby enemy to the corner and take him out with a corner takedown.

    Over The Ledge- If you look straight ahead you will see a sniper on the ledge, grapple to the ledge and perform a ledge takedown to get this medal.

    Breaking and Entering- From where you perform the corner takedown, place some explosive gel on the floor, NOT THE WALL, and blow it up. The sound will attract enemies to your location, wait for one to near the wall and perform a takedown through the wall.

    Quiet Waters

    7 Enemies

    Skull Cracker- Exactly on the other side of the room from where you start, you will see two enemies talking. At approximately 18 seconds they will be close enough to perform a double takedown on them to earn this medal.

    Over The Ledge-Look immediately up and to the left from the two enemies to see an armed thug on a ledge, grapple up and quickly perform a ledge takedown on him to get this medal.

    Zip and Out- As soon as you perform the ledge takedown, look up and grapple to the nearest vantage point. Make a Zipline connecting this point to any other in the room, while you do so, all the remaining enemies should gather on the location of the ledge takedown. Zipline toward them and you will be prompted to perform a Zipline takedown, do so to earn this medal.

    Quiet Waters Extreme

    8 Enemies, 2 armored, 1 jammer

    Extinguished- Look around the room for a fire extinguisher, and then use the remote claw to connect it to and enemy creating a smoke cloud. Perform a silent takedown on the enemy caught in the smoke.

    Have a Nice Trip- This should be done together with the next medal. Use thi disruptor to jam the weapon of the last enemy standing, and run toward him and slide when you get near him. Perform a ground takedown on this enemy to get this medal.

    Don't Touch That Dial- Simply don't take out the jammer thug until everyone else is down. You can use the concussion detonator to temporarily take out the jammer, and still get the medal

    Wrecking Crew

    7 Enemies

    Smash and Grab- There is only one weak ceiling, and you must lure an enemy under it. Use the sonic Batarang to lure the enemy directly under the ceiling, and then perform an inverted takedown to get this medal

    Mined Your Step- There will be at least one enemy who has mines attached to him, so wait for him to place a mine on the ground and then use the disruptor to make it blow up and take him out to get this medal.

    Extinguished- Look around the room for a fire extinguisher, and then use the remote claw to connect it to and enemy creating a smoke cloud. Perform a silent takedown on the enemy caught in the smoke.

    Wrecking Crew Extreme

    8 Enemies, Many armored

    Weapon Jam- This can be done with the next medal at the same time. Find a lone enemy, and use the disruptor to jam his gun. Wait for him to see you and try to hit you, and then perform a beatdown on him to get these two medals.

    Fists of Fury-This can be done with the previous medal at the same time. Find a lone enemy, and use the disruptor to jam his gun. Wait for him to see you and try to hit you, and then perform a beatdown on him to get these two medals.

    Scare Tactics- Take out all but one enemy and then jump down from a vantage point and land behind him. Move forward and touch him, don't hit or stun him. He will scream and you will get the medal. This can also be done with the previous two medals at the same time if you want to.

    Hard Time

    8 Enemies

    Blast Zone- When the game starts, move forward without being seen and throw a sonic Batarang at the weak wall. Then go back, llok and you will see a vent, go through the one on the same side as the wall you threw the Batarang at. On the other side you will be on the other side of the wall, spray explosive gel onto the wall, and then detonate it when an enemy gets close to get this medal, and Take the Bait

    Take the Bait- When the game starts, move forward without being seen and throw a sonic Batarang at the weak wall. Then go back, llok and you will see a vent, go through the one on the same side as the wall you threw the Batarang at. On the other side you will be on the other side of the wall, spray explosive gel onto the wall, and then detonate it when an enemy gets close to get this medal, and Blast Zone

    Chaos Theory- Simply look around for an enemy that appears to be wearing goggles, wait for him to stand under a vantage point and perform an inverted takedown on him to earn this medal.

    Hard Time Extreme

    8 Enemies

    Sonic Boom- Use the sonic shock Batarang to lure an enemy near the Batarang, and then detonate it to get this medal.

    Smash Landing- Look directly in front of you and up to see the room where the hostages are being held. Throw a sonic Batarang in the center of the room and then grapple to the top where you will see a skylight. Wait for an enemy to go to the sonic Batarang and perform a ceiling takedown to get this medal.

    Confiscated Weapon- Use the Batclaw to pull an enemy's gun away from him, and then knock him out

    Custom Mode

    In this mode, you can select any modifier and use it to make one of the above Ranked Challenges harder, or easier. This mode is largely for fun, but there is a trophy for it. For the purpose of this guide, I will list all the modifiers so you can understand what they do. I will also put a P, a C, or a B next to them which will state whether I recommend you use them in p for predator maps, C for combat maps or B for any map.

    Modifiers

    Gadget Malfunction (C) - this makes it so in combat, you will be unable to use any quickfire gadgets, and in a predator map you will be unable to use detective mode. I recommend using this in combat maps because it makes the game harder, but only use it in a predator map if you are a highly trained expert, because playing without detective mode while trying to get medals without detective mode is extremely difficult.

    Time Limit (B) - This modifier simply creates a time limit for each round in a combat map or for the predator maps as a whole. In order to get more time you must KO an enemy, this adds a fun twist to any game mode.

    Increased Aggression (C) - This modifier is more effective in combat maps because you will actually be fist fighting with enemies, as it makes them stronger, faster, and harder to KO. It has the same effect in predator maps, but you don't usually actually fight the enemies so the effect doesn't impact the game as much.

    Decreased Health (B) - This modifier will make you start with half health in a combat map, and only one bar of health in a predator map. It makes both modes significantly harder, but not impossible, making this a good modifier for any map.

    Protective Aura (P) - This modifier makes one enemy invincible, and that enemy changes every 30 seconds or so. This is extremely annoying on combat maps because it will easily break your combo, but in predator maps it simply makes you pay more attention to strategy.

    Danger Zones (C)- This modifier will allow enemies to use the gun wracks around the room to obtain weapons in combat maps, which can be annoying but is definitely easy to compensate for if you have the disarm and destroy upgrade. It makes predator mode almost impossible because if you are seen by the enemies it will be extremely difficult to escape, you are also unable to use the remote claw as easily.

    One Hand Tied (B) - This modifier removes two of the critical features to any mode you may use it in, so only use this one if you are a good player as it makes the game extremely challenging. In combat, you will be unable to use any special combo moves, making it especially difficult if you are playing a map with a lot of weapons, and in predator you won't be able to use the silent takedown, one of the key methods to taking down enemies.

    Scattered Weapons (B)- This is one of the less challenging modifiers, it simply allows enemies to throw stuff at you, as they would in a normal ranked map, and also places mines on the ground in predator maps, something that could actually help you if you're playing a map with Mind Your Step as a medal.

    Replenish Health (B) - This modifier simply replenishes your health over time, it can compensate for any negative modifiers you may use, is extremely helpful.

    Takedown Projectiles (B) - This modifier will allow you to take any enemy down with a single quickfire Batarang. This is extremely helpful if you've obtained all the medals and simply want to end the round without dying.

    Super Power (C) - This modifier is likely the most helpful positive modifier there is. In combat, it basically is the same as having the shock gloves on all the time, it allows you to punch through any Taser, Shield or Armored enemy as if they were a normal thug, essentially making any combat mode x10 easier. In predator you can move faster when crouched, a minor help, but still helpful.

    Campaign Mode

    This mode largely consists of sets of three challenges from the Ranked mode, and you have to select modifiers to make it harder. In this section I will display the challenges in each campaign, the modifiers and which modifies that I recommend be used in each challenge. You must use each modifier to complete the campaign, but you may use them in any order you wish.

    Siege

    Intensive Training (C) (Time Limit, Protective Aura)

    Breaking In (P) (Replenishing Health)

    25 To Life (C) (None)

    Legacy

    Easy Money (P) (None)

    Overflow (C) (One Hand Tied, Decreasing Health)

    Checking Out (P) (Takedown Projectiles)

    Destroyer

    Panorama (C) (Danger Zone, Scattered Weapons)

    Quiet Waters (P) (Replenish Health, Free Medal)

    Death Sentence (C) (None)

    Gothic

    Wrecking Crew (P) (Increased Aggression)

    Panopticon (C) (Gadget Malfunction, Diminished Health)

    Hard Time (P) (Super Power)

    Cataclysm

    25 To Life (Extreme) (C) (Scattered Weapons)

    Breaking In (Extreme) (P) (Increased Aggression, Free Medal, Replenishing Health)

    Overflow (Extreme) (C) (None)

    Shadow of the Bat

    Death Sentence (Extreme) (C) (Time Limit, One Hand Tied, Super Power)

    Hard Time (Extreme) (P) (None)

    Panopticon (Extreme) (C) (Decreased Health, Protective Aura)

    Dark Knight, Dark City

    Easy Money (Extreme) (P) (Increased Aggression, Scattered Weapons, Free Medal)

    Intensive Training (Extreme) (C) (Protective Aura, Gadget Malfunction)

    Wrecking Crew (Extreme) (P) (Takedown Projectiles)

    War on Crime

    Checking Out (Extreme) (P) (Time Limit)

    Panorama (Extreme) (C) (Gadget Malfunction, Decreased Health, Danger Zones)

    Quiet Waters (Extreme) (P) (One Hand Tied, Super Powered)

    Cowardly and Superstitions

    Intensive Training (C) (Time Limit)

    Overflow (C) (Increased Aggression, Replenishing Health)

    Panorama (C) (Danger Zones)

    Darkest Night

    Easy Money (P) (Gadget Malfunction, Takedown Projectiles)

    Checking Out (P) (One Hand Tied)

    Quiet Waters (P) (Scattered Weapons)

    Standing Count

    25 To Life (Extreme) (C) (Protective Aura, Scattered Weapons)

    Death Sentence (Extreme) (C) (One Hand Tied, Super Powered)

    Panopticon (Extreme) (C) (Decreased Health, Gadget Malfunction)

    Scare Tactics

    Breaking In (Extreme) (P) (Time Limit, Increased Aggression)

    Wrecking Crew (Extreme) (P) (Scattered Weapons, Protective Aura)

    Hard Time (Extreme) (P) (Danger Zones, Free Medal)

    Combat Training

    This part of challenge mode is unlocked as you progress through the game, and basically helps you master any skills that are only briefly mentioned while playing story mode.

     

    Combo Multiplier Expert

    5 Enemies, Unarmed

    Free Flow Combat- Get a x3 multiplier

    Combo Takedown- Preform a special combo takedown by getting a x8 multiplier

    High Multiplier- Get a multiplier of x15

    Strategy- Perform a lot of beatdowns until you have the x15 multiplier, then use the special combo takedown on a remaining enemy.

    Counter Expert

    5 Enemies, 1 Knife

    Counter- Wait for an enemy to attack you, a symbol will appear over his head, press triangle to get this medal.

    Double Counter- Wait for two enemies to attack at the same time, press triangle twice to get this medal

    Blade Doge- Wait for an enemy with a knife or broken bottle to attack you, a yellow symbol will appear above him. Hold triangle and use the control stick to pull away from him each time he tries to hit you with the bottle. Successfully dodge an entire series of attacks to get this medal.

    Strategy- Simply use the counter when enemies try to attack you, just stand and wait to be hit.

     

    Beatdown Expert

    5 Enemies, 1 Armored

    Cape Stun- Cape stun 2 enemies at once

    Stun Beatdown- perform three stun beatdowns

    Armored Enemies- Perform a beatdown on an armored enemy to take him out

    Strategy- Start by stunning as many enemies as you can who are in front of you, then take out the armored enemy with the beatdown, this will get you the first two medals, now just use beatdowns to take out the remaining enemies to get the final medal.

    Mixed Weapon Group Expert

    6 Enemies, 2 Pipes, 1 Riot Shield, 1 Armed

    Quickfire Batclaw Slam- Use the quickfire Batclaw to pull an enemy toward you, then press square immediately after the Batclaw attaches to the enemy.

    Aerial Attack- Stun an enemy and then immediately press x twice in his direction to perform an aerial attack. Do so to an enemy holding a riot shield to get this medal.

    Quickfire Batarang- Double taps L2 to fire a quickfire Batarang. Hit three enemies with three quickfire Batarangs to get this medal

    Strategy- Start by using the quickfire Batclaw to disarm, and then slam the armed enemy; immediately followed by an aerial attack to the shield enemy. Then fire three quickfire Batarangs and knock three enemies down to get the final medal.

     

     

    Martial Artist Expert

    6 Enemies, 3 Martial Artists

    Counter Attack- Reach a multiplier of x8

    Dual Attack- Counter the martial artist's double attack

    Combo Chain Attack- Counter the martial artist's combo attack

    Strategy- Approach a martial artist and let him attack you, counter his attack, then do the same with the others until you get the first two medals. Now simply get the x8 multiplier and finish the challenge.

     

    Armored Enforcer Expert

    6 Enemies, 1 Armored Enforcer

    Ultra Cape Stun Beatdown- Ultra stun the armored enforcer, then hit him until the multiplier gets to x5

    Instant Armor Removal- Use the special combo takedown to remove the armored enforcer's armor

    Leveraging the Enforcer- Reach a x20 multiplier

    Strategy- Start by ultra-stunning the armored enforcer, then beat him down until you get a x5 multiplier then stop, DO NOT TAKE HIS AROMOR OFF. Now, get a multiplier high enough to perform a special combo takedown, and use it on the enforcer. Now, use a regular beatdown to take him out, if it's uninterrupted then you should have a multiplier up to x20. If not, perform beatdowns on the remaining enemies.

     

    Shock Gloves Expert

    8 Enemies, 1 Armed, 2 armored, 1 Knife, 1 Taser, 1 Riot Shield

    Beatdown Shock Gloves Recharge- Preform a beatdown on an enemy to charge the shock gloves.

    Unlockable Shock Gloves Strikes- Attack one shield and one Taser enemy in a combo with the shock gloves

    Shock Glove Multiplier Bonus- With the shock gloves active, reach a multiplier of x25

    Strategy- Start by preforming a beatdown on one of the unarmed enemies, or maybe two until you have fully charged gloves. Then attack the shield and Taser enemies head on and finally perform some more beatdowns to get the x25 multiplier

     

    Venom User Expert

    7 Enemies, 2 Venom Users

    Venom User Grab Attack- Don't let the Venom User grab you

    Instant Venom Pack Deactivation- Use a special combo takedown on a venom user to destroy his venom supply

    Shock Gloves VS. Venom User- Activate the shock gloves and use them to take down a venom user

    Strategy- As soon as the fight begins, build up a multiplier up on the weak enemies until you get up to x8, then use the special combo takedown on either venom user. After that, take the user without the venom supply out with a beatdown, this should charge the electric gloves all the way, now attack the other venom user, and it should be a beatdown even if you don't stun him. Take him out with this beatdown. Do this without being damaged by either venom user to get all three medals.

     

    Stun Baton Expert

    6 Enemies, 2 Tasers

    Redirect- Simply evade over a Taser enemy three times

    Stun Baton Enemy- Redirect over a stun enemy then punch him

    Glue Grenade VS. Stun Baton- Double tap L2 to throw a glue grenade at a Taser enemy

    Strategy- Start by throwing a glue grenade at a Taser enemy, then redirect over the other one and punch him to get all three medals rather quickly.

     

    Large Group Tactics

    10 Enemies, 2 Knives, 2 Pipes, 1 Riot Shield, 1 Gun

    Concussion Detonator Quickfire- Use the quickfire concussion detonator twice

    Explosive Gel Quickfire- Use the quickfire explosive gel to knock down two enemies at once, a box will a appear when an enemies or enemies are within range of the blast, when the number is two, detonate it

    Special Combo Multi Ground Takedown- Knock down at least two enemies, then use this combo to get the medal.

    Strategy- As soon as the fight begins, put down the explosive gel, then throw the concussion detonator. Some enemies should wonder near the gel, detonate it to knock them down, then before they can get back up use the multi ground takedown.

     

    Advanced Weapon Techniques

    10 Enemies, 2 Knives, 2 Pipes, 1 Riot Shield, 1 Gun

    Blade Dodge Takedown- Instead of holding triangle throughout the entire blade sequence, only press it when the attacker thrusts the blade at you, if you can do this three times you will perform a blade dodge takedown

    Batclaw Disarm- Use the quickfire Batclaw on an armed enemy to take their gun

    Special Combo Disarm and Destroy- Get the multiplier up to 8 and then use the disarm and destroy attack on an armed enemy.

    Strategy- As soon as the fight begins, use the quickfire Batclaw to disarm the armed thug, then wait for a knife thug to try and attack you so you can use the blade dodge takedown. Finally get the multiplier up high enough and use the disarm combo move to get the last medal. Now take everyone down whose left.

     

    Combo Multiplier Mastery

    10 Enemies, 2 Knives, 2 Pipes, 1 Riot Shield, 1 Gun

    Critical Strike- Perform three critical strikes, to do this you must press square as soon as you finish the previous strike; your timing must be almost perfect.

    Focus Mode- Get your multiplier up to twelve to get this medal

    Power Gadgets- Once your multiplier is at twelve, and turns red, use any quickfire gadget to get this medal, use it while the multiplier is still red.

    Strategy- Start by taking out the gun thug, then perform your three critical strikes on the other thugs. After that, in the same combo, take out the shield thug with an aerial attack, as soon as your multiplier gets to twelve, use the quickfire Batarang to take out a thug, and then finish the fight.

     

    Boss Guide

    In this section, I will explain how to defeat the six major bosses of this game.

    Boss 1- Killer Croc

    Location Fought- Blackgate Prison

    Items Needed- Quickfire Batarang

    Strategy:

    Well, this is the first major boss battle of the game, and in all honesty it's not that hard. As soon as the fight begins run up to croc and evade his attack so you can get behind him, then stun him and use a beatdown like you would for any old armored enemy. As soon as you finish the beatdown, evade his attack and he will jump to the closest large fire drum on the map. When he raises it above his head, slam on the L2 button and launch as many quickfire Batarangs as you can. If you can through enough before he throws the tank, it will blow up and deal him major damage, and if not then make sure to evade the tank before it hits you or you will take major damage. After he throws it, a helicopter will appear and drop off some minor thugs to help out croc. Beat them quickly if you can, and then launch another beatdown on killer croc. Unfortunately this time he will expect it and after you finish the beatdown croc will grab your leg and try to bite your head off. Slam the X button as quick as you can to escape and deal some damage to the boss, then immediately evade because he will attack as soon as you get control back. Croc will then try once again to throw a big flaming tank of gasoline at you, simply repeat what you did last time he tried this, throw quickfire Batarangs at it until it blows up, taking a big chuck of his HP with it, and if you fail, get out of the way. Beat up the bad guys that show up and then start another beatdown on killer croc. The same thing that happened last time will happen again, he will try to eat you and you have to press X multiple times very fast to escape. Croc will then try to throw the last tank at you, and if you can blow it up, the boss fight will be over. That wasn't too bad now was it?

    Boss 2- Deathstroke

    Location Fought- Final Offer

    Items Needed- Batclaw (helps)

    Strategy:

    This fight really isn't that hard, if you know what you are doing that is. The first thing you should know is never, for any press the circle button during this fight unless you accidently pause the game or are doing the combo move, because it will do NOTHING for you, except give the boss a free hit. As soon as you gain control of batman, use a quickfire Batclaw, and then the Batclaw strike to deal early damage to the boss, then simply begin hitting him with the square button. A piece of advice, if you have the option to counter or evade his attacks, evade them, as the countering is rather hard. Also, if you simply keep hitting him in this first phase he will have very few opportunities to actually attack, making this part rather easy. Once you have a combo built up, use you special combo move to deal some major damage to the boss (Triangle plus circle). After doing this about twice, a in battle cutscene will play where Deathstroke will begin attacking you with his pole. Rapidly press triangle to counter until he stops hitting you, and then press square rapidly when the game tells you to in order to perform a beatdown to end this first stage of the battle. The first thing you should do when the second phase begins is use you combo takedown, as the cutscene beatdown will give you a high enough combo to use it. In this part of the fight, his attacks will be slightly more elaborate and will usually require two counters if he gets you into one of his counter sequences. Another possibility is he will pull the remote claw on you. This will attach to a propane tank, which will then accelerate toward you. Simply counter it as if it was being thrown at you and then hurry and get closer to the boss, as he has a gun for long range. Other than that, just keep hitting him until you can perform another takedown, or simply deal enough damage to start another in battle cutscene. Counter his strikes again and then do another beatdown, ending the first half of this fight. Once again, as soon as the second part begins use the special combo takedown to take out a good chunk of his health, and then use a combination of quickfire Batclaw strikes and just plain old punches to drop his overall HP to ¼ of its max, which will cause the boss to begin the third in battle cutscene, which is really the same as the first two. In this phase the boss will use a sword instead of a pole and his attacks are a little quicker, and the counter times are different also the counter sequences will usually require three counters, but the overall strategy is the same. After the final scene the battle will end and you will have won, also you will get that cool weapon Deathstroke used on you, the Remote Claw.

    Boss 3- Copperhead

    Location Fought- Sionis Steel Mill

    Items Needed- Concussion Detonator/Explosive Gel (Both help)

    Strategy:

    As soon as the fight begins the one Copperhead in front of you will split into nine clones. In order to deal damage you must hit the real one, so the best strategy is to use the quickfire concussion detonator to confuse as many clones as you can, and beat them when they're confused. When you actually hit the real one all the clones will disappear and the cycle will start again. Continue this process until she only has 25% of her HP remaining. A good strategy is if you can find the real Copperhead and perform a combo takedown on her it will get rid of almost half her maximum HP so do that if you can. A hint, only the real the real copperhead may break your combos if you hit her while the others will simply disappear. As she losses more HP more clones will appear, and you will have a small period where you will have to throw her off of you, but the fight doesn't drastically change until the boss's health reaches only one fourth of the maximum. When this happens Copperhead will run into the dark mist surrounding the battlefield and a blue light will occasionally shine out of it. When this happens GET OUT OF THE WAY because copperhead will do a dash attack following the path of the light. While this is happening you can't actually damage Copperhead, so all you can do is attack the clones that are attacking you, but be warned if you get hit with the dash attack they will all reappear. When you beat them all, Alfred's antidote will and land in the middle of the arena. Approach it and you will regain your senses. One punch will take Copperhead out once and for all.

    Boss 4- Bane

    Location Fought- Royal Hotel

    Items Needed- None

    Strategy:

    When the fight begins, the simple solution is to treat bane like an armored enforcer. Ultra stun him and then perform a beatdown, as soon as the beatdown is done do a special combo takedown. But be careful as all his attacks do massive damage. After doing this process twice, a cutscene will play, revealing Bane's true form. While the new look may be a little scary the method of fighting hasn't changed at all, simply ultra-stun him, beat him down and then use a takedown to return him to his previous form. After one round against Venom Bane, another scene will play followed by a change of scenery. Bane will frequently activate his venom supply, simply use a takedown to temporarily turn it off, damage him, he will turn it back on and repeat the process until he is beaten. After a few rounds of this some Joker thugs will join the party as well, be warned.

    Boss 5- Firefly

    Location Fought- Gotham Pioneer's Bridge

    Items Needed- Quickfire Batarang, Quickfire Glue Grenade, Quickfire Batclaw

    Strategy:

    The fight will begin with a cutscene as you attach your Batclaw to Firefly. After it ends, you will be hiding behind a van as Firefly shoots flames at you. In order to damage him, you can do one of two things. You can fire quickfire Batarangs at him to deal small damage, and after hitting him enough times, he will temporarily stop moving. When he stops, you can throw glue grenades at him, causing him to begin to slow down. Continue this process of Batarang, glue grenade, and dodge until you have taken out one fourth of his total health. After you do this, Firefly will stop altogether and you will be able to use the Batclaw to pull him close enough to you to punch him. After this is done the second phase of the boss battle will begin. Firefly will now fire high powered flame bolts at you for a few seconds, while he is doing this all you can do is dodge the attacks. After a while he will return to his original attack pattern, when this happens you can begin the process used in step one again, use the Batarangs to damage him until he is down to 50% health. His jetpack will fail again and you will be able to pull him in using the Batclaw. Do so, and a cutscene will begin leading to the third phase of the fight.

    Here, your main goal is to run away from Firefly, start by grappling to the vantage point pointed out when it begins. Now run along the ledge and you will be back on top of the bridge. Now run to the left, and then up through some crashed cars over a hole. Slide under a truck and the part where you can actually harm the boss will begin. Throw quickfire Batarangs at him while avoiding his attacks, and use the glue grenade when prompted by the game to stun him, and then throw more Batarangs. Do this until you can attack him with the Batclaw again; repeat this until his HP drops to zero. Now firefly will continue to attack you, but you can't damage him, so must avoid his attacks until he throws grenades which will set fire to the whole arena, when this happens, you will be forced to grapple onto Firefly himself. Finally, perform two good counters and a cutscene will play marking the end of the battle.

    Boss 6- Bane

    Location Fought- Blackgate Prison

    Items Needed- None

    Strategy:

    The first part of this fight will be the exact same as the first bane fight, he will charge at you and you must ultra-stun him, and then perform a beatdown after he stops his charge attacks, then perform a combo takedown. After you do this, some thugs will drop down, but you can ignore them and focus your attacks on Bane. Repeat the process a second time, however this time when you perform the takedown Bane it will fail and a cutscene will begin. During this scene Batman will finally figure out how to stop both bane and the Joker. After the scene, Batman will have unlimited access to his electric gloves for the rest of the fight, so wait for Bane to stop running around like a fool, ultra-stun him and then perform a combo takedown on him. He will then begin his charge attack once again. Ultra-stun, beatdown and then take bane down for a third time, and then finally a fourth time. This will start a cutscene which will really make you think batman awesome. You will regain control of Batman and be forced to save bane like you did for Alfred.

    Final Boss- Bane TN-1

    Location Fought- Blackgate Prison

    Items Needed- Quickfire Batarang (helps), Disruptor(helps), Smoke Pellet(helps), Quickfire Glue Grenades (helps)

    Strategy:

    This fight is actually rather simple, although simple doesn't necessarily mean easy. Just think of this boss as a big predator room.  In order to damage Bane TN-1, you must sneak up behind him and perform a silent takedown. This will allow you to jump on his back, and now, you must steer bane toward one of the electrified prison cells and perform a wall takedown, followed by a beatdown. Do this twice and then a jammer will be activated in the northern end of the room, deactivating detective vision. The simple solution to this is to take it out with the disruptor, but this isn't as easy as it may sound, as if Bane sees you, you will have to run away. This isn't exactly as easy as it sounds; as if Bane sees you he will pick you up and throw you against a wall, dealing massive damage. It is possible to slow him down using the glue grenade, and you can use the fire extinguishers at each corner of the room to help make your getaway. You can hide in the grates under the floor, but be warned; if Bane sees you he can punch through the grate and damage you. One thing Bane cannot do however is he cannot reach into the wall vents in the room, so if you crawl into a vent and can get away from either entrance to said vent, he cannot damage you. Perform a total of three of these wall takedowns to trigger a cutscene which marks the official end of the Final Boss Fight. Man... that was easy.

    Boss EX- Mr. Freeze (DLC)

    The main point of the first phase of the fight is to take out three thermal generators positioned on three platforms at different parts of the room. As soon as the fight begins, four armed enemies will enter the room, and they are extremely annoying. As soon as you can, grapple to a vantage point and look around the room for three generators. Find one that Freeze is not looking at, glide down and charge it like an electric generator until it is overloaded. Freeze will see you too late and fire at you, grapple to a vantage point and lose him. Repeat this one more time on the second generator, most of the thugs should be in the same place, so take out the generator they are farthest away from. The third tank is much harder, as freeze will constantly stare at it, so to take it out, make your way there as quickly as possible, and Freeze will still be looking around the room after you escape. Take the tank out quickly to move on to the next stage of the fight.

    When the second phase starts, you will be totally frozen, so quickly break the ice, and then escape to a vantage point. This is extremely similar to the Arkham City fight now, you must perform silent takedowns and many other forms of fancy takedowns to damage Freeze, but the easiest way is to drop icicles on him. Whenever he stands under one of the many in the room, throw a Batarang at it to drop a lot of his health. Aside from that, simply take out the thugs around him and perform a silent takedown when you can, however this specific takedown you can only do once, as he will gain a shield behind him, but others like Zipline and grate takedowns will still work. Occasionally Freeze will call in more armed thugs, but simply deal with them as they become an issue. After you drop his health to Zero, a cutscene will play, and Freeze will run to his wife's container. There is a vent under the platform Freeze is on, crawl into it and then perform a takedown to end the fight.

    After the fight, batman will be frozen again, when prompted to, break the ice and press triangle to perform a takedown. This will mark the true end to the battle

    Contact Information

    If you have any questions about anything in this guide, or about anything that involves this game please email me at wetcodebreaker1234@aol.com  or follow me on twitter @wetcodebreaker . When you email me please include a subject that says something along the lines on "Arkham Origins Guide Question" if you want me to read it. If you do not include this subject it is more likely than not that I will ignore it. I would like to get a FAQ for this guide up as soon as I can so for a while I will be accepting any and all questions on my email. Also, I know I am not perfect so if there is anything that you would like to see added to my guide or any problem you may notice, please email me about it.

    FAQ

    I would like to post some questions in this section, but i have yet to be asked any, please email me some questions and i will post some of the good ones here.

    Special Thanks

    I must thank all the users of Gamefaqs who have taken the time to write a walkthrough. This is my very first ever walkthrough and the format that I used was similar to some walkthroughs that I have seen on the website, including KOH13, the first writer of a walkthrough for Arkham Origins. Thank you to Wally for helping me with the Shiva miniboss fight. Also thank you for the Anonymous tip telling me some things i forgot in my guide, and finally, thanks to the helpful video from the Video Game Blogger website, those facts helped me to locate the Anarky tags from A Cold, Cold Heart DLC. Thank you all very much

    Conclusion

    Well, this is it, my very first walkthrough. I hope I was able to help anyone who took the time to read this, and I plan to continue to improve this guide in the future. Thank You

    (0.0512/d/www1)