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Batman: Arkham Knight: Batman: Arkham Knight 100% Completion Guide

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A Dark Night: the first hour on Bleake Island

The opening of the story: the first fight, the first Batmobile chase and Drone Tank battles, a first walk around the GCPD, then the first Riddler Trial and the first stops of two Most Wanted missions.

Start on Normal or Hard. No trophy depends on difficulty and you can change it in the options at any time, but reports differ on whether a story finished on Easy opens New Story+, the mode run 2 needs. Normal or Hard is safe on every reading, so if you drop to Easy for a fight, change back before the end of the story. New Story+ itself always plays on Knightmare, so this choice only affects run 1. This stretch runs from the opening scenes to the first free roam on Bleake Island. Batman starts with most of his kit (Batarang, Remote Controlled Batarang, Batclaw, Grapnel, Explosive Gel, Smoke Pellets, Line Launcher), and the Batmobile joins in the first mission. The game autosaves: there are no save points to light and no fast travel. Left for later: the Remote Electrical Charge in the GCPD Evidence Room (take it now if you like; otherwise the route collects it when it first needs it), the rest of the Riddler's challenges, which get their own sweeps, and the AR challenge icons around the city, which you can ignore until the sections at the end of the guide.

Prologue: Gordon at the furnace, Owens in the dinerQuest step
Location
Bleake Island · The Cauldron – Press the prompts at the furnace, then as Officer Owens walk up to the counter and on to the man smoking in the far left corner of Pauli's Diner, and interact with him. When Batman appears on a high rooftop, glide and grapple to the Bat-Signal in the sky, which marks where Gordon is waiting.
Summary
The opening scenes, played through short prompts before Batman takes over.
PC (Steam)
Leave the Nvidia options in the settings off unless your drivers are current. If they go stale the game can close itself right after the title card, and the fix is to delete the Config folder inside the game's BmGame folder.
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Rescue the missing police officerQuest step
Location
Bleake Island · Chinatown – From Gordon, follow the next waypoint to the Chinatown roundabout, where five Thugs surround a police car. Drop on them from a rooftop, beat them and talk to the wounded Officer Kevern. Press the prompt in the scene to call the Batmobile.
Summary
Your first street fight, and the moment the Batmobile arrives.
Trophies
  • Achievement · SteamJourney into Knight
  • Achievement · XboxJourney into Knight
  • Bronze · PlayStationJourney into Knight
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Interrogate the driver of the military vehicleQuest step
Location
Bleake Island · Chinatown – Take the GPS route marked on the road after the armoured car that almost ran you down at the roundabout. Keep out of its firing lines, and when the reticle goes orange hit it with the Immobilizer, about three times in all. Get out at the wreck and question the soldier.
Summary
The first Batmobile chase, which ends with a lead on Scarecrow.
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Investigate Scarecrow's safe houseQuest step
Location
Bleake Island · Chinatown – Follow the next Bat-Signal to a Chinatown building and climb to the skylight on its roof. Drop through it onto the nine Thugs, deal with the one holding a gun first, and use a Smoke Pellet when the game asks you to. Walk up to the glass cage for a scene.
Summary
The hideout the soldier gave up. Scarecrow is gone, but the place is not empty.
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Destroy the six Drone Tanks outside the safe houseQuest step
Location
Bleake Island · Chinatown – Outside the safe house, open the gadget wheel, pick Remote Batmobile Control and hold Battle Mode. Shoot the six Rattlers with the 60mm Cannon (one turret hit kills each), sliding out of the firing lines before they turn red. Park on the marked spot when they are gone.
Summary
The tutorial for the Batmobile's Battle Mode, its tank-fighting stance.
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Run Battle Mode weapon energy system diagnosticsQuest step
Location
Bleake Island · Chinatown – Drive to the glowing wheel icon close to where you parked and start the simulation. It runs in three stages: charge and fire the Missile Barrage, charge it again and spread it across several tanks, then survive tanks that shoot back.
Summary
A short AR tutorial on the Missile Barrage. It is the one Training challenge the story makes you play.
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Destroy the squadron of drone tanks at Panessa StudiosQuest step
Location
Bleake Island · Panessa Studios – Follow the GPS route to the front of Panessa Studios and destroy all twelve Rattlers. Land hits without being hit to charge the Missile Barrage, and if you get surrounded, reverse down a side street so that they reach you one at a time.
Summary
The first full Drone Tank battle, in front of the film studios.
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Take Ivy to the GCPD LockupHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · GCPD Lockup – Follow the waypoint to the GCPD in The Cauldron (2330, 2599) and drive down its ramp into the garage. Park in the marked spot at the far end, beside the cells. A scene plays and you can then walk around the precinct.
Summary
Your first lock-up. The GCPD is also the base you return to with every villain you catch.
Trophies
  • Achievement · SteamTrail of Fear
  • Achievement · XboxTrail of Fear
  • Bronze · PlayStationTrail of Fear
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Riddle: Cash's family picture at the GCPD front deskCollectible
Location
Bleake Island · GCPD Lockup – Enter Maximum Security and go to the front desk, where Aaron Cash and Gordon are standing. Scan the framed photo of Cash and his family in Detective Mode; this first solve also opens the Riddler tab in your database. If the photo does not register, try the desk itself or the Arkham mug on it.
Summary
One of the Riddler's 243 challenges: a riddle solved once with a scan, and kept for both runs.
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Riddler trophy: glass case in the GCPD Evidence RoomCollectible
Location
Bleake Island · GCPD Lockup – From the front desk, walk to the far end of Maximum Security and into the Evidence Room. The trophy flashes green inside the glass display by the reception desk. Break the glass with any attack and take it. The Remote Electrical Charge should be behind the display opposite the entrance: smash that now if you like, or a later section collects it.
Summary
One of the Riddler's 243 challenges: a green trophy, collected once and kept for both runs.
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Riddle: Jack Ryder's research table in the Interview RoomCollectible
Location
Bleake Island · GCPD Lockup – Leave Maximum Security for the GCPD Lockup side and enter the Interview Room, where Jack Ryder sits at the interrogation table. Scan the folders and papers spread out in front of him. If that does not register, scan Ryder himself.
Summary
One of the Riddler's 243 challenges: a riddle solved once with a scan, and kept for both runs.
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Riddler Trial 01: Mental BlockedQuest step
Location
Bleake Island · The Cauldron – At the front desk, speak to both Gordon and Aaron Cash: one or the other hands you The Line of Duty and The Perfect Crime, and the mission wheel opens with Riddler's Revenge on it too. Go out through the Maximum Security door and the holding cells to the Batmobile. Drive to the garage covered in green question marks at the Cauldron train yard, close to the GCPD; its door is a lift. Park at the bollards to get the Riddler's code, then finish three timed laps, using the code on the red and white obstacles and riding the wall where the floor drops away on the last lap.
Summary
The first of the ten Riddler Trials, a three-lap Batmobile race. Finishing it brings Riddler Informants onto the streets.
Trophies
  • Achievement · SteamThe Road to Hell
  • Achievement · XboxThe Road to Hell
  • Bronze · PlayStationThe Road to Hell
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Riddler Informants are out now

From here on, Thugs marked in green are Riddler Informants. Interrogate one and it marks Riddler challenges on your map, for the island you are on. The route collects most challenges in a sweep after the Clock Tower, so for now just question any you pass.

The Line of Duty: Leary-Wood, Dixon Dock WestQuest step
Location
Bleake Island · Panessa Studios – Select The Line of Duty on the mission wheel and drive to Dixon Dock West in the Panessa Studios district. Leary-Wood is in the security tower over the entrance, with five armed Thugs around him. Take the two on patrol first, then grapnel up or drop through the glass roof to beat the three inside and free him.
Summary
The first of the 15 missing firefighters you rescue for The Line of Duty.
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The Perfect Crime: body at Merchant BridgeQuest step
Location
Bleake Island · Merchant Bridge – Carry on past Panessa Studios to the end of Merchant Bridge (1529, 3306), following the opera music. The body hangs on the wall where the road stops. Use the Deep Tissue Scanner on the ear at skin level, the ring in the lower torso at muscle level and the hip replacement at bone level.
Summary
The first of six bodies you examine for The Perfect Crime, and the only one marked on the map.
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ACE Chemicals

Oracle's Clock Tower, two antennas that pinpoint Scarecrow, the rescue at ACE Chemicals, and five firefighters around Bleake Island before you report back to Gordon.

The hunt for Scarecrow takes you from the Clock Tower to two antennas and on to ACE Chemicals. You gain the Power Winch for the Batmobile at Panessa Studios, and Batsuit v8.03 with the Fear Multi-Takedown on the Falcone Shipping roof, plus an Afterburner on the way to the Clock Tower. You can't return to ACE Chemicals after this stretch, and that costs nothing: no Riddler challenge is there. Left for later: every Riddler challenge beyond the three you have, and the firefighters on the other islands.

Meet Oracle at the Clock TowerQuest step
Location
Bleake Island · Clock Tower – From Merchant Bridge, take the GPS route to the Clock Tower in Chinatown; just outside it is (2214, 2179), and Lucius unlocks the Afterburner on the drive. Grapple to the roof, find the hatch in Detective Mode and go in. Use the small bust on the bookshelf, which is a retinal scanner, then the computer that appears in the room.
Summary
Your first visit to Oracle's base, where the search for Scarecrow's signal starts.
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The Perfect Crime: rooftop body by the Gotham HeraldQuest step
Location
Bleake Island · Chinatown – Climb out through the Clock Tower's roof hatch and glide to the roof of Namielski's Pierogi Palace (2007, 2472), close to the Gotham Herald; it may instead be on the Herald's own roof, the one with the radio tower. Scan the arm scars at skin level, the pacemaker at muscle level and the knee at bone level.
Summary
The second of six bodies for The Perfect Crime. Only the first is on the map, so listen for the opera.
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Use the Panessa Studios antennaQuest step
Location
Bleake Island · Panessa Studios – Head back to Panessa Studios and land on its roof; the roof door is at (1804, 2880). Attach the Remote Access Device to the marked power panel. It fails, and Lucius offers a way to get power here.
Summary
The first of the two antennas. It turns out to have no power.
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Power WinchKey item
Location
Bleake Island · Panessa Studios – Go to the drop marker at ground level by the lighthouse near Panessa Studios. Park the Batmobile on it, or stand there yourself and call the car, and a short scene fits the winch.
Summary
A Batmobile winch that pulls down walls, raises ramps and powers machines. The route leans on it from now on.
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Power up the Panessa antennaQuest step
Location
Bleake Island · Panessa Studios – In Battle Mode, winch down the sign facing you, back up the ramp and hit the Afterburner to clear the gap to the next roof. Winch up the raised section on the right, take the narrow route to the end of the roof, winch the anchor on the studio building, drive off the edge and up its wall. Winch the panel you tried earlier and pump the accelerator to hold the needle in the orange.
Requires
Summary
A Batmobile climb across the rooftops to feed the first antenna.
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Batsuit v8.03Key item
Location
Bleake Island · Falcone Shipping – Glide to the Falcone Shipping roof; the Batmobile has to stay behind, powering the antenna. Five armed men and a hostage are in the rooftop building, so throw a Batarang by its door to draw two out and take them down silently. Then stand on the drop marker for the suit.
Summary
The upgraded suit. It gives you the Fear Multi-Takedown, which chains takedowns on several enemies.
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Use the antenna at the Falcone Shipping YardQuest step
Location
Bleake Island · Falcone Shipping – Enter the floor grate by the rooftop building and crawl under the room, then use the Fear Multi-Takedown on the last three men. Free Detective Cottell and attach a Remote Access Device to the panels at the side of the room. Outside, turn both receivers until they face ACE Chemicals.
Summary
The second antenna, which fixes Scarecrow's position at ACE Chemicals.
Trophies
  • Achievement · SteamThe Frequency of Fear
  • Achievement · XboxThe Frequency of Fear
  • Bronze · PlayStationThe Frequency of Fear
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Training: Throw CounterAchievement
Location
Bleake Island · Falcone Shipping – On the Falcone Shipping roof, start the Throw Counter icon. Lean the stick at an attacker and press counter as his warning shows, five times; you need not knock anyone out.
Summary
An optional Training map on the Falcone Shipping roof, worth one WayneTech point the first time you finish it.
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Training: Predator FundamentalsAchievement
Location
Bleake Island · Falcone Shipping – Start the Predator Fundamentals icon on the same roof. Take out all three armoured enemies with ordinary silent takedowns, staying out of sight.
Summary
An optional Training map on the Falcone Shipping roof, worth one WayneTech point the first time you finish it.
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Training: Grapnel Boost Mk IIAchievement
Location
Bleake Island · Falcone Shipping – Start the Grapnel Boost Mk II icon. Grapple and glide through every ring, diving when the next one sits low, then stay in the air for a full minute.
Summary
An optional Training map on the Falcone Shipping roof, worth one WayneTech point the first time you finish it.
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Training: Summon, Eject & GlideAchievement
Location
Bleake Island · Falcone Shipping – Start the Summon, Eject & Glide icon. Summon the Batmobile, eject, glide through all the rings and summon the car again.
Summary
An optional Training map on the Falcone Shipping roof, worth one WayneTech point the first time you finish it.
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Training: Fear Multi-TakedownAchievement
Location
Bleake Island · Falcone Shipping – Start the Fear Multi-Takedown icon, which has four scenes. Reach the first three groups from behind or through the vents. In the last, wait for the guards to line up on the balcony, hit the one on the left and dash to the other two.
Summary
An optional Training map on the Falcone Shipping roof, worth one WayneTech point the first time you finish it.
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Death and Glory: 20 Fear TakedownsAchievement
Location
Bleake Island · Falcone Shipping – The count goes up each time you start and finish a Fear Takedown, however many enemies it hits. The fast way is the Fear Multi-Takedown training icon on the Falcone Shipping roof: it has four per run, so five runs make 20. Or skip that and keep using them; the trophy usually comes on its own during the story.
Summary
A running total of 20 Fear Takedowns over the whole game.
Trophies
  • Achievement · SteamDeath and Glory
  • Achievement · XboxDeath and Glory
  • Bronze · PlayStationDeath and Glory
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Spend WayneTech points with some care

Story and side missions alone may not pay for every upgrade, and later Riddler and Most Wanted work needs a few specific ones. Keep a couple of points spare, and the route will say when one is needed.

Rendezvous with Gordon at the ACE Chemicals plantQuest step
Location
Bleake Island · ACE Chemicals – Summon the Batmobile and drive to the bridge leading to ACE Chemicals, where a scene plays. When it ends, grapple to the wall above the main gate.
Summary
The story's first look at the plant, and at the militia guarding it.
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Predator: clear the ACE terminal, scan for the workersQuest step
Location
Bleake Island · ACE Chemicals – Keep off the courtyards: the tanks there will kill Batman on foot. Use the floor grates to take the five soldiers around the terminal, finishing the pair beside it with a Fear Multi-Takedown, and use the terminal. Grapple to the top of the tallest building and hold the scan on each signal until all five are marked.
Summary
A stealth room, then a scan that marks where the five missing workers are.
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Open the main ACE Chemicals gateQuest step
Location
Bleake Island · ACE Chemicals – Go to the worker marker closest to the main gate, a small shack built onto the wall. Break in through its roof windows, beat the five Thugs, check the worker and pull the lever on the wall beside him. Take remote control of the Batmobile, winch the road section up into a ramp and jump the gap with the Afterburner.
Summary
Opens the plant to the Batmobile, which every later step here needs.
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Rescue the ACE Chemicals workersHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · ACE Chemicals – Beat the five tanks, winch down the ramp on the right wall and cross the narrow walkway to tear open Mark Cheung's building; when you are trapped behind glass, use Remote Batmobile Control to fire on the men outside, then drive him to Gordon. Back inside, clear the platform above the hanging ramp, set the ramp level, jump it, destroy the eight tanks and winch the anchor under the Loading Dock sign. On foot, go through the weak walls and floor with Explosive Gel, winching the steam off when told, and use the Batmobile as the lift's counterweight to reach Adam Brewer.
Summary
A long push through the plant, on foot and in the Batmobile, to all five worker markers.
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Arkham Knight attack helicopterBoss
Location
Bleake Island · ACE Chemicals – Stepping out of the lift starts the fight. Clear the five Drone Tanks first while dodging the red circles, shoot down homing missiles with the Vulcan Gun, then hit the gunship with Vulcan and 60mm Cannon. Use the switch by the way in, and drive Adam Brewer to Gordon on the bridge.
Summary
The first boss, fought in the Batmobile.
Trophies
  • Achievement · SteamFear of Faith
  • Achievement · XboxFear of Faith
  • Bronze · PlayStationFear of Faith
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Stop Scarecrow from blowing up ACE ChemicalsQuest step
Location
Bleake Island · ACE Chemicals – Back in the compound, shoot the glowing target on the wall, turn the hanging ramp to face the hole and drive through to the service tunnels. Follow them past the sentry room (under-floor vents, then the panel) and the big group of soldiers, and eject over the last gate. Clear the eight soldiers and three turrets, enter the chamber, use the panel and carry the four cylinders across very slowly, stopping whenever a light turns yellow.
Summary
The last push into the plant, through the service tunnels to the Mixing Chamber.
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Flashback as Gordon at Panessa StudiosHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · Panessa Studios – You start on the Panessa Studios roof. Go down the stairs, through the door and take the elevator, then walk into the lab and interact with each cell until a scene starts.
Summary
A short scene played as Gordon, some time before the story began.
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Escape ACE ChemicalsHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · ACE Chemicals – Back as Batman, take Remote Batmobile Control in Battle Mode and winch the anchor on the chamber wall until the wall gives way. Jump in, race back through the service tunnels, and use the Afterburner to clear the broken bridge and reach Gordon.
Summary
A timed Batmobile run out of the plant. You can't come back here afterwards.
Trophies
  • Achievement · SteamAs the Crow Flies
  • Achievement · XboxAs the Crow Flies
  • Bronze · PlayStationAs the Crow Flies
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The Line of Duty: Adamson, pier north-east of the ACE bridgeQuest step
Location
Bleake Island · Chinatown – These five appear once ACE Chemicals is gone. From the ACE bridge, cross to the pier north-east of it (1543, 2105). Six unarmed Thugs hold Adamson; beat them and free him.
Summary
One of the 15 missing firefighters you rescue for The Line of Duty.
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The Line of Duty: Ashley, Terrace Garden Bar roofQuest step
Location
Bleake Island · Chinatown – A short hop away, Ashley is up on the Terrace Garden Bar's roof (1815, 2217). Grapple to the roof above and open with a Fear Multi-Takedown on the gunmen, then hold counter against the knife attacks and free him.
Summary
One of the 15 missing firefighters you rescue for The Line of Duty.
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The Line of Duty: Cannon, across from the Clock TowerQuest step
Location
Bleake Island · Chinatown – Go to the back of the waterside building across from the Clock Tower (2278, 2305); if nobody is there, quit to the main menu and load back in. This group is tough, with tasers, stun sticks and shields, so start with a Fear Multi-Takedown, stun shield carriers with the cape and stomp them, then free Cannon.
Summary
One of the 15 missing firefighters you rescue for The Line of Duty.
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The Line of Duty: Norman, Falcone ShippingQuest step
Location
Bleake Island · Falcone Shipping – Head to the water's edge at Falcone Shipping (2268, 3173). Use the overhead light for an environmental takedown on the big Thug, beat down anyone who shrugs off punches, stomp the shield carriers and set Norman free.
Summary
One of the 15 missing firefighters you rescue for The Line of Duty.
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The Line of Duty: Wyatt, Cauldron pierQuest step
Location
Bleake Island · The Cauldron – Follow the docks to the pier with the cranes (1989, 3183), between Falcone Shipping and the lighthouse. Every Thug here has a gun, so stay quiet: take those on patrol first, then the group by Wyatt from a crane or a vent. He is the last firefighter on Bleake.
Summary
One of the 15 missing firefighters you rescue for The Line of Duty.
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Officer JT WickerHidden spoiler – activate to revealNPCMinor spoiler
Location
Bleake Island · GCPD Lockup – He should be the officer marked in green in the holding cells past the foyer, near the entrance. No fight is needed: walk up and press counter to question him.
Summary
A police officer on the Riddler's payroll. Questioning him marks the Riddler challenges inside the GCPD.
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Oracle's Clock Tower

The drive with Gordon to the Clock Tower, Season of Infamy's first mission, then the trail to Mercy Bridge and the first two mines of Campaign for Disarmament.

Gordon wants to get to the Clock Tower, and that sets off the next run of story. You have the Power Winch, Afterburner and Fear Multi-Takedown now, and you gain the Batmobile's Forensics Scanner here. Season of Infamy's first mission, Wonderland, opens partway through, and the route takes all of it before going back to the main story. Mercy Bridge stays raised for now: this stretch ends with your objective pointing at Miagani, and the route ignores it to sweep Bleake Island first. Left for later: the Riddler challenges (apart from one riddle), and the Bleake mines that have not appeared yet.

Start counting Critical Shots

From now on, finish Rattlers with the Vulcan Gun, aiming at the glowing blue light beside the turret. Each hit there is a Critical Shot, and the trophy Seduction of the Gun needs 50 in total, so chip away at it in every tank fight.

Escort Gordon to Oracle's Clock TowerQuest step
Location
Bleake Island · Chinatown – Leave the GCPD garage behind Gordon's police car. When two militia cars go after him, stay in Pursuit Mode, lock on and land three Immobilizer hits on each. Park on the marker so he can get in, then follow the GPS route and destroy the twelve Rattlers on the road.
Summary
A convoy drive that ends in a tank fight.
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Predator: clear the Clock Tower militiaQuest step
Location
Bleake Island · Clock Tower – At the Clock Tower, leave the Batmobile. Six militia, one of them a medic, walk the balconies and the scaffolding beside the tower. Pick them off one at a time from the floor vents, vantage points and corners, taking the medic early so that he can't revive anyone.
Summary
An open-air stealth fight around the tower.
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Investigate the Clock Tower for cluesHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · Clock Tower – Grapple to the top and go in by the hidden door, then approach the figure in the chair. When the fear toxin hits, keep walking around the room and changing direction until it clears, then interact with the wheelchair when it appears. At the computer, wind through the camera feeds and scan the man carrying Oracle, then the vehicle she is put in.
Summary
A search of the tower, and the footage that sets the next objective.
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Wonderland: question Mad Hatter at the GCPDHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Bleake Island · GCPD Lockup – A notification arrives after the Clock Tower search; if the mission wheel does not show Wonderland, look on its expansion tab. Go to the GCPD and through to Maximum Security West, and question Mad Hatter. His clue points at police car sirens, so listen for one at each of the next stops.
Summary
The first Season of Infamy mission. Mad Hatter has turned himself in, and three officers are missing.
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Wonderland: Katz's car, Lady of Gotham islandHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Bleake Island · Lady of Gotham – From the GCPD, Grapnel Boost across to the Lady of Gotham statue's small island (2481, 2287). The police car is behind the statue. Defuse the explosives in its trunk and free Officer Katz.
Summary
The first of three police cars rigged with explosives.
Trophies
  • Achievement · SteamThe Scene of the Crime
  • Achievement · XboxThe Scene of the Crime
  • Bronze · PlayStationThe Scene of the Crime
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Riddle: the Lady of Gotham statue, harbour islandCollectible
Location
Bleake Island · Lady of Gotham – Before you leave the Lady of Gotham island (2481, 2287), walk out to its edge, turn back until the whole statue is in view and scan it. It can also be scanned from the GCPD roof.
Summary
One of the Riddler's 243 challenges: a riddle solved once with a scan, and kept for both runs.
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Wonderland: the car at Panessa StudiosHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Bleake Island · Panessa Studios – Head up to Panessa Studios and listen for the siren to find the next police car. Defuse the explosives in the trunk and free the officer inside. This second rescue is the trophy, whichever officer it turns out to be.
Summary
The second rigged police car. The disarm is harder this time.
Trophies
  • Achievement · SteamHead Games
  • Achievement · XboxHead Games
  • Bronze · PlayStationHead Games
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Wonderland: the car at the red lighthouseHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Bleake Island · Chinatown – Go to the broken bridge leading to ACE Chemicals; the car is not on the bridge itself. Look across the water to the red lighthouse on its island and Grapnel Boost over. Defuse the trunk and take the storybook you find instead of an officer.
Summary
The third rigged police car, and a false lead: the last officer is not in it.
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Wonderland: the book, three waves, free Hutch, lock up HatterHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Bleake Island · GCPD Lockup – Return to Maximum Security West, question Hatter again and use the storybook. Beat the three waves of enemies, but do not hit the masked officer at the end, as beating Officer Hutch is a Game Over: free him instead. Hatter then goes into his cell.
Summary
The end of the mission: a fight inside Hatter's storybook, then his cell.
Trophies
  • Achievement · SteamIn Storybook Endings
  • Achievement · XboxIn Storybook Endings
  • Bronze · PlayStationIn Storybook Endings
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Forensics Scanner (Batmobile)Key item
Location
Bleake Island · Clock Tower – Return to the outside of the Clock Tower and get in the Batmobile. Enter Battle Mode and switch on the Forensics Scanner to show the tyre tracks on the road.
Summary
The Batmobile's tracking mode, used to follow the vehicle from the footage.
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Campaign for Disarmament: story mine, CauldronQuest step
Location
Bleake Island · The Cauldron – Follow the tracks until an aircraft drops a mine on the road beside Sionis Industries. Winch it to start the virus and destroy all 16 Rattlers without straying far from it, then winch it again and hold the revs in the orange.
Summary
The first of the 14 mines, dropped in your path by the story. Clearing it opens Campaign for Disarmament.
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Track the Arkham Knight's vehicle to Mercy BridgeQuest step
Location
Bleake Island · The Cauldron – Switch the Forensics Scanner back on and follow the tracks to the raised Mercy Bridge, where a scene plays. Your objective changes to reaching Miagani and lowering the bridge: leave that for now.
Summary
The end of the trail, for now.
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Campaign for Disarmament: train yard mineQuest step
Location
Bleake Island · The Cauldron – Drive to the Cauldron train yard (2375, 2900), close to the GCPD, where the mine shows as a Very Low Threat. Winch it to deploy the virus, destroy the 20 Rattlers and finish it with the same rev control. The other two Bleake mines appear later in the story.
Summary
One of the 14 mines you clear for Campaign for Disarmament.
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Bleake Island: the first Riddler sweep

A Riddler sweep with no story steps: Chinatown from the broken ACE Chemicals bridge to the Clock Tower, then The Cauldron down to Falcone Shipping, then the grounds and roofs of Panessa Studios.

Mercy Bridge can wait: this stretch clears everything Bleake Island offers so far. You carry the Batarang, Remote Controlled Batarang, Batclaw, Explosive Gel and the Grapnel Gun with its Boost, and the Batmobile has its 60mm Cannon, Afterburner, Power Winch and Forensics Scanner. Left for later: anything that needs the Remote Electrical Charge or another gadget you don't own yet, and the challenges that only appear as the story moves on.

Riddler informants

Interrogate every Riddler informant you pass: each marks challenges on your map, and the map lists how many of each kind remain. One or two marked trophies will stay out of reach at the end of this sweep.

Stolen cars

On foot, you will see thugs driving stolen cars. Let one try to run you down and counter just before it hits to stop and disable it. The Real Deal needs 20 of these, so take them whenever they come.

Riddler trophy: under the broken ACE Chemicals bridgeCollectible
Location
Bleake Island · Chinatown – Head for the broken ACE Chemicals bridge and follow its deck nearly to the break (1495, 1838). Drop over the side to the ledge beneath the road, where the trophy waits behind yellow generators at the edge.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: top balcony of the red lighthouseCollectible
Location
Bleake Island · Chinatown – From the bridge, Grapnel Boost across the water to the red lighthouse standing alone off the tip of the island (1304, 2030). Grapple to its top balcony and walk round to the far side of the barred door.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddle: bones at the red lighthouseCollectible
Location
Bleake Island · Chinatown – Drop from the balcony to the lighthouse's front door (1289, 2027), stopping short of the boat at the waterline. Inside, step back from the smouldering bones and scan them without zooming. If they don't register, try the abandoned cage in the same room.
Summary
One of the Riddler's 243 challenges: a riddle answered with a scan, solved once and kept for both runs.
Report an issue
Riddler trophy: upper level of the waterfront warehouseCollectible
Location
Bleake Island · Chinatown – Return to the Chinatown end of the ACE Chemicals bridge and go down to the waterfront. Grapple into the open side of the big warehouse there (1550, 2073) and take the trophy from the back wall of the upper level.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: weak wall above the waterfront warehouseCollectible
Location
Bleake Island · Chinatown – From the warehouse roof, Detective Mode shows a structural weakness high on the waterside building next door (1525, 2112); put a waypoint on it. Call the Batmobile on the bridge road, blow the wall open with the 60mm Cannon from there, then grapple over to the trophy inside.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: militia shield, Royal Flush Gang signCollectible
Location
Bleake Island · Chinatown – Drive to the far corner of Chinatown and find the arch carrying an Elliot Memorial Hospital billboard (1562, 2188). The shield is at the top of the wall on its left, with the Grinning Fishmonger sign to one side and the Royal Flush Gang sign to the other.
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue
Riddle: the Deacon's Mission at its Chinatown street frontCollectible
Location
Bleake Island · Chinatown – Keep going along that street to the burning front of the Deacon's Mission (1634, 2241). Back away down the road until the scan takes, aiming at the sign at street level.
Summary
One of the Riddler's 243 challenges: a riddle answered with a scan, solved once and kept for both runs.
Report an issue
Riddler trophy: boarded window of the Chinatown hotelCollectible
Location
Bleake Island · Chinatown – At the end of the street, grapple past Juili's Boutique to the water side of the rundown hotel (1634, 2306). Soft wood boards cover a third-floor window. Climb to the roof or Grapnel Boost high, then glide into them to crash through to the trophy; finding the angle can take a few tries.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: green hatch at the ACE Chemicals bridgeCollectible
Location
Bleake Island · Chinatown – Go back to the foot of the ACE Chemicals bridge (1737, 2104). Facing the bridge, a green hatch sits on the left in the wall of the building with the ACE sign. Call the Batmobile and Power Winch its anchor to drag it open, keep the line tight or it slams shut, then get out and take the trophy from the compartment.
Requires
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: militia shield, Happy Halloween billboardCollectible
Location
Bleake Island · Chinatown – Stand with your back to the bridge. The building in front of you carries the Happy Halloween billboard, and the shield is at the very top of its wall, round a corner beside it (1799, 2118).
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue
Breakable: militia shield, Chinatown Urbarail StationCollectible
Location
Bleake Island · Chinatown – Drive on down the road to the Urbarail Station. The shield is on the station's wall left of the big red Urbarail Station sign (1907, 1927), below a Sim's Cameras billboard.
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue
Riddler trophy: ruined building opposite the Clock TowerCollectible
Location
Bleake Island · Chinatown – Follow the street to the Clock Tower and stop at the ruin under the giant crane across from it (2220, 2182). Leave the caged generator at street level alone: it needs a gadget you don't own yet. Grapple to the balcony halfway up the wall above it and walk through a few rooms to the trophy, next to a small fruit tree.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: under the Coast Guard Station boardwalkCollectible
Location
Bleake Island · Chinatown – The Coast Guard Station is one building along (2225, 2331). Walk down its wide boat ramp and look up at the walkway over the water: the trophy hangs from the underside, so pull it down with the Batclaw.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddle: masquerade ball poster at the lower Clock TowerCollectible
Location
Bleake Island · Clock Tower – This is in the Clock Tower's lower floors, not the room reached from the roof (2097, 2246). Grapple into a grate low in the outer walls near where you fought the militia and crawl through. Climb to the top office floor, head for the lift shaft, and scan the poster left of the locked exit doors.
Summary
One of the Riddler's 243 challenges: a riddle answered with a scan, solved once and kept for both runs.
Report an issue
Breakable: militia shield, facing the Clock TowerCollectible
Location
Bleake Island · Chinatown – Back outside, look across the road at the building that faces the Clock Tower (2062, 2342). The shield is near the top of its wall, round the side by an angel statue vantage point.
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue
Breakable: militia shield, Sushi and Tattoo streetCollectible
Location
Bleake Island · Chinatown – A short drive away, follow the side street past the Tattoo Parlour and the Sushi building to its end (1996, 2236). The shield is high on the building there, by the neon signs.
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue
Bomb rioter: pressure plate on the Chinatown overpassCollectible
Location
Bleake Island · Chinatown – Grapple onto the metal arch over the street by the Bank of Gotham, just past the Welcome to Chinatown sign (1921, 2184), and stand on the plate until the Riddler finishes. Fly a Remote Controlled Batarang past the thugs below until one turns red. Then steer a second through the arcing current on the wall to your right, which charges it, and into him: no other gadget is needed.
Summary
One of six bomb rioters among the Riddler's 243 challenges: a thug in a street crowd carrying a bomb you must disable.
Report an issue
Riddler trophy: catwalk in the Dixon Dock warehouseCollectible
Location
Bleake Island · Chinatown – First grapple to the top of Osamu Tower (1893, 2288) and read the ground by the caged trophy in Detective Mode: the numbers 1665, 3171 mark its fuse box, which you reach later in this sweep. Then drive to the Ship's Matte Clothing store (1771, 2504) and smash through the big wooden gate behind it into the warehouse above the canal. Stop before the second gate, get out, and grapple to the metal catwalk, where the trophy stands on a barrel.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: militia shield, canal sewer entranceCollectible
Location
Bleake Island · Chinatown – Back in the Batmobile, break the second gate and roll down the ramp into the empty canal. The shield is on the wall above a round grated pipe (1744, 2565).
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue
Breakable: militia shield, Dixon Dock West wallCollectible
Location
Bleake Island · Chinatown – Reverse to the top of the ramp and look over the water to the neon Dixon Dock West sign. The shield is under a bridge that can be lowered, on that compound's wall (1667, 2513); shoot it from this side.
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue
Breakable: militia shield, McKenzie's Gems alleyCollectible
Location
Bleake Island · Chinatown – Drive to the McKenzie's Gems sign (1922, 2506). This one is easy to miss: look high up the alley behind the sign, above the Music Meister's instrument shop.
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue
Riddler trophy: sliding walls under the Urbarail bridgeCollectible
Location
Bleake Island · Chinatown – At the Mendo Soap Co. building under the Urbarail bridge (2059, 2657), one side wall has green question marks, three round grates and two anchors. Winch the left anchor, get out, Batarang the lit question mark, and walk in past the moved wall. Switch to remote Batmobile control, release it, and winch the second anchor so you can walk to the trophy; undo the steps to leave.
Requires
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: control room on the Urbarail bridgeCollectible
Location
Bleake Island · Chinatown – Look straight up: the arch above carries a Happy Halloween, Gotham screen (2050, 2730). Grapple above the screen to the walkway inside the arch, enter the office, and lift the trophy off the table.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue

Chinatown is done for now. The Cauldron comes next, from the Kord Industries arch past the GCPD to the waterfront and Falcone Shipping.

Riddler trophy: weak ceiling under the Kord Industries archCollectible
Location
Bleake Island · The Cauldron – Walk under the Kord Industries building, which spans the road as an arch (2198, 2779), and look up in Detective Mode for the structural weakness. Shoot it from below with the Batmobile, then use the Batclaw to pull the trophy out of the hole.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: militia shield, Kord Industries south wallCollectible
Location
Bleake Island · The Cauldron – Drive round to the south side of the same building (2242, 2759). The shield is high on the wall, below a Lacey's billboard.
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue
Breakable: militia shield, GCPD east wallCollectible
Location
Bleake Island · The Cauldron – Take the road toward Mercy Bridge and look back at the east wall of the GCPD building (2397, 2694). The shield sits under the roofline behind some standing billboards, and this road gives the clearest shot.
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue
Riddle: the Bat-Signal at the GCPD roofCollectible
Location
Bleake Island · The Cauldron – Grapple to the GCPD roof: the Bat-Signal stands on one of its corner towers (2398, 2631). Scan the light, zooming in if you stay at a distance.
Summary
One of the Riddler's 243 challenges: a riddle answered with a scan, solved once and kept for both runs.
Report an issue
Riddler trophy: moving board in the Mercy Bridge warehouseCollectible
Location
Bleake Island · The Cauldron – Drop to the ground floor of the large open warehouse under the rail depot, below the Bleake end of Mercy Bridge (2488, 2831). Call the Batmobile and winch the anchor as far as it goes to lower a board with five question marks. As it rises, get out and Batarang each one as its dot passes through a ring, in the order 2, 5, 1, 4, 3 along the row, then Batclaw the trophy from the cage.
Requires
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: vent under the Falcone locomotiveCollectible
Location
Bleake Island · The Cauldron – Follow the waterfront to the rear of Falcone Shipping, close to its antenna (2421, 3113). Winch the anchor on the back of the locomotive to drag it as far as it will go, then get out and enter the vent it was covering to reach the trophy.
Requires
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddle: Arkham Asylum at the Falcone Shipping water towerCollectible
Location
Bleake Island · The Cauldron – Grapple onto the Falcone Shipping roof and up the water tower at its back, over the sea (2331, 3158). Look far out across the water, zoom until the asylum shows faintly, and scan it.
Summary
One of the Riddler's 243 challenges: a riddle answered with a scan, solved once and kept for both runs.
Report an issue
Breakable: militia shield, Sionis Industries craneCollectible
Location
Bleake Island · The Cauldron – Drive to the Sionis Industries yard, near the gravel mound that works as a Batmobile jump (2130, 3076). The shield is on the supports of the crane at the back of the yard.
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue

The rest of the sweep is around Panessa Studios: the far end of the canal, the Gotham Lighthouse, the grounds, and then the roofs, which the Batmobile only reaches by the course you drove for the antenna.

Riddler trophy: pinball puzzle in the canalCollectible
Location
Bleake Island · Panessa Studios – Use the gravel jump to drop into the canal and drive to the puzzle on its end wall (2001, 3045). Winch the launcher back part way and let go, adjusting the pull until the ball clears the small hatch without striking the top corner and rolls off to the right into the prize slot.
Requires
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: steam tunnel in the shipping containerCollectible
Location
Bleake Island · Panessa Studios – Drive up the ramp above that wall to the modified container (1975, 3001). Winch the metal section out, coat its right side in Explosive Gel, release it so it slides home, and detonate to kill the steam vents. Winch it out again, then take a running slide under the opening to reach the trophy.
Requires
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: militia shield, Urbarail station by PanessaCollectible
Location
Bleake Island · Panessa Studios – Carry on up the road and the ramp into the Urbarail station (1798, 3034). About halfway under it, turn the Batmobile round: the shield is on the raised walkway above the way you came in.
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue
Riddler trophy: booth at the foot of the Gotham LighthouseCollectible
Location
Bleake Island · Panessa Studios – Drive to the Gotham Lighthouse, where the Power Winch was delivered. By a small garden of scarecrows near its base (1824, 3212), the trophy is inside a little wooden booth.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: militia shield, lighthouse off-rampCollectible
Location
Bleake Island · Panessa Studios – Take the road from the lighthouse back toward the studios. Just after you smash through the metal gates, the shield is on a bridge support by the off-ramp (1713, 3190).
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue
Riddler trophy: under Merchant BridgeCollectible
Location
Bleake Island · Panessa Studios – Go to Merchant Bridge, near the first Perfect Crime body (1568, 3185). Drop below the deck to the small building at the water's edge: the trophy is out in the open on its roof, by a sunbed and a TV.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: militia shield, Panessa car park gateCollectible
Location
Bleake Island · Panessa Studios – Head for the large arch where the road leaves the studio grounds for Merchant Bridge (1563, 3083). Stop inside it, before you leave, and look up: the shield is high on the gate.
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue
Breakable: militia shield, radio towerCollectible
Location
Bleake Island · Panessa Studios – Leave the studio grounds by the other exit and drive to the lone radio tower with billboards round its base (1539, 2815). Circle it to the side facing the ocean for the shield, next to a billboard; if it isn't there, check the wall on the road side.
Summary
A militia shield, smashed with the Batmobile's guns. It is one of 90 breakable objects, and every five of them count as one of the Riddler's 243 challenges.
Report an issue
Riddler trophy: boarded wall on the Panessa lotCollectible
Location
Bleake Island · Panessa Studios – Go to the sealed-up entrance of the studio building on the water side of the lot (1503, 2918). Detective Mode shows soft wood boards halfway up the water-facing wall. Grapnel Boost, or glide off the roof above, and fly through them to the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: timed cage on top of Osamu TowerCollectible
Location
Bleake Island · Chinatown – Now for the cage on Osamu Tower. The Batmobile can't be called onto the roofs, so go to the path by the Gotham Lighthouse and drive the antenna course: Afterburner off the end (1846, 3110), then the right-hand ramp. At the fuse box by Merchant Bridge (1665, 3171), winch and rev in the orange band to open the cage for 45 seconds, then race to the roof's end, eject, and glide and Grapnel Boost to the top of the tower (1893, 2288); a miss means returning to the box.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: weak wall in the rooftop towerCollectible
Location
Bleake Island · Panessa Studios – Make your way back to the roofs and the Batmobile you left there. Drive to the small tower (1575, 2958), blast the structural weakness with the 60mm Cannon and take the trophy. Leave the Batmobile parked here for the next two steps.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: open vent on the Panessa roofCollectible
Location
Bleake Island · Panessa Studios – On foot, grapple across to the other Panessa roof and its sheltered corner (1707, 2768). Go down the stairs or through the broken skylights, then crawl into the open vent on your right; the trophy is in the backstage room behind it.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: scanner trail from the Panessa roof to the canalCollectible
Location
Bleake Island · Panessa Studios – Walk back to the parked Batmobile and winch it across to that roof from the solid anchor. Pulse the Forensics Scanner at the green panel close on your right (1659, 2803), then follow the question marks off the roof, through the tunnels and into the canal at Dixon Dock West, checking the walls as well as the ground. Shoot the last mark under a bridge with the 60mm Cannon and Batclaw the trophy from the hole.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: wall of switches at Panessa StudiosCollectible
Location
Bleake Island · Panessa Studios – Drive back to the corner of the studio walls and up the small rock slope (1647, 2777) onto the Batmobile pressure plate. Shoot each question mark on the wall as it lights, 16 in all, before it resets, then Batclaw the trophy from the opened cage.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: container on the Dixon Dock West craneCollectible
Location
Bleake Island · Panessa Studios – Make for the lone crane at Dixon Dock West, holding a shipping container out over the water (1552, 2551). Grapple up and drop through the open side to the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue

That is all Bleake Island gives up for now. Mercy Bridge is next, and the marked trophies you could not reach come later, once you own what they need.

Mercy Bridge and the orphanage

On foot over the river to Grand Avenue Station and the Riddler's orphanage, then the bridge lowered for the Batmobile. Riddler Trials 2 to 6, Season of Infamy's Shadow War and three Most Wanted missions follow, with one trip back to Bleake Island for a gadget from the GCPD.

The Batmobile stops at the raised Mercy Bridge, so this stretch opens on foot: glide to Miagani Island, lift the lockdown at Grand Avenue Station and answer the Riddler's summons at Pinkney Orphanage. Once the bridge is down the car can reach all of Miagani. You carry the Batarang, Remote Controlled Batarang, Batclaw, Explosive Gel, Line Launcher and Grapnel Gun, and the Batmobile has its Power Winch. The Remote Electrical Charge comes partway through, from the GCPD. Left for later: the seventh Riddler Trial, on Founders' Island, where the car can't go yet; the main story's tyre tracks across Miagani; and nearly all of Miagani's Riddler challenges, which the next sweeps collect.

Regain control of Mercy BridgeQuest step
Location
Miagani Island · Grand Avenue Station – Leave the Batmobile at the raised Mercy Bridge on the Bleake side and glide across, keeping above the streets. The raised train line runs straight into Grand Avenue Station: from it, take out the eight Militia soldiers, starting with the one flying the drone from a balcony. Then hack the uplink terminal.
Summary
The main story step that lifts the lockdown on Mercy Bridge. Hacking the uplink earns No Man's Land.
Trophies
  • Achievement · SteamNo Man's Land
  • Achievement · XboxNo Man's Land
  • Bronze · PlayStationNo Man's Land
Report an issue
Head to Riddler's orphanage to rescue CatwomanHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Pinkney Orphanage – From Grand Avenue Station glide to the marked orphanage in Bristol. Beat the thugs at the front door and interrogate the green Riddler Informant, then go in and free Catwoman in the main room. Ten Riddler Robots attack: swap between the two as you fight, and use a Dual Takedown when the meter fills. As you leave, pick Riddler's Revenge on the mission wheel.
Summary
The Riddler's broadcast from the uplink sends you to Pinkney Orphanage. This first visit opens Riddler Informants on Miagani and the next Riddler Trial.
Report an issue
Riddler Informants on Miagani

From here the green Informants on Miagani mark that island's challenges on your map, so interrogate any you pass. Every Riddler challenge stays open, so take one early if you run into it and tick its entry when you get there.

Riddler Trial 02: Balancing ActHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · Chinatown – Glide back over the river to the Batmobile and drive to the Riddler garage marked in Chinatown, the door covered in green question marks. Below, tilt the see-saw ramps with the Riddler code, hold the middle platform by standing Batman on the plate while you steer the car across by remote, boost off the last ramp and winch the terminal. Back at the plate by the entrance note the green lamp, then as Catwoman take the key from the matching case: the far-left one, near the Numeracy 101 door.
Summary
The second of the ten Riddler Trials, a Batmobile puzzle room. Its key for the collar earns Pieces of the Puzzle.
Trophies
  • Achievement · SteamPieces of the Puzzle
  • Achievement · XboxPieces of the Puzzle
  • Bronze · PlayStationPieces of the Puzzle
Report an issue
Return to Mercy Bridge and lower itQuest step
Location
Bleake Island · Mercy Bridge – Drive from Chinatown back to the raised bridge and park on the ground marker on the Bleake side to lower it. Tanks are waiting on the span: Rattlers, Diamondbacks and the first two Mambas, whose homing missiles you shoot down with the Vulcan Gun. Leave the tyre tracks on the far side for now.
Summary
The main story step that brings the bridge down, so the Batmobile can cross to Miagani Island.
Report an issue
Seduction of the GunAchievement
Location
Miagani Island · Bristol and Grand Avenue – Cross the lowered bridge and hunt the Rattler patrols in Battle Mode, most of them on Grand Avenue. A critical shot is a one-hit kill on the glowing blue light by the main cannon. Clearing them now also makes Miagani safer to explore. If you are short of 50, later drone fights add to the total, and once unlocked, the One Man Army AR challenge at Panessa Studios is a fast way to finish.
Summary
A running total of 50 critical shots on Rattler drone tanks. It earns the trophy of the same name.
Trophies
  • Achievement · SteamSeduction of the Gun
  • Achievement · XboxSeduction of the Gun
  • Bronze · PlayStationSeduction of the Gun
Report an issue
Riddle: Catwoman's collar at Pinkney OrphanageHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Miagani Island · Pinkney Orphanage – Drive to the orphanage and walk in: the layout has changed. In the locked room Batarang the three switches until the floor rings make a question mark with its top towards the door, then stand where the lamp's reflection forms the dot and scan it. Beyond, zoom in on the collar round Catwoman's neck and scan that. It can also be scanned in the main room on the first visit, so tick it if you did.
Summary
One of the Riddler's 243 challenges, solved once and kept for both runs.
Report an issue
Riddler Trial 03: Numeracy 101Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Pinkney Orphanage – From Catwoman, go through the newly lit door and stand each of the pair on a plate. Each screen shows the other one's order, so counting from the left, Catwoman strikes her switches 1, 3, 5, 2, 4 and Batman his 3, 1, 4, 5, 2; if your screens differ, go by them. Beat the ten Riddler Robots, then take the key from the shelf by the wall.
Summary
The third Riddler Trial, played as a pair at the orphanage. Its key earns The Cat and the Bat.
Trophies
  • Achievement · SteamThe Cat and the Bat
  • Achievement · XboxThe Cat and the Bat
  • Bronze · PlayStationThe Cat and the Bat
Report an issue
Riddler Trial 04: CrushonatorHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Elliot Memorial Hospital – Drive to the marked garage at the hospital in Bristol. It sits at street level in a small square behind barricades, so jump in with the Afterburner off the ramp nearby, clearing out any Militia checkpoint there first. Ride the lift down and win three timed laps, using the Riddler code only on plain ground and steering round the green blocks; a missed time just repeats that lap. Then step on the plate, note the green lamp, and as Catwoman take the key from the second case in the straight row to her left.
Summary
The fourth Riddler Trial, a three-lap Batmobile race. Its key earns Riddler on the Rampage.
Trophies
  • Achievement · SteamRiddler on the Rampage
  • Achievement · XboxRiddler on the Rampage
  • Bronze · PlayStationRiddler on the Rampage
Report an issue
Riddler Trial 05: Flight SchoolHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Gotham Casino – Drive to Gotham Casino in Kingston, enter its garage and take the lift down. Race at the barricade and eject into a glide to land on the wall pad across the gap. Do it again and turn round the corner for the second pad. For the third, glide through the round saw-blade tunnel without touching its sides and carry on over the water. Then step on the plate, note the green lamp, and as Catwoman walk past the two cases of the left-hand row and open the second case in the first straight line.
Summary
The fifth Riddler Trial, three glides from an ejecting Batmobile. Its key earns The Burning Question.
Trophies
  • Achievement · SteamThe Burning Question
  • Achievement · XboxThe Burning Question
  • Bronze · PlayStationThe Burning Question
Report an issue
Riddler Trial 06: Intro to PhysicsHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Pinkney Orphanage – Return to the orphanage and take the newly opened Intro to Physics door up to the top level. Catwoman alone lifts a pipe a little, Batman higher, and both together highest, so try the moves first. With Batman on the left plate and Catwoman on the middle one, hit the question mark on the left wall. As the charge clears each pipe, move both to the right plate, Batman to the middle, then both to the left. Step on the plate that rises to make the floor safe, drop down to the key, and beat two robot waves: Batman strikes the blue ones and Catwoman the red.
Summary
The sixth Riddler Trial, a charge steered through pipes by both of the pair. Its key earns The Primal Riddle.
Trophies
  • Achievement · SteamThe Primal Riddle
  • Achievement · XboxThe Primal Riddle
  • Bronze · PlayStationThe Primal Riddle
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The Riddler has to wait now, because his next trial is on Founders' Island. The Season of Infamy waypoint that has been on the map through these errands is next, and its blood trail passes a Riddler trophy and a firefighter. It stops at a hospital vent the Remote Electrical Charge is needed for, so the mission pauses there. Five side stops around Miagani come first, then the trip to the GCPD.

Shadow War: rooftop crime scene in Grand AvenueHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Miagani Island · Grand Avenue – From the orphanage follow the Season of Infamy waypoint to the far end of Miagani Island, in Grand Avenue. Scan the two dead League Assassins on the roof with the Evidence Scanner to start the trail.
Summary
The first stage of Season of Infamy's Shadow War: two dead assassins on a rooftop, and a blood trail leading away.
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Riddler trophy: cathedral mausoleum sarcophagusCollectible
Location
Miagani Island · Cathedral – Follow the blood from the crime scene down to a lower level on the cathedral. The trophy is on a sarcophagus in the mausoleum, right where you land and the trail picks up (3147, 2991). No gadget needed.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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The Line of Duty: Hill, by the Bank of GothamQuest step
Location
Miagani Island · Bank of Gotham – Stay on the trail from the mausoleum: it crosses a tightrope wire towards the Bank of Gotham and goes right by Firefighter Hill (3044, 2472). Step off it, beat the nine thugs round him, only one of them armed, and free him.
Summary
One of the 15 missing Station 17 firefighters in the Most Wanted mission The Line of Duty.
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Shadow War: blood trail to the hospital ventHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Miagani Island · Elliot Memorial Hospital – Pick the trail up again from Hill and follow it past a group of thugs the assassin fought, on to Elliot Memorial Hospital. It goes in through a vent, but the vent is electrified, so leave it for now.
Summary
The second stage of Shadow War. The trail ends at a way into the hospital that you can't use yet.
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The Perfect Crime: Royal Flush Gang buildingQuest step
Location
Miagani Island · Bristol – From the hospital make for the Royal Flush Gang building at the end of Salvation Bridge, over the road from the orphanage, and follow the opera to its roof (3092, 1866). The mission's own waypoint won't be on the spot. Scan the body with the Deep Tissue Scanner: shark bite for skin, glass eye for muscle, arm screws for bone.
Summary
One of the six hanging bodies in the Most Wanted mission The Perfect Crime, each marked only by opera music.
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Campaign for Disarmament: mine by the Botanical GardensQuest step
Location
Miagani Island · Bristol – Take the Batmobile to the Militia Explosive Device on the roadside by the Botanical Gardens (3009, 2303). Winch it to upload the virus, destroy all 20 drones that come, then winch it again and hold the revs in the orange.
Summary
One of the 14 Militia mines in the Most Wanted mission Campaign for Disarmament.
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The Perfect Crime: Heavenly building roofQuest step
Location
Miagani Island · Gotham Casino – Go back to Gotham Casino in Kingston, where Trial 05 was, and get onto the roof of its Heavenly building (2821, 2448). Scan the body with the Deep Tissue Scanner: birthmark for skin, bullet in the arm for muscle, missing toes for bone.
Summary
One of the six hanging bodies in the Most Wanted mission The Perfect Crime, each marked only by opera music.
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Campaign for Disarmament: mine by the Drone Zone markerQuest step
Location
Miagani Island · Grand Avenue – Drive on to the next mine in Grand Avenue (3168, 2728), by the Drone Zone AR marker if that challenge is unlocked. It goes as before, this time with 24 drones to destroy between the two winch steps.
Summary
One of the 14 Militia mines in the Most Wanted mission Campaign for Disarmament.
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The Line of Duty: Richardson, Grand Avenue StationQuest step
Location
Miagani Island · Grand Avenue Station – Close to that mine, by Grand Avenue Station, you can hear Firefighter Richardson (3298, 2702). Six Sentry Guns ring him and his captors. Draw the thugs out of the guns' view and beat them, then drop into the middle of the ring from above and destroy the guns one at a time before freeing him.
Summary
One of the 15 missing Station 17 firefighters in the Most Wanted mission The Line of Duty.
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One more firefighter on the Wayne Tower side, then head back over Mercy Bridge. The GCPD visit and a Riddler trophy that has been waiting since the first sweep come next. After that the gadget finishes Shadow War, which runs from the hospital to Panessa and back.

The Line of Duty: Daniell, Wayne TowerQuest step
Location
Miagani Island · Wayne Tower – Head to the south-east side of Wayne Tower (3719, 2916). About nine thugs, most of them armed, hold Firefighter Daniell here. Open with a surprise attack from above, keep moving between targets, and free him once they are all down.
Summary
One of the 15 missing Station 17 firefighters in the Most Wanted mission The Line of Duty.
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The Line of Duty: Green, under Mercy BridgeQuest step
Location
Miagani Island · Under Mercy Bridge – On the way back to Bleake Island, stop below the Miagani end of Mercy Bridge, by the water (2652, 2805). Seven armed thugs hold Firefighter Green on open ground, so hit them from the ledge above and move fast. Free him when they are down.
Summary
One of the 15 missing Station 17 firefighters in the Most Wanted mission The Line of Duty.
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Remote Electrical ChargeKey item
Location
Bleake Island · GCPD Lockup – Cross Mercy Bridge and drive to the GCPD garage ramp in The Cauldron (2330, 2599). Walk to the Evidence Room, the far south room of Maximum Security, smash the glass case opposite the door and take the Remote Electrical Charge. It can be taken from the first GCPD visit, so if you already have it, tick this and move on.
Summary
A gadget nobody hands you: it waits behind glass at the GCPD. It powers generators and opens many Riddler puzzles from here on.
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Riddler trophy: generator gate across from the Clock TowerCollectible
Location
Bleake Island · Chinatown – Drive from the GCPD to the street across from the Clock Tower, to the base of the building under the giant crane (2180, 2191). Winch the anchor point out as far as it goes, then get out and fire the Remote Electrical Charge at the generator above it. The gate opens on the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Shadow War: into the hospital, fuse box, four switchesHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Miagani Island · Elliot Memorial Hospital – Drive back to the hospital, use the Remote Electrical Charge on the short-circuiting generator and beat the Loyalist assassins inside. Restore the power and follow the blood under the elevator to the lower levels. Near the dead Rebels, fly a Remote Controlled Batarang through the small vent cover, out of the broken window to charge it, and back in to hit the fuse box. In the morgue scan for the four switches, press 3, 1, 2, 4 counting from the left, and speak to the Loyalist leader.
Summary
The third stage of Shadow War: inside Elliot Memorial Hospital to the end of the blood trail. It earns The Demon Lives Again!
Trophies
  • Achievement · SteamThe Demon Lives Again!
  • Achievement · XboxThe Demon Lives Again!
  • Bronze · PlayStationThe Demon Lives Again!
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If the Lazarus line doesn't appear

Players have reported the tracking line failing to start, in New Story+ too. Make Shadow War your objective on the expansion tab of the mission wheel, or simply drive to the dockyard under Panessa Studios: the step should still complete there.

Shadow War: track Lazarus to the pit under the Panessa dockyardHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Bleake Island · Panessa Studios waterfront – Leave the hospital and get in the Batmobile, where a green mini-map line follows the Lazarus traces through the sewers, over Mercy Bridge to the waterfront at Panessa Studios. Get out, go down the sewer entrance and work through on foot with the Line Launcher and Explosive Gel. At the pit beat the Rebel assassins and let the scene at the fountain finish.
Summary
The fourth stage of Shadow War: a sewer trail back on Bleake Island. It earns Daughter Of The Demon!
Trophies
  • Achievement · SteamDaughter Of The Demon!
  • Achievement · XboxDaughter Of The Demon!
  • Bronze · PlayStationDaughter Of The Demon!
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Shadow War: back through the morgue to Ra's, make the choiceHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Miagani Island · Elliot Memorial Hospital – Drive back to the hospital and tear the elevator's restraints off with the Batclaw to drop it. Cross the electrified water in the morgue on the Line Launcher, firing again in mid-ride. Then choose: give Ra's the cure and fight the Rebels and Nyssa, or destroy his life support and fight the Loyalists. Both finish the mission, and only the second puts him in a GCPD cell.
Summary
The last stage of Shadow War: a choice that settles the League's war. Either option earns Ashes to Ashes.
Trophies
  • Achievement · SteamAshes to Ashes
  • Achievement · XboxAshes to Ashes
  • Silver · PlayStationAshes to Ashes
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Miagani Island: the crash site and the weapons trail

The tyre tracks end at a crash site, which leads through Wayne Tower and the Miagani tunnels to an APC chase and then to a hidden weapons cache. Free roam follows: the Freeze Blast at Panessa Studios, Beneath the Surface aboard Iron Heights, and a Riddler run around Mercy Bridge.

The side jobs are done for now, so the main story picks up where it stopped at Mercy Bridge. You carry the Batarang, Batclaw, Grapnel, Explosive Gel, Line Launcher, Remote Controlled Batarang and Remote Electrical Charge, and the Batmobile has its Power Winch and Forensics Scanner. You are given the Disruptor on this stretch, and the Freeze Blast is yours once you go and fetch it, because the story never asks for it. Left for later: the other weapons caches, the remaining combat trials, the last APCs and the third fire station, all of which come with Founders' Island or later Riddler sweeps.

Track the Arkham Knight's vehicle across MiaganiQuest step
Location
Miagani Island · Mercy Bridge – Take the main story back up on the mission wheel and drive to the start of Mercy Bridge. In Battle Mode, switch on the Forensics Scanner and follow the tyre marks over the bridge and across the island. Drone Tanks patrol these streets and call in others, so expect to stop and fight on the way.
Summary
The trail you dropped at the raised bridge carries on into Miagani, and it is the only lead you have.
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Investigate the crash siteHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Bristol – The tracks end at a wrecked vehicle beside some apartments and a dock, so get out and open Detective Mode. Scan the car, wind time on to the driver's body, go back for the passenger seat, then find the door out on the dock. Up on the road, scan the broken pallet and the bullet hole, then run time on until Oracle throws something and scan the crate it lands by.
Summary
A crime-scene reconstruction that shows what happened to Oracle and turns up what she left behind.
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Creature of the Night: jump scare and blood sampleHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Kingston – Leave the crash site by Grapnel, going from roof to roof until a bat-like monster seizes you; if that already happened on an earlier trip, go straight on. In the large marked area, get up high and find Man-Bat by his shriek or with Detective Mode, then glide into him for the blood sample. Expect a few tries.
Summary
The first stage of Creature of the Night, a Most Wanted mission that begins when something grabs Batman on a Miagani rooftop.
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Heir to the Cowl: first trial, Giani store roofHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Kingston – Next, make for the marker on the roof of the Giani store by Grand Avenue (3043, 2667), where a burning bat symbol shows the spot. Talk to Azrael to take control of him, then put down eight Thugs without being hit once. A single hit ends the trial, and you can retry it as often as you need.
Summary
The first of Azrael's four combat trials in this Most Wanted mission. It opens when the crash site is done.
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Gotham on Fire: Bristol Fire StationHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Bristol Fire Station – Call the Batmobile and drive to the marker on the Bristol waterfront, where the station stands midway from the Botanical Gardens to Wayne Tower. In Battle Mode, winch the anchor on the front of the station and hold the revs in the orange. Chase Firefly in Pursuit Mode without firing, steer round the flames he drops, and when his fuel runs out and the prompt shows, eject into him and beat him until he gets away.
Summary
The first of three burning fire stations in this Most Wanted mission, and the first chase after Firefly.
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Analyze the Arkham Knight's encryption at Wayne TowerQuest step
Location
Miagani Island · Wayne Tower – Leave the car and glide to Wayne Tower, which keeps you above the tanks in the streets. Grapple to the balcony near the top and open its shuttered door. Inside, talk to Lucius Fox and use the computer behind the desk.
Summary
Lucius Fox works through what the crash site turned up and gives you the next location.
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Batmobile upgrade choice 1: CPU Virus or Weapon Generator MK IIIUpgrade
Location
Miagani Island · Wayne Tower – The choice comes up at Fox's computer, straight after the encryption scene. Take either one: no trophy or challenge depends on it, and the Batwing delivers it a little later.
Summary
Your first pick of a Batmobile upgrade. It costs you nothing, because every option arrives by the end of the game.
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Infiltrate the tunnel network under MiaganiQuest step
Location
Miagani Island · Miagani Tunnels – Go over the rooftops to the tunnel door in the middle of the island, then summon the Batmobile to clear the 28 Drone Tanks there and park on the marker to open it. At the first blocked door, winch the fan out of the ceiling, climb in on foot, blow the two weak walls with Explosive Gel and pull off the end grate. In each fan room, steer the Remote Controlled Batarang through the hole in the wall onto the hidden switch and cross with the Line Launcher, firing it a second time in mid-air at the second fan to turn left through its gate.
Summary
The way in to the Arkham Knight's operation under the island, a route of fans and locked gates.
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Riddler trophy: balcony over the Miagani Tunnels tank hallCollectible
Location
Miagani Island · Miagani Tunnels – The short passage after the second fan opens onto a balcony above the big tank hall (3219, 2643). The trophy sits to your right as you step out, so take it before you leave the balcony.
Summary
One of the Riddler's 243 challenges: a green trophy, collected once and kept for both runs.
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Neutralize the BrutesQuest step
Location
Miagani Island · Miagani Tunnels – Stay off the hall floor, where the tanks and soldiers will finish you almost at once: grapple from the balcony to the girders and cross under the ceiling to the high vent on the far wall, then crawl to the room at its end. The fight brings 12 Soldiers, four Combat Experts, two Brutes and a Medic: stun each Brute with your cape first and take the Medic as soon as he shows. Then use the panel left of the wedged tank and drive the Batmobile by remote through the barricade to destroy the tanks behind it.
Summary
Your first fight against Brutes, in a room with no way out until they are down.
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Start counting for Savage Metal

From this chase on, knock Militia transports out by ramming and side-swiping. Any you stop with the Immobilizer don't count towards the ten, so save it for the APC itself.

Militia APC chaseBoss
Location
Miagani Island · Miagani streets – Get in the Batmobile, drive to the next shuttered door and open it from the electrical panel on its right. Stay in Pursuit Mode, dodge the rockets, and ram the three escort transports off the road. Hit the APC with the Immobilizer 5 to 10 times, then walk over, question the driver and rev the engine when the scene asks.
Summary
A running fight through the streets of Miagani that ends with the trophy for questioning the driver.
Trophies
  • Achievement · SteamLiving Hell
  • Achievement · XboxLiving Hell
  • Bronze · PlayStationLiving Hell
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Batwing delivery on Grand AvenueUpgrade
Location
Miagani Island · Grand Avenue – From the APC wreck, drive to the main intersection on Grand Avenue and park on the marker. The upgrade you picked is installed, though it may show as a stronger Missile Barrage instead. Sixteen Drone Tanks attack straight away, so shoot down the Mamba's missiles first.
Summary
The Batwing fits the Batmobile upgrade you chose at Wayne Tower. Armored and Dangerous opens after the fight that follows.
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Armored and Dangerous: first APCQuest step
Location
Bleake Island · The Cauldron – Pick the mission on the Most Wanted wheel and race to the position Alfred gives before the signal fades; APCs roam, and this one may mean a run back over Mercy Bridge to the Cauldron. Side-swipe the escorts, then hit the APC with the Immobilizer until it stops.
Summary
One of the nine Militia APCs of the Armored and Dangerous Most Wanted mission, three to an island. Stopping all nine finishes the mission.
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Rendezvous with NightwingHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Ranelagh Ferry Terminal – Set the main story active again and head to the Ranelagh Ferry Terminal in Kingston, close to Mercy Bridge. Grapple to the marker on its roof for the scene.
Summary
Nightwing has been watching Penguin's gun-running and meets you on a rooftop with what he has found.
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DisruptorHidden spoiler – activate to revealKey itemMinor spoiler
Location
Miagani Island · Ranelagh Ferry Terminal – Nightwing gives it to you in the rooftop scene. From the roof, jam the guns of the two armed Thugs below and rig their weapon crate, then drop down and beat the Brute and six Thugs. Fire the Disruptor at the van to tag it and knock on its door to send it off.
Summary
A gadget that jams or backfires enemy guns and rigs weapon crates from a distance. Gunrunner and many later fights lean on it.
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Follow the weapons truck to Penguin's hideoutHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Kingston – Keep high and well back from the van, moving between roofs with the Grapnel and gliding, until it pulls in at a rooftop base close to Mercy Bridge. Clear the roof from the shadows: six armed Thugs and two Sentry Turrets, with a floor vent under one side that lets you reach a turret unseen.
Summary
A tail job over the rooftops, ending in a stealth room on the hideout's roof.
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Access the weapons cache and interrogate PenguinHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Penguin's hideout – Open the hatch at the lowest level of the roof and go in. Take a floor vent at the side of the room below and crawl to the panel behind Penguin to seize him. When the talk breaks down, fight about 20 Thugs and a Brute alongside Nightwing, using team takedowns.
Summary
Penguin is running guns for the Militia, and this is your chance to grab him in his own base.
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Destroy Penguin's weapon cacheHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Penguin's hideout – Walk into the vault and put Explosive Gel on a weapon crate. Step back out, shut the big door, then detonate from outside.
Summary
The first of Penguin's weapons caches and a story trophy. It also opens the Gunrunner Most Wanted mission.
Trophies
  • Achievement · SteamCold World
  • Achievement · XboxCold World
  • Bronze · PlayStationCold World
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Escape Penguin's ambushHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Penguin's hideout – Climb back towards the roof but don't step outside. Grapple to the beam overhead and switch to Remote Batmobile Control, then steer it up the parking garage across the street to the top deck. Shoot the two turrets and the gunmen from there, and go out to hear from Alfred.
Summary
Gunmen and turrets are waiting outside the roof door, and the Batmobile gets you out.
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Armored and Dangerous: second APC, KingstonQuest step
Location
Miagani Island · Kingston – Get in the Batmobile below the hideout and pick the mission on the wheel; this APC patrols Kingston, so it should be close. If the mission isn't offered yet, drive well away from the last wreck and wait. Side-swipe the escorts and finish it with the Immobilizer.
Summary
One of the nine Militia APCs of the Armored and Dangerous Most Wanted mission, three to an island. Stopping all nine finishes the mission.
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Alfred now gives you the next main mission. Leave it alone for the moment: this is a free-roam stretch with no story step in it. Fetch the Freeze Blast first, because Beneath the Surface can't be finished without it, even though the mission unlocks before you have it.

Freeze BlastHidden spoiler – activate to revealKey itemMinor spoiler
Location
Panessa Studios · Quarantine Cells – Cross Mercy Bridge to Bleake Island and go to the roof of Panessa Studios, where a door stands at the end of the red carpet (1804, 2880). Take the elevator down to the Quarantine Cells, where Robin is on duty. From him, follow the cells to his left past Henry Adams and the empty cell, and pick the gadget off the small table round the corner.
Summary
The one gadget no story step needs, so nothing sends you for it, and Riddler items and Beneath the Surface can't be done without it. It seals steam vents.
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Beneath the Surface: enter Iron Heights, rescue the guardsQuest stepDLC: Season Of Infamy
Location
Bleake Island · Iron Heights Penitentiary – Set the mission on the expansion tab of the Most Wanted wheel and leave Panessa for the wrecked Iron Heights airship, lying half sunk in the bay close to the studios. Go inside and free the guard stuck in the water, then carry on to the next guard, who is pinned under rubble. Seal the steam vents in your way with the Freeze Blast.
Summary
A prison airship has fallen into the bay. This Season of Infamy mission needs the Freeze Blast.
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Beneath the Surface: free the Warden, beat the inmates with NightwingHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Bleake Island · Iron Heights Penitentiary – Push on and free Warden Ranken, who is snatched by Killer Croc the moment he is out. Inmates pour from their cells and Nightwing arrives to help, so beat them all together. Then talk to the guard in the control room about the way down; the trophy comes with that talk, if not when the last inmate falls.
Summary
The Warden is taken from you and the cells open. Beating the inmates earns the mission's first trophy.
Trophies
  • Achievement · SteamThe Beast Beneath
  • Achievement · XboxThe Beast Beneath
  • Bronze · PlayStationThe Beast Beneath
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Beneath the Surface: keycard from the Dixon Dock craneQuest stepDLC: Season Of Infamy
Location
Bleake Island · Dixon Dock – Leave the prison and go to the Dixon Dock West crane, its shipping container hanging over the water (1552, 2551), the one you took a Riddler trophy from. The officer hangs there, tangled in his parachute. Take the card from him.
Summary
The lower levels take two keycards, and the two officers who carried them bailed out as the ship went down. This is the first card.
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Beneath the Surface: keycard from Riley, Chinatown rooftopQuest stepDLC: Season Of Infamy
Location
Bleake Island · Chinatown – Head for the approximate spot Alfred gives you on a Chinatown rooftop and look for the group of thugs surrounding Riley. Beat them and take his card. The trophy comes as you collect it, or else when the two cards open the panel back at the prison.
Summary
Officer Riley survived the jump and holds the second keycard. Having both cards earns Breaking the Skin.
Trophies
  • Achievement · SteamBreaking the Skin
  • Achievement · XboxBreaking the Skin
  • Bronze · PlayStationBreaking the Skin
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Creature of the Night: Langstrom's lab and the cureHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · Chinatown – You are already in Chinatown, so stop here before going back to the prison. Set the mission on the wheel, follow its marker to the doorway (1650, 2124), ride the lift down and walk the hallway in. At the computer on the desk left of the door, keep both DNA strands on O, flicking one back the moment it turns to X, until the cure is done.
Summary
The second stage of Creature of the Night: a cure made at a computer. The mission can't go further for now.
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Riddle: bat and ear whiteboard at Langstrom's labHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Bleake Island · Chinatown – Before leaving the lab, find the whiteboard beside that computer, on your left as you came in. Scan the board with the drawings of a human ear and a bat.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning its answer, kept for both runs.
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Killer Croc, Iron HeightsHidden spoiler – activate to revealBossDLC: Season Of InfamyMinor spoiler
Location
Bleake Island · Iron Heights Penitentiary – Return to Iron Heights and use the two cards on the panel with Nightwing, then follow the high security area down. Fight Croc and his inmates using Dual Takedowns, and deal with the Warden afterwards. The Batwing airlifts Croc to the GCPD, where you lock him and the Warden in the Maximum Security West wing.
Summary
The boss of Beneath the Surface, fought with Nightwing, and the mission's last trophy once he is in a GCPD cell.
Trophies
  • Achievement · SteamEvolution
  • Achievement · XboxEvolution
  • Bronze · PlayStationEvolution
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Armored and Dangerous: third APCQuest step
Location
Bleake Island · The Cauldron – As you leave the GCPD, the mission should be on the Most Wanted wheel again. Pick it and go to Alfred's position, which may be right there in the Cauldron. Side-swipe the escorts and stop the APC with the Immobilizer.
Summary
One of the nine Militia APCs of the Armored and Dangerous Most Wanted mission, three to an island. Stopping all nine finishes the mission.
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Gotham on Fire: Cauldron fire stationHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · The Cauldron – While you are in the Cauldron, look for black smoke over the fire station midway between the GCPD and the Clock Tower (2118, 2453). If it isn't burning yet, carry on and return when the police radio reports it. Winch the anchor as before, chase Firefly until his fuel runs out, then eject into him; he escapes again.
Summary
The second burning fire station and the second chase after Firefly. It gets no map marker.
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Riddler trophy: inside the Lady of Gotham's scaffoldCollectible
Location
Miagani Island · Lady of Gotham statue – Glide out over the bay to the Lady of Gotham. Detective Mode shows soft boards in the scaffold at its base (2526, 2245); Grapnel Boost and glide through them, or blow them with Explosive Gel. The trophy waits inside, down the stairs behind the boards.
Summary
One of the Riddler's 243 challenges: a green trophy, collected once and kept for both runs.
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Riddler trophy: makeshift camp under Mercy BridgeCollectible
Location
Miagani Island · Mercy Bridge – Land on Mercy Bridge near (2660, 2712) and drop over the side to the level below the roadway. A makeshift room with a bed sits on one of the supports, and the trophy is inside.
Summary
One of the Riddler's 243 challenges: a green trophy, collected once and kept for both runs.
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Armored and Dangerous: fourth APCQuest step
Location
Miagani Island · Kingston – Check the Most Wanted wheel as you work: its icon flashes when new intel on an APC comes in. Pick the mission and drive to the position, which may be in Kingston across the bridge, then side-swipe the escorts and stop it with the Immobilizer.
Summary
One of the nine Militia APCs of the Armored and Dangerous Most Wanted mission, three to an island. Stopping all nine finishes the mission.
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Savage MetalAchievement
Location
Miagani Island · Armored and Dangerous chases – Every APC so far has come with escort transports, so ramming and side-swiping them should have brought you to ten by now. If the trophy hasn't appeared, keep ramming transports on the next APCs and on the road.
Summary
A trophy for smashing 10 Militia transports off the road without the Immobilizer.
Trophies
  • Achievement · SteamSavage Metal
  • Achievement · XboxSavage Metal
  • Bronze · PlayStationSavage Metal
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Breakable: Mercy Bridge support, Miagani endCollectible
Location
Miagani Island · Kingston – Drive under Mercy Bridge at its Miagani end (2725, 2794) and look up at the concrete supports. The object is fixed to one of them, so shoot it with the Batmobile's cannon.
Summary
A Riddler breakable object for the Batmobile's cannon. Five of them make one of the 243 challenges.
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Riddler trophy: weak wall of the radio tower buildingCollectible
Location
Miagani Island · Kingston – From that support, cross under the bridge to its other side and find the waterfront building with the radio tower (2721, 2664); a barge below gives you a view of the Structural Weakness set into its wall. Drive onto Mercy Bridge, shoot the wall out from across the water, then go through the hole for the trophy.
Summary
One of the Riddler's 243 challenges: a green trophy, collected once and kept for both runs.
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Breakable: above the Koul Brau signCollectible
Location
Miagani Island · Kingston – Drive into Kingston to the building beside the digital Grouts billboard (2841, 2589), opposite the Gotham Tailor shop. The object sits above the Koul Brau sign on its side wall; shoot it with the cannon.
Summary
A Riddler breakable object for the Batmobile's cannon. Five of them make one of the 243 challenges.
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Riddle: defaced Demon's Head art at the alley by the parking garageCollectible
Location
Miagani Island · Kingston – Go on to the parking garage near (2882, 2605) and turn your back to its driveway entrance. The small alley on your right has a burning barrel in it. Scan the clawed Demon's Head poster on the wall behind the barrel, which is pinned there with a sword.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning its answer, kept for both runs.
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Miagani: the second sweep

A sweep with no story steps: Miagani's Kingston, Grand Avenue and Bristol for the Riddler and two more APCs, then Founders' Island on foot for an Heir to the Cowl trial, four firefighters and a body.

The story is pointing at Founders' Island, but this stretch clears what is open first. You carry the Batclaw, Explosive Gel, Remote Controlled Batarang, Grapnel Gun, Disruptor, Freeze Blast and Remote Electrical Charge, and the Batmobile has its Power Winch. Miagani comes first: Kingston, Grand Avenue, Bristol and Pinkney Orphanage, with the car. Then you cross to Founders' Island without it. Left for later: the rest of Miagani's Riddler challenges (its informants run dry at about half and return as the story moves on), every Founders' Riddler challenge and the Otisburg Fire Station.

Breakable: militia shield, Ferris Mall wall by the parking garageCollectible
Location
Miagani Island · Kingston – You finished the last stretch in the alley by the parking garage. Go round the corner opposite the garage entrance: the shield is on the Ferris Mall wall (2992, 2574), and it also shows from the garage's top deck. Shoot it with the Batmobile.
Summary
A militia shield that only the Batmobile's guns can break. Every five of these objects make one of the Riddler's 243 challenges.
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Bomb rioter: pressure plate on the A Sport Bar roof, facing Ferris MallCollectible
Location
Miagani Island · Kingston – Facing the Ferris Mall is the A Sport Bar building: get up on its roof and stand on the plate (2903, 2517). Fly a Remote Controlled Batarang past the crowds around the mall until one man is tagged red. Then hit him with the Remote Electrical Charge, or with a second Batarang charged on the arcing Ferris Mall sign.
Summary
One of the Riddler's 243 challenges: track down the marked rioter and shock him, done once and kept for both runs.
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Riddler trophy: cage on a side roof of the Heavenly churchCollectible
Location
Miagani Island · Kingston – The cage is up the street on the Heavenly church (2826, 2458), and the Batmobile has to get onto the roofs to power it. Drive to the top deck of the parking garage and take its ramp with the Afterburner to land on the roof across from the cage. Winch the fuse box from there, keep the revs in the orange, and pull the trophy out with the Batclaw.
Requires
Summary
One of the Riddler's 243 challenges: a green question-mark trophy, collected once and kept for both runs.
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Riddler trophy: behind the weak wall on the Gotham CasinoCollectible
Location
Miagani Island · Kingston – Drop down to the entrance of the Gotham Casino (2905, 2441) and look up the wall. Halfway up there is a Structural Weakness: blast it with the Batmobile, then glide into the gap for the trophy.
Summary
One of the Riddler's 243 challenges: a green question-mark trophy, collected once and kept for both runs.
Report an issue
Breakable: militia shield, above the horse statue stairsCollectible
Location
Miagani Island · Kingston – A little way down the street from the casino, find the stairs with horse statues at their foot (2878, 2368). The shield is on the upper wall of the Royal Flush Gang building at the top of them, under the overhead walkway. Shoot it from the car.
Summary
A militia shield that only the Batmobile's guns can break. Every five of these objects make one of the Riddler's 243 challenges.
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Riddler trophy: behind the boards on the Gotham HeraldCollectible
Location
Miagani Island · Kingston – Head to the Mid Town Mall and the Gotham Herald office on the level above it (3058, 2388). Detective Mode picks out soft wooden boards to the left of the entrance, halfway up. Climb the building facing them and glide straight through (Explosive Gel also opens them); the trophy is inside.
Summary
One of the Riddler's 243 challenges: a green question-mark trophy, collected once and kept for both runs.
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Riddler trophy: behind the counter in Pauli's DinerCollectible
Location
Miagani Island · Kingston – Pauli's Diner, where the game opened, is on the line between Kingston and Grand Avenue (3099, 2602). Go in by the door or a window. The trophy is by the wall behind the counter, so reach over with the Batclaw.
Summary
One of the Riddler's 243 challenges: a green question-mark trophy, collected once and kept for both runs.
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Riddle: Quincy Sharp election art at an alley off Grand AvenueCollectible
Location
Miagani Island · Kingston – From the diner, walk to the alley at the foot of two buildings (3156, 2660). The partly torn campaign art for Quincy Sharp is on the wall: scan it.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning its answer, done once and kept for both runs.
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Breakable: militia shield, above the tunnel entrance on the main roadCollectible
Location
Miagani Island · Kingston – Back in the car, follow the main road from the alley to the tunnel entrance (3130, 2797), on the line between Kingston and Grand Avenue. The shield is right over the tunnel mouth.
Summary
A militia shield that only the Batmobile's guns can break. Every five of these objects make one of the Riddler's 243 challenges.
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Breakable: militia shield, by the neon dolphin signsCollectible
Location
Miagani Island · Kingston – Keep driving to (2961, 2932), across from the Ranelagh Ferry Terminal. The shield is on the side of a small building next to the neon dolphin signs, over a Pauli's Diner billboard.
Summary
A militia shield that only the Batmobile's guns can break. Every five of these objects make one of the Riddler's 243 challenges.
Report an issue
Breakable: militia shield, Bank of Gotham towerCollectible
Location
Miagani Island · Kingston – Turn back towards the Bank of Gotham (2993, 2730). This shield is high on one of the towers on its roof, so back the car away down the street until it comes into view, then fire.
Summary
A militia shield that only the Batmobile's guns can break. Every five of these objects make one of the Riddler's 243 challenges.
Report an issue
Armored and Dangerous: fifth APCQuest step
Location
Bleake Island · Chinatown – Riddler pickups bring fresh intel, so select Armored and Dangerous when its icon flashes on the Most Wanted wheel; until then, carry on below. It may show up in Chinatown, over Mercy Bridge, but it roams, so follow the marker before the signal fades. Clear the escorts and hit the APC with the Immobilizer until it stops.
Summary
The fifth of nine militia APCs, three per island, and the first to carry double rocket pods. All nine earn The Road Home.
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Riddler trophy: inside the Gotham Pony buildingCollectible
Location
Miagani Island · Grand Avenue – Drive to Grand Avenue and find the sign for The Gotham Pony (3336, 2487). Winch the Anchor Point on the back door under the sign, then walk in for the trophy. A Sentry Turret wakes as you take it: drive the Batmobile by remote and destroy it.
Requires
Summary
One of the Riddler's 243 challenges: a green question-mark trophy, collected once and kept for both runs.
Report an issue
Breakable: militia shield, pillar facing the Gotham Tonight entranceCollectible
Location
Miagani Island · Grand Avenue – Turn round at the Gotham Pony. At (3412, 2430) a stone pillar of the archway with the Gotham Globe neon faces the way into the Gotham Tonight building, with the shield on it.
Summary
A militia shield that only the Batmobile's guns can break. Every five of these objects make one of the Riddler's 243 challenges.
Report an issue
Breakable: militia shield, above Finniggan's on the Gotham Tonight buildingCollectible
Location
Miagani Island · Grand Avenue – Swing the car round to the other side of the same building (3339, 2358). The shield is above the Finniggan's restaurant.
Summary
A militia shield that only the Batmobile's guns can break. Every five of these objects make one of the Riddler's 243 challenges.
Report an issue
Riddle: Hell's Gate sign at the roadside opposite the Botanical GardensCollectible
Location
Miagani Island · Grand Avenue – Drive towards the Botanical Gardens and stop on the road across from them (3240, 2296). The sign for the Hell's Gate waste disposal firm is by the road, left of the big blue neon: scan it.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning its answer, done once and kept for both runs.
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Riddler trophy: stalled elevator on the iron towerCollectible
Location
Miagani Island · Bristol – Next to the Botanical Gardens stands the Eiffel-style iron tower (3242, 2141). Grapnel to its first level, then on to the roof of the elevator stuck on the way up, and drop through the hole in it for the trophy.
Summary
One of the Riddler's 243 challenges: a green question-mark trophy, collected once and kept for both runs.
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Riddler trophy: plant shelf in the Botanical GardensCollectible
Location
Miagani Island · Bristol – Glide down into the Botanical Gardens from above and climb the spiral stairs to the second floor (3183, 2183). On the south side, the trophy sits among the potted plants on a growing table, under the lights. It blends in, so look closely.
Summary
One of the Riddler's 243 challenges: a green question-mark trophy, collected once and kept for both runs.
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Riddler trophy: storage room shelf in the Botanical GardensCollectible
Location
Miagani Island · Bristol – Still inside, cross to the far end of the Gardens (3117, 2145). A small storage room is tucked under a flight of stairs that climbs to the second level, not the spiral ones, and the trophy is on its shelf.
Summary
One of the Riddler's 243 challenges: a green question-mark trophy, collected once and kept for both runs.
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Riddle: Elliot Memorial Hospital sign at the hospital frontCollectible
Location
Miagani Island · Bristol – Leave the Gardens and grapnel to the highest point of the Koul Brau radio tower (3133, 2363). Look across to Elliot Memorial Hospital (2912, 2201), zoom in until the whole name board fits in view, and scan it.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning its answer, done once and kept for both runs.
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Riddler trophy: top balcony of the raised Urbarail stationCollectible
Location
Miagani Island · Bristol – Glide to the raised Urbarail station beside the Gardens (3152, 2063) and grapnel to the top. The trophy is on a table on the highest balcony, at the end that looks out over the iron tower.
Summary
One of the Riddler's 243 challenges: a green question-mark trophy, collected once and kept for both runs.
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Riddler trophy: shelter on the Pinkney Orphanage roofCollectible
Location
Miagani Island · Pinkney Orphanage – Move on to Pinkney Orphanage and land on its roof (3280, 1959). A small home-made shelter stands in a corner, and the trophy is inside it, behind a mattress.
Summary
One of the Riddler's 243 challenges: a green question-mark trophy, collected once and kept for both runs.
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Riddler trophy: rolling cage in the orphanage courtyardCollectible
Location
Miagani Island · Pinkney Orphanage – Bring the Batmobile to the courtyard at (3357, 1830), where a square glass tower holds a rolling cage, with three Anchor Points and generators on it. Winch out the top Anchor Point and leave it out, get out and hit the top generator with the Remote Electrical Charge, then do the same with the middle pair. With the cage at the bottom, winch the last Anchor Point to crack it open and take the trophy.
Summary
One of the Riddler's 243 challenges: a green question-mark trophy, collected once and kept for both runs.
Report an issue
Breakable: militia shield, Pinkney Orphanage wall by the rampCollectible
Location
Miagani Island · Pinkney Orphanage – Drive back down the ramp from the orphanage door towards the city. The shield is on the orphanage wall beside the ramp (3203, 1850): shoot it as you pass.
Summary
A militia shield that only the Batmobile's guns can break. Every five of these objects make one of the Riddler's 243 challenges.
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Armored and Dangerous: sixth APCQuest step
Location
Miagani Island · Roaming – Before leaving Miagani, pick Armored and Dangerous on the Most Wanted wheel. If it isn't offered, drive away from the last wreck, wait for the icon to flash, then select it. Follow the marker before the signal fades, clear the escorts and stop the APC with the Immobilizer.
Summary
The sixth of nine militia APCs and the last one the car can reach for now, since the final three are on Founders' Island.
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Founders' Island on foot. The Batmobile can't come here yet, so everything on this island until the story lowers its bridges is done by glide and grapnel. This pass is for one Heir to the Cowl trial, four firefighters and a body. Any militia watchtowers you see on the way are for the next section.

Heir to the Cowl: second trial, OtisburgHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Founders' Island · Otisburg – Leave the Batmobile on Miagani, glide over Penitence Bridge and go on to the burning Otisburg Fire Station. On the roof just south of it (2729, 1449) a burning bat symbol marks Azrael; these trials are not on the map. Talk to him and beat the Thugs and the Brute without being hit, retrying as often as you need: stun the Brute before you beat him down.
Summary
One of Azrael's four trials in Heir to the Cowl. You play as him, and a single hit ends the attempt.
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Leave the Otisburg Fire Station for later

The station at (2632, 1471) is the third Gotham on Fire stop, and walking past marks it on your map. It needs the Batmobile's winch, so it waits until the car reaches Founders' Island.

The Line of Duty: Taylor, Port Adams control roomQuest step
Location
Founders' Island · Port Adams – From the roof, go on into Port Adams, to the control room at the heart of the docks (3106, 1331). Eight armed guards hold it, so pick off the ones on patrol from hiding, then get on the roof of Taylor's building, drop in on the rest and free him.
Summary
One of the 15 captive Station 17 firefighters in The Line of Duty.
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Cycle of Violence: 100 quick gadgets in combatAchievement
Location
Founders' Island · Port Adams – This can land in any fight, and it most likely lands around here. Mid-combo, fire quick Batarangs, the quick Batclaw, quick Freeze Blast or the quick Remote Electrical Charge; each gadget's icon shows its input. If the trophy hasn't come yet, use them in every brawl below until it does.
Summary
A running total, not a single task: use quick-fire gadgets 100 times during free-flow combat. It earns the trophy and needs no special fight.
Trophies
  • Achievement · SteamCycle of Violence
  • Achievement · XboxCycle of Violence
  • Bronze · PlayStationCycle of Violence
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The Perfect Crime: wall by the ChurchQuest step
Location
Founders' Island · Drescher – Cross to Drescher and follow the road along the water to the Church and graveyard: the body is chained to the wall beneath that road (2337, 2019), about midway between Perdition and Penitence Bridges. Militia and Rattlers are close, so don't alert the drones. Use the Deep Tissue Scanner on the tattoo removal (skin), kidney scar (muscle) and skull plate (bone).
Summary
The fifth of six bodies hung up around Gotham for The Perfect Crime, marked by opera music and not by the map.
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The Line of Duty: Scott, Ryker Heights pierQuest step
Location
Founders' Island · Ryker Heights – Head for the north end of Ryker Heights and out along the pier to its tip (1820, 1680). Come at the sniper on the lighthouse from behind first, then find the man jamming Detective Mode. Clear the rest to free Scott.
Summary
One of the 15 captive Station 17 firefighters in The Line of Duty.
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The Line of Duty: Wilson, Urbarail StationQuest step
Location
Founders' Island · Ryker Heights – Double back to the Ryker Heights Urbarail Station (2252, 1569). A large group holds Wilson, with Brutes among them, so disable their weapons with the Disruptor before you drop in.
Summary
One of the 15 captive Station 17 firefighters in The Line of Duty.
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The Line of Duty: Bliss, Ryker Heights coastQuest step
Location
Founders' Island · Ryker Heights – Carry on through Ryker Heights to the coast at (2150, 1197). Drop on the ten men from above, keep them away from the ammunition boxes, and beat down the Brutes.
Summary
One of the 15 captive Station 17 firefighters in The Line of Duty.
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Stagg Airships

Going Stagg on foot: the Ryker Heights watchtower, a loop of five more towers and the Remote Hacking Device, then both of Stagg's airships from the Foyer to the Cloudburst Chamber, with every Riddler challenge they give so far, and four Most Wanted steps on the way back to Bleake Island.

The Batmobile cannot reach Founders' Island yet, so all of this is on foot. You carry the Batarang, Remote Controlled Batarang, Batclaw, Explosive Gel, Grapnel Gun, Remote Electrical Charge, Disruptor and Freeze Blast, and the Remote Hacking Device joins them at the top of Wayne International Plaza. The story's tower opens Occupy Gotham, so five more towers come first. Then the route follows the story through Airship Alpha, then Airship Beta, taking 15 trophies, 3 riddles and 14 Insect Crates as you pass them. Left for later: everything behind a voice lock on either ship (six trophies and one Insect Crate, which need the Voice Synthesizer) and all of Founders' Island's own Riddler challenges, which wait for the Batmobile. Alpha stays open to you after this section.

Disable the first watchtowerQuest step
Location
Founders' Island · Ryker Heights – From the Ryker Heights coast, grapple and glide to the marker on the half-built skyscraper in the north-west corner of Founders' Island. Clear the five soldiers up there, starting with the one carrying a Detective Mode scanner, and watch for the operator running a Boa Drone. Then spray Explosive Gel on the console in the middle of the rooftop.
Summary
Story step in Going Stagg: this tower protects the airships. It also counts toward the Occupy Gotham Most Wanted mission.
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Five more towers before the airships. Disabling the story's tower opens Occupy Gotham, and nothing hurries you up to Wayne International Plaza. This loop runs round Founders' Island and brings you back towards the Plaza: the half-built rail bridge building, the Founders' ends of Salvation and Penitence Bridges, the antenna building in Drescher, and the Founders' end of Perdition Bridge.

Occupy Gotham: half-built rail bridge buildingQuest step
Location
Founders' Island · Ryker Heights – From the story's tower, glide to the building with a half-built rail bridge running into it (2449, 1329); the tower is on its roof. Sabotage the weapon crates first, fight the soldiers and the Brute, then blow the command console with Explosive Gel.
Summary
One of Occupy Gotham's 21 militia watchtowers, taken on a loop of Founders' Island before you board the airships.
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Occupy Gotham: Founders' end of Salvation BridgeQuest step
Location
Founders' Island · Otisburg – Cross Founders' to Salvation Bridge. The tower is at its Founders' end, right under the monorail tracks (2878, 1599). Mind the Boa Drone while you clear the soldiers, then gel the command console.
Summary
One of Occupy Gotham's 21 militia watchtowers, taken on a loop of Founders' Island before you board the airships.
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Occupy Gotham: Founders' end of Penitence BridgeQuest step
Location
Founders' Island · Penitence Bridge – Move on to the Founders' end of Penitence Bridge (2791, 1861), where you first crossed. Beat the small group on the roof, then gel the command console.
Summary
One of Occupy Gotham's 21 militia watchtowers, taken on a loop of Founders' Island before you board the airships.
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Occupy Gotham: under the antenna buildingQuest step
Location
Founders' Island · Drescher – Cross to Drescher, to the building with the big radio antenna and wall-mounted turrets (2522, 2070). The enemies are at ground level beneath it. Drop the two Medics first, finish the soldiers, then gel the console.
Summary
One of Occupy Gotham's 21 militia watchtowers, taken on a loop of Founders' Island before you board the airships.
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Occupy Gotham: Founders' end of Perdition BridgeQuest step
Location
Founders' Island · Drescher – Carry on towards Perdition Bridge. The tower is a small rooftop at (2272, 1906), with two militia checkpoints near it; leave those alone. Sabotage the gun with the Disruptor, drop in, then gel the console.
Summary
One of Occupy Gotham's 21 militia watchtowers, taken on a loop of Founders' Island before you board the airships.
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Remote Hacking DeviceKey item
Location
Founders' Island · Wayne International Plaza – Head for Wayne International Plaza (2259, 1332), the tallest building overlooking the airships. Grapple up its balconies to the very top and use the marked door in the wall; a scene hands you the device.
Summary
New gadget that hacks security consoles, blinds sentries and steals drone codes. Nearly everything on the airships needs it.
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Infiltrate Airship AlphaQuest step
Location
Stagg Airships · Airship Alpha – From the top of the Plaza, glide to the airship your marker points at and land on its roof by the hatch. It will not open: switch on Detective Mode, peer through the window on its left to find the console inside, and hack it (password BIOCHEMISTRY) to get in.
Summary
Story step in Going Stagg: your way aboard the first of Stagg's airships.
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Riddler trophy: barred room in the FoyerCollectible
Location
Stagg Airships · Airship Alpha: Foyer – Climb down the ladder onto the big glass ceiling, pull off the vent cover, crawl through and drop down. Next to the floor hatch is a small barred room: hack its console (password FRICTION) to open the gate. It may instead be one floor lower, on your right just below that hatch.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: Insect Crate, Foyer hallwayCollectible
Location
Stagg Airships · Airship Alpha: Foyer – Stay on this level and look down the hallway from the barred room. The glass box of insects sits at the far end, opposite the trophy: walk up and punch it, or pull its red ring with the Batclaw.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
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To carry on, drop through the floor hatch to the closed door with three soldiers behind it. From your side of the door, aim the Remote Hacking Device at the drone operator to take his codes, then turn his Boa Drone on the group. Hack the console you can see through the window left of the door (password PROTEINS), go through and walk round to it. The Airship Stability Controls next to it let you tilt the ship: slide the crate in the hallway out through the far window, go back and take the hatch it was sitting on, climb down the ladder, shift the hanging crates and drop to the bottom level of the Foyer.

Riddler trophy: rolling ball at the bottom of the FoyerCollectible
Location
Stagg Airships · Airship Alpha: Foyer – Once you are on the bottom floor, tilt the crates aside and look across the gap: the trophy is inside a ball high on the far wall. Hack the console behind it (password GRADIENT) to release it, then tilt the ship from side to side to roll it down its track until it breaks open on the floor.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: high office in the FoyerCollectible
Location
Stagg Airships · Airship Alpha: Foyer – Stand where the ball broke open, turn round and raise your eyes to the room's top right corner, where a small office has a generator above its shutter. Tilt the crates back if they hide it, fire the Remote Electrical Charge at the generator, then grapple up to the open office for the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: Insect Crate, under the high officeCollectible
Location
Stagg Airships · Airship Alpha: Foyer – Drop back to the Foyer floor directly below that office. The crate sits in the corner there: smash it with a punch or the Batclaw.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
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Riddler trophy: vent behind the Foyer cratesCollectible
Location
Stagg Airships · Airship Alpha: Foyer – Three crates block the way out of the Foyer. Release the magnetic lock on the centre one with the Remote Hacking Device and tilt the ship right so they all slide across, which uncovers a vent on the left. Pull off its cover and crawl in for the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: cage at the Cargo Hold entranceCollectible
Location
Stagg Airships · Airship Alpha: Cargo Hold – Come back out, lock the centre crate again and tilt the ship so the left crate covers the vent and the passage opens. Just inside you find the cage on your right and a pressure pad down on your left. Stand on the pad to light a question mark behind the grating, then fly a Remote Controlled Batarang through the gap above the cage to hit it.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Fight for your sanity on Airship AlphaHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Stagg Airships · Airship Alpha: Cargo Hold – Grapple up through the hatch at the end of the corridor and beat the Brute with the knife: hold away from him and press counter to dodge. Hack the door console (password ELEMENTS), drop into the main hold and clear the large group of Militia. Talk to the hostage, then keep punching the visions that rise around you until a scene plays.
Summary
Story step that ends the first Cargo Hold fight and earns a trophy.
Trophies
  • Achievement · SteamA Battle Within
  • Achievement · XboxA Battle Within
  • Bronze · PlayStationA Battle Within
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When you are back on your feet, hack the console by the doors leading to the second airship (password NUCLEICACIDS) and step into the doorway. A scene shows why you cannot cross yet: its weapon turrets have to go first, and the way to them is through the Research Laboratory at the other end of Alpha.

Breakable: Insect Crate, above the doors to Airship BetaCollectible
Location
Stagg Airships · Airship Alpha: Cargo Hold – From the doorway, turn back into the hold and grapple on top of those same doors. The crate is on the platform up here, to your right.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
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Breakable: Insect Crate, on the voice-locked room's roofCollectible
Location
Stagg Airships · Airship Alpha: Cargo Hold – Walk to the far end of the Cargo Hold's lower floor, opposite the way you came in. There is a small room with a voice lock you cannot open yet: leave the door, grapple onto the room's roof and smash the crate.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
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Riddler trophy: under the crate maze below the Cargo HoldCollectible
Location
Stagg Airships · Airship Alpha: Cargo Hold – Hack the next Airship Stability Controls console and drop through the floor grate beside it into the crate maze. Lock, release and tilt the magnetic crates until a weak wall shows on your right, then blow it with Explosive Gel. Step clear, tilt the magnetic crate into the new room, and take the floor hatch it was sitting on through to the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: Insect Crate, dead end at the top hatchCollectible
Location
Stagg Airships · Airship Alpha: Cargo Hold – Work to the far end of the crate maze and leave it, then hack the console on the floor above (password CARBOHYDRATE) so you can grapple all the way to the top level. As you come out of the service hatch, look behind you: the crate is on a small box at a dead end, so pull its red ring with the Batclaw.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
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Riddler trophy: girder by the Research Laboratory doorsCollectible
Location
Stagg Airships · Airship Alpha: Cargo Hold – Follow this upper level towards the Research Laboratory doors and grapple to the yellow and black girder. Turn to face back the way you came: a cage sits under three question marks. Quick-fire three Batarangs to hit them all, then pull the trophy over with the Batclaw.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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The laboratory's main door will not open, so grapple from the girder to the open vent above it and crawl in. Eight armed Militia hold the room, among them a drone operator, a Detective Mode scanner and a Medic. Take their drone with the Remote Hacking Device, deal with the scanner and the Medic next, and clear the room. Everything below is on its lower level.

Riddle: albino monkey in the Research LaboratoryCollectible
Location
Stagg Airships · Airship Alpha: Research Laboratory – Drop to the lower level under the platform you came in on. Two monkeys sit in stacked cages there: scan the white one in the bottom cage.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning its answer, kept for both runs.
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Breakable: Insect Crate, on the stacked cagesCollectible
Location
Stagg Airships · Airship Alpha: Research Laboratory – Follow the lower level round to the north side. Cages are stacked against one of the lab rooms, one with a dead scientist inside, and the crate is on top of the stack; it can look more like a shelf. Use the Batclaw on its red ring.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
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Riddler trophy: monkey puzzle in the north labCollectible
Location
Stagg Airships · Airship Alpha: Research Laboratory – Go into the lab room behind those cages and hack the blast door's console (password BAMBOO). Walk along the cage so the monkey follows you, hitting the question mark with Batarangs to shift its barriers. Get it onto one pressure pad, then onto the other within a few seconds to open the cage.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: monkey puzzle in the west labCollectible
Location
Stagg Airships · Airship Alpha: Research Laboratory – Carry on to the far west end of the lower level and hack the blast door on the lab room there (password SIMIAN). Lead the monkey onto the pressure pad and lock it in place with a Batarang on the question mark, then pull the trophy down from the ceiling with the Batclaw.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: Insect Crate, on top of the west labCollectible
Location
Stagg Airships · Airship Alpha: Research Laboratory – Step back out of this west lab room, grapple onto its roof and smash the crate up there.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
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Breakable: Insect Crate, foot of the stairsCollectible
Location
Stagg Airships · Airship Alpha: Research Laboratory – Drop down and keep going round the lower level to the stairs that lead up to the computer. The crate is at the bottom of them, tucked under the steps: use the Batclaw on its red ring.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
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Destroy the weapon turrets on the second airshipQuest step
Location
Stagg Airships · Airship Alpha: Research Laboratory – Use the central computer and scan the moment Stagg touches something in each security feed: top left at about 10 seconds, top right at 22, bottom left at 37, bottom right at 49. Walk to each of the four spots and scan his hologram there. Go back to the computer to finish the print.
Summary
Story step in Going Stagg: rebuilding Stagg's handprint gets you out of the lab and clears the way to the second airship.
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Batmobile upgrade choice 2: take EMPUpgrade
Location
Stagg Airships · Airship Alpha: Cargo Hold – The print opens the lab's main exit: hack the console beyond it (password LIPIDS) and return to the Cargo Hold. Beat the Militia waiting there, using the Batclaw on any electrified soldier and dropping the two Medics first. Lucius then calls with the choice: take EMP, which you collect after the airships.
Summary
Lucius offers another Batmobile upgrade. Some Riddler challenges need EMP, so pick it; the option you skip comes back later, so the choice costs nothing.
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Infiltrate Airship BetaQuest step
Location
Stagg Airships · Airship Beta: Subject Testing – Hack the console by the Cargo Hold bay doors again (password NUCLEICACIDS), then glide across and kick through the glass wall of the other airship. A fight starts as soon as you land: three Combat Experts and five soldiers.
Summary
Story step in Going Stagg: with the turrets out of the way you can finally cross to the second airship.
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Breakable: Insect Crate, on the human-sized cageCollectible
Location
Stagg Airships · Airship Beta: Subject Testing – Stay in this first room once the fight ends. Right of the locked door, in the corner, a crate sits on top of a cage big enough for a person: pull its red ring with the Batclaw.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
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Riddle: freezer company poster by Beta's Stability ControlsCollectible
Location
Stagg Airships · Airship Beta: Subject Testing – Blow the weak wall beside the window you came through with Explosive Gel. In the next room, a poster reading 'You Name It, We'll Freeze It' is pinned to the white board next to the Airship Stability Controls: scan it.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning its answer, kept for both runs.
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Breakable: Insect Crate, behind the second weak wallCollectible
Location
Stagg Airships · Airship Beta: Subject Testing – Use those controls to tilt the crate on your left through the glass, then follow the curved walkway past the cells to a second weak wall at its end. Gel it and step inside: before you touch the puzzle, look right for the crate.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
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Riddler trophy: crate rooms behind the weak wallCollectible
Location
Stagg Airships · Airship Beta: Subject Testing – Unlock every crate overhead and tilt the ship left, then grapple into the passage on the right and up through the hatch on top of the puzzle. Tilt the crates back to the right, lock the one nearest the second hatch, and tilt again so the loose crate moves off it. Drop through that hatch and work down to the bottom level for the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: observation cell 5Collectible
Location
Stagg Airships · Airship Beta: Subject Testing – Head on along the walkway to the row of observation cells with Stagg's journal notes outside them; the trophy is visible inside cell 5. The computer at the hall's end, just before the Biological Engineering door, opens the cells: use it and walk back for the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue

Enter Biological Engineering. A scene shows Stagg locked up, and then you have ten Militia to take out unseen, a Minigunner among them. Leave him for last, because attacking him alerts the whole room. When the room is clear, do not go to Stagg yet: everything below comes first, starting from the door you came in by.

Riddler trophy: monkeys under the south-west stairsCollectible
Location
Stagg Airships · Airship Beta: Biological Engineering – From the entrance, drop to ground level beneath the stairs of the south-west corner and hack the monkey cage (password PRIMATES). Hit the question mark with Batarangs and walk along the cage until both monkeys stand on their pressure pads, locking the lower one in place, then pull the trophy over with the Batclaw.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: Insect Crate, under the centre stairsCollectible
Location
Stagg Airships · Airship Beta: Biological Engineering – Nearby is the vent cover you need next, but first follow the short wall it is set in, past a ladder, to the stairs climbing to the glass roof of the central room. The crate is underneath them: use the Batclaw on its red ring.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
Report an issue
Riddler trophy: three generators behind the ventCollectible
Location
Stagg Airships · Airship Beta: Biological Engineering – Go back to that vent cover, tear it off and crawl through to a hidden room. Hit all three generators on its ceiling with the Remote Electrical Charge, then take the trophy from the cage straight away.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: Insect Crate, south-east counterCollectible
Location
Stagg Airships · Airship Beta: Biological Engineering – Follow the vents on from the generator room to the far south-east corner. The crate is on the counter right where you climb out: pull its red ring with the Batclaw.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
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Riddler trophy: monkeys below Stagg's cellCollectible
Location
Stagg Airships · Airship Beta: Biological Engineering – Stay on the ground level and walk to the spot directly below Stagg's cell, under the door to the next chamber, and hack the monkey cage there (password CHIMPANZEE). Guide both monkeys onto their pressure pads, lock them in with the question mark, and pull the trophy down with the Batclaw.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: steam vent under the stairsCollectible
Location
Stagg Airships · Airship Beta: Biological Engineering – Grapple up to the second floor at the north end of the room, where a small room has two cooling tanks on its roof. Go round to the stairs on its north-west side that lead up to the tanks. Stop the steam vent there with the Freeze Blast and crawl in under the stairs for the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: Insect Crate, on the tall ventCollectible
Location
Stagg Airships · Airship Beta: Biological Engineering – Grapple on top of those cooling tanks and look along the wall closest to you. The crate is high up on a tall vent cover that only the grapple reaches: pull its red ring with the Batclaw from here.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
Report an issue
Riddle: Jack Ryder magazine below the cooling tanksCollectible
Location
Stagg Airships · Airship Beta: Biological Engineering – Drop from the tanks onto the room's balcony roof just below, with two workstations and a dead scientist. On the desk with the computer flashing 'deceased' lies a magazine with Jack Ryder on the cover: scan it.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning its answer, kept for both runs.
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Find Scarecrow on the second airshipHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Stagg Airships · Airship Beta: Cloudburst Chamber – With the room swept, go to Stagg's cell at the far end and talk to him, then enter the door beside it into the Cloudburst Chamber. Take down either hooded figure, beat the five or six soldiers that appear, and strike your real target to trigger the final scene.
Summary
Story step that ends Going Stagg and earns a trophy.
Trophies
  • Achievement · SteamDark Wings Fly Away in Fear
  • Achievement · XboxDark Wings Fly Away in Fear
  • Bronze · PlayStationDark Wings Fly Away in Fear
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Breakable: Insect Crate, in the Cloudburst ChamberHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Stagg Airships · Airship Beta: Cloudburst Chamber – Take this before you glide out of the hole torn in the airship's front. Turn to face the way you came in: in the far right corner, right of the stairs, the crate rests on top of the power cells. Use the Batclaw on its red ring.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
Report an issue
Airship Beta shuts for a while: nothing is lost

Once you glide out, you cannot get back inside Airship Beta for a long stretch of the game. The way across from Alpha and the side openings are sealed, and the door in the wrecked front will not respond. This is a wait, not a lockout. The main mission The City of Fear sends you back in, and the remaining doors open then. The Beta trophies still to come all need a gadget you do not have yet anyway, so there is no need to hunt for a way in, even if your map still marks them. Alpha stays open the whole time.

Occupy Gotham: Otisburg rooftop by the waterQuest step
Location
Founders' Island · Otisburg – Glide to Otisburg and find the small rooftop by the water near the Port Adams entrance (2612, 1387). A gun covers the eight guards: try blinding it with the Remote Hacking Device, drop the two Medics first, and jump off the roof when it fires. Gel the console from the side away from the gun, or leave the tower marked and return after the device's story upgrade.
Summary
One of the 21 watchtowers in the Occupy Gotham Most Wanted mission. A new wave of towers goes up across the city after the airships.
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The Perfect Crime: undercity bodyQuest step
Location
Founders' Island · Ryker Heights – Drop into the undercity below Ryker Heights, under Airship Beta, and follow the opera music to the wall between the Trade House and Chubb's Pawn Shop (1934, 1594). Scan the body's three layers with the Deep Tissue Scanner: chemical burn (skin), voice box (muscle), six fingers (bone). The hideout it points to waits until the Batmobile can reach Founders' Island.
Summary
The sixth and last victim of The Perfect Crime Most Wanted mission. Scanning this one reveals where the killer is hiding.
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Occupy Gotham: Chinatown Urbarail stationQuest step
Location
Bleake Island · Chinatown – Cross back to Bleake Island and go to the Urbarail station building in Chinatown, near Perdition Bridge (1961, 1946). The only way in is through the windows facing the river. Take out the two thugs and gel the console.
Summary
One of the 21 watchtowers in the Occupy Gotham Most Wanted mission, and one of the easiest.
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Creature of the Night: second cure, ChinatownHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · Chinatown – Stay in Chinatown and glide around the streets near the Clock Tower until you hear a screech; in Detective Mode he shows as a flying red skeleton. Climb somewhere high and glide into him to give him the cure.
Summary
Part of Creature of the Night, a Most Wanted mission: the first of the two doses you still have to deliver in mid-air.
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The Cobra tanks and the Botanical Gardens

The end of Heir to the Cowl, then Chinatown and the GCPD, the first Cobra tank and the EMP, a Bleake Riddler sweep down to Panessa, then Miagani's three Cobras and new militia sites, the Botanical Gardens, the Sonar and a Bristol sweep out to the Ferris wheel.

The airships are behind you and the story turns back to Chinatown, where you finish Heir to the Cowl first. You now carry the Remote Hacking Device, Disruptor, Remote Electrical Charge, Freeze Blast and Line Launcher, with the Power Winch and Forensics Scanner on the Batmobile, and this stretch adds the EMP and the Sonar. The story can wait: new Riddler Informants appear on Bleake here and on Miagani after the crossing, so interrogate them as you go. Left for later: everything that needs the Voice Synthesizer, the Two-Faced Bandit robberies, and the Kingston and Grand Avenue Riddler challenges, including the cage marked in The Cauldron, whose switch is on Miagani.

Heir to the Cowl: third trial, ChinatownHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · Chinatown – You end the last stretch in Chinatown, so take this first. Find the burning bat symbol on a small rooftop opposite Osamu Tower (1904, 2337). Take the Medic first, and use the quick Batclaw on anyone he electrifies, because hitting them counts as a hit on you.
Summary
One of Azrael's four trials in Heir to the Cowl. You play as him, and a single hit ends the attempt.
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Heir to the Cowl: fourth trial, Lady of GothamHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · Lady of Gotham statue – Glide out to the Lady of Gotham statue and grapnel to the very top platform (2507, 2243), where Azrael waits. Every enemy here is a Combat Expert, so stay defensive and counter, and only push the attack once two or three are down.
Summary
The last and hardest of Azrael's four trials. You play as him, and a single hit ends the attempt.
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Heir to the Cowl: memory scan and Azrael's choiceHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · Clock Tower – Go to the Clock Tower and use the Batcomputer to sift Azrael's memories, scanning the St. Dumas symbols near 5, 16, 28 and 41 seconds on the timer. You then play as Azrael and choose: attack Batman, break the sword, or take the elevator out and leave the sword behind. Any of them counts, but attacking also means driving Azrael to GCPD to finish.
Summary
The end of Heir to the Cowl, and it earns Angel in the Dark whichever way you end it.
Trophies
  • Achievement · SteamAngel in the Dark
  • Achievement · XboxAngel in the Dark
  • Bronze · PlayStationAngel in the Dark
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Rescue Oracle from Scarecrow's hideoutHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · Chinatown – Make for the Bat-Signal marker in Chinatown: Scarecrow's safe house, the building you dropped into on your first visit. Climb on top, go in through the large hole in its roof, and walk up to the glass cell for a cut-scene.
Summary
The first step of A Cure to Fear, back where the night began.
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Meet Ivy at the GCPD LockupHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · GCPD Lockup – Drive to the GCPD in The Cauldron, down the garage ramp near (2330, 2599), and park in the marked space. Cash stops you for a word inside. Carry on to Ivy's cell and speak to her; a scene puts you both back in the car.
Summary
Batman needs Ivy's help, and this talk gets her out of her cell and into the Batmobile.
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Don't quit straight after an Ivy scene

A reported bug: saving and quitting right after an Ivy scene can grey out two AR maps, City Heat TT and Under the Pale Moonlight. Play on to the next autosave before you stop. If it happens, a backup save or New Story+ brings them back.

Scan the Cobra tankQuest step
Location
Bleake Island · The Cauldron – Drive up to the garage exit: the door jams part-way, so get out and crawl under it. On foot, follow the patrolling Cobra and scan the marked points on both sides and the rear (its guns may be marked too). Stay out of its blue beams, because being seen is fatal; rooftops and signposts keep you clear, though the ground works.
Summary
A new drone tank blocks the way out. Scanning it shows where its armour fails.
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Destroy the Cobra tankQuest step
Location
Bleake Island · The Cauldron – Back in the Batmobile, switch to Battle Mode and watch the mini-map, using side alleys to stay out of the beams. Get directly behind the Cobra, hold position until the lock-on finishes, and fire one 60mm Cannon shell into the glowing core. The trophy pops as it blows.
Summary
Your first Cobra kill, and the method for every one after it.
Trophies
  • Achievement · SteamWith a Vengeance!
  • Achievement · XboxWith a Vengeance!
  • Bronze · PlayStationWith a Vengeance!
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Collect the Batmobile EMP under the Clock TowerUpgrade
Location
Bleake Island · Clock Tower – Lucius calls once the Cobra is gone. Head to the marker at street level under the Clock Tower in Chinatown, drive onto it or summon the Batmobile while you stand there, and go through the door that opens. A short scene fits the upgrade.
Summary
The upgrade you picked on the airships, a secondary weapon that drops force fields and is needed for a trophy below.
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Don't head for the gardens yet. The next seven items take you from the Clock Tower through Chinatown to Panessa Studios, and the story waits for you.

Riddle: Batgirl's costume at the Clock TowerCollectible
Location
Bleake Island · Clock Tower – You are at the foot of the tower: grapnel to its roof and go in through the hatch to Oracle's room. Turn the statue head to bring up the Batcomputer. A switch now shows on the grandfather clock in the corner: hack it with the Remote Hacking Device, and scan Batgirl's suit when it is revealed.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
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Bomb rioter: over the parade float streetCollectible
Location
Bleake Island · Chinatown – Across the street from the Clock Tower, step on the plate on a building ledge (2039, 2377) above the parade floats. Fly a Remote Controlled Batarang past the crowd below, without hitting anyone, until one rioter is tagged red. Take him out with the Remote Electrical Charge, or with a second Batarang steered through the live current on the Urbarail track overhead.
Summary
One of the Riddler's six bomb rioters, each a single challenge, kept for both runs.
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Riddler trophy: three robots near Osamu TowerCollectible
Location
Bleake Island · Chinatown – Glide to the small rooftop close to Osamu Tower (1837, 2335), where three Riddler Robots guard a cage on the wall. Beat all three, Batarang the question mark to bring them back, and repeat for three rounds in all. The cage then opens.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: containers above Earl Cooper Auto RepairCollectible
Location
Bleake Island · Chinatown – The storage room on top of Earl Cooper Auto Repair (1701, 1970) has been locked until now. Batarang the left switch on the containers to lift them, walk to the back, stand on the plate and Batclaw the trophy. When armed robots drop in, steer a Remote Controlled Batarang out of the room, round and fast into the other switch, which brings the containers down on them.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: Earl Cooper trail to the ACE Chemicals bridgeCollectible
Location
Bleake Island · Chinatown – Bring the Batmobile to the green panel at ground level by the same shop (1763, 1987). In Battle Mode, pulse the Forensics Scanner and follow the painted question marks to the ruined ACE Chemicals bridge, lighting those up its side before you drive up onto the road. At the final archway go to the road's end, turn round, shoot the green target on the small bridge building (1498, 1840) with the 60mm Cannon, and grapnel into the hole.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: force field under Panessa StudiosCollectible
Location
Bleake Island · Panessa Studios – Drive into the road tunnel under Panessa Studios (1637, 2822) and turn left. Winch the junction box beside the gate and hold the revs in the orange to open the bay, then drive in and winch the anchor point there, which charges your secondary weapon at once. Fire the EMP to drop the upper field for 10 seconds, eject, and fire the Line Launcher while gliding so you hang above it. When the field returns the three switches light up: Batarang them, drop down and Batclaw the trophy. A level 2-3 Missile Barrage fired together with the EMP may also hit all three.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: glass tower in the Panessa car parkCollectible
Location
Bleake Island · Panessa Studios – Come back up to the middle of the Panessa Studios car park (1663, 2959). Winch the anchor at the base of the tower and drive left or right to turn the glass until its gaps line up with the three switches. The Vulcan Gun reaches two of them, but you have to get out and Batarang the middle one from the far side.
Requires
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Destroy the three Cobras on MiaganiQuest step
Location
Miagani Island · Kingston – Drive back across Mercy Bridge. As you reach Miagani you are told three Cobras now patrol the island, and they come before everything below. Take them one at a time, as you did at the GCPD: stay out of the beams and shoot from directly behind. A kill alerts any others close by, so leave the spot and let them settle before you hunt the next one.
Summary
Three more Cobras patrol Miagani, and the story won't move on until they are gone.
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Occupy Gotham: between Penitence and Mercy BridgesQuest step
Location
Miagani Island · Kingston – Follow the waterfront from Mercy Bridge toward Penitence Bridge to the tower at (2842, 2394). A wall gun covers a roof with mines and five soldiers: use the Disruptor on their guns, draw the others away and drop them out of its sight. Finish by putting Explosive Gel on the command console.
Summary
One of the 21 militia watchtowers in the Occupy Gotham mission, which the full ending needs.
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Occupy Gotham: Grand Avenue walkwayQuest step
Location
Miagani Island · Grand Avenue – Cross to the high walkway joining the Black Canary Club and Orb Theatre roofs (3116, 2531). There are no soldiers, only Sentry Guns. Work in from one end and then the other, retreating between attempts, until the two on the walkway are down, then gel the console between them.
Summary
One of the 21 militia watchtowers in the Occupy Gotham mission, which the full ending needs.
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Occupy Gotham: two statues roofQuest step
Location
Miagani Island · Grand Avenue – Go on to the roof with two large statues beside Grand Avenue Station (3317, 2870). This tower has two consoles: gel the one up on a statue tower first, which turns off the guns over the bridge below. Then beat the eight soldiers, Medic and Brute, luring them behind a wall if the guns are still live, and gel the second console.
Summary
One of the 21 militia watchtowers in the Occupy Gotham mission, which the full ending needs.
Report an issue
Campaign for Disarmament: Botanical Gardens towerQuest step
Location
Miagani Island · Bristol – Head for Bristol and the red Eiffel-style tower beside the Botanical Gardens; leave the story's parking marker for now. Under the tower (3284, 2203), winch the mine to upload the virus and destroy the 24 drones that come. Winch it again and hold the revs in the orange to finish.
Requires
Summary
One of the 14 mines in the Campaign for Disarmament mission, which the full ending needs.
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Occupy Gotham: by the Salvation Bridge exitQuest step
Location
Miagani Island · Bristol – Drive to the Salvation Bridge exit and the tower at (3009, 1864). It is a small enclosure with five soldiers and a Brute, so open with a Fear Multi-Takedown, then gel the console.
Summary
One of the 21 militia watchtowers in the Occupy Gotham mission, which the full ending needs.
Report an issue
Own the Roads: a block from Salvation BridgeQuest step
Location
Miagani Island · Bristol – A block from the end of the bridge (3131, 2007), a checkpoint fills an alley with mines at both ends; getting close adds the mission. The mines stop the Batmobile driving through, so shoot them from the car or walk in. Clear the soldiers, find the commander's pulsing body in Detective Mode and destroy his controller.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Occupy Gotham: Elliot Memorial Hospital roofQuest step
Location
Miagani Island · Elliot Memorial Hospital – Climb to the roof of Elliot Memorial Hospital (2941, 2157). Gel the highest console first to shut off the guns over the lower one. This is the island's hardest tower: eight soldiers, four Combat Experts and two Brutes, so counter early and use the environmental takedowns before you gel the second console.
Summary
One of the 21 militia watchtowers in the Occupy Gotham mission, which the full ending needs.
Report an issue
Own the Roads: on the water by Penitence BridgeQuest step
Location
Miagani Island · Bristol – From the hospital make for the small walled compound on the water by Penitence Bridge (2776, 2312). Drop in, defeat everyone inside, and destroy the controller on the commander's body.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
Report an issue
Take Ivy to the Botanical GardensHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Botanical Gardens – Now drive to the Botanical Gardens in Bristol, near (3251, 2170), and park on the marked spot for a talk with Ivy. Alfred then adds Two-Faced Bandit to your missions and Lucius asks you to Wayne Tower. Pick the main story when the mission wheel opens.
Summary
With Miagani's militia sites cleared, this hands Ivy over and moves the story on.
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Batmobile SonarKey item
Location
Miagani Island · Wayne Tower – Drive to Wayne Tower, down to the parking garage, and stop on the marker until the door opens. Moving up to the elevators triggers an ambush of 20 tanks from the front, the left and the ramp behind you; use the central structure as cover and dodge. Afterwards, park in the marked space to have the Sonar fitted.
Summary
An upgrade to the Forensics Scanner that traces root systems underground, which the story needs from here on.
Report an issue
Locate and release Ivy's plant on MiaganiHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Kingston – Leave the garage and pulse the Sonar in Battle Mode: the roots show on the mini-map, with a red dot at their source. Follow them to the alley behind the Bank of Gotham, watching for fresh tanks and APCs on the way. Stop over the dot and hold the Sonar button to fire the blast.
Summary
The Sonar's first job: find the plant's root mass and wake it.
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Protect the plant while it maturesHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Kingston – The cut-scene leaves you on a rooftop facing the militia on the next one. Glide across and beat ten soldiers, a Medic and a Brute, taking the Medic first and the Brute last. The trophy pops once the calls that follow are over, and the mission wheel opens.
Summary
A rooftop fight that ends this part of the mission.
Trophies
  • Achievement · SteamStrange Deadfellows
  • Achievement · XboxStrange Deadfellows
  • Bronze · PlayStationStrange Deadfellows
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The story can wait again. Interrogate Miagani's new Riddler Informants, call the Batmobile and work back across Bristol from the hospital out to the Ferris wheel.

Riddler trophy: Elliot Memorial trailCollectible
Location
Miagani Island · Elliot Memorial Hospital – By the hospital, the green panel stands in front of a parking sign (3019, 2160). Pulse the Forensics Scanner in Battle Mode and follow the marks up the overpass and down to the street. Shoot the green target on the wall by the Jenna's Furniture and Cuffs signs (2866, 2201) with the 60mm Cannon, then grapnel into the hole.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: militia shield, Bristol motelCollectible
Location
Miagani Island · Bristol – Drive to the tall orange building with the motel neon sign (3019, 2022). Look high up its wall, close to the roofline, and shoot the shield with the Batmobile.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: orphanage wall of switchesCollectible
Location
Miagani Island · Pinkney Orphanage – In the road beside Pinkney Orphanage (3258, 1969), a cage hangs on the wall among switches. First winch the anchor on the back of the billboard under the overpass to charge your secondary weapon. Then drive onto the plate and shoot each switch as it lights with the Vulcan Gun. Save the Missile Barrage for when they light in groups and finally all at once, then Batclaw the trophy.
Requires
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: militia shield, Newton FairgroundsCollectible
Location
Miagani Island · Newton Fairgrounds – Head toward the Ferris wheel on the docks. This shield is on a Newton Fairgrounds building just before the wheel (3449, 2165), on the wall you can shoot from across the water.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: end of the Newton pierCollectible
Location
Miagani Island · Newton Fairgrounds – Carry on past the Ferris wheel to the very end of the pier (3706, 2079). The trophy sits in the open on the roof of the last fairground building, behind its observatory tower.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: hanging monorail carCollectible
Location
Miagani Island · Bristol – Glide back across from the dock to the Urbarail car stuck on the track by the red Eiffel-style tower (3289, 2263). Its side doors are open, so drop in from the ledge above or glide straight through for the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Miagani: the third sweep

The last Miagani Riddler sweep for now, from the Gotham Herald through Grand Avenue and the Wayne Tower compound, then the timed cage in The Cauldron, the Two-Faced Bandit robberies and the next Gunrunner cache.

The story can wait a little longer. You have every gadget this stretch needs: the Power Winch and Forensics Scanner on the Batmobile, and the Remote Hacking Device, Remote Electrical Charge and Disruptor on your belt. The walk runs from the Gotham Herald down Grand Avenue to the cathedral, over to the Wayne Tower compound, and back through Grand Avenue Station. From here on, stop road cars on foot whenever one passes, because The Real Deal below needs 20. Left for later: the Wayne Tower riddle, which isn't open yet, anything that needs the Voice Synthesizer, and all of Founders' Island's Riddler challenges.

Riddler trophy: ball maze at the Gotham HeraldCollectible
Location
Miagani Island · Gotham Herald – From the monorail car, call the Batmobile and drive to the foot of the Gotham Herald (3062, 2382), taking the overpass to the Midtown Mall car park's upper level. Two anchors work a metal maze with the trophy ball in it. Winch the first left until the ball falls, then right until it falls again. Winch the second right, then back left, until the ball lands at the bottom, and walk over to open it.
Requires
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: robots on the Gotham Herald roofCollectible
Location
Miagani Island · Gotham Herald – Grapnel up to the Herald's roof (3043, 2438), where six Riddler Robots wait. Fight only the green ones, since hitting a red one shocks you. Once the green ones are down, Batarang the question mark to swap the colours and finish the rest, then Batclaw the trophy out of the cage on the wall.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: inside the Dang-Good Donut signCollectible
Location
Miagani Island · Grand Avenue – Go on to the big neon Dang-Good Donut sign (3159, 2470). You can't grapnel to it, so boost off a taller building or eject from the Batmobile, then glide through the hole in the donut. The trophy is on the ledge behind it.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: behind the Lacey's signCollectible
Location
Miagani Island · Grand Avenue – Drive to Lacey's Department Store (3162, 2705). Winch the anchor in the wall by the front entrance to lift the neon sign. Keep it raised, shoot the weak wall behind it with the 60mm Cannon, then get out and grapnel into the room.
Requires
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: timed cage on top of the cathedralCollectible
Location
Miagani Island · Grand Avenue Cathedral – The cathedral is across the road from Lacey's. Grapnel to its very top (3183, 2860), where a cage has 2887, 2171 written beside it: the plate on the roof of Elliot Memorial Hospital. Park below the hospital, climb up and step on the plate for a 40-second clock. Drop into the Batmobile, race back, eject and grapnel up to the open cage. If it shuts on you, go back to the plate and retry; bought Grapnel Boost levels, launched from roof to roof, are the other way to beat the clock.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: crate and hatch under the cathedralCollectible
Location
Miagani Island · Grand Avenue Cathedral – At street level by the tunnels (3149, 2959), an anchor sits on the side of the arch with a weak wall above it. Shoot the wall, then winch the anchor as far as it goes to lift an orange crate. Get out, grapnel through the hole, drop into the gap the crate left and grapnel up the hatch to the trophy. Robots then bar the way out: switch to the remote Batmobile, let the crate fall on them, and winch it up again to leave.
Requires
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: militia shield, far end of the cathedral tunnelCollectible
Location
Miagani Island · Grand Avenue – Drive through the tunnel past that anchor and out on the cathedral's far side (3248, 2919). Turn round to face the arch you came through: the shield is on its wall, above the muscled statue. Shoot it from the car.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
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Breakable: militia shield, Bhagwansingh buildingCollectible
Location
Miagani Island · Grand Avenue – Carry on down the road to the back of the Bhagwansingh building (3324, 2808), beside Grand Avenue Station. The shield is above a balcony, so shoot it from the street.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddle: Wonder Tower at the Grand Avenue statue headCollectible
Location
Miagani Island · Grand Avenue – Leave the car and grapnel up these buildings to the top of a statue's head (3349, 2919). Look out over the water, past Mainland Bridge, for a tower far off in old Arkham City. That is Wonder Tower: zoom in and scan it.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
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Riddler trophy: weak wall under Mainland BridgeCollectible
Location
Miagani Island · Mainland Bridge – Drop off the building and cross to the Wayne Tower compound at (3514, 2910), then call the Batmobile there; the compound's ramp also gets it across with the Afterburner. Look over the water to the weak wall at (3404, 2921) and shoot it. Eject and glide into the room you opened. If you fall short and land in the water near the hole, Batman may grapnel up by himself.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: under the Wayne Tower stairsCollectible
Location
Miagani Island · Wayne Tower – Grapnel up the tower to the balcony overlook halfway up (3584, 2824). Walk down the stairs to an outside walkway, where you can see the trophy under some steps, and go in through the Authorized Personnel Only door to reach it.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: militia shield, Wayne compound water wallCollectible
Location
Miagani Island · Wayne Tower – Back down on the compound, call the Batmobile, which has to be on this side of the water. Drive to the wall facing the water (3595, 2672) and shoot the shield above the bookstore.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
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Bomb rioter: ledge at the Wayne compound cornerCollectible
Location
Miagani Island · Wayne Tower – A short way along, step on the plate on a ledge at the compound's corner (3535, 2673). Fly a Remote Controlled Batarang over the crowd in the street across the water, without hitting anyone, until one rioter is tagged red: he may be by the Cuffs sign. Take him out with the Remote Electrical Charge, or steer a second Batarang through the live current above the K.G. Bagels sign and into him.
Summary
One of the Riddler's six bomb rioters, each a single challenge, kept for both runs.
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Riddler trophy: Wayne compound trail to Grand Avenue StationCollectible
Location
Miagani Island · Grand Avenue Station – Bring the Batmobile to the green panel at ground level in a Gotham Herald storefront (3701, 2793). In Battle Mode, pulse the Forensics Scanner and follow the painted marks round the tower, over the ramp with the Afterburner, and down the street to a barred gate at Grand Avenue Station, pulsing again if the marks stop. Get out, go round the building, grapnel into its upper level and walk through to the far side of the gate, where the Remote Hacking Device opens its switch. Drive in, follow the marks to the green target above a closed ticket booth, shoot it and climb in. If you take too long the trail ends, so restart it from the panel.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: on top of a stopped trainCollectible
Location
Miagani Island · Grand Avenue Station – You are already in the station. Go to the train section on its lower level (3346, 2703) and land on the roof of the stopped train, where the trophy sits in the open.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: room under the station stairsCollectible
Location
Miagani Island · Grand Avenue Station – Climb to the top floor of the station (3332, 2675), where you fought the Militia early in the story. Under the stairs that lead further up there is a small room: break the soft wood panel to get in. A floor hatch and a vent also lead there if you find those first.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: through the hotel windowsCollectible
Location
Miagani Island · Grand Avenue – Head for the tall hotel near Wayne Tower (3428, 2597). From a higher roof, glide and crash through one of the large windows on its east or west side, about halfway up beside the first balcony. The trophy is on the reception desk inside.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: top of the Grand Avenue skyscraperCollectible
Location
Miagani Island · Grand Avenue – Cross to the skyscraper over the road from the station (3300, 2583) and grapnel all the way up. The trophy is out in the open on its small top roof.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: wood panel on the next skyscraperCollectible
Location
Miagani Island · Grand Avenue – Glide across to the next skyscraper's lower roof (3279, 2465). The soft wood panel is high on the upper tower, facing the Vicki Vale Show billboard. Climb to the roof above it, step off, turn straight back and glide through the boards.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddle: The Vicki Vale Show neon at Grand AvenueCollectible
Location
Miagani Island · Grand Avenue – You don't need to move. From that skyscraper, look across to the neon sign for The Vicki Vale Show (3375, 2401) and scan it.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
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The Real DealAchievement
Location
Miagani Island · City streets – Only cars driving the streets count, not APCs, tanks or other Militia vehicles. Stand in a car's way and press counter as the prompt shows, or glide in from a roof until you are right above one and press attack. Keep at it as you travel if you are short, and get all 20 before the last Own the Roads checkpoint, since patrols may stop after that.
Summary
A trophy for taking down 20 moving cars without the Batmobile.
Trophies
  • Achievement · SteamThe Real Deal
  • Achievement · XboxThe Real Deal
  • Bronze · PlayStationThe Real Deal
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That is Miagani's Riddler work done for now. One last timed cage takes you to Bleake Island, and then come the side missions: three bank robberies and a weapons cache. Each one starts from the Most Wanted wheel, so check which mission is selected before you set off.

Riddler trophy: timed cage on the Mendo Soap towerCollectible
Location
Bleake Island · The Cauldron – The cage is at the top of the Mendo Soap Co. tower in The Cauldron, with 3496, 2540 written beside it. Those numbers are on Miagani, so call the Batmobile and drive to the blocked bridge exit out of Grand Avenue. Winch the junction box in the barricade and hold the revs in the orange to open the cage for 45 seconds. Race over Mercy Bridge on the Afterburner, eject about 200 metres short, and glide to the tower roof (2042, 2736).
Requires
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Two-Faced Bandit: Chinatown bankQuest step
Location
Bleake Island · Chinatown – Alfred added this mission at the Botanical Gardens, so pick Two-Faced Bandit on the Most Wanted wheel. Go into the Bank of Gotham in Chinatown, across the road from Earl Cooper Auto Repair. A cash bar starts to fall: take down eight robbers before it empties, picking off those busy with the money while the alarm covers the noise. The alarm then stops, so clear the armed Thugs left in the bank quietly from the vantage points and floor grates. Finally, wait by the blocked exit until Batman has spoken to Cash.
Summary
One of three bank robberies in the Two-Faced Bandit Most Wanted mission, which the full ending needs.
Trophies
  • Achievement · SteamTwo Faces of Fear!
  • Achievement · XboxTwo Faces of Fear!
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Gunrunner: second cache, Sionis IndustriesHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · Sionis Industries – Select Gunrunner on the wheel, or Nightwing won't call. Find the van at the marker, at Panessa Studios or in The Cauldron, plant a tracker on it with the Disruptor, knock on its door, and follow from the rooftops, 150 to 200 metres back, to the abandoned Sionis Industries building. Inside, hack the wall panel to open the gate and shoot the two Sentry Guns with the remote Batmobile. Grapnel up the elevator shaft, use the fuse box to open the roof shutters, then go outside and drop through the glass for a big fight beside Nightwing. Gel a crate in the vault, shut the door and detonate.
Summary
The second of Penguin's five weapons caches, in the Gunrunner Most Wanted mission, which the full ending needs.
Trophies
  • Achievement · SteamBeautiful Boy
  • Achievement · XboxBeautiful Boy
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Two-Faced Bandit: Founders' Island bankQuest step
Location
Founders' Island · Bank of Gotham – Pick Two-Faced Bandit on the wheel again. The Batmobile still can't reach Founders' Island, so drive back over Mercy Bridge, leave it on Miagani, glide over Penitence Bridge as before and follow the marker to the Bank of Gotham. This one has three floors. Take down ten robbers before the cash runs out, clear the rest silently, and wait for the blast doors to open.
Summary
One of three bank robberies in the Two-Faced Bandit Most Wanted mission, which the full ending needs.
Trophies
  • Achievement · SteamTwo Sides of the Same Coin!
  • Achievement · XboxTwo Sides of the Same Coin!
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Two-Faced Bandit: Kingston bank and Two-FaceHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Kingston – The last call comes as you leave; if no marker shows, pick the mission again. Glide back to Miagani, call the Batmobile and go to the Bank of Gotham in Kingston. Two trucks drain the cash twice as fast, so take down all 15 robbers quickly; the chandelier panels can be hacked to drop on them. Two-Face then walks in with seven more, some of whom block Detective Mode: remove the Medics and the jammer first and leave him until last, as one takedown is enough. He goes into the Batmobile, so drive down the GCPD garage ramp near (2330, 2599) and lock him up for the trophy.
Summary
The last robbery and the arrest of the man behind them, which completes this Most Wanted mission.
Trophies
  • Achievement · SteamJekyll & Hyde
  • Achievement · XboxJekyll & Hyde
  • Bronze · PlayStationJekyll & Hyde
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Grapnel Boost Mk IIIUpgrade
Location
Bleake Island · WayneTech menu – Buy it in the Batsuit tree of the WayneTech upgrades menu, which you can open anywhere, taking any earlier level first. Those side missions paid out points, so now is the time. If you are still short, buy it as soon as you can: Mk IV follows on Founders' Island.
Summary
A WayneTech upgrade that launches Batman higher off a grapnel, and the step before the Mk IV that two gliding trophies lean on.
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Founders' Island: the long range missile launcher

The story opens Founders' Island to the Batmobile: the relay drone and the Drone Hacker, two radars and the launcher. Then the island's first checkpoints, mines and APCs, the close of four Most Wanted missions, and Riddler Trials 7 to 9.

You come here from the GCPD with the side work on Bleake and Miagani up to date. You carry the Remote Hacking Device, Disruptor, Remote Electrical Charge, Freeze Blast and Line Launcher, and the Batmobile has the Power Winch, Forensics Scanner, EMP and Sonar. The first half is the story, on foot until the launcher falls, and it adds the Drone Hacker. Left for later: the Founders' Riddler sweep and the last Trial, which come next, and the checkpoints, mines and towers that only appear further into the story.

Analyze the Arkham Knight's forces at Panessa StudiosQuest step
Location
Panessa Studios · Quarantine Cells – From the GCPD, set the main story on the mission wheel and drive to Panessa Studios. Grapnel to the roof, follow the red carpet to its door (1804, 2880) and ride the elevator down to the lab. Use the big Batcomputer for a short talk.
Summary
The main story picks up at the Panessa lab, where the Batcomputer points to the heavy weapon on Founders' Island.
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Drone Hacker (Remote Hacking Device)Key item
Location
Founders' Island · Otisburg – The Batmobile still can't reach Founders' Island, so leave Panessa and grapnel and glide across the water, keeping clear of turrets and patrol drones. The marker sits on the relay drone itself and moves slowly over Otisburg. Climb a rooftop near it, wait for it to pass beneath you, and dive on to its back for a scene.
Summary
A new function for the Remote Hacking Device: it blinds a flying drone for 60 seconds and a Sentry Gun for 15. It comes from the chip in the relay drone.
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Blind the drone, don't destroy it

A reported glitch, which may since have been patched: if the Dragon Drone guarding the first radar is destroyed before the panel on that rooftop, Batman can lock up on the roof. Only blind it with the Remote Hacking Device until the panel is gone.

Destroy the Arkham Knight's radar networkQuest step
Location
Founders' Island · Otisburg and Ryker Heights – As the chip installs, the view swings to a nearby rooftop. Blind the circling drone with the Remote Hacking Device, glide over, destroy the console with Explosive Gel and get out before the 60 seconds end. The second radar is on a Ryker Heights rooftop at the next marker: beat the group there, open the door below with the fuse box, then drop down and stay behind the wall. Blind one Sentry Gun for 15 seconds, run in and take out both guns, and gel the console.
Summary
Two radars stand between you and the launcher: one watched by a Dragon Drone, one behind a rooftop fight and two Sentry Guns.
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Take out the long range missile launcherQuest step
Location
Founders' Island · Ryker Heights – Go on to the next marker, a short way from the second radar, and study the rooftop from a crane above it. Take the soldier with the Detective Mode scanner first, working through the floor vents on the lowest level. After a few takedowns the rest change their search, and grenades may go into the vents, so use corners and the Remote Hacking Device on door panels. With all eight down, walk up to the front of the launcher.
Summary
A predator fight on the tiered rooftop around the launcher, against eight armed soldiers.
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Disable the missile launcher's protective shieldsHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Founders' Island · Ryker Heights – Follow the marker up the tiers to the control room and use the computer: the bridges come down and you take the Batmobile by remote. Destroy the five Cobra tanks one at a time from behind, moving away after each kill until the others settle. Follow the route to the ramp and, in Battle Mode, winch the anchor at its top. A scene puts you back in the control room's ceiling: drop on a Medic with a Fear Multi-Takedown, beat the room, and use the computer again.
Summary
The launcher's control room also holds the bridges, so this finally lets the Batmobile on to Founders' Island, by remote at first.
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Long range missile launcherHidden spoiler – activate to revealBossMinor spoiler
Location
Founders' Island · Ryker Heights – You return to the ramp by remote. Reverse with the winch on until the ramp locks, take a run-up and hit the Afterburner to jump to the building opposite. In Battle Mode, strafe along the ramp, fire the 60mm Cannon when the launcher is in view, duck back when it fires, and shoot down its missiles with the Vulcan Gun. When the game then asks for an active mission, take Own the Roads: the story waits for now.
Summary
The Batmobile against the launcher itself. Destroying it earns Creature of the Night, the story trophy, which has nothing to do with the mission of the same name.
Trophies
  • Achievement · SteamCreature of the Night
  • Achievement · XboxCreature of the Night
  • Bronze · PlayStationCreature of the Night
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Founders' Island is open. Everything from here to the end of the section is side work, and the story waits. Bring the Batmobile over and clear the sites in this order, which runs along the island and finishes the Most Wanted jobs that had to wait for the car.

Own the Roads: on the water by Perdition BridgeQuest step
Location
Founders' Island · Drescher – Leave the launcher building, call the Batmobile and drive to the checkpoint on the water by Perdition Bridge (2261, 2014). Disrupt the guns, open with a Fear Multi-Takedown on the seven soldiers and the Brute, then find the commander's pulsing body in Detective Mode and destroy his controller.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Armored and Dangerous: seventh APCQuest step
Location
Founders' Island · Drescher – Select Armored and Dangerous on the Most Wanted wheel for a fresh position, and reach it before the signal fades. It roams, so follow the marker. Side-swipe the escorts and hit the APC with the Immobilizer until it stops, keeping clear of the rocket firing lines.
Summary
One of the nine militia APCs in Armored and Dangerous, three per island. All nine earn The Road Home.
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Own the Roads: under the Perdition Bridge endQuest step
Location
Founders' Island · Drescher – Return to Drescher and the compound in a building under the streets, below the end of Perdition Bridge (2264, 1850). Don't walk in past its four Sentry Guns: winch the anchor in the compound's corner to pull a wall down, then drive in, destroy the guns and the six soldiers from the car, and break the commander's controller.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Own the Roads: enclosure by Perdition BridgeQuest step
Location
Founders' Island · Ryker Heights – Drive up into Ryker Heights to the small enclosure by Perdition Bridge (2125, 1803). Disrupt the guns and open with a Fear Multi-Takedown, aiming for the four Combat Experts, then destroy the commander's controller.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Campaign for Disarmament: undercity roundaboutQuest step
Location
Founders' Island · Ryker Heights – Buy Batmobile armour upgrades first if you can: this is the hardest mine yet. Drive down to the roundabout in the undercity by Airship Alpha (2039, 1569) and winch the mine to upload the virus. Destroy all 48 drones, Mambas first and the Vulcan Gun on the Dragons, then winch again and hold the revs in the orange.
Summary
One of the 14 mines in the Campaign for Disarmament mission, which the full ending needs.
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Campaign for Disarmament: Urbarail Station baseQuest step
Location
Founders' Island · Ryker Heights – Drive to the base of the Urbarail Station (2269, 1537), where you freed Wilson. Winch the mine, destroy the 24 drones, which are a much easier wave, and winch again to finish.
Summary
One of the 14 mines in the Campaign for Disarmament mission, which the full ending needs.
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Armored and Dangerous: eighth APCQuest step
Location
Founders' Island · Ryker Heights – New intel should have come in by now: the wheel icon flashes when it has. Select the mission, follow the marker and stop the APC as before. If there is no intel yet, carry on below and pick it up when it flashes.
Summary
One of the nine militia APCs in Armored and Dangerous, three per island. All nine earn The Road Home.
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Own the Roads: Founders' waterfront by Penitence BridgeQuest step
Location
Founders' Island · Otisburg – Cross the island to the small enclosure on the water by Penitence Bridge (2862, 1881). Five soldiers hold it, two with guns, so disrupt those and drop in, then destroy the commander's controller.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Campaign for Disarmament: roadside by Salvation BridgeQuest step
Location
Founders' Island · Otisburg – Drive to the mine at the side of the road by Salvation Bridge (2740, 1747). Winch it and destroy the 33 drones, Mambas first and the Vulcan Gun on the Dragons, then winch again to finish.
Summary
One of the 14 mines in the Campaign for Disarmament mission, which the full ending needs.
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Own the Roads: end of Penitence BridgeQuest step
Location
Founders' Island · Otisburg – Go to the checkpoint at the end of Penitence Bridge (2681, 1877), which holds nine soldiers and a Brute. Drive up the street to the stairs and on to the balcony above it, shoot the mines there, and clear the site from the car. Then destroy the commander's controller on foot.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Riddler Trial 07: Drain PainHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Founders' Island · Divinity Church – The Riddler garage is close by, on the street below the bridge end, near Divinity Church (2420, 1912). Take its elevator down to the drain. Winch anchor 1, lower the car as far as it goes and turn the platform until you sit on the green bat, eject through the ring opposite and step on the plate. Do the same from anchor 2, shooting out the weak wall behind the ring first; beat the four robots this plate brings, and before climbing out turn the bottom platform so its bat lies under the anchor 3 ledge. From anchor 3, eject through the ring to the last plate and shoot the two turrets behind you by remote. Glide to the platform at the foot of the drain and step on the plate. As Catwoman, turn to face the cases, walk round their left side to the row of three, and from the rightmost go forward two squares: the trophy comes with the key.
Summary
The seventh Riddler Trial, a flooded drain worked with the winch. It has waited for the Batmobile to reach Founders' Island, and its key earns Death by Design.
Trophies
  • Achievement · SteamDeath by Design
  • Achievement · XboxDeath by Design
  • Bronze · PlayStationDeath by Design
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Armored and Dangerous: ninth APCQuest step
Location
Founders' Island · Otisburg – Back on the surface, select the mission when the wheel icon flashes; if you still owe the eighth, take that first. If nothing comes, drive away from the last wreck and wait. Stop the APC as before, and the trophy arrives as it does.
Summary
The last of the nine militia APCs. Stopping it finishes Armored and Dangerous and earns The Road Home.
Trophies
  • Achievement · SteamThe Road Home
  • Achievement · XboxThe Road Home
  • Bronze · PlayStationThe Road Home
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Grapnel Boost Mk IVUpgrade
Location
Founders' Island · WayneTech menu – The side missions above have paid out upgrade points, so open the WayneTech menu and buy this in the Batsuit tree, after Mk III. If you can't afford it yet, buy it as soon as you can.
Summary
The last Grapnel Boost. It makes two later gliding trophies, Run Through the Jungle and Gotham After Midnight, far easier.
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Gotham on Fire: Otisburg Fire Station and the last chaseHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Founders' Island · Otisburg – Drive to the Otisburg Fire Station (2641, 1470), which has no map marker. In Battle Mode, winch the anchor on its front and hold the revs in the orange. Chase Firefly in Pursuit Mode without firing, and steer round the flames he drops while his fuel runs down.
Summary
The third and last burning fire station. It has been out of reach until now, because it needs the car.
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FireflyHidden spoiler – activate to revealBossMinor spoiler
Location
Founders' Island · Otisburg – When his fuel is empty and the prompt shows, eject into him and tap attack to beat him down. A scene carries him to the GCPD for you, so there is no drive, and you end on its roof with the trophy.
Summary
The third catch is the last. It ends Gotham on Fire and earns Days of Fire.
Trophies
  • Achievement · SteamDays of Fire
  • Achievement · XboxDays of Fire
  • Bronze · PlayStationDays of Fire
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The Perfect Crime: enter Pretty Dolls ParlorQuest step
Location
Founders' Island · Pretty Dolls Parlor – From the GCPD roof, call the Batmobile and cross back to Founders' Island. Drive down into the undercity below the Lex Corp building to Pretty Dolls Parlor (2399, 1437), leave the car and go in by the small storefront.
Summary
The six bodies led here. The killer's shop needs the Batmobile, because whoever you find must be driven to the GCPD.
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Riddler trophy: behind the counter at Pretty Dolls ParlorCollectible
Location
Founders' Island · Pretty Dolls Parlor – You can see it behind the front counter as you walk in. Head for the next door and take the floor grate on the right into the tunnel; at its far end, blow the weak wall with Explosive Gel and pick it up. If the way is shut, carry on: the route brings you back to the parlor later.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Professor PygHidden spoiler – activate to revealBossMinor spoiler
Location
Founders' Island · Pretty Dolls Parlor – Go back to the front room and on through the other door, gelling the weak wall if it blocks you, down to the centre of the round theatre. Every Dollotron needs a ground takedown: first one, then five, then eight with Pyg. When they are all down, counter all three of his knives so the last one stuns him, then use the environmental takedown at the operating table.
Summary
The killer behind The Perfect Crime, fought in his round operating theatre with waves of Dollotrons.
Report an issue
The Perfect Crime: free the captives and lock up PygHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Founders' Island · Pretty Dolls Parlor – Break into the fuse box beside the exit to free the captives and open the door. Carry Pyg outside to the Batmobile, drive to the GCPD and park on the marked spot; the trophy waits for that, not for the fight.
Summary
Parking at the GCPD with Pyg aboard ends The Perfect Crime and earns The Monster Machine.
Trophies
  • Achievement · SteamThe Monster Machine
  • Achievement · XboxThe Monster Machine
  • Bronze · PlayStationThe Monster Machine
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Gunrunner: third cache, Founders' undercityHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Founders' Island · Founders' undercity – You are at the GCPD, so select Gunrunner on the wheel and Nightwing marks the next van, probably in Panessa or The Cauldron, though it may be in Kingston. Tag it with the Disruptor, knock on the door and tail it from the rooftops as before, to the Fish Market under Airship Alpha. Beat the sniper on the balcony and go in by his door, slide down the vent to the right to get under the seven guards, then pull the wall vent with the Batclaw and crawl to the vault room. Sabotage the crate, drop in, and fight alongside Nightwing; gel the cache in the vault to finish.
Summary
The third of Penguin's weapons caches. Destroying it earns Blind Love on Steam and Xbox; PlayStation has no trophy for this step.
Trophies
  • Achievement · SteamBlind Love
  • Achievement · XboxBlind Love
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The Line of Duty: Lozar, behind the Cuffs wallQuest step
Location
Founders' Island · Founders' undercity – Stay in the undercity and bring the Batmobile to (2159, 1506). Winch the anchor above the store called Cuffs to tear the wall out, then go in by the door behind it. Disrupt what guns you can. The Stun Brutes need a quick-fire Remote Electrical Charge to clear their current, then a cape stun and a beatdown before it returns.
Summary
The fifteenth and last firefighter of Station 17, shut in where only the Batmobile can open the way.
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The Line of Duty: Chief Underhill and GCPDQuest step
Location
Founders' Island · Ryker Heights – Follow the new marker up to the CityVision building in northern Founders', in Ryker Heights. It is a large rooftop predator room with 16 armed men, so stay silent for as long as you can: once alarmed they lay mines and throw grenades into the vents. With all of them down, free Underhill and drive him to the GCPD for the trophy.
Summary
Lozar's rescue points to the Station 17 chief. Bringing him in ends The Line of Duty and earns Death of Innocents.
Trophies
  • Achievement · SteamDeath of Innocents
  • Achievement · XboxDeath of Innocents
  • Bronze · PlayStationDeath of Innocents
Report an issue
Riddler Trial 08: Advanced DeathtrapsHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Pinkney Orphanage – From the GCPD, drive to the orphanage, go through to Catwoman and take the newly lit green door. Batman steps on the plate, then Catwoman crawls the ceiling to the second plate. Each board of bulbs shows the other's route. Catwoman, from far left: forward 3, right 2, back 1, right 2, forward 4, left 2, forward 1, left 1. Batman, from the centre: forward 2, left 2, forward 2, right 3, forward 1, right 1, forward 1. Beat the 10 robots, Batman on blue and Catwoman on red, and take the key for the trophy.
Summary
The eighth Riddler Trial, two electrified floors crossed by reading each other's safe path. Its key earns The Riddle Factory.
PC (Steam)
One PC player, using a trainer, found this door never unlocked after Drain Pain, which also held up a later riddle.
Trophies
  • Achievement · SteamThe Riddle Factory
  • Achievement · XboxThe Riddle Factory
  • Bronze · PlayStationThe Riddle Factory
Report an issue
Riddler Trial 09: CondamnedHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Ranelagh Ferry Terminal – Drive to the Ranelagh Ferry Terminal in Kingston, enter the Riddler garage and take the elevator down. If it stays shut it may want more challenges done, so take the next section's sweep and come back. Win three timed laps: on the third the Riddler runs the obstacles, so weave through the green traps and use the Afterburner in short bursts. A missed time only repeats that lap. Step on the plate by the start, then as Catwoman approach the row of five cases: the key is in the closest case branching off into the next row.
Summary
The ninth Riddler Trial and the last race, the hardest of the three. Its key earns Lethal Pursuits.
Trophies
  • Achievement · SteamLethal Pursuits
  • Achievement · XboxLethal Pursuits
  • Bronze · PlayStationLethal Pursuits
Report an issue

Founders' Island: the Riddler sweep

The last Riddler Trial at the orphanage, the first full Riddler sweep of Founders' Island, on foot through Port Adams and then by Batmobile, the report at the Clock Tower, and Season of Infamy's last mission.

The bridges are down, the militia is off the streets of Founders' Island, and the story can wait. You now carry the Remote Hacking Device, Disruptor, Remote Electrical Charge, Freeze Blast, Line Launcher and Grapnel Boost Mk IV, with the Power Winch and Forensics Scanner on the Batmobile. This stretch closes the Riddler Trials, then takes everything Founders' Island offers without new gear, and interrogating its Riddler Informants as you go marks these spots on your map. If Trial 09 would not open, begin at Port Adams and come back to it and the Final Exam once the sweep is done. Left for later: the two trophies your map shows that need the Voice Synthesizer, and the shields inside Port Adams, which wait until the Batmobile can get in.

Riddle: Riddler's helmet device in the Final Exam roomCollectible
Location
Miagani Island · Pinkney Orphanage – Return to Pinkney Orphanage in Bristol and take the green door off the main hall that the last trial unlocked; the game flags this riddle once you are in. In the next room, with the huge floor board, a Riddler console sits on a bookshelf off to the left. Hack it with the Remote Hacking Device, password MASTERPLAN, and when the shelf moves, go in and scan the dynamite-wrapped helmet on the table. If that won't register, try the plans on the same desk.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
Report an issue
Riddler Trial 10: Final ExamHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Pinkney Orphanage – Stay in the board room. Batman is shut out of the board, so switch to Catwoman and crawl along the ceiling grates to reach it. Batman moves the tiles from outside by firing the Remote Electrical Charge at the generators along two edges, one fire mode pulling a row and the other pushing it, and any tile Catwoman stands on stays put. Shift the tiles until each red laser fires into a hole in the floor: one laser on the first board, two on each of the others. After each board, get Catwoman back on the ceiling before the spinning blades start. Then go back to the previous room for the last key.
Summary
The last Riddler Trial: three floor-board puzzles solved as a pair. Its key earns Nine Lives.
Trophies
  • Achievement · SteamNine Lives
  • Achievement · XboxNine Lives
  • Bronze · PlayStationNine Lives
Report an issue
Riddler's Revenge: first fight with the RiddlerHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Pinkney Orphanage – Head back through the main hall as if to go: he arrives in a mech with a crowd of robots. Leave him alone and destroy the robots, Batman on the blue ones and Catwoman on the red. He can swap their colours, so keep switching, and dodge his green laser. Once they are gone, stay away from him, because the floor around him turns electric, and wait for him to sink below the floor.
Summary
The Riddler comes for you in his machine, but this round cannot be won. He retreats until all 243 challenges are done, so the fight is finished later.
Report an issue

Port Adams comes next, on foot: its gates stay shut to the Batmobile for now. The first trophy here has its switch in Bristol, close to the orphanage, so start it on your way out.

Riddler trophy: Port Adams timed runCollectible
Location
Founders' Island · Port Adams – Before you leave Bristol, climb to the top of the metal tower at the Botanical Gardens (3258, 2136) and stand on the red and black pressure plate for a few seconds. That gives you 40 seconds to reach the cage at (3008, 1172), low on a container in the stacks at Port Adams, so set a waypoint first. Chain Grapnel Boosts off the highest roofs, keep the Batclaw ready, and pull the trophy out from range. If no timer starts, or it runs out, carry on with the next three items, read the cage, and come back for another go.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddle: Bane's suit in a Port Adams containerCollectible
Location
Founders' Island · Port Adams – The next stacks along, in the north-west of the port at (2919, 1227), are built from green Sionis Industries and blue Santa Prisca containers. Climb them to the blue one near the top that stands half open and go inside. Batclaw the red handle on the wooden crate at the back and scan the suit it reveals.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
Report an issue
Riddler trophy: Port Adams crane platformCollectible
Location
Founders' Island · Port Adams – Cross the port to the crane with the neon City Vision Construction sign (3289, 1476). Glide over and drop below it to the platform above the water, where the trophy sits in the open.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: Port Adams gate officeCollectible
Location
Founders' Island · Port Adams – Head back along the port to its locked gates. Between them and a crane (2963, 1493) stands a small office: walk in and take the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: ruined cathedral towerCollectible
Location
Founders' Island · Otisburg – Leave Port Adams for Otisburg and the large ruined cathedral under repair (2849, 1711). The trophy is inside the broken walls near the top of one tower, right beside the scaffolding.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: militia shield, statue courtyardCollectible
Location
Founders' Island · Otisburg – Look down from the cathedral to the courtyard with a statue in its middle (2797, 1640). Summon the Batmobile and shoot the shield on the south side of the building overlooking it.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
Report an issue
Breakable: militia shield, grey building by the fire stationCollectible
Location
Founders' Island · Otisburg – Drive to the Otisburg Fire Station. The shield is on the tall, run-down grey building across the street (2586, 1477), next to Goth Corp.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
Report an issue
Riddle: Goth Corp logo on its skyscraperCollectible
Location
Founders' Island · Otisburg – From that shield, look across at the big Goth Corp building (2585, 1567) and scan the logo on its side.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
Report an issue
Riddler trophy: Bank of Gotham side weak wallCollectible
Location
Founders' Island · Otisburg – Grapnel round behind Goth Corp to the rooftop at (2609, 1597), on the Bank of Gotham block, and pick out the weak wall in Detective Mode. It is too high for Explosive Gel, so drive up to the overpass to the north-east, by the Bank of Gotham, shoot it from there, then climb in through the hole.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Dirty Tricks: three minutes of Batmobile driftingAchievement
Location
Founders' Island · Otisburg – That overpass is as good a road as any. Get the car moving first, then hold R2 and Square (RT and X on Xbox) to drift in a circle: a drift begun from a standstill zooms the camera in and does not count. You can also build the total as you drive and tick this when the trophy arrives.
Summary
A trophy for three minutes of drifting in total, added up across the whole run.
Trophies
  • Achievement · SteamDirty Tricks
  • Achievement · XboxDirty Tricks
  • Bronze · PlayStationDirty Tricks
Report an issue
Riddler trophy: weak wall in the bridge structureCollectible
Location
Founders' Island · Otisburg – Drive to the crane at (2788, 1828), over the bridge-like walkway near the Bank of Gotham. Detective Mode shows a weak wall on the structure's west side: shoot it from the street to the south, or glide into it, then climb through the hole.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: generator ball mazeCollectible
Location
Founders' Island · Otisburg – On the building beside the Penitence Bridge exit ramp (2747, 1881), a ball holding the trophy sits in a wall maze, with winch-driven generators along the top and on the right. Winch the top one fully left and the right one fully up, hit both with an attract charge, and drag the top one right while the pull lasts. With the top one at the far right, charge the right generator, then the top, to lift the ball through the small gap. At the bottom, park the top generator over the ball, attract with it and repel with the right one to send the ball to the exit at the bottom left.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: wharf under Penitence BridgeCollectible
Location
Founders' Island · Otisburg – Go to the Founders' end of Penitence Bridge (2808, 1966) and drop to the small wharf just above the water. The trophy is on it.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: militia shield, under the highwayCollectible
Location
Founders' Island · Drescher – Drive to the underpass at (2563, 1952) and take it briefly through Drescher to get beneath the highway. The shield is on the wall under the ramp to the upper streets.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
Report an issue
Riddler trophy: monorail support timed runCollectible
Location
Founders' Island · Otisburg – Find the broken monorail support beside the neon purple skyscraper (2563, 1816), across from Divinity Church. The numbers by its cage, 2456, 2663, mark a junction box on the southern wall of the GCPD on Bleake Island, so drive there and winch it to start a 40-second timer. Unhook, race down the waterfront for the Lady of Gotham, eject at the corner, and chain Grapnel Boosts off the statue and a crane back to the cage.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: militia shield, under the walkwaysCollectible
Location
Founders' Island · Drescher – From the cage, drive past the neon purple building into Drescher and look under the walkways at (2493, 1789). If no shield is there, it may be under the walkway over the road at (2607, 1595), by the Bank of Gotham.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
Report an issue
Riddle: Saint Dumas plaque at Divinity ChurchCollectible
Location
Founders' Island · Drescher – Go into the grounds of Divinity Church (2420, 1912) and round its west wall to the spot-lit plaque reading Saint Dumas. Scan it.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
Report an issue
Riddler trophy: turret room by Perdition BridgeCollectible
Location
Founders' Island · Drescher – Drop to the waterside under Perdition Bridge (2198, 1950) and fire the Remote Electrical Charge at the generator above the shutter. Inside, hit the question mark next to you to shut the two turrets away, and take the trophy from the next room. Three gun robots then block the way out: steer a Remote Controlled Batarang onto the question mark so the turrets destroy them, hit it again to seal the turrets, and charge the shutter to leave.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: three lights on the cornerCollectible
Location
Founders' Island · Drescher – Climb back to the street and cross from the Perdition Bridge on-ramp to the run-down building at (2178, 1841), with an anchor and a cage on its corner walls. Winch the anchor out with the Batmobile to expose three question-mark lights, hit them all fast with quick-fire Batarangs, and take the trophy with the Batclaw.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddle: Grundy poster and phonograph behind the blue doorCollectible
Location
Founders' Island · Drescher – Walk round behind that building into the alley and climb the iron fence at (2220, 1819). Go through the blue door with a light over it and get the Solomon Grundy wanted poster and the phonograph in one frame to scan them.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
Report an issue
Riddler trophy: short roof by the shrine alleyCollectible
Location
Founders' Island · Drescher – Come back out and stand on the iron fence. Straight across at (2251, 1815) is a short roof with a faint green glow, by a burning barrel and a mattress: cross to it and take the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: militia shield, City Vision buildingCollectible
Location
Founders' Island · Ryker Heights – Drive up to the upper streets of Ryker Heights and round to the east wall of the City Vision Construction building (2054, 1751). Shoot the shield there.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
Report an issue
Riddler trophy: Cia Bella ruinCollectible
Location
Founders' Island · Ryker Heights – Drop back into the undercity and make for the ruined Cia Bella Restaurant (1956, 1789), just above the slum by the water. The trophy is on its exposed second floor.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: Trade House boardsCollectible
Location
Founders' Island · Ryker Heights – Follow the undercity street to the Trade House (1903, 1695) and grapnel up to it. High on the archway wall facing the lighthouse is a patch of wood panelling: get above it, glide off, turn back and smash through to the trophy behind.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: lighthouse balconyCollectible
Location
Founders' Island · Ryker Heights – From the Trade House, grapnel across to the upper circular balcony of the lighthouse (1760, 1676). The trophy is out in the open.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddle: three posed bodies on the waterfrontCollectible
Location
Founders' Island · Ryker Heights – Follow the waterfront from the lighthouse docks to (1919, 1560), under the airships. Three dead men are arranged there as if fishing: scan them.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
Report an issue
Riddler trophy: boards under the craneCollectible
Location
Founders' Island · Ryker Heights – Carry on through the undercity below Airship Beta to the crane at (1963, 1477), opposite the Fish Market. Boards cover a gap in the wall over the water beneath it: get onto the roof over them, glide off, turn back and fly through.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: Killinger's timed runCollectible
Location
Founders' Island · Ryker Heights – Drive to Killinger's Department Store in the undercity (2155, 1678) and grapnel onto the overhang above its door, where the cage shows 2147, 1492: a plate between two statues on the link joining the Logerqist Towers. Leave the Batmobile below the towers, grapnel up and stand on the plate. The timer gives you 30 seconds, so drop straight off the roof into the car, drive back and grapnel to the overhang; a dive on foot also works.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddle: October calendar above the half-built tunnelCollectible
Location
Founders' Island · Ryker Heights – Carry on through the undercity from Killinger's to the tunnel with half-finished walls at (2249, 1507). Walk in to the two spotlights in its middle, look straight up, and grapnel through the gap in the ceiling. Scan the October calendar in the small room above.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
Report an issue
Riddler trophy: Fishmonger sonar trailCollectible
Location
Founders' Island · Ryker Heights – Keep going through the tunnel to its far end (2214, 1467), where a green generator is fixed to the bay doors of The Grinning Fishmonger. From the Batmobile, pulse the Forensics Scanner and follow the painted question marks back through the tunnel to a ceiling fan. Stay in scanner mode, as dropping it may restart the trail, get up to the road and find the matching manhole, where the marks carry on to Bruford Tower. Shoot the green target at its base and go in for the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Riddler trophy: under the construction bridgeCollectible
Location
Founders' Island · Ryker Heights – You are already on the surface: drive to the part-lifted construction bridge at (2319, 1667), the ramp you jumped in the launcher mission. Drop into the ditch beneath it, where the trophy is stuck to the dirt wall.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: militia shield, Gotham Stock ExchangeCollectible
Location
Founders' Island · Ryker Heights – Drive to the Gotham Stock Exchange (2470, 1512). The shield is on the side of the monorail tunnel, right over the building's entrance.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
Report an issue
Breakable: militia shield, Lex Corp archwayCollectible
Location
Founders' Island · Ryker Heights – Drive past Lex Corp and down to the undercity entrance beneath it (2316, 1401). The shield is on the entrance archway.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
Report an issue
Riddle: the Batmobile at any spotCollectible
Location
Founders' Island · Ryker Heights – Right here will do, as any spot works. Summon the Batmobile, stay out of it and scan it. That closes everything Founders' Island allows for now.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs. It counts on the Founders' Island list, wherever you solve it.
Report an issue
Return to the Clock Tower to review the Batwing scansQuest step
Location
Bleake Island · Clock Tower – Pick the main story up on the mission wheel and go to the Clock Tower in Chinatown (2214, 2179). Climb to the top, use the secret entrance, work the bust to raise the computer, and hear out the calls. The alarm they raise can wait: one last side mission opens here, and the route takes it first.
Summary
The story's next report. The Batwing's results are waiting, and this talk announces the next main mission.
Report an issue
In From the Cold: the ship Nora, reach Mr. FreezeHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Miagani Island · The Nora – A notification adds this mission after the Clock Tower talk: Alfred sends coordinates, so pick it on the mission wheel and follow the waypoint to the lone island off Miagani. Find the soldier running the Boa Sentry Drone and hack his controller with the Remote Hacking Device, then clear the rest. In the ship's control room, dodge the Sentry Gun into cover, get behind it and disable it. Lift the lockdown by hacking in with the phrase cryogenics, then drop off the ship onto the ice and enter through the hole in its side.
Summary
The last Season of Infamy mission starts on an iced-up ship held by the militia, with Mr. Freeze below decks.
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In From the Cold: Chinatown wharf, question the lieutenantHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Bleake Island · Chinatown – Follow the tracker Freeze hands you to a wharf in Chinatown. Beat the militia and check the crate they were guarding, which proves a dead end. One soldier is still conscious: question him for the real location.
Summary
Mr. Freeze's tracker leads to a wharf, and the militia lieutenant there earns Cold Case.
Trophies
  • Achievement · SteamCold Case
  • Achievement · XboxCold Case
  • Bronze · PlayStationCold Case
Report an issue
In From the Cold: Otisburg rooftop, reach NoraHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Founders' Island · Otisburg – Follow the waypoint to the rooftop in Otisburg, held by snipers and a soldier wearing a Jammer Pack. Deal with the jammer first, using the Disruptor if you have bought that upgrade, then the snipers, then the rest. Walk to Nora's cryochamber for a scene.
Summary
The trail ends on a militia-held rooftop in Otisburg, and reaching the cryochamber earns Out in the Cold.
Trophies
  • Achievement · SteamOut in the Cold
  • Achievement · XboxOut in the Cold
  • Bronze · PlayStationOut in the Cold
Report an issue
In From the Cold: timed drive and the drone battle at the shipHidden spoiler – activate to revealQuest stepDLC: Season Of InfamyMinor spoiler
Location
Miagani Island · The Nora – A blast at the ship ices over the city and starts a 1:30 timer, which is generous: get in the Batmobile and drive back to the ship. Fight off the Rattler and Diamondback drones in Battle Mode. The second wave does not run out, so keep surviving until Freeze sets off what remains of the generator.
Summary
The end of In From the Cold: a race back to the ship and a tank battle. Surviving it earns The Resurrection and the Life.
Trophies
  • Achievement · SteamThe Resurrection and the Life
  • Achievement · XboxThe Resurrection and the Life
  • Bronze · PlayStationThe Resurrection and the Life
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Panessa Studios

The long story visit to Panessa Studios: the roof, the quarantine zone, Backstage and all three sound stages, with most of the building's Riddler challenges taken on the way. Then Merchant Bridge, a new militia wave in Chinatown and the first Riddler robot puzzles.

With In From the Cold behind you, the main story takes you from the ship back to the Studios, and this time the building opens up past the quarantine room. You carry the Remote Hacking Device, Disruptor, Remote Electrical Charge, Freeze Blast, Line Launcher and Explosive Gel, with the Power Winch, Forensics Scanner, EMP and Sonar on the Batmobile, and this stretch adds the Voice Synthesizer. You take 14 of the building's 21 Riddler trophies, all 3 riddles and all 15 breakable objects as you pass them, stage by stage. Left for later: the other seven trophies, which wait for a late return, and the Riddler robot puzzles away from Chinatown.

Stop Harley Quinn: clear the rooftopHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Panessa Studios · Studio roof – You finish In From the Cold at the ship, so reselect the main story on the mission wheel first. Follow the marker back to Bleake and the Panessa Studios roof door, past the red carpet (1804, 2880). Nine Thugs hold it, two of them armed: from a high perch, shoot both guns and the weapon crate with the Disruptor, then drop in and finish the fight.
Summary
Harley's Thugs have taken the Studios, and the mission the Batwing scans set up starts with the group at the roof door.
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Voice SynthesizerHidden spoiler – activate to revealKey itemMinor spoiler
Location
Panessa Studios · Studio roof – Try the panel by the elevator door after the fight: it refuses you and Batman takes out the gadget. Move the two sliders until Harley's voice comes through clean. Setting the left bar so its low point meets the third green bar down, with the bottom bar pushed fully left, should work. Then aim it at the panel.
Summary
A new gadget that copies a voice. It opens voice locks and gives orders to enemies, and the rest of this section leans on it.
Report an issue
Predator: Panessa rooftopQuest step
Location
Panessa Studios · Studio roof – Ten Thugs and a Minigunner spread over the roof, with two Sentry Guns at the elevator, and they add mines and turrets once a few go down. Use the floor vents and the Voice Synthesizer to pull men off alone, and the Disruptor on the minigun, leaving him for last. Blind one Sentry Gun with the Remote Hacking Device, disable the other, then disable the first, and use the panel again to ride down.
Summary
The panel brings out a bigger force, and the whole roof has to be cleared before the elevator will take you.
Report an issue
Fight through the quarantine zone with RobinHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Panessa Studios · Quarantine Cells – A shield Thug meets you at the elevator: stun him with the cape, then double-tap jump toward him. Use the Voice Synthesizer on the panel by the gate and join the fight beyond: fifteen Thugs and a Brute, so lean on team takedowns. Follow Robin to the middle of the lab, interrogate the Thug there and use the computer.
Summary
You fight alongside Robin and can switch between the two of you. What the Thug tells you here sets the next goal: three infected have escaped into the sound stages.
Trophies
  • Achievement · SteamBrotherhood of the Fist
  • Achievement · XboxBrotherhood of the Fist
  • Bronze · PlayStationBrotherhood of the Fist
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Save before you stop

Riddler progress inside the Studios may only be saved when you reach Backstage or go outside. Get to one of them before you quit.

Breakable: jack-in-the-box, passage to BackstageCollectible
Riddler trophy: gate room below the Quarantine windowCollectible
Location
Panessa Studios · Quarantine Cells – A locked gate in that passage has a trophy behind it. Go back into the Quarantine room and look high above the Batcomputer for arcing electricity. Fly a Remote Controlled Batarang through it, out of the barred window over the exit, down the stairs beyond and into the fuse box by the gate, then walk in and take the trophy off the floor.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: lights board above the gate roomCollectible
Location
Panessa Studios · Quarantine Cells – Climb the stairs behind that gate to a cage and a wall of ? lights. Every hit also flips the lights joined to that one by a line, and they must all go dark. Bottom-middle, bottom-left, middle-left, top-left does it with plain Batarangs.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: jack-in-the-box, Backstage side hallCollectible
Location
Panessa Studios · Backstage – Follow the passage on and use the door at its end, which plays a short scene. Go down the small stairs and take the left-hand way: the box is on the ground where the hall bends right. It may sit nearer the top of the stairs.
Summary
A jack-in-the-box, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: square robot statue in BackstageCollectible
Apprehend Christina Bell in Stage BHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Panessa Studios · Stage B – Behind the big statue only the Stage B gate is open. Kick in the doors with Robin and beat the seven Thugs, then in the corridor past the next door grapple across the gargoyles to get behind the Minigunner and start the team takedown. The stage itself is a predator room: ten Thugs and three Minigunners in waves, so keep Disruptor shots for the miniguns and spend your three co-op takedowns early. With the floor clear, go to the office door and press counter at the prompt.
Summary
The first of the three escaped infected to bring back. Stage B is the only way on for now.
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Riddler trophy: attic above the Stage B officeCollectible
Location
Panessa Studios · Stage B – In the office where the last step ended, grapple through the hatch in the ceiling. Cross the electrified floor with the Line Launcher and hop up to wire-walk near the far wall. Turn to the two steam vents above you, seal both with a Freeze Blast, grapple to the ledge behind them, follow it round and drop into the room with the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: weight block and weak wallCollectible
Location
Panessa Studios · Stage B – Back on the stage floor, Detective Mode shows a weak wall high on the west side. Grapple to the room with the motor below it and charge the motor to bring the metal plates down. Spray Explosive Gel on the right-hand plate, on the side facing the motor, then reverse the charge and detonate as it passes the wall. Grapple up for the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: jack-in-the-box, west side roomCollectible
Location
Panessa Studios · Stage B – Three small rooms line the south end of the stage, joined by vents. To reach the west one, drop through the floor grate at the top of the short stairs beside it and crawl along. The box is on the stacked cardboard boxes; note the dark ? above the vent you came out of.
Summary
A jack-in-the-box, one of the 90 breakable objects: five of them make one Riddler challenge.
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Breakable: jack-in-the-box, middle side roomCollectible
Location
Panessa Studios · Stage B – Take the next vent into the middle room, which has a caged trophy. The box is by the south wall, next to the caution tape.
Summary
A jack-in-the-box, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: middle room, south of the setCollectible
Breakable: jack-in-the-box, east side roomCollectible
Location
Panessa Studios · Stage B – Crawl through the last vent into the third room. The box is on the floor by the far wall, close to a steam vent.
Summary
A jack-in-the-box, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: ball in the pipe, east roomCollectible
Riddler trophy: fan at the Stage B setCollectible
Breakable: jack-in-the-box, hall to Stage BCollectible
Location
Panessa Studios · Stage B – Go out through the main doors of the stage into the corridor. Turn to face those doors: the box is on the ground by the right-hand wall, beside a bookshelf.
Summary
A jack-in-the-box, one of the 90 breakable objects: five of them make one Riddler challenge.
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Breakable: jack-in-the-box, before the Stage B doorsCollectible
Disruptor: Sabotage MedicUpgrade
Location
Panessa Studios · WayneTech menu – Buy it in the Gadget Tech tree of the WayneTech menu, for 4 points. Nothing in this section depends on it, so if you are short, take it the next time you level up.
Summary
A WayneTech upgrade you need only as the step before Sabotage Mine.
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Disruptor: Sabotage MineUpgrade
Location
Panessa Studios · WayneTech menu – It sits next to Sabotage Medic in the same tree, for 3 points, and Medic must come first. If it is not showing yet, the story unlocks it: check again later, and have it before you come back to the Studios.
Summary
Lets the Disruptor disable proximity mines. One Riddler trophy in Stage B needs it, and that trophy waits for the late return to the Studios.
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The five bombs in one circuit

A route for the Stage C bombs: the first is straight ahead as you leave the vent. Go down the stairs and right along the stage to one on a crate, right again to one against the wall opposite the entrance stairs, on to a crate opposite the second, then left of the entrance stairs. Each takes about five seconds, and the third has no cover, so start it just as he turns away. If he sees you, you go back to the last checkpoint.

Apprehend Johnny Charisma in Stage CHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Panessa Studios · Stage C – From the statue, go through the Stage C gate and stop just inside: a Minigunner waits behind bars round the corner. Grapnel into the ceiling vent to a side room, gel the weak wall, draw him to it with the Voice Synthesizer and detonate, then press the button opposite the gate. Walk up to the figure in the next room for a scene, go on to the mirror hall and try the keypad; after the security video the code is 0539. On the stage, disarm the five bombs as Robin while the target faces away, then take him down from behind.
Summary
The second of the escaped infected, and a stealth puzzle rather than a fight: Batman holds his attention while you play Robin.
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Breakable: jack-in-the-box, mirror hallway couchCollectible
Location
Panessa Studios · Stage C – You are free to look around once the scene ends. Walk back out to the hall with the mirror and the keypad: the box is on the couch that was straight ahead of you when you first came in.
Summary
A jack-in-the-box, one of the 90 breakable objects: five of them make one Riddler challenge.
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Breakable: jack-in-the-box, back officeCollectible
Location
Panessa Studios · Stage C – By the entrance to that same hall is a vent. Crawl through it to the office at the far end, where the box is waiting.
Summary
A jack-in-the-box, one of the 90 breakable objects: five of them make one Riddler challenge.
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Batmobile upgrade choice 3Upgrade
Location
Panessa Studios · Backstage halls – Head out of Stage C toward Backstage and the call comes on the way. The options depend on your earlier picks: take either, as no trophy rests on it. You collect it after the Studios.
Summary
Alfred offers another Batmobile upgrade. It costs you nothing, because the option you skip arrives later.
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Riddler trophy: eight generatorsCollectible
Location
Panessa Studios · Backstage halls – In the hall across from the Stage C entrance, charge the generator above the shutter to open it. Inside are a cage and eight generators under posters: fire at them in life order, from pregnant woman, baby, toddler, running child and graduate to suited man, old man and gravestone. Counted from the left, that is 1, 5, 7, 3, then 2, 4, 8, 6.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: jack-in-the-box, behind the weak wallCollectible
Location
Panessa Studios · Backstage halls – Beside that shutter there is now a weak wall. Blow it with Explosive Gel and step in: the box is against the wall next to the plate in the middle of the room.
Summary
A jack-in-the-box, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: vent course behind the weak wallCollectible
Location
Panessa Studios · Backstage halls – Stand on the plate and a red slate lifts off a wall vent. Send in three Remote Controlled Batarangs: first right then left for one ?, first right again for the second, then first right to pick up the charge and next right into the trophy room. Hit the fuse box high on the wall over the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Albert KingHidden spoiler – activate to revealBossMinor spoiler
Location
Panessa Studios · Stage A – Back in the central room, Thugs now stand behind the Stage A gate. Detective Mode shows a floor vent running to it: wait under the hatch and order one with the Voice Synthesizer to press the wall button. Beat the Brute and four Thugs, press the button at the end of that hall, and cross the next room, which has a scene of its own. Through the next door, keep clear of King and hit his seven Thugs to build your combo, then spend it on a Dual Team Takedown; in later rounds mash strike and counter at the prompt.
Summary
The third of the escaped infected, a fight you can only win with team takedowns.
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Riddler trophy: robot behind the Wild West backdropCollectible
Location
Panessa Studios · Stage A – With the room clear, grapple onto the sky backdrop behind the Wild West set, go right along it and drop to the wooden platform by the cage. Batclaw the ring on the robot's chest across from you to show a generator behind spinning plates. Time Remote Electrical Charge shots through the gaps until it blows.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: two turrets behind the backdropCollectible
Breakable: jack-in-the-box, Stage A officeCollectible
Location
Panessa Studios · Stage A – Go back toward the doors you came in by, where a small room opens on each side. Facing the doors, take the left one, which was on your right coming in. The box is in the corner under a row of coloured lights.
Summary
A jack-in-the-box, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddle: the Inferno poster in the Stage A officeCollectible
Location
Panessa Studios · Stage A – Stay in this office and scan the Inferno poster in the glass cabinet on the back wall. If it won't take, frame the boxes to its left in the same shot.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
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Breakable: jack-in-the-box, Stage A control roomCollectible
Location
Panessa Studios · Stage A – Cross to the room on the other side of the doors. The box is on top of the studio sound board.
Summary
A jack-in-the-box, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: Stage A colour lightsCollectible
Breakable: jack-in-the-box by the cactusCollectible
Location
Panessa Studios · Backstage halls – Leave through the Stage A doors. The box has only just been placed: it is on your right outside them, beside a cactus cutout.
Summary
A jack-in-the-box, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: electrified floor, three platesCollectible
Location
Panessa Studios · Backstage halls – This hall has a side path on each side. Facing Stage A, the right-hand one is a shutter: charge the generator above it. Step on the plate inside, then cross on the Line Launcher, firing a second line down the left-hand opening to reach the next plate. Ride back the same way, firing again down the side tunnel to the third plate, touching nothing else, and Batclaw the trophy off the wall.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddle: the Joker shrine behind the voice lockCollectible
Location
Panessa Studios · Backstage halls – Across the hall, the other side path ends at a voice lock. Use the Voice Synthesizer on it to lift the shutter, then scan the candle-lit statue with a Joker face on its TV.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
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Breakable: jack-in-the-box on the path to Stage CCollectible
Location
Panessa Studios · Backstage halls – Head to the main Backstage room and take the passage toward Stage C. Where it meets the wall at the junction, look left: another fresh box is on the ground.
Summary
A jack-in-the-box, one of the 90 breakable objects: five of them make one Riddler challenge.
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Breakable: jack-in-the-box by the Backstage floor gratesCollectible
Location
Panessa Studios · Backstage – Return to the main Backstage room and walk toward the way back to Quarantine. The last box is beside the floor grates, along the left-hand wall.
Summary
A jack-in-the-box, one of the 90 breakable objects: five of them make one Riddler challenge.
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Apprehend Harley QuinnHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Panessa Studios · Backstage – A locked gate with Thugs behind it bars the way to the lab. Use the floor vents to reach the hatch in sight of it and order a Thug to press the button, take Harley down at the prompt as she walks over the hatch, then beat two Brutes and eight Thugs, saving team takedowns for the Brutes. Carry her to the cells. After the scene, step into the empty cell beside Robin and look back and forth at the figure in the lab until the door opens. Walk out, return to that cell when Robin speaks, and press counter at his prompt.
Summary
The end of the assault on the Studios. A long scene follows at the cells with a few short actions inside it, so read this step through before you start.
Trophies
  • Achievement · SteamA Heart Broken in Two
  • Achievement · XboxA Heart Broken in Two
  • Bronze · PlayStationA Heart Broken in Two
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Riddle: Robin in the Quarantine CellsHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Panessa Studios · Quarantine Cells – Before you leave, go to Robin's cell, the first on the left from the elevator, and scan him. If the scan will not take, carry on: you can scan his weapons on the floor in front of that cell on a later visit.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
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Collect the Batmobile upgrade by Merchant BridgeUpgrade
Location
Bleake Island · Merchant Bridge – Ride the elevator back up and call the Batmobile. Take the road through the big arch at the edge of the Studios (1562, 3084) to the ground marker by Merchant Bridge, drive onto it or summon the car there, and walk to the doorway that opens. Friend in Need opens now and the story points at Miagani: leave both for now.
Summary
Fits the upgrade you picked in the Studios and finishes this stretch of the story.
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New militia sites and informants

The militia have moved back in across all three islands. New Riddler Informants are out on Bleake as well: interrogate the two or three you pass, because they mark what is left on the island, the Studios included.

Campaign for Disarmament: Chinatown roundaboutQuest step
Location
Bleake Island · Chinatown – Drive to the big roundabout in Chinatown (1802, 2421). Winch the mine to upload the virus and destroy the 32 drones that come, Dragons first because their splash damage is the worst of it. Winch it again and hold the revs in the orange to finish.
Summary
One of the 14 mines in the Campaign for Disarmament mission, which the full ending needs.
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Occupy Gotham: rooftop by the Chinatown roundaboutQuest step
Location
Bleake Island · Chinatown – Climb to the large rooftop just past the roundabout (1925, 2470). Play it as a predator room against eight soldiers, a Medic and two Boa Drones: drop the Medic first, hack the Boas with the Remote Hacking Device, and use the cable overhead to get behind people. Finish by putting Explosive Gel on the command console.
Summary
One of the 21 militia watchtowers in the Occupy Gotham mission, which the full ending needs.
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Bomb rioter: rooftop plate near the Chinatown hotelCollectible
Location
Bleake Island · Chinatown – Cross Chinatown to the rooftop plate near the rundown hotel (1651, 2221) and stand on it until the Riddler finishes. Fly a Remote Controlled Batarang over the crowd below until one turns red. Then steer a second through the arcing current under the neon orange Hotel sign and into him, or hit him with the Remote Electrical Charge.
Summary
One of the Riddler's six bomb rioters, each a single challenge, kept for both runs.
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Riddler Robot voice chipKey item
Location
Bleake Island · Chinatown – Go on to the balcony under a glass roof at the Chinatown end of the broken ACE Chemicals bridge (1632, 2099), beside a cage with an electrified floor. Get behind the robot standing there and take it down: with the Voice Synthesizer in your kit, Batman pulls out its voice module.
Summary
The module that lets the Voice Synthesizer command Riddler robots. Every robot puzzle in the city needs it.
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Riddler trophy: electric floor cage by the ACE bridgeCollectible
Location
Bleake Island · Chinatown – Hit the nearby ? with a Batarang to bring the robot back. From the glass roof, out of its sight, use the Voice Synthesizer to walk it across the electrified floor to the trophy, have it pick the trophy up, and walk it back to the balcony. Drop down and beat it to collect.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: sentry turret cageCollectible
Location
Bleake Island · Chinatown – Head across Chinatown to the same set-up on a building at (2006, 2166). From the glass roof, order the robot to destroy the first Sentry Gun inside the door, blind the second with the Remote Hacking Device, and quickly order the robot to fetch the trophy. Walk it back to the start and beat it; a Batarang on the ? revives it if you knocked it out early.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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The city sweep: Most Wanted and the Riddler's robots

The last full Militia wave and the Riddler's robot puzzles: a loop through Founders' Island, the end of Creature of the Night and Gunrunner, then Miagani from Mercy Bridge round to Wayne Tower, the Ferris wheel and Penitence Bridge.

Panessa is behind you and the Militia have moved back onto all three islands. The story's marker on Miagani can wait: nothing here closes, and this stretch clears what the last wave brought. You now hold the Voice Synthesizer and the Riddler robot chip on top of the Disruptor, Remote Hacking Device, Remote Electrical Charge and Line Launcher, with the Power Winch on the Batmobile, so most robot puzzles open up. New Riddler Informants are out on every island: interrogate them as you go. Save your WayneTech points for two upgrades: Sabotage Drone, listed just before the Otisburg checkpoint, and Fear Multi-Takedown x4, at the end of this section. Left for later: the rooms behind Airship Alpha's voice doors, and the final checkpoints, towers and mines, which have not appeared yet.

Riddler trophy: Panessa Studios roof platesCollectible
Location
Bleake Island · Panessa Studios – Before you leave Bleake, return to the Panessa Studios roof (1805, 2917), to the small platform where the story had you hack a junction box. From a nearby ledge, out of the robot's sight, order it onto the right plate, then glide down to the left plate and Batclaw the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Campaign for Disarmament: end of Perdition BridgeQuest step
Location
Founders' Island · Perdition Bridge – Drive over Perdition Bridge to the mine at its Founders' end (2136, 1907). Winch it to upload the virus and beat the 32 drones that answer, taking the Mambas first, as they fire down from the overpasses. Winch it again and hold the revs in the orange.
Summary
One of the 14 mines in the Campaign for Disarmament mission, which the full ending needs.
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Riddler trophy: robot storefront in the undercityCollectible
Location
Founders' Island · Drescher – Drive down into the undercity across from Divinity Church, to the storefront full of robots behind bars (2406, 1726). Order one onto the plate inside so the door to the right opens, go in and break the weak wall with Explosive Gel, then crawl the vent into their room. Beat every robot and Batclaw the trophy from the wall.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Own the Roads: Drescher street cornerQuest step
Location
Founders' Island · Drescher – Back at street level, make for the corner checkpoint at (2535, 1775). Just five soldiers hold it, the easiest on the island, so open with a Fear Multi-Takedown. Find the commander's pulsing body in Detective Mode and destroy his controller.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Riddler trophy: caged robot and turretCollectible
Location
Founders' Island · Drescher – Go on to the building near Penitence Bridge (2640, 1956), where a wire roof covers an electrified floor, and stay on that roof out of the robot's sight. Blind the Sentry Gun with the Remote Hacking Device, walk the robot to the trophy and back out, blinding the gun again if it recovers. Then drop down and beat the robot for the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Occupy Gotham: Otisburg rooftopQuest step
Location
Founders' Island · Otisburg – Head into Otisburg to the rooftop tower above the road out of Port Adams (2613, 1585). It plays as a small predator room with six soldiers and a Medic, so remove the Medic first, using the overhead cables, weak walls and corners. Finish by putting Explosive Gel on the command console.
Summary
One of the 21 militia watchtowers in the Occupy Gotham mission, which the full ending needs.
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Riddler trophy: robots under the pressCollectible
Location
Founders' Island · Port Adams – The Batmobile cannot enter Port Adams yet, so glide in to the open-topped container at (2990, 1360) with a cage and eight robots inside. Staying unseen, order them out onto the green patch under the hanging container, then hit its question mark with a Batarang to crush them. Repeat in batches if it helps: the cage opens when all eight are gone.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddle: Cobblepot Manor sign in OtisburgCollectible
Location
Founders' Island · Otisburg – Leave Port Adams for the Otisburg waterfront, near the fire station, and stop at Cobblepot Manor (2641, 1350). Scan the sign over its entrance.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
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Disruptor - Sabotage DroneUpgrade
Location
Founders' Island · WayneTech menu – Before the next checkpoint, open the WayneTech upgrades menu, which works anywhere, and buy this in the Gadget Tech tree, after Sabotage Medic. If you are short, the car route below should still work, so carry on and buy it as soon as you can, ahead of anything else.
Summary
A Disruptor upgrade that makes rigged drones blow up when they fire, and the safe answer to the two Sentry Drone checkpoints in this section.
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Own the Roads: Otisburg courtyardQuest step
Location
Founders' Island · Otisburg – Stay out of this courtyard on foot (2518, 1459): six Sentry Drones and three soldiers hold it. Call the Batmobile, circle the walls in Detective Mode for a panel, then use the Remote Hacking Device there, which clears the way in for the car. Shoot everything, then destroy the controller on the commander's body. If the car route fails, use the Sabotage Drone upgrade: rig the drones with the Disruptor from the rooftops, waiting for its shots to recharge, as there are more drones than shots.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Riddler trophy: ruined stairs above the Otisburg checkpointCollectible
Location
Founders' Island · Otisburg – Grapnel up the ruined building above the courtyard to (2516, 1403). The trophy sits in the open on a broken flight of stairs near the top.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: spiked wall trap, Otisburg checkpointCollectible
Location
Founders' Island · Otisburg – Back down in the cleared checkpoint, take the car to the middle of the site (2505, 1401). Winch the anchor there to tear its wall down, go in on foot, stand on the plate and Batclaw the trophy. A spiked wall then drops and rushes you: switch at once to Remote Batmobile Control and winch the anchor on its back until you can walk out.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: weak wall above the checkpointCollectible
Location
Founders' Island · Otisburg – Grapnel onto the building above the checkpoint (2560, 1418). The weak wall here is too high for Explosive Gel, so take Remote Batmobile Control, steer the car below until the wall is in view and break it with the 60mm Cannon. Climb into the gap for the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: scanner trail by Cobblepot ManorCollectible
Location
Founders' Island · Otisburg – Drive to the green panel on a building wall close to Cobblepot Manor (2640, 1391) and pulse it with the Forensics Scanner. Follow the question marks to the yellow bridge, winch it back into a ramp and jump it with the Afterburner onto the building opposite. Scan your way to the top, shell the green target and climb into the opening.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddle: Circus of Strange poster, Pretty Dolls ParlorCollectible
Location
Founders' Island · Pretty Dolls Parlor – Drive down into the undercity to the Pretty Dolls Parlor (2399, 1437). If you left the trophy behind its front counter on your first visit, get it now: take the floor grate by the next door and gel the weak wall at the end of the tunnel. Then take the stairs to the basement, pass through the door onto the circular walkway around the operating theatre where The Perfect Crime ended, turn back, and scan the poster on the wall by that door.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
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Riddler trophy: Lex Corp balcony robotCollectible
Location
Founders' Island · Ryker Heights – Straight above the parlor, Lex Corp has a green balcony (2369, 1435) with two plates, a gun robot and a cage. From a roof opposite, order the robot onto one plate, then drop onto the other. When it opens fire, throw down a Smoke Pellet and Batclaw the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: Wayne International Plaza balconyCollectible
Location
Founders' Island · Ryker Heights – Keep grappling up to the next tower along, Wayne International Plaza, and search its side balconies around (2259, 1332). The trophy is in the open on one of them.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: Gotham City Trains power boxCollectible
Location
Founders' Island · Gotham City Trains – Carry on to the half-built Gotham City Trains building (2238, 1100). The trophy sits in the open on a yellow power box on one of its floors.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddle: Wayne Manor from Gotham City TrainsCollectible
Location
Founders' Island · Gotham City Trains – Grapnel to the top of the same building (2272, 1077) and look west across the water. Scan the large lit mansion on the far shore: Wayne Manor.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
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Breakable: militia shield, Gotham City Trains car parkCollectible
Location
Founders' Island · Gotham City Trains – Drop into the car park beneath the building, call the Batmobile and drive to (2358, 1193). The shield is fixed overhead, under the overpass: break it with the 60mm Cannon.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: electrified plate roomCollectible
Location
Founders' Island · Ryker Heights – Drive to the run-down building by the docks (1976, 1510) and winch the anchor on its western side to pull a wall down, then climb in and leave the car hooked on. Stand on the green plate to open the cage, take Remote Batmobile Control and let go of the anchor so the wall rises behind you. Fire the Line Launcher across the room to the cage; touching any other plate locks it again.
Requires
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Creature of the Night: final cure and GCPDHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Founders' Island · Ryker Heights – Stay in Ryker Heights, the last place he flies. Listen for the screech, find the flying red skeleton in Detective Mode, then climb high and glide into him to give the final cure. Drive him to GCPD to end the mission, which leaves you on Bleake for Gunrunner.
Summary
The last stage of Creature of the Night, a Most Wanted mission: one more dose in mid-air, then a drive to the cells.
Trophies
  • Achievement · SteamScar of the Bat
  • Achievement · XboxScar of the Bat
  • Bronze · PlayStationScar of the Bat
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Riddler trophy: Chinatown sewer control roomCollectible
Location
Bleake Island · Chinatown sewers – Pick Gunrunner on the mission wheel for the call about a van near Mercy Bridge (it may instead be near Salvation Bridge). Tag it with the Disruptor, knock on its door and tail it from the rooftops, staying 150 to 200 m back, to the water treatment plant in Chinatown. The plant has no way in at street level, so drive into the sewer at (1951, 2403) and on to (1713, 2294), clear the room from the Batmobile, then climb the stairs on foot: the trophy is on a table in the room before the bollard switch.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Gunrunner: fourth cache, water treatment plantHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · Chinatown sewers – Pull the lever in the control room to lower the bollards, drive through, and winch the counterweight on the right-hand wall, backing up to open the door beside it. Go in on foot and grapple up the shaft to a wire ceiling with hatches, then drop on the biggest group with a Fear Multi-Takedown. You fight the thugs and their Brute alone here; afterwards, gel the cache in the vault and blow it.
Summary
One of the five weapons caches in Gunrunner, a Most Wanted mission the full ending needs.
Trophies
  • Achievement · SteamPractice Run
  • Achievement · XboxPractice Run
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Gunrunner: fifth cache, Nightwing and PenguinHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Founders' Island · AmerTek Building – This starts as soon as the fourth cache falls. Follow the marker to the AmerTek Building roof on Founders' Island; a scrambler blocks Detective Mode, so take the sniper first, then the six thugs. Use the switch by the elevator, drop down the shaft and through the lift's hatches, and crawl to the wire ceiling over a Sentry Gun. Blind it, disable it, pull the grate opposite and follow the vents to Nightwing, freeing him from behind the weak wall. Fight together, gel the cache, use the team takedown when Penguin steps in, and drive him to GCPD.
Summary
The last cache and the end of Gunrunner: free your partner and put Penguin in a cell.
Trophies
  • Achievement · SteamTouch of Death
  • Achievement · XboxTouch of Death
  • Bronze · PlayStationTouch of Death
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Own the Roads: Miagani end of Mercy BridgeQuest step
Location
Miagani Island · Kingston – From GCPD, take Mercy Bridge to the checkpoint on the Miagani side (2719, 2643). Seven soldiers and a Brute hold it, and one carries a Detective Mode scrambler, so open with a Fear Multi-Takedown. Then destroy the commander's controller.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Occupy Gotham: rooftop by Mercy BridgeQuest step
Location
Miagani Island · Kingston – Climb to the tower close by (2741, 2654), on the rooftop you know from the weapons trail. Eight soldiers and a Minigunner patrol it with a scrambler and mines: work from the overhead cables and the tunnels under the roof, take the scrambler when you can and leave the Minigunner for last. Gel the console to finish.
Summary
One of the 21 militia watchtowers in the Occupy Gotham mission, which the full ending needs.
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Riddler trophy: Mercy Bridge robot roomCollectible
Location
Miagani Island · Mercy Bridge – Drive under the bridge to the support at its Miagani end (2795, 2779), shoot the weak wall and climb in. From the ledge, fire a Remote Electrical Charge at the generator to slide the steam wall over, order the robot into the gap and fire again to crush him. Batarang the question mark at the back to rebuild him on the far side, then order him onto the plate to open the cage. If the switch stays dead his body is jammed in the wall, so repeat the crush.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Campaign for Disarmament: Kingston roadQuest step
Location
Miagani Island · Kingston – Back in the car, take the Kingston road to the mine at (2899, 2725). Winch it and beat the 22 drones, the easiest wave on the island, with dodges, cannon fire and the Missile Barrage. Winch it again and hold the revs in the orange.
Summary
One of the 14 mines in the Campaign for Disarmament mission, which the full ending needs.
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Own the Roads: Ranelagh Ferry TerminalQuest step
Location
Miagani Island · Kingston – Stay in the Batmobile for the checkpoint outside Ranelagh Ferry Terminal (2876, 2900), held by Sentry Drones and soldiers. On the road beside it, climb the stairs to a raised walkway, shoot over the barricades, then jump in to finish and destroy the commander's controller. If the car route fails, use the Sabotage Drone upgrade: rig the drones with the Disruptor before you go in.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Occupy Gotham: Bank of Gotham roofQuest step
Location
Miagani Island · Kingston – Climb to the Bank of Gotham roof (3034, 2822). Before the fight, use the Disruptor on the three weapon crates; then drop the Medic first and take care with the Combat Experts and the shielded Brute. Gel the console to finish.
Summary
One of the 21 militia watchtowers in the Occupy Gotham mission, which the full ending needs.
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Own the Roads: Grand Central AvenueQuest step
Location
Miagani Island · Grand Avenue – Drive to Grand Central Avenue, opposite the Klyce Theatre (3176, 2567). Five soldiers and two Medics hold this small enclosure: catch both Medics in a Fear Multi-Takedown if you can, or knock them out first. Then destroy the commander's controller.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Riddler trophy: Mainland Bridge gearsCollectible
Location
Miagani Island · Grand Avenue – On the way to Wayne Tower, stop the Batmobile at the roadblock by the raised end of Mainland Bridge (3339, 2980). Winch the anchor just until both gears turn, jump out and Batclaw the trophy as it rises past the gap in its tube. If you miss, let go of the anchor and try again.
Requires
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Friend in Need: Wayne TowerHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Wayne Tower – Pick Friend in Need on the mission wheel, drive into the Wayne Tower parking garage, stop by the elevator and ride it up. You play as Bruce Wayne at first: go to the office and try the computer, twice. Back as Batman, enter the office opposite the elevator and press counter the moment the prompt appears; the window is only a few seconds.
Summary
A short Most Wanted mission that Alfred adds after Panessa, when contact with Lucius Fox is lost.
Trophies
  • Achievement · SteamDouble Jeopardy
  • Achievement · XboxDouble Jeopardy
  • Bronze · PlayStationDouble Jeopardy
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Riddle: Wayne family portrait at Wayne TowerCollectible
Location
Miagani Island · Wayne Tower – Stay in the top-floor office, which is open to you from now on. Stand well back from the large family portrait left of the bar and scan it, not the small copy on the bar near the answering machine.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
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Own the Roads: Miagani shorelineQuest step
Location
Miagani Island · Miagani shoreline – Follow the coast from Wayne Tower toward the Ferris wheel to the balcony checkpoint at (3483, 2418). Six soldiers and a Boa Drone patrol it, so treat it as a small predator room, with silent takedowns and corners. Then destroy the commander's controller.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Riddler trophy: Ferris wheel dock platesCollectible
Location
Miagani Island · Bristol – Carry on to the dock by the Ferris wheel (3509, 2159), where three plates surround a cage and two robots wait, one armed. From a rooftop, unseen, order each robot onto a plate, glide to the third, drop a Smoke Pellet and Batclaw the trophy. If a third robot appears, send it to the last plate and grab the trophy from further off.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: under Penitence BridgeCollectible
Location
Miagani Island · Penitence Bridge – Last stop: under the Miagani end of Penitence Bridge (2871, 2070). Order the robot onto the lower plate, gel the two switches on the bridge support, then stand on the upper plate. Detonate and hit the other two switches with quick Batarangs: all four must fall within 3 seconds of each other.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Fear Multi-Takedown x4Upgrade
Location
Miagani Island · WayneTech menu – Open the WayneTech upgrades menu again and buy this in the Batsuit tree, once Sabotage Drone is yours. Keep points back afterwards for x5, the next buy.
Summary
One more target in a Fear Multi-Takedown, and the step before x5, which a later Panessa Riddler trophy needs.
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The seismic activity and the Port Adams subway

The last bomb rioter in Bristol, a battle at the Botanical Gardens, a return to Airship Beta, then Port Adams and the Subway under Founders' Island, with every Subway item on the way through.

You finish the last bomb rioter, then the story runs on with few stops. You carry the Remote Hacking Device, Disruptor, Remote Electrical Charge, Freeze Blast, Line Launcher and Voice Synthesizer, with the Power Winch, Forensics Scanner, EMP and Sonar on the Batmobile. Part-way through, gas covers the streets, and all side content waits until it lifts in the next section. Nothing is lost by waiting: every Riddler challenge and Most Wanted mission stays open, so during the gas the route does the story and only the Riddler items on its path. Left for later: the Port Adams yard items and one Airship Beta trophy, which need the gas gone.

Bomb rioter: Salvation Bridge overpassCollectible
Location
Miagani Island · Bristol – The last rioter is at the Miagani end of Salvation Bridge. Climb to the plate on the metal overpass with the road signs, joining two buildings above the road (3109, 1898). Fly a Remote Controlled Batarang over the street below until he is tagged. There is no live current here to charge a Batarang, so hit him with the Remote Electrical Charge.
Summary
One of the Riddler's six bomb rioters, each a single challenge, kept for both runs.
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Investigate the seismic activity on MiaganiQuest step
Location
Miagani Island · Grand Avenue – Set the main story on the mission wheel and drive to the marker in the centre of Miagani, on Grand Avenue. Clear any tanks around it, then park on the marked spot. A short scene runs, and a Batmobile battle starts a few seconds later.
Summary
The main story picks up again with strange tremors under Miagani Island.
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Stop the enemies attacking the Botanical GardensHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Botanical Gardens – The first wave is all tanks, among them the new Twin Rattlers with their double armour. Dodge the targeting beams, fire the Missile Barrage whenever it charges, and stay close to the gardens, where roots destroy some tanks for you. Five Cobras follow: take them one at a time from behind, hiding between kills. The trophy pops with the last Cobra.
Summary
A long Batmobile defence of the gardens, with a trophy at the end of it.
Trophies
  • Achievement · SteamCity of Fear
  • Achievement · XboxCity of Fear
  • Bronze · PlayStationCity of Fear
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Don't quit straight after this scene

The same reported bug as before: saving and quitting right after this Ivy scene can grey out the AR maps City Heat TT and Under the Pale Moonlight, so play on to the next autosave first.

Talk to Ivy at the Botanical Gardens treeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Botanical Gardens – Follow the marker back to the gardens, leave the Batmobile and go on foot to the top level. Interact with the marked tree for a long scene. You come out of it on foot, with gas over the streets and the Batmobile stranded in it on Grand Avenue.
Summary
A scene that changes the streets for the next stretch of the story.
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Side content waits until the gas lifts

From here until the gas clears, play only the story and the items listed. Nothing is lost by waiting: every Riddler challenge and Most Wanted mission will still be there afterwards. Stay on the rooftops. Dropping into the gas does no harm, but Batman just grapples back up to the nearest high point, and the mini-map is out.

Glide and grapnel over the rooftops to the airships above Founders', blinding any flying drones that get close. Climb the crane opposite Airship Beta's wrecked front and glide in; beat the Medic first and the shield Brute last. The door at the back wants Stagg's voice, so tune the Voice Synthesizer's two sliders until the sample is clear and use it on the panel (with a sample already taken, the door simply opens).

Interrogate Simon Stagg on Airship BetaHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Stagg Airships · Airship Beta: Biological Engineering – Through the voice door, Biological Engineering is a predator room: clear the two Boa Drones and their crew, starting with the Medics. Then scan the small glass cell in Detective Mode and follow the handprints to a hatch near the chimpanzee cage, and open it.
Summary
Back to the wrecked airship to find an answer to the gas. It ends with the Nimbus Power Cell.
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Riddler trophy: voice door, Biological EngineeringCollectible
Location
Stagg Airships · Airship Beta: Biological Engineering – Stay in this room. Go to the north-east corner of its lowest level and open the voice-locked door with the Voice Synthesizer. The trophy is inside.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: airlock lights, Subject TestingCollectible
Location
Stagg Airships · Airship Beta: Subject Testing – Backtrack to Subject Testing and follow the curved walkway to two Sentry Guns aimed at a shutter. Open the shutter with the Voice Synthesizer and tilt the ship with the Airship Stability Controls, so the crate behind it slides out and crushes the guns. In the room past them, open the airlock with its control and stand on the plate. Five lights run along Airship Alpha's side: fly a Remote Controlled Batarang into the right-most one as it lights up.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Send the Subject Testing crate overboardQuest step
Location
Stagg Airships · Airship Beta: Subject Testing – Back at the Airship Stability Controls, tilt the crate to where it started, then tilt the other way and keep ramming it into the window until it smashes through and falls. If the first tilt already sent it out of the ship, this is done. It stays where it lands, and you collect it once the gas has gone.
Summary
The crate that crushed the guns holds another trophy, and it can't be opened up here. Dropping it to the city is the only way to get it.
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Use the Nimbus Power Cell to repair the BatmobileQuest step
Location
Miagani Island · Grand Avenue – Go back to Beta's wrecked front. A Dragon drone now patrols there: blind it with the Remote Hacking Device and glide out. Fly to the marked roof on Grand Avenue, above the Batmobile, and press the prompt to drop in. Ease the old core out and the new one in very slowly, stopping whenever the lights turn yellow, and counter the attacker when the icon shows.
Summary
Puts the Batmobile back on the road, and lets it drive through the gas.
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Find Ivy's plant by Divinity ChurchHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Founders' Island · Drescher – With the mini-map out, follow the GPS route on the road to Founders'. There, go into Battle Mode and fire the Sonar: the roots show as white lines leading to a red dot in the graveyard at Divinity Church (2420, 1912). Park over the dot and hold the Sonar button for a blast. It fails, because the plant lies too deep, and the story sends you underground.
Summary
The next plant is on Founders' Island, and the repaired Batmobile can now reach it.
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Gain access to the subway network at Port AdamsQuest step
Location
Founders' Island · Port Adams – Follow the GPS to Port Adams (2945, 1450), park on the marked spot and wait for the gate. Fight tanks and flying Dragons round the yard, staying out of the red circles and leaving the missile launcher for last. Then hit the yellow ramp facing the centre with the Afterburner, jump the fence and win a second fight among the containers. Winch the marked door down, winch the elevator control inside and hold the revs in the orange to ride down. If the elevator won't move, drive in again and park in a different spot.
Summary
Port Adams finally opens to the Batmobile, with two big tank battles before the Subway. Buy any Batmobile armour you can first.
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Breakable: militia shield, above the fansCollectible
Location
Founders' Island · Subway – As you come off the lift into the first Subway room, look to your right and up. The shield is high on the wall above three spinning fans: break it with the 60mm Cannon.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: office desk, first Subway roomCollectible
Location
Founders' Island · Subway – Still in the first room, grapnel to the catwalk overhead and on to the roof of the control room high in the corner. Drop through the hole in its roof: the trophy is on the desk.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Subway: crawl under the security doorQuest step
Location
Founders' Island · Subway – Drive up the wall of the phase 1 tunnel to loop over the barrier and the gate in the floor, and stop at the locked security door. Get out, drop into the floor grate just before it and crawl to the far end. Blind the Rattler in front of the exit with the Remote Hacking Device, climb out and walk past it. Only one tank can be blinded at a time, so blind each one as you need it.
Summary
The car can't pass the security door, so you go on alone on foot.
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Riddler trophy: side passage, phase 3 tunnelCollectible
Location
Founders' Island · Subway – Carry on down the phase 3 tunnel, blinding the patrolling Rattler as it nears you. Halfway along, a side passage holds a third Rattler, parked. Take cover at the corner, blind it and step past: the trophy is behind it on the collapsed yellow lift.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Subway: pull the office leverQuest step
Location
Founders' Island · Subway – Further down, four more Rattlers are parked in your way. Blind the nearest, or Batclaw up to the supports overhead, and slip into the small office beyond them. Pull its red lever: the gate opens and the view switches to Remote Batmobile Control. Loop the car over the barrier and destroy the Rattlers.
Summary
Opens the security gate, so the Batmobile can come through to you.
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Subway: open the gate into the phase 4 tunnelQuest step
Location
Founders' Island · Subway – Rejoin the car, then use the lever at the next gate, ahead of the Rattlers you destroyed, to open the way into the phase 4 tunnel.
Summary
Puts you back in the Batmobile for the rest of the Subway.
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Breakable: militia shield, start of the phase 4 tunnelCollectible
Location
Founders' Island · Subway – Drive a short way into the phase 4 tunnel and look up on your right. The shield is on a sealed circular doorway, before the first ramp.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
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Breakable: militia shield, looking back past the first rampCollectible
Location
Founders' Island · Subway – Grapnel to the control room ahead, where the phase 5 tunnel starts, and work the Cargo Ramp controls to make the ramp usable. Drive up it and through the narrowing stretch, past the City Vision Construction logo. Stop at the next barrier and turn round: the shield is above the way you came.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: roof of the second ramp's control roomCollectible
Location
Founders' Island · Subway – Loop over the barrier along the tunnel roof, then loop over the hole with the water below it. Through the phase 6 tunnel you reach a second Cargo Ramp, with its control room across the gap. Grapnel over and climb onto that room's roof for the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: walkway over the subway stationCollectible
Location
Founders' Island · Subway – Set the ramp first: press the switch in the control room once, park the car on the ramp's raised end by remote so it tips down, and press the switch again to lock it. Return to the car, take a run-up, jump the gap with the Afterburner and drive up the stairs into the station. At its far end, before you break any wooden wall, grapnel to the walkway right above you.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Hold the Sonar blast for now

Don't use the Sonar in the cave yet. Finding the plant lifts you straight back to the surface, and the last Subway items would then need another trip down the Port Adams elevator. Take the next five items first.

Riddler trophy: beside the wooden rampCollectible
Location
Founders' Island · Subway – Three wooden walls block the end of the station. Smash the one on your left, drive up to the wooden ramp behind it and stop before you go off the edge. The trophy is to the right of the ramp.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: militia shield, cave wallCollectible
Location
Founders' Island · Subway – Now work clockwise round the cave. Drive ahead into the three-way junction and look high on the wall behind the big rock, near a blue light, for the shield.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: railed ledge, drainage roomCollectible
Location
Founders' Island · Subway – Keep driving into the drainage room with the brick walls and barred culverts. Grapnel to the ledge with a railing on the north side of the room.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: chair by the excavatorCollectible
Riddler trophy: support beam above the excavatorCollectible
Location
Founders' Island · Subway – In the same cave, grapnel up the walkways overhead to the very top. The trophy is on one of the support beams.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Cross the subway tunnels and release the plantHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Founders' Island · Subway – All twelve Subway items are done. Get back in the Batmobile, go into Battle Mode and fire the Sonar, following the roots to the red dot at their centre. Hold the Sonar button for the blast, and a scene lifts you back to the surface.
Summary
The end of the Subway run: the Sonar blast reaches the roots at last.
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Protect Poison Ivy and her plantsHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Founders' Island · Drescher – You surface at the Divinity Church churchyard with about forty machines closing in, including Dragons and a missile launcher. Stay near the church, where Ivy's plants destroy some of them for you. Shoot down rockets and Dragons with the Vulcan Gun, kill the Mambas as soon as they show, and leave the launcher until most of the rest are gone. A scene ends it.
Summary
The biggest tank battle yet, and the end of this stretch.
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Fear Multi-Takedown x5Upgrade
Location
Founders' Island · WayneTech menu – Buy this in the WayneTech upgrades menu, on the Batsuit list, as soon as you can afford it. It comes after Fear Multi-Takedown x4 and can be bought wherever you are, but have it before your next visit to Panessa Studios.
Summary
The last step of the Fear Multi-Takedown upgrade. A Panessa Studios trophy needs it: five robots down inside five seconds.
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Cloudburst and the drill tunnels

The Cloudburst tank on Bleake Island, the gas lifting, GCPD, the Port Adams yard, then Killinger's Department Store and the long shaft under it, down to the drill tunnels.

The gas stretch ends here: one boss on Bleake and a scene at the gardens, and the streets are yours again. Your kit is unchanged. Once the gas is gone the route calls at GCPD first, then takes the Port Adams yard and the crate from Airship Beta on the way to Killinger's Department Store, so you cross to Founders' only once. Killinger's leads down a five-level shaft in the Arkham Knight HQ: take everything on the way down. Left for later: the rest of the HQ, including new puzzles in this same shaft, and the Most Wanted sites the story has yet to bring out.

How the Cloudburst fight runs

Spend your points on Batmobile upgrades before you cross. The tank can't be hurt at first, so stay away from it and clear the Cobras. It then has four cooling systems to destroy one at a time, and a final core. Dying after one of them sends you back only to the last one you destroyed, not to the start.

Boss: the Cloudburst tankHidden spoiler – activate to revealBossMinor spoiler
Location
Bleake Island · Streets of Bleake Island – Drive onto Bleake: the bridges rise and stay up until the fight ends. Kill the six Cobras from behind, then scan the tank from outside its vision cone to mark the cooling systems. Sneak up, lock on and hit one with the 60mm Cannon, then run and break line of sight from its overload until the bar on screen empties, four times in all. Finish by shooting the exposed core with the cannon and Vulcan Gun, circling a block such as the Cauldron fire station, and press attack in the scene that follows.
Summary
The Arkham Knight's great tank, fought across the whole of Bleake Island, with a trophy for beating it.
Trophies
  • Achievement · SteamWho Rules The Night
  • Achievement · XboxWho Rules The Night
  • Bronze · PlayStationWho Rules The Night
Report an issue
Don't quit straight after this scene

The same reported bug again: saving and quitting right after an Ivy scene can grey out the AR maps City Heat TT and Under the Pale Moonlight, so play on to the next autosave first.

Return to the Botanical Gardens treeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Botanical Gardens – Follow the marker to the Botanical Gardens on Miagani, gliding if the Batmobile isn't to hand. Go up to the top level and interact with the marked tree for a scene. The gas clears, and the game then asks you to pick your next mission: pick the main story.
Summary
A scene at the gardens lifts the gas and gives you back the city.
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Meet the communications specialist at GCPDQuest step
Location
Bleake Island · GCPD Lockup – Drive to the GCPD in The Cauldron, down the garage ramp near (2330, 2599), and park. Go through to the Communications Room off Maximum Security and speak to Sergeant McAllister at the marker for a scene.
Summary
A lead from the GCPD radio room sets up the next story mission.
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The story's next marker is on Founders', and the next five items are on that island too. New tanks are on the streets now, so expect a fight or two as you drive.

Breakable: militia shield, Sionis containers by the gateCollectible
Location
Founders' Island · Port Adams – Drive to Founders' and in through the Port Adams gate (2945, 1450). Close by, the shield is on a stack of Sionis Industries shipping containers (3014, 1580): break it with the 60mm Cannon.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
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Breakable: militia shield, south-west corner of the yardCollectible
Location
Founders' Island · Port Adams – Drive counter-clockwise round the yard to (2911, 1220). The shield is on the crane in the corner, or it may be on the containers beside it.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
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Breakable: militia shield, far side of the yardCollectible
Location
Founders' Island · Port Adams – Carry on round to (3194, 1125). The shield hangs off the side of a crane, or it may be between the containers there.
Summary
A militia shield, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: three-anchor shipping containerCollectible
Location
Founders' Island · Port Adams – Go on to the shipping container with three anchors on its side (3270, 1288). Winch them out from right to left: each pulls a panel aside inside, and they soon creep back. With all three out, quickly fly a Remote Controlled Batarang through the gaps into the switch at the far end. A shutter lifts on the container: take the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: the crate fallen from Airship BetaCollectible
Location
Stagg Airships · Ryker Heights waterfront – Leave Port Adams and drive across Founders' to the Ryker Heights waterfront (2118, 1309). The crate you sent out of Beta's window has smashed here by the water, and the trophy is in the wreck. If the crate is not on the shore, go back to Beta, gliding from the crane into its wrecked front, and tilt it over in Subject Testing; if it has already gone from the ship, move on.
Summary
The last of the Stagg Airships' Riddler trophies, in the crate you dropped from Airship Beta. One of the Riddler's 243 challenges.
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Find Gordon: enter Killinger's Department StoreHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Founders' Island · Killinger's Department Store – Follow the marker to the locked shutter in the undercity below Ryker Heights, near (2155, 1678), and drop through the manhole in the street in front of it. Past the first corner, switch off the generator in the electrified water with the Remote Electrical Charge, cross, turn round and start it again to open the gate, then go up into the wall vent. From the vent, have the Voice Synthesizer order a soldier to press the wall button that lifts the shutter, and clear the room by Remote Batmobile Control. Climb out and open the fuse box left of the elevator to reach the fan shaft.
Summary
The way into the Arkham Knight's underground base runs through an old department store.
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Breakable: Spider Drone, first City Vision signCollectible
Location
Arkham Knight HQ · Ventilation Shaft – You stand on level 2 of a five-level shaft, above a huge fan. Look to your right: a Spider Drone is walking above a City Vision Construction sign. Hit it with the Remote Electrical Charge.
Summary
A Spider Drone, one of the 90 breakable objects: five of them make one Riddler challenge.
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Breakable: Spider Drone, across the shaftCollectible
Location
Arkham Knight HQ · Ventilation Shaft – Walk to the ledge on the right where the first drone was and look across the shaft. The next one clings to another City Vision sign on the far wall.
Summary
A Spider Drone, one of the 90 breakable objects: five of them make one Riddler challenge.
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Breakable: Spider Drone, above the entranceCollectible
Shaft: bring in the Batmobile and hang it on the winchQuest step
Location
Arkham Knight HQ · Ventilation Shaft – From the ledge, spot the weak wall across the shaft, take Remote Batmobile Control and break it with the 60mm Cannon. Grapnel and glide over to the hole and pull the lever on the panel on its left wall: the barriers at the front of Killinger's drop. Drive the car by remote into the lobby, winch the anchor on the ceiling and back slowly over the edge, so it hangs in the shaft. Look up, shell the weak wall at the top, and grapnel up through the hole as Batman.
Summary
The Batmobile has to come down the shaft with you, on a winch line from the lobby ceiling.
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Riddler trophy: worktable in Generator StorageCollectible
Riddler trophy: charge tubes behind the security doorCollectible
Location
Arkham Knight HQ · Generator Storage – Beside the spinning generator, hack the door's Riddler console with the Remote Hacking Device (password SEMICONDUCTORS). Inside, start the motor with the Remote Electrical Charge, then hit the switch with Batarangs to turn the tubes so the ball of charge reaches the cage.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Shaft: overload the first generatorQuest step
Location
Arkham Knight HQ · Generator Storage – Back in the first room, overload the generator with the Remote Electrical Charge: land five shots on its core and keep off the spinning covers. The first fan stops. Take Remote Batmobile Control, lower the car past the stopped fan to level 3, and shell the weak wall across from you, then the soldiers who come to it.
Summary
Stops the first fan, so the Batmobile can go on down the shaft.
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Breakable: Spider Drone, level 3 signCollectible
Location
Arkham Knight HQ · Ventilation Shaft – Glide down to the stopped fan. Between the two fans, on the wall of level 3, a Spider Drone clings to another City Vision sign: hit it with the Remote Electrical Charge.
Summary
A Spider Drone, one of the 90 breakable objects: five of them make one Riddler challenge.
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Breakable: Spider Drone, above the lobby doorCollectible
Location
Arkham Knight HQ · Ventilation Shaft – Grapnel to the hanging Batmobile and eject across to the hole you blew. Beat any soldiers left, find the draped doorway to the lobby and look above it.
Summary
A Spider Drone, one of the 90 breakable objects: five of them make one Riddler challenge.
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Grapple to the ledge in the small alcove on the right and into the shut-down elevator. Use the Remote Electrical Charge on its generators to ride down as far as it goes, to the Maintenance Sector on level 4, and blow the weak wall there with Explosive Gel. The two soldiers beyond carry stun sticks: don't hit them head on, but vault them or stun them with the Charge. Flip the switch to open a side door back into the main shaft. From this lift you can also try a later item now: send it back up with the Charge and drop into the shaft below it. If a ledge there holds a trophy, take it, and tick "Riddler trophy: under the last elevator" when the guide reaches it.

Riddle: rabbit-masked mannequins, Maintenance SectorCollectible
Location
Arkham Knight HQ · Maintenance Sector – You are back in the main shaft. Before going on, look across for the shop window full of mannequins in rabbit masks and scan them.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning the answer, kept for both runs.
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Breakable: Spider Drone, east hallCollectible
Location
Arkham Knight HQ · Maintenance Sector – Head into the east side room. As you go under the arch into the hall, the drone is on the wall to your left.
Summary
A Spider Drone, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: rotating wheel behind the ventCollectible
Location
Arkham Knight HQ · Maintenance Sector – Grapnel up to the ledge with the Arkham Knight flag and clear the soldiers; a Charge on the generator there can do it for you. Before you use the Building Access Controls, crawl through the vent to a hidden room. Turn the wheel with the Remote Electrical Charge on its motor: clockwise for most of the way, then back to bring the ball to the hole.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: weak wall up the elevatorCollectible
Location
Arkham Knight HQ · Maintenance Sector – Use the Building Access Controls to open the elevator close by. Step in, hit its motor with the Remote Electrical Charge to ride to the top, and blow the weak wall with Explosive Gel. The trophy is behind it.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Ride that elevator down to the Briefing Room on level 5. Hop off into the side cubby, send the lift back up with the Charge and drop below it. Grapple to the ledge over the door, pull the vent cover off the wall, crawl along the wires and drop down behind the big screen. Take down the leader standing in front of it to disarm his vest, then fight the room: Medics first, and the Charge for the stun sticks.

Breakable: Spider Drone, Briefing RoomCollectible
Riddler trophy: on the bar signCollectible
Riddler trophy: behind the red curtainCollectible
Location
Arkham Knight HQ · Briefing Room – Turn round and walk to the elevator doors you couldn't pass earlier. The trophy is in the open beside a mannequin, behind the large red curtain.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: Spider Drone, Construction Access hallCollectible
Location
Arkham Knight HQ · Construction Access – Open the fuse box in the Briefing Room and go through to the Construction Access hall. Before the main chamber, look up on your right: the drone clings to the broken window of a bookstore front.
Summary
A Spider Drone, one of the 90 breakable objects: five of them make one Riddler challenge.
Report an issue
Breakable: Spider Drone, under the second elevatorCollectible
Location
Arkham Knight HQ · Construction Access – Past the weak wall the game shows you, which waits for the Batmobile, drop to the bottom of Construction Access and take the western passage. Blind the Sentry Gun there with the Remote Hacking Device, step into the elevator shaft opposite it and look straight up. The drone is on the underside of the elevator.
Summary
A Spider Drone, one of the 90 breakable objects: five of them make one Riddler challenge.
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Shaft: overload the second generatorQuest step
Location
Arkham Knight HQ · Maintenance Sector – Grapnel up the shaft before the gun recovers, to the generator room back on level 4. Overload this generator the same way, five shots on the core, and the second fan stops.
Summary
Stops the second fan, the last thing between the Batmobile and the bottom of the shaft.
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Riddler trophy: console under the glass floorCollectible
Location
Arkham Knight HQ · Maintenance Sector – In the same room, the locked door to your left has a Riddler console: hack it (password UNDERNEATH). Step in, look down through the glass floor and hack the switch below to lower the bars, then Batclaw the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Lower the shaft floor and reach the drill tunnelsQuest step
Location
Arkham Knight HQ · Construction Access – Take Remote Batmobile Control and lower the car all the way to the bottom of the shaft. Winch one of the anchors around the room to turn the floor down to its lowest point. Destroying the Sentry Gun in the passage from the car is optional, but it makes Batman's way back to the car safe. Get in, shell the weak wall above the main room, winch the opposite way to raise the floor level with it, and drive through. Open the fuse box beside the door into the tunnels.
Summary
The last job in the shaft: with the fans off, the Batmobile can get to the bottom and out.
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The three mined tunnels

The north tunnel has three ramps to jump. The east tunnel has a set path with spinning fan blades near its end. In the south tunnel stay about halfway up the left wall, and drop to the floor to get round the stopped fan.

Boss: the ExcavatorHidden spoiler – activate to revealBossMinor spoiler
Location
Arkham Knight HQ · Excavator Tunnels – Drive the tunnel walls and jump the ramp with the Afterburner to start the fight, then turn and flee at once. In the maze that follows, three tunnels marked in red run off the map: wait at each entrance until the Excavator comes, shooting it if it hangs back, and lead it down to the mines at the end. The trophy pops after the third. Then winch the fan down at the door now open in the north-west corner, and use the Batmobile eject when control returns.
Summary
The Arkham Knight's drilling machine. A single touch is fatal, so you lead it onto mines instead of shooting it down.
Trophies
  • Achievement · SteamJudgment Day
  • Achievement · XboxJudgment Day
  • Bronze · PlayStationJudgment Day
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Arkham Knight HQ and the Riddler's end

The story stretch under Founders' Island ends, then one loop of the city takes the last seven checkpoints, Airship Alpha's voice doors, every wing of the Arkham Knight HQ and Panessa's last trophies, and finishes the Riddler for good.

You carry the Remote Hacking Device, Disruptor, Remote Electrical Charge, Freeze Blast, Line Launcher and Voice Synthesizer, and you can command Riddler robots. Fear Multi-Takedown x5 and the Disruptor's Sabotage Mine and Sabotage Drone upgrades are already bought. The first seven items finish the story here. After them the story waits while you clear everything the Riddler has left, up to all 243 challenges and his last fight. Left for later: the final watchtowers and mines, which appear only after the next stretch of the story.

The Batmobile is gone

The Arkham Knight destroyed the Batmobile as you ejected from the Excavator, so you cannot call it here: leave the wreck below and do not drop down to it. Until a replacement arrives, after the rooftop, you get around on foot with the Grapnel, the vents and the HQ's lift.

Riddler trophy: cave wall after the ExcavatorCollectible
Location
Arkham Knight HQ · HQ Center – You are on foot in the tunnel where the drill chase ended. Grapple to the ledge above, and before you walk into the maintenance hallway turn round: the trophy is on the cave wall across from you, so pull it over with the Batclaw. If you miss it, the floor vents on the raised central platform of HQ Center lead back here later.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Reach Gordon in the Arkham Knight HQHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Arkham Knight HQ · HQ Center – From that ledge follow the hallway, climb the next ledge and crawl on until you are under the floor of a guarded room. Burst out with a Fear Multi-Takedown aimed at the two Medics, then beat the eight Combat Experts and the armed Soldier, disarming him each time he reaches a gun. Walk to the figure in the chair and interact: a scene starts the next fight.
Summary
The end of the trail that started at Killinger's: clear the room where the Commissioner is held.
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Arkham Knight (sniper duel)Hidden spoiler – activate to revealBossMinor spoiler
Location
Arkham Knight HQ · HQ Center – Stay out of his red laser, get directly below his perch and grapple up, four times. Rounds 2 and 3 add six Soldiers and a Boa Drone you can blind but not hack, and all the Soldiers must fall before the perch counts; after each of those rounds a shutter closes, so grapple to the small gap in the door before the timer ends. In round 4, creep up the crates in the last room and blind its two Sentry Turrets as you pass.
Summary
A long stealth duel in four rounds, with no Batmobile to hide in. He snipes from a high perch and moves after each round.
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Capture the ScarecrowHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Arkham Knight HQ · HQ Center – Walk back to the chair and free Gordon. Four Soldiers and a Brute with shock sticks come out of the lift: hit the Brute with the Remote Electrical Charge before you touch him. Then step into the lift with Gordon, ride it to the roof and walk out. The scene that follows plays without you.
Summary
The hunt for Scarecrow reaches the roof of the HQ.
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Second Batmobile (level 4 Missile Barrage)Hidden spoiler – activate to revealKey itemMinor spoiler
Location
Founders' Island – When the scene ends you are in a Founders' Island street with drones closing in. Take the Batmobile's remote control as soon as the game offers it, and the new car drives in.
Summary
A replacement Batmobile with every weapon fitted, including the last upgrade: a Missile Barrage that locks up to ten targets.
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Choice of WeaponsAchievement
Location
Founders' Island – In the drone fight on this street, hit tanks with the Vulcan Gun, the 60mm Cannon, the Missile Barrage and the EMP, and get a kill with a drone hacked by the Drone Virus. The last three each spend an energy bar, and killing tanks refills them. Any later tank fight counts too, the AR maps included, so a miss here costs nothing.
Summary
Trophy for landing all five Batmobile weapons in a single tank fight. They are all fitted now.
Trophies
  • Achievement · SteamChoice of Weapons
  • Achievement · XboxChoice of Weapons
  • Bronze · PlayStationChoice of Weapons
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Protect your ally from the drone tanksHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Founders' Island – The remote link will not reach far, so fight close to Batman, dodging often. Fire the Missile Barrage early and shoot down incoming rockets with the Vulcan Gun. When the last tank falls, park on the marked space, carry your ally to the car as Batman, then drive into the GCPD car park and stop at the marked spot.
Summary
Scarecrow's ambush: 24 drone tanks on an open street. Beating them earns Fear of Success, and the drive to GCPD afterwards opens free roam.
Trophies
  • Achievement · SteamFear of Success
  • Achievement · XboxFear of Success
  • Bronze · PlayStationFear of Success
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The story now points at the Clock Tower. Leave it until the end of this section: the militia wait, and nothing here closes. A few last Riddler Informants appear around the city, and the last seven checkpoints go up. The loop below runs from Chinatown over to Miagani and Founders', back to Bleake, and out to the orphanage.

Own the Roads: Sentry Drones near Perdition BridgeQuest step
Location
Bleake Island · Chinatown – Leave GCPD for Chinatown and the road down to Perdition Bridge (2155, 2143). Two Sentry Drones and six armed Soldiers hold a yard with only breakable crates for cover. Shoot each drone with the Disruptor, let it spot you and it blows up. Clear the site, then find the commander's pulsing body in Detective Mode and destroy his controller.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Own the Roads: deck by Perdition BridgeQuest step
Location
Bleake Island · Chinatown – Just along the road (2055, 2068), two Soldiers and a shock-stick Brute stand on a deck above the way to the bridge. Beat them, hack the console there, then follow its wires round the side of the building in Detective Mode to an opening and surprise the last two inside. Destroy the controller on the commander's pulsing body.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Own the Roads: the big fight near the Clock TowerQuest step
Location
Bleake Island · Chinatown – Head for the Clock Tower side of Chinatown (1955, 2322). This is one of the hardest fights in the game: ten Soldiers, two Medics, two Combat Experts and two Brutes. Jam their guns with the Disruptor from the cable above, open on the Medics with a Fear Multi-Takedown, and stay away from the end with two Sentry Turrets. Then destroy the controller on the pulsing body.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Own the Roads: three turrets by the Clock TowerQuest step
Location
Bleake Island · Chinatown – Past the tower (1759, 2271), one Soldier waits among three Sentry Turrets and stays put unless alerted. Blind a rotating turret from the end and dismantle it, blind the other rotating one and dismantle the fixed one in the middle, then finish the last. Take down the Soldier and destroy the controller on his body.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Own the Roads: Elliot Memorial HospitalQuest step
Location
Miagani Island · Bristol – Cross Mercy Bridge and drive to the hospital at the end of Penitence Bridge (2959, 2179). The checkpoint is on the second floor, with eight Soldiers and two Brutes. Take the small ramp on the road beside it and shoot in from the Batmobile, then go in to finish. Destroy the controller on the pulsing body.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Own the Roads: under the Botanical GardensQuest step
Location
Miagani Island · Bristol – Drive to the Botanical Gardens (3167, 2241): the checkpoint sits under the building, with two Sentry Drones and eight armed Soldiers. Climb the overpass beside it, above the tunnel from early in the story, and fire under the building and over the barricade from the Batmobile. Drop in to mop up and destroy the controller on the pulsing body.
Summary
One of the 20 militia checkpoints in the Own the Roads mission, which the full ending needs.
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Riddle: red flower at the Botanical Gardens treeHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Miagani Island · Bristol – From the checkpoint, climb to the top level of the Botanical Gardens (3157, 2205), to the spot where you last spoke to Ivy. A single red flower now grows in front of the tree. Stand back a little and scan it.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning its answer, kept for both runs.
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Own the Roads: undercity by Airship AlphaQuest step
Location
Founders' Island · Ryker Heights – Cross to Founders' Island and go down to the undercity of Ryker Heights, just by the Stagg Airship Alpha map marker (2045, 1631). Vents at both ends lead into tunnels under the site. Blind the Sentry Drone first and keep it blinded, then pick off the nine armed Soldiers from below. Before the last step, make sure The Real Deal and Savage Metal have popped, as vehicle patrols may stop once this mission ends. Clear the site, then find the commander's pulsing body in Detective Mode and destroy his controller.
Summary
The last of the 20 militia checkpoints. Destroying this controller finishes Own the Roads and earns Streets of Gotham.
Trophies
  • Achievement · SteamStreets of Gotham
  • Achievement · XboxStreets of Gotham
  • Bronze · PlayStationStreets of Gotham
Report an issue
Riddler trophy: junction box shutterCollectible
Location
Founders' Island · Ryker Heights – Bring the Batmobile round to the checkpoint you just cleared. Right beside it (2068, 1676), a cage hangs on the wall across from a junction box. Winch the box and hold the revs in the orange: a shutter opens on a robot by a plate. Order it onto the plate with the Voice Synthesizer and Batclaw the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Super Eject Level 2Upgrade
Location
Founders' Island · WayneTech menu – Open the WayneTech upgrades menu wherever you are and buy it in the Batmobile tree, taking the level below first if you skipped it. Any time before the AR maps will do.
Summary
A higher, longer Batmobile eject. A glide off it later unlocks an AR map, and this level should be enough.
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The gas is long gone, so Airship Alpha's voice doors are safe to visit. This is its last visit: four challenges wait behind them.

Riddler trophy: turret corner past the voice doorCollectible
Location
Stagg Airships · Airship Alpha: Cargo Hold – Climb to a tall Founders' rooftop such as Wayne International Plaza (near 2259, 1332), glide to Airship Alpha and drop through the service hatch on its roof. Go down through the ship to the lowest floor of the Cargo Hold and aim the Voice Synthesizer at the two voice locks, letting Batman calibrate Stagg's voice if he asks. Open the right-hand door, or the left if that is not the one with a hallway behind it. At the junction a Sentry Turret guards the trophy down the left path: blind it, disable it and take the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: Insect Crate, far end of the voice hall junctionCollectible
Location
Stagg Airships · Airship Alpha: Cargo Hold – Walk to the other end of the junction hallway from the turret, past the new Airship Stability Controls. Pull the crate apart with the Batclaw.
Summary
An Insect Crate, one of the 15 breakable objects on the Stagg Airships. Every five you smash completes one Riddler challenge.
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Riddler trophy: glass room behind the falling crateCollectible
Location
Stagg Airships · Airship Alpha: Cargo Hold – Use the Airship Stability Controls in the middle of this hall and tilt right to shift a big crate overhead. Walk back along the hall to the small room on your left, stand on its table and blow the weak ceiling with Explosive Gel so the crate falls in; if it blocks the way, tilt the other way. Keep tilting the airship one way and the other until the crate smashes the glass wall, then Batclaw the trophy off that room's ceiling.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: over the red platesCollectible
Location
Stagg Airships · Airship Alpha: Cargo Hold – Stand at the Stability Controls again and grapple through the service hatch in the ceiling. Stepping on the red pressure plates in this room shuts the far hatch, so fire the Line Launcher across them and get straight onto the wire. Walk it to the far end, grapple through the hatch and up to the ledge for the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Two entrances, two maps

The HQ is two maps that do not join. The Arkham Knight HQ (South) marker is the rooftop elevator down to HQ Center and its four wings, named HQ North, East, South and West. The Arkham Knight HQ (North) marker is Killinger's and the ventilation shaft. Do the wings first, then come up and go round.

Breakable: Spider Drone, glass ceiling in HQ NorthCollectible
Location
Arkham Knight HQ · HQ North – Glide from Alpha towards the Arkham Knight HQ (South) marker (near 2407, 1648) and take the elevator on the skyscraper roof down to HQ Center. The shutters are up now. Walk down the lower stairs into HQ North and look up: hit the drone on the glass ceiling with the Remote Electrical Charge.
Summary
A Spider Drone, one of the 90 breakable objects: five of them make one Riddler challenge.
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Riddler trophy: under the buffet counterCollectible
Riddler trophy: memory wall in the kitchenCollectible
Location
Arkham Knight HQ · HQ North – Right at the back of this level, in the kitchen, sixteen panels cover the wall. Hack them two at a time and match all eight pairs; wrong guesses cost nothing. Then Batclaw the trophy from its cage.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: Spider Drone, red map in HQ EastCollectible
Riddler trophy: planter at the back of HQ EastCollectible
Riddler trophy: double charge tubesCollectible
Location
Arkham Knight HQ · HQ East – Near the middle of the south wall, hack the Riddler console by the bay door (password CONDUCTIVITY). Inside, the motor sends two charges up the tubes at once. Set the first tubes, fire the Remote Electrical Charge at the motor, then Quick-Throw Batarangs at the two switches, starting with the right charge and alternating. The last moves shift a tube with a charge still in it. Batclaw the trophy when the cage opens.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Breakable: Spider Drone, scaffolding in HQ SouthCollectible
Riddler trophy: two turrets and a robotCollectible
Location
Arkham Knight HQ · HQ South – Along the east wall of this upper level, hack the console by the bay door (password ROBOTICS). Inside are two Sentry Guns, a Riddler robot behind a fence, a pressure pad and a cage. Blind the right gun, order the robot with the Voice Synthesizer to destroy the left one, blind the right gun again, then stand on the pad and Batclaw the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: Spider Drone, behind the HQ South escalatorCollectible
Riddler trophy: nook under the weak floorCollectible
Riddle: fear bugs in the HQ South shopfrontCollectible
Breakable: Spider Drone, high wall in HQ WestCollectible
Riddler trophy: rotating box in HQ WestCollectible
Location
Arkham Knight HQ · HQ West – On this upper level a rolling cage sits in a big square box. Fire the Remote Electrical Charge at the motor beside it to turn the box and walk the ball to the exit: three attract shots, four repel, then three attract should do it. Break the cage open at the end.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
Report an issue
Breakable: Spider Drone, over the HQ West seatingCollectible
Riddler trophy: planter behind the HQ West seatingCollectible
Riddle: photo board by the HQ West ammo cratesCollectible
Location
Arkham Knight HQ · HQ West – Head for the lower-level way out of HQ West. A long stack of militia ammo crates runs along the wall, and beside it hangs a small board covered in photos of Batman. Scan the board.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning its answer, kept for both runs.
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Take the elevator back up to the roof and head for the Arkham Knight HQ (North) marker: Killinger's, in the undercity near (2155, 1678). Bring the Batmobile, because one puzzle here needs it. Five new puzzles have appeared since the story took you through.

Riddler trophy: TV timing puzzle above the ball rampCollectible
Location
Arkham Knight HQ · Ventilation Shaft – Drive through Killinger's into the shaft at level 2, where a huge ball ramp faces you across the drop. Leave it for now and grapple or Line Launch to the small alcove above it. Hit the switch on the screens to start, then throw a Quick-Throw Batarang just as the circle crosses the green question mark. Land three, not necessarily in a row, then Batclaw the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: Batmobile ball rampCollectible
Location
Arkham Knight HQ · Ventilation Shaft – Back in the Batmobile, attach the Power Winch to the ceiling Anchor Point and lower yourself onto the big pressure plate facing the ramp, near level 3. Shoot each lit switch with the Vulcan Gun as the ball nears it, so it drops a level and does not fall out. Then the same with two balls, alternating between them. When both reach the bottom, glide over and Batclaw the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: three gears between the fansCollectible
Location
Arkham Knight HQ · Ventilation Shaft – Standing on the first fan, look down: the gear puzzle is on the wall between the two fans. Hack each Remote Switch to turn its gear and Batarang the side switch to change direction, always turning towards the wall side, not the opening, or the ball rolls out. Line the buckets up at the top before you start, and collect the trophy at the bottom.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: turret, vent and fuse box on level 5Collectible
Location
Arkham Knight HQ · Construction Access – Drop to level 5 and go to the west side wing, where a Sentry Gun guards a cage behind a gate. Blind it and step on the pressure pad to open a small vent. Send a Remote Controlled Batarang left, then straight on and right to the switch at the dead end. Blind the gun again and send a second one through the arcing electricity and round into the fuse box by the gun. The gate lifts: disable the gun and take the trophy. If the gun has gone, just skip the blinding.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: under the last elevatorCollectible
Location
Arkham Knight HQ · Maintenance Sector – At the bottom of the shaft, look up at the south wall. The rubble in the hole there is the caved-in Excavator tunnel, so ignore it: above it, grapple to the ledge into the southern room of the Maintenance Sector. Send the elevator there upward with the Remote Electrical Charge, then drop into the shaft below it: the trophy is on the ledge.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddle: Deathstroke's picture at GCPDHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Bleake Island · GCPD Lockup – Leave the HQ and head back to Bleake Island and GCPD, down the garage ramp near (2330, 2599). Go through to the Communications Room off Maximum Security. Deathstroke's picture is now pinned to the board with the Arkham Knight and Scarecrow: scan the board.
Summary
One of the Riddler's 243 challenges: a riddle solved by scanning its answer, kept for both runs.
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If the Quarantine Cells riddle is still open

You pass the cells on the way in. If the riddle there would not solve earlier, scan Robin's weapons on the floor in front of his cell, the first on the left from the elevator. Last resort, if neither scan works: carry on, finish the story, scan the weapons in free roam, then fight the Riddler before Knightfall.

Riddler trophy: five robots behind the weak wallCollectible
Location
Panessa Studios · Backstage – Make for the roof door on Panessa's red carpet (near 1804, 2880) and ride the elevator down to the Quarantine Cells. On the way to Backstage, the door on the left at the foot of the small stairs has unlocked. Inside, take the vent to the soft wood panel behind five Riddler robots and use the full Fear Multi-Takedown to hit all five within a few seconds. Too slow, and you leave the room and try again.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: Poseidon statue dialCollectible
Location
Panessa Studios · Backstage – In the middle of the main Backstage room the Poseidon statue now holds a generator, with a switch and a cage. Charge the generator to turn the statue and charge it the other way to stop it; a Batarang on the switch reverses it. Stop the arrow on the Stage B plate, then Stage A, then Stage C, and never let it cross the Reset plate by the cage.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: robot and sabotaged gun lockerCollectible
Location
Panessa Studios · Backstage – Take the corridor towards Stage C and turn left at the junction. Seal the steaming pipe overhead with the Freeze Blast and grapple to the ledge it was blocking, above a Riddler robot and a gun locker. Sabotage the locker with the Disruptor, then order the robot to open it with the Voice Synthesizer. It blows up, and the cage opens.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: mirror cage at Stage CCollectible
Location
Panessa Studios · Stage C – Go on to Stage C. A new cage stands by the mirror in the corner of the entrance room, and the mirror shows a switch above the vent behind you, which shuts off if Batman faces it. Crawl through the vent to the room at the far end, then steer a Remote Controlled Batarang back through the vent and into the switch.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: colour memory on the Stage C turntableCollectible
Location
Panessa Studios · Stage C – Walk into the main room, where a cage sits on the turning centre stage, and press the green buzzer. Words flash up: follow the colour of the lettering, not the word, and hit the matching switches with Batarangs. The answers are blue, green, red, yellow; next yellow, green, blue, blue, yellow, red; and finally green, blue, yellow, red and then blue, red, yellow, green. Leave a beat between throws at the same switch.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Riddler trophy: Stage C slot machineCollectible
Riddler trophy: mines under the Stage B stairsCollectible
Location
Panessa Studios · Stage B – Go to Stage B and its main stage room, to the north-west corner with the stairs up to the control room. On the landing at their foot, drop through the service hatch. Disable the two proximity mines with the Disruptor's Sabotage Mine, then run and slide under the gap to the trophy.
Summary
One of the Riddler's 243 challenges, collected once and kept for both runs.
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Check the count before you drive out

Every challenge should be done now. Open the Riddler progress screen: each area should read complete. If one does not, remember the Subway has its own sub-map, and its marks never show on the main Founders' map. If Panessa is one short, it may be the Quarantine Cells riddle: the tip before this Panessa visit has the fallback. The orphanage only starts the fight at 243.

The RiddlerHidden spoiler – activate to revealBossMinor spoiler
Location
Miagani Island · Pinkney Orphanage – Drive to Pinkney Orphanage in Bristol (near 3289, 1959), go to the centre room and use the question mark on the podium. Alone at first, hit only the blue robots and hold off the red ones with the Freeze Blast, cape stun or Remote Electrical Charge, and dodge his green laser. Catwoman drops in: Batman takes blue, she takes red, and he will swap their colours. Clear three waves, and each time his shield drops, attack him with the character matching his small shield's colour.
Summary
The last fight of Riddler's Revenge, open only with all 243 challenges and all ten Trials done. Beating him counts towards the full ending.
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Lock the Riddler up at GCPDHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · GCPD Lockup – Load the Riddler into the Batmobile and drive him to GCPD, down the garage ramp near (2330, 2599). The default Batmobile is the safe choice for this drive, as another skin may skip the closing scene with Catwoman.
Summary
The end of Riddler's Revenge: delivering him earns Riddle Me That.
Trophies
  • Achievement · SteamRiddle Me That
  • Achievement · XboxRiddle Me That
  • Bronze · PlayStationRiddle Me That
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The defence of the GCPD and the last night

Save the Clock Tower servers, hold the GCPD, clear the last towers and mines, then play the final main mission.

The Riddler is locked up and you start at the GCPD with every gadget the route uses and the Batmobile. This stretch saves the Clock Tower servers, picks up the final Most Wanted mission, and holds the GCPD against the militia's biggest attack. That attack releases the last towers and mines, so the militia's last commander falls before you start the final main mission. With every Most Wanted mission done here, the next section can start Knightfall once. The last trophies wait for that section.

Stop Scarecrow's men destroying Oracle's serversQuest step
Location
Bleake Island · Chinatown – Leave the GCPD and park short of the Clock Tower, because two snipers watch it from nearby roofs: drop them first. Then clear the soldiers around the tower, taking the Medic early and the Minigunner last, and download the Boa Drone's codes if you want it on your side. Go inside, climb to the third floor and shut down the marked computer.
Summary
The militia have overrun the Clock Tower. Saving the servers opens Lamb to the Slaughter, the final Most Wanted mission to appear.
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Lamb to the Slaughter: Lady of GothamHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · Lady of Gotham – A radio call at the Clock Tower starts this: pick it on the mission wheel and glide to the Lady of Gotham islet, which has no road. Sabotage the two weapon crates with the Disruptor before you drop in, then beat all 25 cultists, staying clear of the electrified fences. Use the Remote Electrical Charge on the four generators below the platform, grapnel up to the hatch, then take Deacon Blackfire and Ryder to the GCPD for the trophy.
Summary
The final Most Wanted mission to appear, and one of the 14 the full ending needs. A cult holds Jack Ryder on the statue's islet, and you have three minutes once you land.
Trophies
  • Achievement · SteamThe Cult
  • Achievement · XboxThe Cult
  • Bronze · PlayStationThe Cult
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Defend GCPD: parking lotQuest step
Location
Bleake Island · GCPD – Pick the City of Fear main mission on the wheel, then at the GCPD speak to the marked ally inside the precinct. Back in the car park, APCs unload a crowd: jump in the Batmobile and shoot them down, and chase any who get into the holding cells. Winch the anchor on the ventilation fan near the ceiling, grapnel through the gap, and follow the vents and lift shaft to the roof, where the main generator cannot be saved.
Summary
The militia reach the GCPD. Clearing the car park and climbing out through the vents starts the long fight for the building.
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Defend GCPD: backup generatorsQuest step
Location
Bleake Island · GCPD – Stand at the roof's edge above the car park entrance and blind the Dragon Drone outside it with the Remote Hacking Device. While it is blind, drop down and squeeze under the gate, which is stuck part way. Down the ramp, beat the 14 Soldiers and the shield Brute, then hit each of the three wall generators beside the locked gate with the Remote Electrical Charge.
Summary
Three backup generators in the car park are the only way to get the Batmobile back out of the locked-down building.
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Defend GCPD: tank battleQuest step
Location
Bleake Island · GCPD – Spend any spare WayneTech points on the Batmobile before you drive out of the car park exit. Shoot the targets your ally marks, which set off explosions and EMP blasts, and fire the Level 4 Missile Barrage whenever it charges. If you are swamped, break the weak wall beside the car park entrance and reverse down the waterfront road, so the drones must come through that gap a few at a time.
Summary
The biggest tank battle in the game: about 62 machines, with no way to repair the Batmobile.
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Defend GCPD: rooftopQuest step
Location
Bleake Island · GCPD – When the last drone falls, a call sends you to the roof. Wave one is Soldiers and a stun-stick Brute; a helicopter then brings a Medic and five Combat Experts, so drop the Medic at once. After a scene and a checkpoint, the third wave brings two Medics, more Soldiers and two Brutes: take the Medics first and use environment takedowns on the Brutes. Be Not Afraid unlocks when that wave is down.
Summary
Three waves on the roof end the siege. The militia's last towers and mines appear once it is over.
Trophies
  • Achievement · SteamBe Not Afraid
  • Achievement · XboxBe Not Afraid
  • Bronze · PlayStationBe Not Afraid
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Occupy Gotham: by the gas station near the GCPDQuest step
Location
Bleake Island · The Cauldron – From the GCPD roof, glide to the building beside the gas station (2132, 2615); the tower is on a roof halfway up it. Blind the Sentry Gun with the Remote Hacking Device before you drop in, and grapnel out to blind it again if it recovers. Beat the group, Brutes last, then gel the console.
Summary
One of the last four militia watchtowers in Occupy Gotham, which the full ending needs. They appear only after the GCPD siege.
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Campaign for Disarmament: dry canalQuest step
Location
Bleake Island · Chinatown – Call the Batmobile and drive into the dry canal between Panessa Studios and Chinatown (1926, 2682). Buy Batmobile armour first if you can: this is a 48-drone wave, among the hardest in the game. Winch the mine to upload the virus, destroy the wave, then winch again and hold the revs in the orange.
Summary
One of the last three mines in Campaign for Disarmament, which the full ending needs. They appear only after the GCPD siege.
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Occupy Gotham: a block from Mercy BridgeQuest step
Location
Bleake Island · The Cauldron – Head for Mercy Bridge and stop on the roof of the building a block before it (2195, 2779). Blind the Sentry Gun before you set foot there. It plays like a small predator room: a Minigunner, a Boa Drone and four Soldiers, two of them hidden from Detective Mode. Clear them and gel the console.
Summary
One of the last four militia watchtowers in Occupy Gotham, which the full ending needs. They appear only after the GCPD siege.
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Campaign for Disarmament: Kingston broken bridge roadQuest step
Location
Miagani Island · Kingston – Cross Mercy Bridge into Kingston and drive to the Bank of Gotham end of the island. The mine is under the road that leads to the broken bridge (3054, 2931). Winch it, beat the 36 drones, then winch again and hold the revs in the orange.
Summary
One of the last three mines in Campaign for Disarmament, which the full ending needs. They appear only after the GCPD siege.
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Occupy Gotham: Botanical Gardens towerQuest step
Location
Miagani Island · Bristol – Drive up to the Botanical Gardens in Bristol and climb the red Eiffel-style tower beside them (3251, 2170). Six armed Soldiers and a Boa Drone patrol its upper levels, so use the hatches and overhead cables to take them one by one. Then gel the console.
Summary
One of the last four militia watchtowers in Occupy Gotham, which the full ending needs. They appear only after the GCPD siege.
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Occupy Gotham: by the HQ south entranceQuest step
Location
Founders' Island · Ryker Heights – Cross to Founders' and find the building under construction across the road from the Gotham Stock Exchange, by the Arkham Knight HQ south entrance (2407, 1648). Take the two Medics first, then the two camouflaged Soldiers, then the four Minigunners one at a time, and gel the console. If you left the Otisburg tower (2612, 1387) marked, clear it on the way to Port Adams: the trophy comes with the 21st tower, wherever that is.
Summary
The last new watchtower, and the hardest predator fight of the 21. Gates of Gotham unlocks when all 21 are down.
Trophies
  • Achievement · SteamGates of Gotham
  • Achievement · XboxGates of Gotham
  • Bronze · PlayStationGates of Gotham
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Campaign for Disarmament: Port Adams gateQuest step
Location
Founders' Island · Port Adams – Drive to the entrance of Port Adams; the mine is just inside the gate (2945, 1450). Winch it and face 40 mixed drones: destroy the Mambas and Dragons first so you can deal with the ground tanks in peace. Winch again and hold the revs in the orange.
Summary
The last of the 14 mines. Gotham Underground unlocks here, though the mission itself still has one step to go.
Trophies
  • Achievement · SteamGotham Underground
  • Achievement · XboxGotham Underground
  • Bronze · PlayStationGotham Underground
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Deathstroke's tankHidden spoiler – activate to revealBossMinor spoiler
Location
Miagani Island · Grand Avenue – A radio challenge calls you to Grand Avenue on Miagani. The bridges rise when you reach the marker and stay up until the fight ends. Ignore his tank at first: it sees all around it, so stay out of its sight and kill his five Cobras from behind. Then circle him and hit the tank with the 60mm Cannon, using the Vulcan Gun on his missiles.
Summary
The militia's senior commander, fought in tanks. He waits until the mines, towers, checkpoints and APCs are all finished.
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Campaign for Disarmament: lock up DeathstrokeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · GCPD – After the scene, Deathstroke is loaded into the Batmobile. Drive back to the GCPD on Bleake Island and park in the marked spot.
Summary
Ends Campaign for Disarmament, one of the 14 Most Wanted missions, and earns Dark Allegiances.
Trophies
  • Achievement · SteamDark Allegiances
  • Achievement · XboxDark Allegiances
  • Bronze · PlayStationDark Allegiances
Report an issue
Free roam returns after the story

The final main mission starts at Panessa Studios, and from the Gotham Storage Depot it runs straight to the credits. The game then hands the city back and nothing is lost: missions, Riddler challenges and trophies all stay open. Keep the difficulty on Normal or Hard until the credits, the safe reading for opening New Story+.

Check Scarecrow's activity at Panessa StudiosQuest step
Location
Panessa Studios · Quarantine Cells – Pick the City of Fear main mission on the wheel and go to the Panessa roof door, then take the elevator down as before. Enter the quarantine zone, walk to the marked cell and listen to the message that comes through.
Summary
The start of Ending the Nightmare, the last main mission.
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Answer Scarecrow at the Gotham Storage DepotHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Miagani Island · Kingston – Leave the studio, wait for the radio call, then go to the marker under Mercy Bridge in Kingston and enter the Gotham Storage Depot. Listen at the wall of screens and leave your utility belt on the table below them. Then use the door on the right and get into the truck.
Summary
Scarecrow's last demand, and the end of your time in the city until the credits.
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Scarecrow finale: the last nightmareHidden spoiler – activate to revealBossMinor spoiler
Location
Miagani Island · Gotham Storage Depot and beyond – In the alley, climb the dumpster, hop the fence on the left, try both doors and check the bodies, then fight and use the Joker Takedown prompt until a scene starts. In the car, fire until the Level 4 Missile Barrage is ready and use it, then go through the door and shoot the three figures along the corridor. Follow the flashlight rooms, talking to the woman you meet and breaking every statue and chair in your way, then break the weak wall, pull the lever, and in the last fight knock your opponent to the hanging cell for an environment takedown. If a marker then points to the GCPD, follow it.
Summary
The closing stretch of the main story. Finishing it earns Master of Fear and opens New Story+.
Trophies
  • Achievement · SteamMaster of Fear
  • Achievement · XboxMaster of Fear
  • Bronze · PlayStationMaster of Fear
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The Knightfall Protocol and the last tests

Start the Knightfall Protocol once, with all 14 Most Wanted done, then earn the last run 1 trophies.

The main story is over and the city is yours again, with every gadget and all 14 Most Wanted missions finished. This section starts the Knightfall Protocol once, then takes the two glide trophies, the last two glide upgrades and the Vulcan Gun and combo trophies. Free roam returns after the Protocol, so nothing here is in a hurry. AR challenge stars wait for the AR sections, after both runs.

Short of the 14?

With any 7 of the 14 finished, the same Bat-Signal plays a shorter film and hands the city back, so finish them all first: only the full version is sure to earn the trophy. A mission counts only when it is fully complete, not part done. One report says that at exactly 13 the Protocol does not appear at all until the 14th is done.

Initiate the Knightfall ProtocolHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bleake Island · GCPD roof – Pick the Knightfall Protocol on the mission wheel, then go to the roof of the GCPD on Bleake Island. Walk up to the Bat-Signal and press the interact prompt: a film and credits play, and the trophy follows.
Summary
The closing film of the game, and one activation is enough with all 14 Most Wanted missions done. Free roam returns afterwards, and you can repeat it.
Trophies
  • Achievement · SteamKnightfall
  • Achievement · XboxKnightfall
  • Gold · PlayStationKnightfall
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Gotham After MidnightAchievement
Location
Bleake Island · Chinatown – Back in the city, go to the broken bridge to ACE Chemicals in Chinatown, Grapnel Boost off it, dive, and pull up so you skim along the streets. Stay around streetlight height, roughly 8 to 10 m: going over 20 m voids the attempt. Bleake and Miagani suit this, and Founders' has too many levels. The trophy can take about 30 seconds to appear.
Summary
A trophy for one glide of 400 m that stays less than 20 m above the ground.
Trophies
  • Achievement · SteamGotham After Midnight
  • Achievement · XboxGotham After Midnight
  • Bronze · PlayStationGotham After Midnight
Report an issue
Run Through the JungleAchievement
Location
Bleake Island · The bridges – Start high, from a skyscraper or crane near one of the three bridges, and Grapnel Boost off it once: no grapnel after that, and any order works. At the top of each arc dive, then pull up near the water to climb again, and dive right beside each bridge so the pull-up carries you beneath it. Perdition is the hardest to recover from, with buildings in your way, and the trophy can take about 30 seconds.
Summary
A trophy for passing under Mercy, Penitence and Perdition bridges in one unbroken glide.
Trophies
  • Achievement · SteamRun Through the Jungle
  • Achievement · XboxRun Through the Jungle
  • Bronze · PlayStationRun Through the Jungle
Report an issue
Gadgets While Gliding: BatclawUpgrade
Location
Bleake Island · WayneTech menu – Open the WayneTech menu anywhere and buy this in the Gadget Skills tree. The Batarang works in a glide from the start, so it needs no buy.
Summary
A WayneTech upgrade for firing the Batclaw in a glide. City Heat TT's unlock task needs three gadgets in one glide attack.
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Gadgets While Gliding: Remote Electrical ChargeUpgrade
Location
Bleake Island · WayneTech menu – Buy this next, in the same part of the Gadget Skills tree. Each glide upgrade may need the one before it, so if this is locked, buy Gadgets While Gliding: Explosive Gel first.
Summary
The second gadget bought for City Heat TT's unlock task. With the Batarang, it makes three.
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Point of ImpactAchievement
Location
Bleake Island · Panessa Studios car park – If One Man Army is still locked, jump over 50 m with the Afterburner, for instance from the Cauldron ramp (2071, 2758). Start it at its blue marker in the Panessa Studios car park and land five single Vulcan Gun shots in a row on the blue light by each drone's turret, firing only when you are lined up. Three critical shots there also open Untouchable at the Grand Avenue intersection, where the drones stand still and one hit ends the run. If the trophy does not appear at once, finish the challenge.
Summary
A trophy for five perfect Vulcan Gun shots in a row without taking damage. A perfect shot hits the weak spot with your very first round.
Trophies
  • Achievement · SteamPoint of Impact
  • Achievement · XboxPoint of Impact
  • Bronze · PlayStationPoint of Impact
Report an issue
Brutality 101Achievement
Location
Miagani Island · Vicki Vale billboard – Start Gotham Knights at its marker under the Vicki Vale billboard on Miagani, not from the main menu, where this does not count; three quick-fire gadgets in one street fight unlock it if needed. Enemies keep arriving and Nightwing adds the Dual-Team Takedown, so mix punches, evades, counters, Cape Stuns, beat downs, ground and environment takedowns, every quick-fire gadget and the combo finishers. Finishers need a full combo meter and their upgrades, so come back later if you are short of moves.
Summary
A trophy for 15 different moves inside one unbroken FreeFlow combo. Any 15 of the 27 count.
Trophies
  • Achievement · SteamBrutality 101
  • Achievement · XboxBrutality 101
  • Bronze · PlayStationBrutality 101
Report an issue
Run 1 is done: 120% and New Story+

Your save should now read 120%: 100% for the campaign and 20% for Season of Infamy, and that is the most run 1 can show. The counter can reach 240% by repeating it all on New Story+, for a gold-emblem suit that no trophy needs, so this guide leaves that out. New Story+ is ready: finishing the main story on Normal or Hard opened it, no Knightfall step needed, and it is on the main menu as Story+. Before you start it, do two unlock tasks: 3 different gadgets during one glide attack for City Heat TT, and a Voice Synthesizer lure into a trap for Under the Pale Moonlight. Then check both show as open in AR Challenges. If one stays grey with its task done, that is a reported bug from a save-and-quit right after an Ivy scene, and the same story point in New Story+ is the recovery.

Run 2: New Story+ on Knightmare

The main story again on Knightmare, with no side content: 20 main missions for The Long Halloween, and the last predator takedowns for Blunt Trauma.

Run 2 is Knightmare: New Story+ is locked to that difficulty, and you can't change it. All this run needs is the 20 main missions, one item each, plus the takedowns for Blunt Trauma. Most Wanted and Season of Infamy reset on this save and the route leaves them alone, and the Riddler challenges are already done. You hold every gadget and every upgrade you bought. Run 1's directions often began from a side trip, so each item here starts from where the one above it ends and names the stops in order. The matching run 1 section has any step in full.

What New Story+ keeps and what it puts back
ThingIn run 2
GadgetsAll in hand from the first mission. Scenes that handed you one in run 1 may still play: if a marker shows, follow it, and if none does, carry on.
WayneTech upgrades, points and levelKept, and shared both ways between the two saves. Main missions pay points again.
Batmobile upgradesKept. Lucius may still offer a pick: any choice will do.
Riddler challengesStay done on both saves, so there is nothing to collect.
AR challenges and starsShared between the two saves.
The cityBack to its start, because the story replays in full. Mercy Bridge is raised until you lower it, Founders' Island stays closed to the Batmobile until the missile launcher falls in Vengeance, and Port Adams opens in Seeking Your Roots. Gliding gets you over the water whenever the car can't.
Most Wanted and Season of InfamyReset, and not repeated here. Run 1 already earned their trophies.
On the mission wheel, always pick City of Fear

The wheel shows the whole main story as one entry, City of Fear, so pick that every time it opens. The item called The City of Fear below is only one stretch of it. Side missions will appear as they did in run 1: leave them, unless you want the extra WayneTech points.

Playing on Knightmare

No counter, unblockable or dodge icons appear, and enemies have more health, hit harder and react faster. Watch each attacker and time counters by eye, including the moments where run 1 said to counter at a prompt. Drone firing lines still show. Being spotted in a predator room costs a Fear Takedown charge, and a silent takedown earns it back. Enemy groups may differ from run 1, so expect different numbers.

Grapple TakedownUpgrade
Location
Bleake Island · WayneTech menu – Still on your run 1 save, open the WayneTech menu anywhere and buy Grapple Takedown. Its tree isn't confirmed, so check each of the six if you can't see it. You can also buy it during run 2. While you are still on this save, Predator Fundamentals on the Falcone Shipping roof is the best place for the takedowns listed below.
Summary
A WayneTech upgrade that Blunt Trauma needs for at least one of its moves. Buy it now, because upgrades are shared between the two saves.
Report an issue
The 22 predator takedowns for Blunt Trauma, easiest first. Moves from run 1 still count.
TakedownHow to land it
Silent TakedownCreep up behind an unaware enemy and take him down quietly.
Knockout SmashStart a Silent Takedown, then press strike before it ends to finish him at once.
Glide KickGlide off any building into an enemy.
Drop AttackFrom a few metres up, drop on an enemy to stun him.
Drop Down TakedownGet directly over an enemy at close range and take the prompt.
Swing Down TakedownDo the same from a higher ledge. Batman has to swing on the Grapnel in the animation, or it was only a Drop Down.
Smoke Pellet TakedownThrow a Smoke Pellet by an enemy, even one who is fighting you, then take him from behind while he coughs.
Fear Multi-TakedownChain a Fear Multi-Takedown across a group.
Fear Double TakedownEnd a Fear chain on exactly two enemies as well, as this may count as a separate move.
Line Launcher TakedownFire the Line Launcher at a group and press the takedown prompt on the way in. A plain attack from the line doesn't count.
Ledge TakedownHang off a ledge and shimmy along under a guard at the edge until you can grab him.
Corner Cover TakedownWait against a corner on a patrol route and pull him round it with the Batclaw at the prompt.
Environment TakedownLure an enemy beside an object highlighted in blue, such as a spotlight or a hanging light, and press the prompt.
Floor Grate TakedownWait inside a floor grate until an enemy walks over you.
Window TakedownStand on the far side of a pane of glass from an enemy and crash through it.
Wooden Wall TakedownStand behind soft wood paneling, lure an enemy to it with the Voice Synthesizer and grab him through it.
Ceiling TakedownStand on a flat glass ceiling or soft wood panel over an enemy and drop through it. Smash and Grab is the sure place for it.
Wall Grate TakedownWait in a vent duct with its cover still on until an enemy walks past.
Inverted TakedownHang upside down from a vantage point and string up an enemy who walks below you.
Grapnel TakedownNeeds Grapple Takedown. Aim the Grapnel at a ledge just in front of an enemy and pull up without boosting.
Service Hatch Takedown, from aboveStand on a service hatch with an enemy below it.
Service Hatch Takedown, from belowMay need Grapple Takedown. Wait under a hatch, usually in a walkway, until an enemy steps on it.
Make every takedown count

The game can fail to log these, and some players have had to repeat moves many times. Land them in the story's predator rooms, or in predator AR maps started from their marker in the city. Never use the AR select on the main menu: those runs mostly aren't saved. In an AR map, beat every enemy and return to the city instead of pressing retry. Don't end a move with a knockout smash, which counts as its own move. Takedowns made with the Freeze Blast, Explosive Gel, Disruptor or Remote Hacking Device aren't on the list. The items below point out each predator room, and Predator Fundamentals on the Falcone Shipping roof is the quickest place for most of the list.

Start New Story+ (Knightmare locked)Quest stepNG+1
Gotham OverrunQuest stepNG+1
Location
Bleake Island · Chinatown – From the diner, follow Gordon's Bat-Signal to the Chinatown roundabout, the first Batmobile chase and Scarecrow's safe house, entering by the skylight. Clear the tanks outside, run the diagnostics at the wheel icon, then destroy the tanks at Panessa Studios. Drive your prisoner to the GCPD garage (2330, 2599) and speak to Gordon. Leave through Maximum Security for the Clock Tower (2214, 2179): roof hatch, bust, computer.
Summary
The first hour again, from the opening scenes to Oracle's Clock Tower.
Report an issue
Chasing ShadowsQuest stepNG+1
Location
Bleake Island · Panessa Studios – From the Clock Tower, try the marked panel on the Panessa Studios roof (1804, 2880). If a drop marker shows by the nearby lighthouse, park on it; if not, go on. Winch and jump the car over the roofs to the panel. Glide to the Falcone Shipping roof, free the detective and turn both receivers to ACE Chemicals. For table moves, start Predator Fundamentals at its marker here.
Summary
Two antennas lead you to the next target. The second one, on the Falcone Shipping roof, is your first predator room.
Report an issue
Ace ChemicalsQuest stepNG+1
Location
Bleake Island · ACE Chemicals – Drive to the ACE Chemicals bridge and grapple over the main gate. Clear the terminal (a predator room), scan for the five workers from the tallest building, and open the gate from the shack on the wall. Reach each worker marker, then beat the gunship. Take the service tunnels to the last room (a predator room) and carry the four cylinders very slowly.
Summary
The siege of the chemical plant, up to the moment the fear gas goes off.
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Searching For BatmanHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Bleake Island · Panessa Studios – As Gordon, take the stairs and elevator from the Panessa Studios roof to the lab and interact with each cell. Back as Batman, winch the chamber wall down by remote, race back through the service tunnels and clear the broken bridge with the Afterburner to reach Gordon.
Summary
A short flashback played as Gordon, which cuts in straight after the cylinders, then the drive out of ACE Chemicals.
Report an issue
Rescue Oracle wraps around Rescue Catwoman

The trail takes you to Miagani, a broadcast pulls you away to the orphanage, and only then does the trail go on. The two items below are in the order the missions finish, so the first leg of the trail sits in the Catwoman item.

To Mercy Bridge, then Rescue CatwomanHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Miagani Island · Pinkney Orphanage – From the broken bridge, drive to Gordon in the GCPD garage (2330, 2599) and escort him to the Clock Tower (a predator room). Search the tower, then follow the tyre tracks in Battle Mode; when a bomb drops, winch it and beat the tanks. At raised Mercy Bridge, leave the car and glide to Grand Avenue Station (a predator room). Hack the uplink, glide to the Bristol orphanage (near 3289, 1959), question the Informant and free Catwoman.
Summary
The first leg of Rescue Oracle, from the GCPD to Grand Avenue Station, then the orphanage. It has two predator rooms, and the bomb on the trail is part of the story even in a lean run.
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Rescue OracleHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Miagani Island · Miagani Tunnels – Leaving the orphanage, pick City of Fear, not Riddler's Revenge. Glide back over Mercy Bridge to the car and park on the ground marker to lower it. Follow the tracks across Miagani to the wreck by the dock and scan it. See Lucius on Wayne Tower's upper balcony, go to the tunnel door mid-island, work through the tunnels and chase down the APC.
Summary
The rest of the trail, from lowering Mercy Bridge to the Militia APC.
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Dealing With the DevilHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Miagani Island · Kingston – Park on the marker at the main Grand Avenue intersection and win the tank fight. Meet Nightwing on the Ranelagh Ferry Terminal roof in Kingston and tag the van with the Disruptor. Follow it from high up to the rooftop base by Mercy Bridge (a predator room). Go in by the lowest hatch, blow the vault from outside, and drive the car up the garage opposite by remote.
Summary
The weapons trail on Miagani, ending in a rooftop base beside Mercy Bridge.
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Going StaggHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Founders' Island · Wayne International Plaza – From Penguin's roof, glide over the water to the marked half-built skyscraper (a predator room) and gel its console. Climb Wayne International Plaza (2259, 1332) to the top door and glide to Airship Alpha. Run 1's passwords: hatch BIOCHEMISTRY, Foyer door PROTEINS, hold door ELEMENTS. Talk to the hostage, rebuild the handprint in the Research Laboratory (a predator room), then hack the bay doors (NUCLEICACIDS) and glide into Beta. Clear Biological Engineering (a predator room) and finish in the Cloudburst Chamber.
Summary
Over the water to Founders' Island and through both airships, all on foot.
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A Cure to FearHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Miagani Island · Botanical Gardens – Glide from the Cloudburst Chamber's hole to the Chinatown safe house and enter by its roof hole. Call the car, see Ivy in her GCPD cell (2330, 2599), crawl under the jammed door, then scan and destroy the Cobra from behind. Over Mercy Bridge, kill the Cobras and park at the Botanical Gardens (3251, 2170). Park on the Wayne Tower garage marker, then follow the Sonar's roots behind the Bank of Gotham and hold it over the red dot.
Summary
Back to Bleake Island for two old stops, then the first Cobra tanks and a plant to release on Miagani.
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Blind the radar drones, don't destroy them

A lock-up was reported on New Story+ at the first radar: with the drones there already gone, Batman was left on the roof opposite the console, unable to run, grapple or open the map, and no fix was found. The report is old and may be patched, but it costs nothing to avoid. Only blind the drone with the Remote Hacking Device until the console is gone.

VengeanceHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Founders' Island · Ryker Heights – From the Kingston rooftop, drive to Panessa Studios and take the roof door (1804, 2880) down to the Batcomputer. Glide to the relay drone over Otisburg and land on it. Gel the first radar's console inside 60 seconds, then the second in Ryker Heights. Clear the launcher's roof (a predator room), use the control room computer and destroy the launcher with the car. Then use the Clock Tower computer (2214, 2179).
Summary
Founders' Island falls in one trip, from the Panessa lab to the missile launcher, and the bridges come down for the Batmobile. It ends at the Clock Tower.
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Assault On Panessa StudiosHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Panessa Studios · Backstage – From the Clock Tower, go to the Panessa Studios roof door and tune the Voice Synthesizer at the panel. Clear the roof (a predator room) and ride down to Robin. Take Stage B (a predator room), Stage C (keypad code 0539), then Stage A, where only Dual Team Takedowns hurt Albert King. Bring Harley to the cells, stand in the empty cell until its door opens, then go back when Robin speaks and counter him.
Summary
The long fight through the studios alongside Robin, stage by stage.
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Prepare For WarQuest stepNG+1
Location
Bleake Island · Merchant Bridge – Leave Panessa Studios for the marker at ground level by Merchant Bridge. Drive on to it and go through the door that opens; if no marker shows, go on. When the wheel opens, pick City of Fear: Friend in Need is a side mission.
Summary
A short stop for the third Batmobile upgrade, which moves the story on.
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Ivy's RevengeHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Miagani Island · Grand Avenue – From Merchant Bridge, cross Mercy Bridge to the marker on Grand Avenue in the centre of Miagani and park on it. The battle starts within seconds, moves to the Botanical Gardens and ends with the last Cobra.
Summary
A tank battle at the Botanical Gardens, the first big fight against Twin Rattlers.
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AR maps that greyed out in run 1

If City Heat TT or Under the Pale Moonlight stayed grey on your run 1 save with its unlock task done, this is the recovery: a player found both back at the same story point in New Story+, around the Ivy scenes. Finish them here when they appear, and play on to the next autosave before you quit.

The City of FearHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Stagg Airships · Airship Beta: Biological Engineering – Use the marked tree on the gardens' top level. With gas in the streets and the mini-map out, cross the rooftops to the crane opposite Airship Beta and glide in through the wrecked front. Tune the Voice Synthesizer to Stagg's sample, clear Biological Engineering (a predator room) and follow the handprints to the hatch. Blind the Dragon drone, glide to the marked Grand Avenue roof, swap the core very slowly and counter the attacker.
Summary
The gas falls on the city and the Batmobile is stranded. This stretch runs over the rooftops, to Airship Beta and back.
PC (Steam)
Enter Beta by its wrecked front only. One report from New Story+ has Batman freezing at the lab door after he came in by a side opening.
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Seeking Your RootsHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Founders' Island · Port Adams – From Grand Avenue, take the GPS route to Founders' Island and follow the Sonar to Divinity Church (2420, 1912), where the blast fails. Go to Port Adams (2945, 1450), win both fights and ride the elevator down. In the subway, crawl through the floor grate by the security door, blind the Rattlers and pull the red lever in the small office. Release the plant with the Sonar, then win the churchyard battle.
Summary
Down through Port Adams and the subway to free a plant the Sonar can't reach from the surface.
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Mettle Against MettleHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Bleake Island · Streets of Bleake Island – From the churchyard, drive to Bleake Island: the bridges rise until the fight ends. Kill the Cobras, scan the tank, then destroy its four cooling systems and its core. Go up to the top level of the Botanical Gardens and use the marked tree.
Summary
The Cloudburst tank on Bleake Island, then back to Ivy to clear the gas.
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Rescuing the CommissionerHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Arkham Knight HQ · HQ Center – From the gardens, drive to the GCPD and see Sergeant McAllister in the Communications Room. Drop through the manhole by the shutter under Ryker Heights, near (2155, 1678). Bring the car into the shaft, overload both fan generators with the Remote Electrical Charge, lead the Excavator through the three red tunnels, then winch the fan and eject. In the HQ, beat the sniper, free the prisoner and take the lift up.
Summary
From the GCPD down through Killinger's and the drill tunnels into the Arkham Knight's headquarters, the longest mission of the run. The Batmobile doesn't survive it.
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BetrayalHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Founders' Island · Founders' Island streets – You start in a Founders' street: take the remote when the game offers it, and the new car drives in. Stay close to Batman, as the link is short. Park on the marked space, carry your ally to the car, and drive into the GCPD car park to the marked spot.
Summary
A street fight on Founders' Island with the replacement Batmobile, then the drive to the GCPD.
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On the DefensiveQuest stepNG+1
Location
Bleake Island · GCPD – From the GCPD, take the GPS route to the Clock Tower and drop the snipers on its roofs. Clear the tower (a predator room) and shut down the third-floor computer. Back at the GCPD, speak to the marked ally, then go from the car park through the vents to the roof. Squeeze under the gate, hit the three wall generators with the Remote Electrical Charge, and win the tank battle and roof waves.
Summary
The Clock Tower servers, then the militia's siege of the GCPD. This is the last predator room of the run.
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Blunt Trauma: all 22 predator takedownsAchievementNG+1
Location
Bleake Island · Falcone Shipping roof – If the trophy has popped, tick this. If not, check the takedown table, then pick Continue Story on the main menu for your run 1 save. Start Predator Fundamentals at its marker on the Falcone Shipping roof: with only three enemies, every move but the Ceiling Takedown takes at least seven runs. Do that one in Smash and Grab at the Chinatown bank. Beat every enemy and return to the city. If it still won't pop, repeat the list.
Summary
A trophy for every type of predator takedown. Moves from both runs count together, and this is the last check before the finale.
Trophies
  • Achievement · SteamBlunt Trauma
  • Achievement · XboxBlunt Trauma
  • Bronze · PlayStationBlunt Trauma
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Ending the Nightmare: lock up ScarecrowHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Miagani Island · Gotham Storage Depot – On your New Story+ save, go to the marked cell in the Panessa quarantine zone and wait for the radio call. Enter the Gotham Storage Depot under Mercy Bridge in Kingston, leave your belt on the table and take the door on the right to the truck. In the last fight, knock your opponent to the hanging cell. If a marker then points to the GCPD, follow it.
Summary
The last main mission, and the end of run 2. Nothing else is needed on this save.
Trophies
  • Achievement · SteamThe Long Halloween
  • Achievement · XboxThe Long Halloween
  • Silver · PlayStationThe Long Halloween
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Arkham Episodes: the five story packs

Five short episodes started from the main menu, one trophy each: Harley Quinn, Red Hood, Catwoman's Revenge, GCPD Lockdown and A Flip of a Coin, with six optional AR maps from the last three.

These packs are short, separate episodes, each with its own character, its own kit and one trophy. All five start from Arkham Episodes on the main menu, which shows them once they are installed. Nothing ties them to a run, so you can play them earlier; the guide places them after both runs. The last three here (Catwoman's Revenge, GCPD Lockdown, A Flip of a Coin) talk about how the main story ends, so finish it first to avoid spoilers. None of the five has collectibles, nothing in them can be lost, and no trophy here depends on difficulty. The sixth episode, A Matter of Family, is bigger and has its own section next.

Harley Quinn Story Pack. Pick this pack under Arkham Episodes on the main menu. It is set before the main story and runs under half an hour, all inside one police station. Harley swings a bat and carries Laughing Gas, a Jack-in-a-Box lure bomb and a party-popper trap. She has no grapnel, tumbling and wall-leaping instead, and her takedowns are always loud, so they alert the guards. Mayhem mode gives one-hit knockouts for a short time, and Psychosis mode replaces detective vision.

Fight through the Blüdhaven police stationQuest stepDLC: Harley Quinn
Location
Arkham Episodes · Blüdhaven Police Department – From Arkham Episodes on the main menu, start the Harley Quinn Story Pack. Work through the overgrown station and beat the officers room by room. The groups are small, about four officers plus one with a shield.
Summary
Harley's way in: rooms of officers stand between her and the friend she has come to free.
PC (Steam)
The Downloadable Content entry on the main menu only opens a Steam window. Start every pack from Arkham Episodes instead.
Report an issue
Clear the basement with Ivy's plantsHidden spoiler – activate to revealQuest stepDLC: Harley QuinnMinor spoiler
Location
Arkham Episodes · Blüdhaven Police Department – More officers guard the basement. Set off the plants so they swallow the officers, using them from range where you can, because Harley's own takedowns give her away.
Summary
A predator room where the plants do the work.
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Boss: Nightwing at Ivy's cellHidden spoiler – activate to revealBossDLC: Harley QuinnMinor spoiler
Location
Arkham Episodes · Blüdhaven Police Department – Past the basement, Nightwing blocks the way at Ivy's cell. Keep dodging him and clear the enemies thrown in alongside him until the plants carry him off. The trophy comes after the final cutscene.
Summary
The pack's last fight. Winning it frees Ivy and earns Cuckoo for Incarceration.
Trophies
  • Achievement · SteamCuckoo for Incarceration
  • Achievement · XboxCuckoo for Incarceration
  • Silver · PlayStationCuckoo for Incarceration
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Red Hood Story Pack. Pick this pack under Arkham Episodes on the main menu. It is three separate places with no free roam: a brawl, a predator area and a boss, about 10 to 30 minutes in all. Red Hood has dual handguns, which fill the Batarang's role in fights and can drop enemies at range in the predator area, plus a flashbang, a zip-kick and a Batclaw-style line that pulls him to the enemy.

Break up the arms dealQuest stepDLC: Red Hood
Location
Arkham Episodes · Weapon storage unit – From Arkham Episodes on the main menu, start the Red Hood Story Pack. You come in through a glass roof on a deal between two gangs: beat them all, then question the survivor about the shipment at the docks.
Summary
The opening brawl, and the interrogation at its end names the next stop.
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Clear the docksQuest stepDLC: Red Hood
Location
Arkham Episodes · The docks – The interrogation sends you to the docks. Stay hidden and pick off the thugs with your handguns; any thug tagged purple in your special vision wears a vest, so take those up close. Question the last man standing.
Summary
The pack's predator area, and the last thug here gives up Black Mask's hideout.
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Boss: Black Mask in his officeBossDLC: Red Hood
Location
Arkham Episodes · Black Mask's office – The docks lead to his hideout. Take out the guards to draw him into his office with more thugs, then dodge his shots, build a combo on the thugs and shoot back at him. The trophy comes after the final cutscene.
Summary
The pack's last fight. Winning it earns Under The Red Hood.
Trophies
  • Achievement · SteamUnder The Red Hood
  • Achievement · XboxUnder The Red Hood
  • Silver · PlayStationUnder The Red Hood
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Catwoman's Revenge. Pick this pack under Arkham Episodes on the main menu. Catwoman breaks into Winslow's Toy Shop and the factory hidden under it. Its last room is reported as the hardest fight in any of the five packs, so expect a few tries there.

Lift the three keycardsQuest stepDLC: Catwomans Revenge
Location
Arkham Episodes · Winslow's Toy Shop – From Arkham Episodes on the main menu, start Catwoman's Revenge. Inside the toy shop, lift a keycard from each of three armed guards without being seen, leaving them standing for now, then use the cards at the terminal.
Summary
The shop's terminal needs three keycards, and the armed guards are carrying them.
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Take out the guardsQuest stepDLC: Catwomans Revenge
Location
Arkham Episodes · Winslow's Toy Shop – Now take down those same guards. The room is cramped and they bunch up quickly, so go for whoever strays from the group.
Summary
With the cards used, the guards you were avoiding become a predator fight.
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The last room punishes a slow fight

The traps build up the longer the fight runs, so speed is the real goal. Takedowns on the live floor hurt Catwoman, so finish enemies on safe ground. Skip special moves and rely on the damage boost from your Freeflow Focus instead.

Survive the robot factoryQuest stepDLC: Catwomans Revenge
Location
Arkham Episodes · Robot factory – Take the elevator down, beating the robots on the way, to the bottom room. Destroy every Riddlerbot while a laser sweeps the arena, a buzzsaw joins in and the floor electrifies until only four small blocks are safe.
Summary
The toughest fight in these packs, and the only way to the money.
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Drain Riddler's accountsQuest stepDLC: Catwomans Revenge
Location
Arkham Episodes · Robot factory – With the robots destroyed, reach Riddler's main computer in the factory and clean out his accounts. That gives the trophy.
Summary
Emptying the accounts ends the episode and earns The Cat Came Back.
Trophies
  • Achievement · SteamThe Cat Came Back
  • Achievement · XboxThe Cat Came Back
  • Silver · PlayStationThe Cat Came Back
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Six optional AR maps

This pack and the two after it each add two AR maps of 3 stars. No trophy needs them. They are DLC maps, so start them from AR Challenges on the main menu rather than a marker in the city. A menu run does not feed campaign progress, which doesn't matter for these stars.

Destruction Line, 3 starsAchievementDLC: Catwomans Revenge
Location
AR Challenges · Robot factory elevator – Back at the main menu, open AR Challenges and start this map as Catwoman, its default character. Score 10,000, 20,000 and 30,000 for the stars. Electric fences switch on in round 2 and knock out any enemy who touches them; the lasers from round 3 hurt only you.
Summary
An optional Combat map from Catwoman's Revenge, worth 3 stars. No trophy needs it.
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Toy Soldiers, 3 starsAchievementDLC: Catwomans Revenge
Location
AR Challenges · Winslow's Toy Shop – Next in AR Challenges, start this map as Catwoman. Her stars are to stay unseen, to take down 3 enemies from the ceiling, and to trip one with caltrops and finish him with a ground takedown. There are no vantage points here, so the ceiling is your cover.
Summary
An optional Predator map from Catwoman's Revenge, worth 3 stars. No trophy needs it.
Report an issue

GCPD Lockdown. Pick this pack under Arkham Episodes on the main menu. You play Nightwing, first at the Blüdhaven docks and then back at the GCPD on Bleake Island. It is one of the shortest, at around 10 to 15 minutes.

Restore powerHidden spoiler – activate to revealQuest stepDLC: Gcpd LockdownMinor spoiler
Location
Arkham Episodes · GCPD – Inside the GCPD you learn that Penguin is stuck in the elevator. Turn on the three power gates the objective asks for. This may come before the predator section instead.
Summary
Three power gates have to come back on before the episode can finish.
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Roof fight and Penguin back to his cellHidden spoiler – activate to revealQuest stepDLC: Gcpd LockdownMinor spoiler
Location
Arkham Episodes · GCPD – Head up to the GCPD roof and beat the thugs there, which catches Penguin. The trophy comes once Nightwing has put him back in the cells.
Summary
The last fight ends the escape and earns Rough Justice.
Trophies
  • Achievement · SteamRough Justice
  • Achievement · XboxRough Justice
  • Silver · PlayStationRough Justice
Report an issue
Shark Bait, 3 starsAchievementDLC: Gcpd Lockdown
Location
AR Challenges · Blüdhaven docks – Back at the main menu, open AR Challenges and start this map as Nightwing, its default character. It is set on the Blüdhaven docks: score 6,000, 18,000 and 34,000 for the stars.
Summary
An optional Combat map from GCPD Lockdown, worth 3 stars. No trophy needs it.
Report an issue
Jailbreak, 3 starsAchievementDLC: Gcpd Lockdown
Location
AR Challenges · GCPD – Next in AR Challenges, start this map as Nightwing, in the GCPD building. His stars are to leave the detective mode jammer until last and finish with a grate takedown on him, to break no glass, and to land 5 ledge takedowns.
Summary
An optional Predator map from GCPD Lockdown, worth 3 stars. No trophy needs it.
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A Flip of a Coin. Pick this pack under Arkham Episodes on the main menu. You play Robin, clearing the Hell's Gate disposal plant and then a private mansion, the Hell's Gate Courthouse. Expect two predator rooms, a planned assault on a guarded hall, a door puzzle and a last fight. Robin's kit includes his grapnel, Explosive Gel, the Remote Hacking Device and his Bullet Shield.

Clear the garbage floorQuest stepDLC: A Flip Of A Coin
Location
Arkham Episodes · Hell's Gate Disposal Services – From Arkham Episodes on the main menu, start A Flip of a Coin. On the Hell's Gate garbage floor, thin out the thugs with silent takedowns from the floor grates; a noisy fight draws backup.
Summary
The first predator room. Quiet work keeps reinforcements away.
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Clear the incineratorQuest stepDLC: A Flip Of A Coin
Location
Arkham Episodes · Hell's Gate Disposal Services – Move on from the garbage floor into the incinerator section. Grapnel between its three floors, take the thugs from behind, and break away to cover if your health runs low.
Summary
The second predator room, stacked over three floors.
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Interrogate the ForemanQuest stepDLC: A Flip Of A Coin
Location
Arkham Episodes · Hell's Gate Disposal Services – With the incinerator clear, grapnel to its top floor and question the Foreman in the control room. A cutscene then takes you to the mansion.
Summary
He knows where the boss is hiding, and his answer moves the episode on.
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The hacked guns don't stay off

Hacked sentry guns switch back on after a short while, and they tear Robin apart if he is still on the floor. Fear takedowns are the quickest way through the last thugs, so use them as soon as you land.

Break the main hall chokepointQuest stepDLC: A Flip Of A Coin
Location
Arkham Episodes · Hell's Gate Courthouse – You arrive above the main hall: go to the railing but don't drop in. Grapnel along it into the vent, plant Explosive Gel on the weak wall behind the Minigunner, return to the rope over the hall and set it off. Then hack the sentry guns off with the Remote Hacking Device, drop in and finish the thugs.
Summary
Two sentry guns, armed thugs and a Minigunner hold the hall, so this one takes a plan.
Report an issue
Set the six bustsQuest stepDLC: A Flip Of A Coin
Location
Arkham Episodes · Hell's Gate Courthouse – Use the terminal in the hallway to open the heavy door beside the sentry guns, and beat the thugs behind it. At the security door, use the Remote Hacking Device on the six busts above it: three on the left to angels, three on the right to demons.
Summary
A hacking puzzle locks the security door on the way deeper into the mansion.
Report an issue
Reach the sniper behind the Bullet ShieldQuest stepDLC: A Flip Of A Coin
Location
Arkham Episodes · Hell's Gate Courthouse – As the door opens, a sniper's laser settles on Robin. Raise the Bullet Shield and walk up to him; a cutscene then drops you into the room below.
Summary
A sniper covers the room behind the door, and only the shield gets you across.
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Final fight and Two-FaceHidden spoiler – activate to revealQuest stepDLC: A Flip Of A CoinMinor spoiler
Location
Arkham Episodes · Hell's Gate Courthouse – Beat the thugs around Two-Face's chair: evade their stun sticks and strike back, and use dropped guns, the shield and environmental takedowns. The trophy comes after the cutscene, when Two-Face goes down.
Summary
The last fight ends the episode and earns Succession Plans.
Trophies
  • Achievement · SteamSuccession Plans
  • Achievement · XboxSuccession Plans
  • Silver · PlayStationSuccession Plans
Report an issue
Scales of Justice, 3 starsAchievementDLC: A Flip Of A Coin
Location
AR Challenges · Hell's Gate Courthouse – Back at the main menu, open AR Challenges and start this map as Robin, its default character. It is set at the Hell's Gate Courthouse: score 10,000, 18,000 and 30,000 for the stars.
Summary
An optional Combat map from A Flip of a Coin, worth 3 stars. No trophy needs it.
Report an issue
Trash Disposal, 3 starsAchievementDLC: A Flip Of A Coin
Location
AR Challenges · Hell's Gate Disposal Services – Next in AR Challenges, start this map as Robin; it opens once the episode is finished. His stars are to leave the thug with the detective mode jammer until last, to destroy no sentry gun, and to shield bash 2 enemies.
Summary
An optional Predator map from A Flip of a Coin, worth 3 stars. No trophy needs it.
Report an issue

A Matter of Family

Play Batgirl through Seagate Amusement Park: free the hostages, finish every collectible, tape and hack trophy, then rescue Gordon.

This pack starts from Arkham Episodes on the main menu, on a map of its own: Seagate Amusement Park, an oil rig turned into a fairground. You play Batgirl, with Robin at her side for set moments. Nothing ties the pack to a run, so a player can do it earlier; this route takes it after both runs. Its 30 collectibles and 5 tapes belong to this pack alone and are not Riddler challenges. The map takes no waypoints and marks none of them, though detective mode shows them. The route uses Batgirl's Batarang, grapnel, Remote Hacking Device, Explosive Gel and Line Launcher. Everything is done before the Gordon door, and the four park games are taken as you pass them. Only Batgirl's AR stars wait for later, in the AR sections.

Keep the Remote Hacking Device ready

Weird War Tales needs 15 thugs beaten through hacks, and Ambush needs 4 takedowns inside one Scare. Both depend on the fights below, so use every hack as you reach it. Thugs you beat by hand are gone for this run, so save them for hacks where you can. The prompt on the right of the screen names each hack. Scare: any attack on a scared thug is an instant takedown, but only while the effect lasts. Blind: the lights go out and you can silently take down one thug after another from any side. Takedown: the hack itself downs anyone in range.

Hack chances in walking order (about 20 thugs or more if you use them all)
WhereHackThugs
Gondola lineTakedown: terminal inside a gondola1
Oil rigScare: damaged generator (Ambush)4
Oil rigBlind: about 15 seconds3
Ghost Ship, outsideFortune-teller machine: attract, then Scare1 to 3
Ghost Ship, second groupScare: console (Ambush, last easy chance)4
Ghost Ship, main hallKraken head: attract, then gas3 to 4
Ghost Ship, insideBlind: about 30 seconds1 to 3
Ferris WheelFortune-teller machine: attract, then Scare1 to 3
Ferris WheelTakedown: electric floor plates1 to 3
Ferris WheelScare: control panel by the bridge1 to 2
Cross the gondola line into SeagateQuest stepDLC: A Matter Of Family
Location
Seagate Amusement Park · Gondola line – On the main menu pick Arkham Episodes, then A Matter of Family, and follow the gondola line out to the park with Robin. On the way, aim the Remote Hacking Device at the terminal inside a gondola: its Takedown hack drops the sniper aboard and counts as your first hack defeat.
Summary
The pack's opening, as Batgirl and Robin make their way out to the park. It holds the first hack chance.
PC (Steam)
Start it from Arkham Episodes. The Downloadable Content entry only opens a Steam window.
Report an issue
Climb the oil rigQuest stepDLC: A Matter Of Family
Location
Seagate Amusement Park · Oil rig – Move the crane that blocks your way, then grapnel up the rig. You pass two hack spots on the climb, and either may come first: a Scare over thugs by a damaged generator (the next item), and a terminal with a Blind hack over three thugs. Trigger the Blind, then take down all three in the 15 seconds or so before the lights return.
Summary
The climb to the top of the rig, which holds the pack's first two hack fights.
Report an issue
AmbushAchievementDLC: A Matter Of Family
Location
Seagate Amusement Park · Oil rig – Grapnel to the spot above the thugs by the damaged generator and hack it to scare them. Drop in at once and keep attacking: you need four takedowns before the effect ends. If you fall short, open the pause menu before the fight is over and pick Restart, which reloads just ahead of it. The last easy chance comes in the Ghost Ship.
Summary
A trophy for four takedowns inside one Scare. This fight is the best chance, and each takedown also counts for Weird War Tales.
Trophies
  • Achievement · SteamAmbush
  • Achievement · XboxAmbush
  • Bronze · PlayStationAmbush
Report an issue
Joker Teeth: last ladder on the rigCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Oil rig – Climb the last ladder and step out into the short corridor at the top. The set scuttles in your way, on the floor where the objective changes to scanning for hostages.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Scan the park for hostagesQuest stepDLC: A Matter Of Family
Location
Seagate Amusement Park · Oil rig – Grapnel out from the corridor and follow the prompt to scan the park with the Remote Control Batarang. It marks three sites: the Ferris Wheel, the Ghost Ship and the Merry-go-round.
Summary
The scan marks the three hostage sites, and the park is yours to roam from here.
Report an issue
Jack-in-the-Box: top of the exhaust stackCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Oil rig – Grapnel up the flaming exhaust stack in the centre of the rig, right to its peak. You must go in stages: the wire first, then the mast, then on up. The box is at the highest point. Stand beside it and press interact to spring it. If no prompt shows, hit it with a Batarang.
Summary
One of 5 Jack-in-the-Boxes. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Balloons: under the crane tower's platformCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Oil rig – Drop off the stack on the side facing the merry-go-round and pass the crane tower. The balloons dangle from a small crane pulley under the end of its platform, above a blue Ferris Wheel billboard. They are easier to spot from the ground. Burst them with a Batarang, or glide through them.
Summary
One of 10 sets of Joker Balloons. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Balloons: merry-go-round ticket boothCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Merry-go-round – Carry on to the big blue merry-go-round. The balloons are tied to the flags on the ticket booth beside it. Burst them with a Batarang, or glide through them.
Summary
One of 10 sets of Joker Balloons. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Free the hostages at the Merry-go-roundQuest stepDLC: A Matter Of Family
Location
Seagate Amusement Park · Merry-go-round – Walk to the middle of the ride and the floor sinks into an arena. Beat the waves of thugs, then blow the water tank open with Explosive Gel. The officers look as if they are drowning but cannot, so finish the fight first.
Summary
The first hostage site, an arena under the ride. Freeing them earns a trophy.
Trophies
  • Achievement · SteamA House Made of Spun Glass
  • Achievement · XboxA House Made of Spun Glass
  • Bronze · PlayStationA House Made of Spun Glass
Report an issue
Robin reports a bomb

The next target is the Great White, but its 1:30 timer starts only when you reach the thugs inside. Take the items around the ride first.

Joker Teeth: Knife Thrower gameCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Great White – Go to the Great White and stand directly beneath the shark. The set scuttles below the target at the Knife Thrower game.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Teeth: round platformCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Great White – Take the stairs behind you up to the round platform. The set scuttles near the foot of the next steps, the ones that climb to the shark's back entrance.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Balloons: stalled coaster carCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Great White – Stay on the platform and look up towards the shark's tail. The balloons are tied to a stalled coaster car. Burst them with a Batarang, or glide through them.
Summary
One of 10 sets of Joker Balloons. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Jack-in-the-Box: Great White back doorCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Great White – Climb the steps from the platform to the shark's back entrance. The box stands in front of the barred door. Stand beside it and press interact to spring it. If no prompt shows, hit it with a Batarang.
Summary
One of 5 Jack-in-the-Boxes. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Tape: Fish in a BarrelCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Great White – Drop from the shark to ground level. The booth stands across from the shed with a hot dog on its roof. Hack its console, then hit all 8 green fish with a hand-aimed Batarang rather than quickfire. Each green fish adds 3 seconds to a short timer. Treat a red fish as a failed run. If the console will not respond, come back after the Ferris Wheel.
Summary
One of four park games, each worth an Edward Burke recording. All four open the door to the fifth tape.
Report an issue
Starro's roomOtherDLC: A Matter Of Family
Location
Seagate Amusement Park · Great White – A hidden vent somewhere near the Great White leads to a secret room between the ride and the Ferris Wheel, with Starro in a tank. The vent's exact spot is not confirmed, so search around the shark.
Summary
A hidden room with a cameo in a tank, for the curious. It earns nothing.
Report an issue
Hack chance: the thugs around the Ghost Ship

Do not beat these thugs by hand yet. Take out the sniper on the ship, grapnel to the mast, then hack the fortune-teller machine below you. The first hack draws thugs to it and the second scares them, so drop in for the takedowns.

Joker Teeth: Shooting RangeCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Ghost Ship – Walk among the vendor booths just south of the shark. The set scuttles in front of the Shooting Range.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Teeth: Ghost Ship front doorsCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Ghost Ship – The Ghost Ship is close by. The set scuttles at its front doors, beside the locked door under the front of the ship.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Jack-in-the-Box: bandstand drum kitCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Ghost Ship – Go to the north end of the Ghost Ship, to the small stage. The box is behind the drum kit. Stand beside it and press interact to spring it. If no prompt shows, hit it with a Batarang. A sniper and gun thugs patrol this stretch.
Summary
One of 5 Jack-in-the-Boxes. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Teeth: open-air barCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Ghost Ship – Look down from the stage to the lit open-air bar. The set scuttles in front of it.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Balloons: ticket booth under the craneCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Ghost Ship – Leave the inside of the ship for now and grapnel to its south end. The balloons are on a broken ticket booth below the crane and the anchor chain. Burst them with a Batarang, or glide through them.
Summary
One of 10 sets of Joker Balloons. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Teeth: boardwalk by the dead treeCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Bumper cars – Walk down the stairs from the crane to the boardwalk. The set scuttles by a dead tree, outside the bumper-car store.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Tape: Bumper CarsCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Bumper cars – The store is the two-storey shed between the crane and the bumper-car ride. Go in on the upper floor and hack the panel above the cars. It is a sliding puzzle: a car moves only along the way it faces, and detective mode shows which can move. Shift the blue cars aside and bring the odd-coloured car at the back out to the door. If the console will not respond, come back after the Ferris Wheel.
Summary
One of four park games, each worth an Edward Burke recording. All four open the door to the fifth tape.
Report an issue
Joker Teeth: broken bumper carsCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Bumper cars – Follow the boardwalk on from the shed to the broken-down bumper cars. The set scuttles beside them.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Teeth: restaurant on the dockCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Ghost Ship – Go back up to the top of the Ghost Ship's dock and clear the gun thugs outside. The set scuttles behind the counter in the restaurant.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Ghost Ship: the main hack fights

Take your time inside. The console by the second group gives a Scare over about five thugs: the last easy chance at Ambush if you still need it. In the main hall, aim the device at the Kraken head while several thugs are highlighted. One hack pulls them beneath it and a second releases gas that drops them all. A Blind hack inside the ship gives about 30 seconds of darkness, so wait until thugs bunch up.

Free the hostages at the Ghost ShipQuest stepDLC: A Matter Of Family
Location
Seagate Amusement Park · Ghost Ship – Hack the crane beside the ship so its load falls and breaks a way in, drop inside and beat the first group. Hack the doors open, deal with the second group and free the first officer, then clear the main hall and free the rest on the prop ship. Use every hack before you leave, because going out starts the next bomb's timer at once.
Summary
The second hostage site, and the richest place for hacks. Freeing the last officers earns a trophy.
Trophies
  • Achievement · SteamThe Laughing Fish!
  • Achievement · XboxThe Laughing Fish!
  • Bronze · PlayStationThe Laughing Fish!
Report an issue
Defuse the bomb at the park entranceQuest stepDLC: A Matter Of Family
Location
Seagate Amusement Park · Park entrance – Robin calls it in as you leave. Run straight to the park entrance, ignoring every thug on the way, and defuse the bomb with the Remote Hacking Device. Then beat the waves that follow with Robin.
Summary
The second bomb. Its 1:30 timer runs from the moment you head out of the Ghost Ship.
Report an issue
Joker Teeth: landing inside the entranceCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Park entrance – You ran past this set on the way to the bomb. It scuttles on the landing inside the entrance to the park, near the gondola station and the Anglerfish tunnel.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Balloons: smoke tower by the High StrikerCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Park entrance – Grapnel to the roof above the park entrance, where the High Striker stands. The balloons are on top of a smoke tower nearby. Burst them with a Batarang, or glide through them.
Summary
One of 10 sets of Joker Balloons. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Tape: High StrikerCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Park entrance – On the same roof, clear any thugs and hack the panel to raise the hammer. Grapnel to the top of the flaming exhaust stack, glide back over the star pad and dive-bomb onto it from full height, steering on the way down. If the console will not respond, come back after the Ferris Wheel.
Summary
One of four park games, each worth an Edward Burke recording. All four open the door to the fifth tape.
Report an issue
Joker Teeth: silo by the entranceCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Park entrance – Cross to the far side of the entrance from the smoke towers. The set scuttles on the roof of a small silo by the rocket ride. It may instead be at the foot of that ride.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Balloons: top of the rocket rideCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Park entrance – Grapnel to the top of the tall ride with four rocket cars, close by. The balloons are at the very top. Burst them with a Batarang, or glide through them.
Summary
One of 10 sets of Joker Balloons. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Balloons: antenna on the Big TopCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Big Top – From the ride, turn to the large circus tent in the south-west corner of the park. The balloons are tied to the antenna on top of it. Burst them with a Batarang, or glide through them.
Summary
One of 10 sets of Joker Balloons. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Teeth: Big Top front stepsCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Big Top – Drop to the tent's front entrance. The set is at the head of the steps blocked by sandbags, under the Seagate sign.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Teeth: Overboard boothCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Big Top – Hop the fence in front of the tent. The set scuttles on top of the Overboard booth, behind a large silo.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Jack-in-the-Box: barrel between the silosCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Big Top – Drop off the booth and walk between that silo and a smaller one. The box sits on a wooden barrel beside a planked fence. Stand beside it and press interact to spring it. If no prompt shows, hit it with a Batarang.
Summary
One of 5 Jack-in-the-Boxes. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Balloons: pipe on the exhaust towerCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Oil rig – Look back up at the flaming exhaust tower and grapnel to the raised platform halfway up, on the side facing the Ferris Wheel. The balloons are tied to a pipe that juts from the tower. Burst them with a Batarang, or glide through them.
Summary
One of 10 sets of Joker Balloons. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Balloons: top of the water towerCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Water tower – From that platform, look south to the building nearby. The balloons are on top of its water tower. Burst them with a Batarang, or glide through them.
Summary
One of 10 sets of Joker Balloons. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Teeth: roof by the water towerCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Water tower – Drop to the roof at the foot of the water tower. The set scuttles beside it, in the rainwater.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Jack-in-the-Box: water tower pillarCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Water tower – Go round to the opposite side of the water tower. The box rests on its main pillar. Stand beside it and press interact to spring it. If no prompt shows, hit it with a Batarang.
Summary
One of 5 Jack-in-the-Boxes. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Balloons: air-con unit at the rig's edgeCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Water tower – Carry on past the water-tower building to the next roof, at the rig's edge near the Ferris Wheel. The balloons are tied to an air-con unit. Burst them with a Batarang, or glide through them.
Summary
One of 10 sets of Joker Balloons. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
Joker Teeth: under the broken bridgeCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Ferris Wheel – Come to the front of the Ferris Wheel, where the bridge to it is broken, and drop to the bridge's lower part. The set scuttles there.
Summary
One of 15 sets of Joker Teeth, which break to a Batarang. A Blade of Memory needs all 30 of the pack's collectibles.
Report an issue
A Blade of MemoryAchievementDLC: A Matter Of Family
Location
Seagate Amusement Park · Ferris Wheel – It pops as soon as you break the last one, which on this route is the set under the broken bridge. If nothing appears, one is still out there: check the items above before you go on, and use detective mode, since the map shows none of them.
Summary
A trophy for all 30 of the pack's collectibles: 15 Joker Teeth, 10 Joker Balloons and 5 Jack-in-the-Boxes.
Trophies
  • Achievement · SteamA Blade of Memory
  • Achievement · XboxA Blade of Memory
  • Bronze · PlayStationA Blade of Memory
Report an issue
Ferris Wheel: the last hack fight

This is the last hack fight on the route, so finish Weird War Tales here. After the snipers, hack the fortune-teller machine behind the wheel to draw a thug, then hack it again to scare him. When the wheel stops and more thugs arrive, grapnel to the gargoyles at the front and watch the three electric floor plates: hack one as thugs cross it, ideally the second group bunched together. The control panel by the bridge gives a Scare for one or two more.

Free the hostages at the Ferris WheelQuest stepDLC: A Matter Of Family
Location
Seagate Amusement Park · Ferris Wheel – Silently clear the snipers and gun thugs, then pull the brake to stop the spinning wheel. More gun thugs arrive. Beat them, take control of the wheel with the Remote Hacking Device and turn it to let each officer off.
Summary
The last hostage site. Freeing the officers earns a trophy and lets Robin find Gordon.
Trophies
  • Achievement · SteamA Fire in the Heavens
  • Achievement · XboxA Fire in the Heavens
  • Bronze · PlayStationA Fire in the Heavens
Report an issue
Weird War TalesAchievementDLC: A Matter Of Family
Location
Seagate Amusement Park · Ferris Wheel – It should have popped by now if you used the chances in the table at the top. It may not always count: one player saw no trophy after more than 20, and another earned it only after starting the pack again. If you are still without it, read the warning before the Gordon door.
Summary
A trophy for beating 15 thugs through hacks. A thug counts if a hack is affecting him, so a normal takedown on a blinded thug is enough.
Trophies
  • Achievement · SteamWeird War Tales
  • Achievement · XboxWeird War Tales
  • Bronze · PlayStationWeird War Tales
Report an issue
Tape: Dynamic DuoCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Ferris Wheel – The Dynamic Duo booth stands right in front of the Ferris Wheel, close to the broken bridge. Hack its console to raise the shutter, then flip the 12 targets in pairs with Batarangs. There is no timer, but three wrong pairs reset the game. The layout stays the same after a reset, so note what you uncover.
Summary
One of four park games, each worth an Edward Burke recording. All four open the door to the fifth tape.
Report an issue
Tape: secret officeCollectibleDLC: A Matter Of Family
Location
Seagate Amusement Park · Water tower – Grapnel back to the water-tower building, to the gap between it and the exhaust tower. On the wall facing the tower, a park map beside a door shows four lights, and all four should be green. Clear any thugs, go in and walk the hall to the living quarters. Play the tape on the table and let it finish. If the door stays shut with four green lights, go on with the story and return in free roam, where it can still be done.
Summary
The last Edward Burke recording, behind a door that opens once the four park games are done. Hearing it to the end earns a trophy.
Trophies
  • Achievement · SteamAll Snug in Their Beds
  • Achievement · XboxAll Snug in Their Beds
  • Silver · PlayStationAll Snug in Their Beds
Report an issue
Before the Gordon door

Rescuing Gordon ends the story, so check you have Ambush, Weird War Tales, all 30 collectibles and all 5 tapes before you go on. The one exception is an office door that stays shut: then go on, and finish that tape in free roam. The thugs left in free roam stand away from anything you can hack, which makes the two combat trophies very hard afterwards. If you miss one, a finished episode may not offer a restart, but beginning the pack on another save slot brings back every thug and hack, though collectibles must then be found again. As a quicker try, lead the unarmed thugs at the centre of the park in free roam to the broken Ferris Wheel bridge, then hack the panel beyond it: its Scare can catch the whole group. On Steam only: the ending can stop on a fatal error that leaves the pack at 90% and free roam out of reach, so you would have to play the pack through again.

Reach Gordon through the under-levelsQuest stepDLC: A Matter Of Family
Location
Seagate Amusement Park · Under-levels – Robin finds Gordon once the last officers are out. Go to the park entrance and take the door close to where you defused the second bomb, down into the under-levels. Hack the containers into position, ride the Line Launcher to the hanging container, then fire a second line onward.
Summary
The way to the pack's last fight, open once every hostage is free.
Report an issue
Joker and Harley QuinnHidden spoiler – activate to revealBossDLC: A Matter Of FamilyMinor spoiler
Location
Seagate Amusement Park · Big Top – Reach Gordon and waves of thugs come first, then both bosses together. They use Dual Play, just as Batgirl and Robin do. The trophy comes once Gordon is free, and free roam follows.
Summary
The pack's last fight. Winning rescues Gordon, ends the story and earns the trophy.
PC (Steam)
If a fatal error stops the closing scene, try again and skip the scene, then reinstall this DLC alone or update your Nvidia drivers. No fix works for everyone.
Trophies
  • Achievement · SteamA Courtship of Razors
  • Achievement · XboxA Courtship of Razors
  • Silver · PlayStationA Courtship of Razors
Report an issue

AR challenges: the base game

Take all 23 base AR maps to three stars on a walk round the city, for the three star trophies and A Leap of Faith.

With both runs done, the AR maps are next. This section takes the 23 base maps to three stars each, which earns Sins of Youth, Fortunate Son and Absolution on the way, and adds A Leap of Faith after the last race. Load your run 1 save: free roam is open and every gadget and upgrade you bought is there. Each entry starts with the small task that unlocks its map, done out in the city, and many of those will already be done. The walk goes round Bleake, Founders', the Lady of Gotham and Miagani so those tasks fall in order. Once a map is open, run it from its blue marker or from AR Challenges on the main menu, whichever you like. Repeat runs with other Batmobiles and characters wait for the next sections.

Blunt Trauma or Brutality 101 still open?

Star runs can use AR Challenges on the main menu, and stars are not reported lost there. Only these two trophies are at risk: they count campaign progress, menu runs are reported not to keep it, and no patch addresses that. If either is still open, start the map at its blue world marker in a story save, finish it, carry on back to the city and do not press retry.

Stars do not need any set order: three on each of these maps is simply the sure way to 69. Each map also pays one WayneTech point the first time it reaches three stars, so spend those as you go on anything still unbought.

Start at the GCPD on Bleake Island with the Batmobile. The eight maps here make 24 stars.

Mental Blocked, 3 starsAchievement
Location
AR Challenges · The Cauldron – Unlock: Riddler Trial 01 opened it. Marker: it should be at the garage with the green question marks in the Cauldron train yard, close to the GCPD, where you raced the trial; if the map shows no marker, start it from the main menu. Stars: a lap in 1:00, 0:48 and 0:42. Tip: this is the trial's toughest lap. Flip the red and white blocks with the Riddler code, ride the wall where the floor falls away, keep the Afterburner on, as it never runs out here, and drift the corners.
Summary
Batmobile Race map: one lap of the first Riddler sewer track. Three stars need a lap under 0:42.
Report an issue
Under the Pale Moonlight, 3 starsAchievement
Location
AR Challenges · Panessa Studios roof – Unlock: if you did this before run 2, the map is open. If not, restart the Predator Fundamentals icon on the Falcone Shipping roof, coat the back of a weak wall or wood panel in Explosive Gel, send a Soldier to it with the Voice Synthesizer and detonate as he arrives. Marker: the roof of Panessa Studios. Stars: a x4 Fear Multi-Takedown; a Voice Synthesizer lure onto a gelled weak wall; the Boa drone controller last. Tip: from the start, drop to the floor grate in the small hallway below, which leads to a room of three weak walls. Gel one, go back and lure a patroller. Those who come to help make your group of four, and the controller stays alone until the end. If it stays grey with the unlock done, it may be the reported save bug from the story warnings: restore a backup save from before it, or replay the story to that point.
Summary
Predator map on the Panessa Studios roof: a big squad, some of them camouflaged, with Medics and a drone controller. Each star is one set task.
Report an issue
Combo Master, 3 starsAchievement
Location
AR Challenges · Panessa Studios roof – Unlock: sprint at a tall roof edge that has no guard rail until the dive prompt shows, and take it. Marker: the small round rooftop on Panessa Studios, so check the map if it is not beside you. Stars: a combo of 10, 25 and 50. Tip: once past 10 hits, any broken combo or hit taken ends the run. Stick to simple strikes and counters, vault to the next target, and never mash.
Summary
Combat map on a small round rooftop, on default Batman. Three stars need a 50-hit combo.
Report an issue
One Man Army, 3 starsAchievement
Location
AR Challenges · Panessa Studios car park – Unlock: done at Point of Impact, by a jump of over 50 m with the Afterburner. Marker: the Panessa Studios car park, below the roof. Stars: 2,000, 4,000 and 8,000 points. Tip: the score lives on the combo, so dodge everything, hit the weak spots and fire a Missile Barrage whenever it is full.
Summary
Batmobile Combat map in the Panessa car park: 20 Rattlers and no time limit. Three stars need 8,000 points.
Report an issue
Road Rage, 3 starsAchievement
Location
AR Challenges · Bleake streets – Unlock: in that same car park, hit the Afterburner and hold one drift for 3 seconds. Marker: its blue marker is somewhere on Bleake, so set it from the map. Stars: 3, 6 and 10 armoured cars on a 2:00 clock, with 3 seconds gained per car and 3 lost per hit. Tip: ram cars side-on with the thrusters, which is quicker than the Immobilizer. Keep around the Clock Tower, the GCPD and Chinatown, and turn back if the road empties.
Summary
Batmobile Hybrid map across Bleake's streets, open to any Batmobile. Three stars need 10 armoured cars.
Report an issue
David and Goliath, 3 starsAchievement
Location
AR Challenges · Bleake streets – Unlock: in any street fight, land three throw counters in one combo. Marker: on Bleake, so set it from the map. Stars: six Cobras in 5:00, 3:45 and 2:30. Every kill adds two more Cobras and every hit adds 10 seconds. Tip: stay out of their vision cones on the radar and shoot from behind. After each kill, switch to car mode and race to another part of the island before they close in. The Cobra Distract upgrade helps if you own it.
Summary
Batmobile Hybrid map over most of Bleake: a Cobra hunt in the Arkham Knight Batmobile. Three stars need six kills in 2:30.
Report an issue
Smash and Grab, 3 starsAchievement
Location
AR Challenges · Chinatown – Unlock: Two-Faced Bandit opened it. Marker: the Bank of Gotham in Chinatown, the mission's first bank. Stars: 10 takedowns in 3:00, 2:00 and 1:15, with more enemies always arriving. Tip: you start with a Fear Multi-Takedown ready, so drop on the pair in reception. Take the grates to the offices for silent takedowns to recharge it, then spend it where the crowd is thickest. The panel behind the counter takes the Remote Hacking Device and sets off a stunning dye pack.
Summary
Predator map in the Chinatown bank with the alarm already on. Three stars need 10 takedowns inside 1:15.
Report an issue
Midnight Fury TT, 3 starsAchievement
Location
AR Challenges · Chinatown – Unlock: build top speed in the Batmobile and Super Eject, then glide 300 m with no Grapnel. Dive at the top of each rise and pull up late to climb again. Marker: the race starts in Chinatown. Stars: 2:15, 2:00 and 1:45. Tip: take the ramp before the bridge at full Afterburner, or the car drops into the gap and the run is gone. Follow the green rings, drift the corners and only take hourglasses on your line: each is worth 3 seconds.
Summary
Batmobile Race map: a big lap of Bleake from Chinatown to Perdition Bridge, through Panessa Studios. Three stars need 1:45.
Report an issue
Sins of YouthAchievement
Location
AR Challenges · Chinatown – This comes during the eighth map above, which takes you past 23. A map's stars count once, at its best result, so repeat runs add nothing. If it has not appeared, look in the AR list for a map short of three stars.
Summary
A trophy for your first 23 AR stars.
Trophies
  • Achievement · SteamSins of Youth
  • Achievement · XboxSins of Youth
  • Bronze · PlayStationSins of Youth
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Cross Perdition Bridge to Founders' Island for five maps, then glide out to the Lady of Gotham for a sixth.

Slumdog Billionaire, 3 starsAchievement
Location
AR Challenges · Undercity – Unlock: Campaign for Disarmament opened it. Marker: it should be at the undercity roundabout mine by Airship Alpha (2039, 1569), the Founders' fight with this many tanks. Stars: 8,000, 16,000 and 24,000 points. Tip: kill Mambas and Dragons first, the Dragons with the Vulcan Gun, then keep dodging to feed the Missile Barrage. A level 4 Barrage hits ten at once, and firing one also opens Big Game Hunter: if that map is still locked, run this one from its marker.
Summary
Batmobile Combat map on a Campaign for Disarmament site: 48 tanks of four kinds. Three stars need 24,000 points.
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Big Game Hunter, 3 starsAchievement
Location
AR Challenges · Founders' streets – Unlock: fire a level 4 Batmobile weapon, for example in Slumdog Billionaire; an upgrade that keeps your energy helps. Marker: on Founders', so set it from the map. Stars: six Cobras in 5:00, 3:45 and 2:30. Tip: any detection ends it, and the Cloudburst tank roams too. Use the alleys and radar to shoot from behind, then leave at once and let the others settle before you go for the next.
Summary
Batmobile Hybrid map across Founders': a Cobra hunt where being seen fails the run. Three stars need six kills in 2:30.
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Tower Defense, 3 starsAchievement
Location
AR Challenges · Wayne International Plaza – Unlock: in a street fight, knock a thug down, crouch by him and press Cape Stun to lift him, then Beat Down. Do it three times to be safe. Marker: the top of Wayne International Plaza (near 2259, 1332). Stars: 4,000, 8,000 and 16,000 points. Tip: one long combo with varied moves is what scores. Use the pick-up Beat Down early, vault the knife men, stun the Brute before hitting him, and only fire a quick gadget when it will connect.
Summary
Combat map on top of Wayne International Plaza: three waves, 15 thugs and a Brute. Three stars need 16,000 points.
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Seek and Destroy, 3 starsAchievement
Location
AR Challenges · Founders' streets – Unlock: stopping hostile cars away from the Batmobile, as you did for The Real Deal, so it should be open. If not, thug cars still turn up in free roam: land on one from a glide or counter it head on, three times in all. Marker: on Founders', so set it from the map. Stars: 4, 8 and 12 armoured cars on a 2:00 clock, with 3 seconds gained per jeep and 3 lost per hit. Tip: ram jeeps side-on with the thrusters and hit any APC too, which is worth more time. Turn back or boost to another street if the road empties.
Summary
Batmobile Hybrid map across Founders', open to any Batmobile. Three stars need 12 armoured cars.
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Knight Time Strike, 3 starsAchievement
Location
AR Challenges · Founders' streets – Unlock: two Perfect Shots in a row, which your five at Point of Impact covered. Marker: on Founders', so set it from the map. Stars: 3:30, 2:45 and 2:15, with 5 seconds added per hit taken and 3 off per hourglass. Tip: the fights come as four Rattlers, five Rattlers, then Rattlers with Diamondbacks. Hold your Missile Barrage for that last one, and drift corners, which slows the clock.
Summary
Batmobile Hybrid map: green rings on a set course, broken by three tank fights. Three stars need 2:15.
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Azrael's Atonement, 3 starsHidden spoiler – activate to revealAchievementMinor spoiler
Location
AR Challenges · Lady of Gotham statue – Unlock: Heir to the Cowl opened it, however it ended. Marker: glide out to the Lady of Gotham statue and go to its top platform (2507, 2243). Stars: 7,500, 15,000 and 30,000 points. Tip: a dropped combo costs nothing, so go slowly: hop between targets, counter everything and never touch a stun baton. Take out Medics as soon as they appear.
Summary
Combat map on top of the Lady of Gotham, played as Azrael. Three stars need 30,000 points, and any damage ends it.
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Glide on to Miagani and call the Batmobile. Bristol and Kingston come first, then the last five maps around Grand Avenue.

Natural Selection, 3 starsAchievement
Location
AR Challenges · Botanical Gardens – Unlock: story progress opened it. Marker: by the Botanical Gardens (near 3251, 2170). Stars: 2,500, 5,000 and 10,000 points. Tip: kill the six Mambas first, even though they fire from the raised centre. Varied attacks pay a bonus, so use EMP, Drone Virus and Missile Barrage and keep the combo going.
Summary
Batmobile Combat map by the Botanical Gardens: 24 tanks with Mambas on the high ground. Three stars need 10,000 points.
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City Heat TT, 3 starsAchievement
Location
AR Challenges · Bristol – Unlock: if you did this before run 2, the map is open. If not, start a glide kick over a street fight and, before it lands, fire three different gadgets: the Batarang, Batclaw and Remote Electrical Charge. Don't hit your target first, or the glide ends. If it stays locked, buy one more glide gadget and use that too. Marker: near the hospital in Bristol. Stars: 1:25, 1:15 and 1:05. Tip: the hourglasses are off the line, so ignore them, follow the green rings, use the Afterburner on straights and drift corners. If it stays grey with the unlock done, it may be the reported save bug from the story warnings: restore a backup save from before it, or replay the story to that point.
Summary
Batmobile Race map across Miagani, from Elliot Memorial Hospital to Mercy Bridge. Three stars need 1:05.
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Crushonator, 3 starsAchievement
Location
AR Challenges · Bristol – Unlock: Riddler Trial 04 opened it. Marker: it should be at the trial's garage by the hospital; if the map shows no marker, start it from the main menu. Stars: a lap in 1:20, 1:10 and 1:00. Tip: only flip blocks with the Riddler code when you are on plain ground. Watch for floors glowing green just before they crush, take those stretches with short Afterburner bursts, and drift the corners.
Summary
Batmobile Race map: one lap of the fourth Riddler stage. Three stars need a lap under 1:00.
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Fortunate SonAchievement
Condamned, 3 starsAchievement
Location
AR Challenges · Ranelagh Ferry Terminal – Unlock: Riddler Trial 09 opened it. Marker: it should be at the trial's garage at the Ranelagh Ferry Terminal in Kingston; if the map shows no marker, start it from the main menu. Stars: a lap in 1:30, 1:15 and 1:00. Tip: the Riddler runs the traps, so there is no code to use. Spikes glow green just before they rise, and at the end you weave up and down the wall between crushers. Expect a lot of practice until you know the lap by heart.
Summary
Batmobile Race map: one lap of the ninth Riddler stage, the hardest of the three. Three stars need a lap under 1:00.
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A Leap of FaithAchievement
Location
AR Challenges · Ramps around the city – The race maps are done, so go ramp hunting in free roam on your run 1 save. From Kingston, Mercy Bridge leads back to the Cauldron ramp (2071, 2758), a good start. Any ramp counts and there are well over eight, so skip one that falls short. Buy any Afterburner upgrades left. Hit each ramp dead straight at full Afterburner, and leave the brake and Battle Mode alone in the air. The game shows no distance, so roll to the lip first and set a waypoint 100 m ahead, measuring along the ground. Jumps do not always register: repeat them until the trophy comes.
Summary
A trophy for eight jumps of 100 m or more in the Batmobile, each off a different ramp. It may already have come during the maps above: if so, tick this and move on.
PC (Steam)
Steam shows no running count, so you cannot tell which jumps have counted. Redo each one, checking the waypoint, until the achievement appears.
Trophies
  • Achievement · SteamA Leap of Faith
  • Achievement · XboxA Leap of Faith
  • Bronze · PlayStationA Leap of Faith
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Gotham Knights, 3 starsAchievement
Location
AR Challenges · Grand Avenue – Unlock: done at Brutality 101, by three quick-fire gadgets in one fight. Marker: under the Vicki Vale billboard in Grand Avenue. Stars: 5,000, 10,000 and 20,000 points. Tip: keep one long combo and use dual takedowns on the shield thugs and the Brute. If Terminal Velocity is still locked, run this one from its marker: when the Brute comes, lure him to one of the small AC fans in the corners and take the environment takedown when he glows blue.
Summary
Combat map under the Vicki Vale billboard, with Batman and Nightwing as a pair. Three stars need 20,000 points.
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Terminal Velocity, 3 starsAchievement
Location
AR Challenges · Grand Avenue Station – Unlock: an environment takedown on a Brute, as in Gotham Knights. Marker: Grand Avenue Station. Stars: a Fear Multi-Takedown through a weak wood panel (one enemy alone does not count); a KO by hacking a generator; the Minigunner by environment takedown. Tip: blind the Sentry Gun, open the wall grate beside it and wait behind the panel, then strike as two pass and grapple to the monorail. Send a Soldier to a generator on the upper platforms with the Voice Synthesizer and hack it. Clear the rest, then lure the Minigunner to the power box by the restaurant window.
Summary
Predator map at Grand Avenue Station with a Minigunner, a Sentry Gun and mine-laying Soldiers. Each star is one set task.
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Revive and Shine, 3 starsAchievement
Location
AR Challenges · Miagani train station – Unlock: a Fear Multi-Takedown on three enemies, which you will almost certainly have done. Marker: the train station under the monorail, so set it from the map. Stars: take no damage; the Medic last; two separate Fear Multi-Takedowns. Tip: pair enemies with the Voice Synthesizer and strike from the roof hatches, away from the Medic, who revives. Back off after each one, make a silent takedown to recharge, and be patient.
Summary
Predator map at a Miagani train station under the monorail: five armed Soldiers and a Medic. Each star is one set task.
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Drone Zone, 3 starsAchievement
Location
AR Challenges · Grand Avenue – Unlock: leave the Batmobile close by, climb a building, glide towards it and call it, so you drop into the seat without touching the ground. Marker: beside the old Grand Avenue mine site (3168, 2728). Stars: 4:30, 3:45 and 3:00, with 5 seconds added per hit. Tip: take all four ramps square on with the Afterburner, or you land in the water. Win the first two fights cleanly and save a level 4 Missile Barrage for the last.
Summary
Batmobile Hybrid map: green rings, four ramps over water and three tank fights. Three stars need 3:00.
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Untouchable, 3 starsAchievement
Location
AR Challenges · Grand Avenue – Unlock: done at Point of Impact, by three critical shots in one tank fight. Marker: the Grand Avenue intersection. Stars: survive 1:00, 3:00 and 6:00. You start with 5 seconds, and each drone adds 10. Tip: the drones stay where they spawn around the small circle, so work round it in one direction with the Vulcan Gun on their blue lights. Fire a level 4 Missile Barrage whenever it is ready. The Battle Mode toggle in the options saves holding the trigger.
Summary
Batmobile Combat map on the Grand Avenue intersection: one hit ends it. Three stars need six minutes alive.
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AbsolutionAchievement
Location
AR Challenges · Grand Avenue – All 23 maps at three stars make 69, and this comes with the last star. If it holds back, look in the AR list for a map short of three. One reading counts Batman's stars alone, so replay the Lady of Gotham map as Batman if it offers him; otherwise carry on, as Batmobile pack stars in the next section should add to the same total. On PS4 the platinum lands here too, with every other base trophy done.
Summary
A trophy for 69 AR stars, the last of the base game's three.
Trophies
  • Achievement · SteamAbsolution
  • Achievement · XboxAbsolution
  • Bronze · PlayStationAbsolution
  • Platinum · PlayStationI AM the Batman!
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AR challenges: the Batmobile packs

The five Batmobile packs: their 12 race tracks, then the seven base maps again in each car, for five star trophies.

This section takes the 12 tracks of the 1989, 2008 and 1960's packs, then earns all five Batmobile star trophies. Only driving counts here: races are judged on time alone, the limits are the same in every car, and drifting through the corners is the main way to save time. Owning a pack is the whole unlock, so nothing ties its tracks to a run and you can start them earlier. The seven base maps must already be open, which the base section has done. The Hero, Rogue and Community sections come next.

Use the main menu here

A reminder of the AR rule: world-marker runs protect campaign progress such as Blunt Trauma and Brutality 101, and no run in this section feeds either one. Pack tracks start from the main menu, and stars are not reported lost there, so play everything here from AR Challenges on the main menu.

Check the car before every run

A trophy counts only stars won in its own car, so read the car's name on the map's selection screen each time. Pack tracks open in their own pack's car. The seven base maps open in the Arkham Knight Batmobile, so change the car on that screen first. The other Hybrid maps and all the Batmobile Combat maps stay locked to the Arkham Knight Batmobile.

Where each car's stars come from
CarTrophyStarsPack tracksBase maps
1989 Movie BatmobileStreet Demonz334 tracks, 12 stars7 maps, 21 stars
2008 Tumbler BatmobileGangland Express334 tracks, 12 stars7 maps, 21 stars
1960's TV Series BatmobileJoy Ride334 tracks, 12 stars7 maps, 21 stars
2016 Batman v Superman BatmobileThe World's Finest21None7 maps, 21 stars
Original Arkham BatmobileLife After Death21None7 maps, 21 stars
The seven base maps every car can enter
MapKind3 starsWorth knowing
Midnight Fury TTRaceUnder 1:45Each hourglass takes 3 seconds off the clock.
City Heat TTRaceUnder 1:05Its 5 hourglasses sit off the main line, and one is too far out to be worth it.
Mental BlockedRaceUnder 0:42The Afterburner never runs out here.
CrushonatorRaceUnder 1:00One fixed lap, not the changing laps of the Riddler's version.
CondamnedRaceUnder 1:00Little room to drift: hold the Afterburner and avoid crashing.
Road RageHybrid10 armoured carsRam from the side. Hunt near the Clock Tower, GCPD and Chinatown, not Panessa Studios.
Seek and DestroyHybrid12 armoured carsGo for APCs first: they are reported to score triple.

These two Hybrid maps are open to the pack cars because they only need pursuit driving. If you prefer, take one map through all five cars before moving to the next: your times improve with each repeat, and the star totals come out the same.

Cobblepot's Causeway - 1 Lap Race, 3 starsAchievementDLC: 1989 Movie Pack
Location
AR Challenges · 1989 Movie Pack – From the main menu, open AR Challenges and pick Cobblepot's Causeway - 1 Lap Race. It opens in the 1989 Movie Batmobile, so leave that car selected. One lap under 1:10 earns all 3 stars (under 1:20 gives 2, under 1:30 gives 1). No bonuses or penalties sit on this course, so a clean line is everything.
Summary
One of the four 1989 Movie Pack tracks. Its 3 stars, won in the 1989 Movie Batmobile, count toward Street Demonz.
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Cobblepot's Causeway - 3 Lap Race, 3 starsAchievementDLC: 1989 Movie Pack
Location
AR Challenges · 1989 Movie Pack – From the main menu, open AR Challenges and pick Cobblepot's Causeway - 3 Lap Race. It opens in the 1989 Movie Batmobile, so leave that car selected. All 3 laps under 3:10 earn all 3 stars (under 3:20 gives 2, under 3:30 gives 1). There are still no bonuses or penalties, so keep the drifts tidy for all three laps.
Summary
One of the four 1989 Movie Pack tracks. Its 3 stars, won in the 1989 Movie Batmobile, count toward Street Demonz.
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Joker Parade - 1 Lap Race, 3 starsAchievementDLC: 1989 Movie Pack
Location
AR Challenges · 1989 Movie Pack – From the main menu, open AR Challenges and pick Joker Parade - 1 Lap Race. It opens in the 1989 Movie Batmobile, so leave that car selected. One lap under 1:30 earns all 3 stars (under 1:40 gives 2, under 1:50 gives 1). Steer clear of the large ducks on the route; the last stretch runs through a big flooded room.
Summary
One of the four 1989 Movie Pack tracks. Its 3 stars, won in the 1989 Movie Batmobile, count toward Street Demonz.
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Joker Parade - 3 Lap Race, 3 starsAchievementDLC: 1989 Movie Pack
Location
AR Challenges · 1989 Movie Pack – From the main menu, open AR Challenges and pick Joker Parade - 3 Lap Race. It opens in the 1989 Movie Batmobile, so leave that car selected. All 3 laps under 3:55 earn all 3 stars (under 4:05 gives 2, under 4:15 gives 1). No race in the game runs longer, and the same ducks wait on every lap.
Summary
One of the four 1989 Movie Pack tracks. Its 3 stars, won in the 1989 Movie Batmobile, count toward Street Demonz.
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Street Demonz: 33 stars in the 1989 Movie BatmobileAchievementDLC: 1989 Movie Pack
Location
AR Challenges · 1989 Movie Pack – The four tracks above have given you 12 stars in the 1989 Movie Batmobile. In AR Challenges on the main menu, change the car to the 1989 Movie Batmobile on each map's selection screen and take all 3 stars on Midnight Fury TT, City Heat TT, Mental Blocked, Crushonator, Condamned, Road Rage and Seek and Destroy. That adds 21 and makes exactly 33, the trophy's target. If a map will not give up its stars, any other map open to this car counts instead: a 1 Lap track from another pack you own is the quickest swap. This long car can clip obstacles and turn wide, so leave extra room.
Summary
The 1989 Movie Pack star trophy. Its four tracks give 12 of the 33 stars, and the seven base maps open to this car give the other 21.
PC (Steam)
On a non-English install the car name may read null and the car may not change. Switching the game to English or verifying its files are the suggested fixes, though neither is confirmed.
Trophies
  • Achievement · SteamStreet Demonz
  • Achievement · XboxStreet Demonz
  • Silver · PlayStationStreet Demonz
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Ashes - 1 Lap Race, 3 starsAchievementDLC: 2008 Tumbler Batmobile Pack
Location
AR Challenges · 2008 Tumbler Pack – From the main menu, open AR Challenges and pick Ashes - 1 Lap Race. It opens in the 2008 Tumbler Batmobile, so leave that car selected. One lap under 1:00 earns all 3 stars (under 1:10 gives 2, under 1:20 gives 1). Nothing on the course adds or removes time, so the clock depends on your line alone.
Summary
One of the four 2008 Tumbler Pack tracks. Its 3 stars, won in the 2008 Tumbler Batmobile, count toward Gangland Express.
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Ashes - 3 Lap Race, 3 starsAchievementDLC: 2008 Tumbler Batmobile Pack
Location
AR Challenges · 2008 Tumbler Pack – From the main menu, open AR Challenges and pick Ashes - 3 Lap Race. It opens in the 2008 Tumbler Batmobile, so leave that car selected. All 3 laps under 2:30 earn all 3 stars (under 2:40 gives 2, under 2:50 gives 1). Use what the 1 Lap version taught you and drift every corner you can.
Summary
One of the four 2008 Tumbler Pack tracks. Its 3 stars, won in the 2008 Tumbler Batmobile, count toward Gangland Express.
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Cataclysm - 1 Lap Race, 3 starsAchievementDLC: 2008 Tumbler Batmobile Pack
Location
AR Challenges · 2008 Tumbler Pack – From the main menu, open AR Challenges and pick Cataclysm - 1 Lap Race. It opens in the 2008 Tumbler Batmobile, so leave that car selected. One lap under 1:10 earns all 3 stars (under 1:20 gives 2, under 1:30 gives 1). Drift the corners and learn the course here before the 3 Lap version.
Summary
One of the four 2008 Tumbler Pack tracks. Its 3 stars, won in the 2008 Tumbler Batmobile, count toward Gangland Express.
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Cataclysm - 3 Lap Race, 3 starsAchievementDLC: 2008 Tumbler Batmobile Pack
Location
AR Challenges · 2008 Tumbler Pack – From the main menu, open AR Challenges and pick Cataclysm - 3 Lap Race. It opens in the 2008 Tumbler Batmobile, so leave that car selected. All 3 laps under 3:10 earn all 3 stars (under 3:20 gives 2, under 3:30 gives 1). The laps change: Riddler Blockades multiply, and the final wall holds none on lap 1, two on lap 2 and three on lap 3, which you must alternate fast. The mid-lap jump leads under the shopping mall on lap 1, into a narrow hallway on lap 2 and through the same part, now badly damaged, on lap 3.
Summary
One of the four 2008 Tumbler Pack tracks. Its 3 stars, won in the 2008 Tumbler Batmobile, count toward Gangland Express.
PC (Steam)
On mouse and keyboard, consider remapping the Riddler Blockade input: working it and the drift with one finger is awkward.
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Gangland Express: 33 stars in the 2008 Tumbler BatmobileAchievementDLC: 2008 Tumbler Batmobile Pack
Location
AR Challenges · 2008 Tumbler Pack – The four tracks above have given you 12 stars in the 2008 Tumbler Batmobile. In AR Challenges on the main menu, change the car to the 2008 Tumbler Batmobile on each map's selection screen and take all 3 stars on Midnight Fury TT, City Heat TT, Mental Blocked, Crushonator, Condamned, Road Rage and Seek and Destroy. That adds 21 and makes exactly 33, the trophy's target. If a map will not give up its stars, any other map open to this car counts instead: a 1 Lap track from another pack you own is the quickest swap. This car can feel like the quickest of the five, though its turning may be uneven.
Summary
The 2008 Tumbler Pack star trophy. Its four tracks give 12 of the 33 stars, and the seven base maps open to this car give the other 21.
Trophies
  • Achievement · SteamGangland Express
  • Achievement · XboxGangland Express
  • Silver · PlayStationGangland Express
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Batcave Set - 1 Lap Race, 3 starsAchievementDLC: 1960s Tv Series Pack
Location
AR Challenges · 1960's TV Series Pack – From the main menu, open AR Challenges and pick Batcave Set - 1 Lap Race. It opens in the 1960's TV Series Batmobile, so leave that car selected. One lap under 1:00 earns all 3 stars (under 1:20 gives 2, under 1:40 gives 1). Hit the green stopwatch cutouts (11, each 2 seconds off) and miss the civilian cutouts (2 seconds on). At the halfway fork, stay on the long straight: its 3 stopwatches beat the right-turn shortcut.
Summary
One of the four 1960's TV Series Pack tracks. Its 3 stars, won in the 1960's TV Series Batmobile, count toward Joy Ride.
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Batcave Set - 3 Lap Race, 3 starsAchievementDLC: 1960s Tv Series Pack
Location
AR Challenges · 1960's TV Series Pack – From the main menu, open AR Challenges and pick Batcave Set - 3 Lap Race. It opens in the 1960's TV Series Batmobile, so leave that car selected. All 3 laps under 2:45 earn all 3 stars (under 3:15 gives 2, under 3:45 gives 1). The same stopwatch and civilian cutouts apply. On lap 3 the fork appears halfway round: keep to the long straight for its 3 stopwatches.
Summary
One of the four 1960's TV Series Pack tracks. Its 3 stars, won in the 1960's TV Series Batmobile, count toward Joy Ride.
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Penguin Dockyard - 1 Lap Race, 3 starsAchievementDLC: 1960s Tv Series Pack
Location
AR Challenges · 1960's TV Series Pack – From the main menu, open AR Challenges and pick Penguin Dockyard - 1 Lap Race. It opens in the 1960's TV Series Batmobile, so leave that car selected. One lap under 0:45 earns all 3 stars (under 1:00 gives 2, under 1:30 gives 1). Collect the 13 stopwatches (2 seconds off each) and miss the civilian cutouts (1 second on). The start splits: the dock edge is faster than the boat jumps, but riskier.
Summary
One of the four 1960's TV Series Pack tracks. Its 3 stars, won in the 1960's TV Series Batmobile, count toward Joy Ride.
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Penguin Dockyard - 3 Lap Race, 3 starsAchievementDLC: 1960s Tv Series Pack
Location
AR Challenges · 1960's TV Series Pack – From the main menu, open AR Challenges and pick Penguin Dockyard - 3 Lap Race. It opens in the 1960's TV Series Batmobile, so leave that car selected. All 3 laps under 2:15 earn all 3 stars (under 2:45 gives 2, under 3:15 gives 1). The 15 stopwatches can save 30 seconds. Lap 1 runs the boardwalk; lap 2 pushes you onto the boats, though a slow or well-placed jump keeps you on the boardwalk; lap 3 offers either way.
Summary
One of the four 1960's TV Series Pack tracks. Its 3 stars, won in the 1960's TV Series Batmobile, count toward Joy Ride.
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Joy Ride: 33 stars in the 1960's TV Series BatmobileAchievementDLC: 1960s Tv Series Pack
Location
AR Challenges · 1960's TV Series Pack – The four tracks above have given you 12 stars in the 1960's TV Series Batmobile. In AR Challenges on the main menu, change the car to the 1960's TV Series Batmobile on each map's selection screen and take all 3 stars on Midnight Fury TT, City Heat TT, Mental Blocked, Crushonator, Condamned, Road Rage and Seek and Destroy. That adds 21 and makes exactly 33, the trophy's target. If a map will not give up its stars, any other map open to this car counts instead: a 1 Lap track from another pack you own is the quickest swap. This light car jumps far and moves fast, but it can flip more easily than the others.
Summary
The 1960's TV Series Pack star trophy. Its four tracks give 12 of the 33 stars, and the seven base maps open to this car give the other 21.
Trophies
  • Achievement · SteamJoy Ride
  • Achievement · XboxJoy Ride
  • Silver · PlayStationJoy Ride
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The World's Finest: 21 stars in the 2016 Batman v Superman BatmobileAchievementDLC: Batman V Superman Batmobile
Location
AR Challenges · 2016 Batman v Superman Pack – In AR Challenges on the main menu, change the car to the 2016 Batman v Superman Batmobile on each map's selection screen and take all 3 stars on Midnight Fury TT, City Heat TT, Mental Blocked, Crushonator, Condamned, Road Rage and Seek and Destroy. Seven maps at 3 stars make exactly the 21 this trophy needs. If a map will not give up its stars, any other map open to this car counts instead: a 1 Lap track from another pack you own is the quickest swap. This car's wide wheelbase can call for more drifting than the others.
Summary
The 2016 Batman v Superman Pack star trophy. This pack adds a car but no tracks, so the seven base maps give all 21 stars.
Trophies
  • Achievement · SteamThe World's Finest
  • Achievement · XboxThe World's Finest
  • Silver · PlayStationThe World's Finest
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Life After Death: 21 stars in the Original Arkham BatmobileAchievementDLC: Original Arkham Batmobile
Location
AR Challenges · Original Arkham Batmobile – In AR Challenges on the main menu, change the car to the Original Arkham Batmobile on each map's selection screen and take all 3 stars on Midnight Fury TT, City Heat TT, Mental Blocked, Crushonator, Condamned, Road Rage and Seek and Destroy. Seven maps at 3 stars make exactly the 21 this trophy needs. If a map will not give up its stars, any other map open to this car counts instead: a 1 Lap track from another pack you own is the quickest swap. This car can feel clumsy, so allow for slower times than in the others.
Summary
The Original Arkham Batmobile star trophy. This pack adds a car but no tracks, so the seven base maps give all 21 stars.
Trophies
  • Achievement · SteamLife After Death
  • Achievement · XboxLife After Death
  • Silver · PlayStationLife After Death
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AR challenges: Hero, Rogue and Scarecrow Nightmare

Beat the three PS4-only Scarecrow Nightmare maps, then earn 21 stars with each of the seven characters other than Batman.

Both runs and the story packs are done, and the base AR maps are open. Play everything here from AR Challenges on the main menu, where stars are safe. This section starts with the three Scarecrow Nightmare maps, which only PS4 players have: Steam and Xbox players start at the character trophies. After that come seven trophies of 21 stars each, as Batgirl, Harley Quinn, Red Hood, Azrael, Catwoman, Nightwing and Robin. Each character brings their own moves and quick-fire gadgets rather than Batman's kit, so finish one before starting the next. The Community pack's trophies are left for the next section, and Batman's own star trophies are already behind you.

Scarecrow Nightmare 1: the burning streetsAchievementDLC: Scarecrow Nightmare Missions
Location
AR Challenges · Scarecrow Nightmare 1 – Start Scarecrow Nightmare 1 from AR Challenges on the main menu; the map gives you the Batmobile. Drive through the fire past needles, fireballs and a demon army, then bring down the giant Scarecrow with the car's weapons. Three stars means finishing inside 4:00 (two stars 5:00, one star 6:00).
Summary
PS4 only. The first of three Batmobile maps through a burning Gotham, each ending in a fight with a giant Scarecrow.
PlayStation 4
The Scarecrow Nightmare Missions pack is a PS4 exclusive.
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Scarecrow Nightmare 2: Miagani IslandAchievementDLC: Scarecrow Nightmare Missions
Location
AR Challenges · Scarecrow Nightmare 2 – Back on the AR Challenges list, start Scarecrow Nightmare 2. Cross Miagani Island while cars drop from the sky, then finish Scarecrow off with the Batmobile again. Three stars means finishing inside 4:00 (two stars 5:00, one star 6:00).
Summary
PS4 only. The second Batmobile map, a harder run across a burning Miagani Island.
PlayStation 4
The Scarecrow Nightmare Missions pack is a PS4 exclusive.
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Scarecrow Nightmare 3: Founders' IslandAchievementDLC: Scarecrow Nightmare Missions
Location
AR Challenges · Scarecrow Nightmare 3 – Start Scarecrow Nightmare 3 from the same list. Chase Scarecrow across Founders' Island, then beat him in the centre of the city. Three stars means finishing inside 5:00 (two stars 6:00, one star 7:00).
Summary
PS4 only. The last Batmobile map and the longest of the three.
PlayStation 4
The Scarecrow Nightmare Missions pack is a PS4 exclusive.
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Dark VictoryAchievementDLC: Scarecrow Nightmare Missions
Location
AR Challenges · Scarecrow Nightmare 3 – The pack was listed free on the US PlayStation Store in November 2026, so check your region's store. Beating all three maps above is the likely condition: clear them first, and chase the star times only if the trophy does not unlock.
Summary
PS4 only. The pack's one trophy, for escaping the nightmare; the platinum does not need it.
PlayStation 4
The Scarecrow Nightmare Missions pack is a PS4 exclusive.
Trophies
  • Silver · PlayStationDark Victory
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How character stars count. Stars are kept per character, so a map you cleared as Batman starts at nothing for everyone else. Each trophy takes any mix of Combat and Predator maps, and maps where that character is not the default count too. Batmobile maps do not, and Gotham Knights is a fixed pair, so leave it out. Combat is usually the easier road: the six Combat maps below plus Smash and Grab make 21 with no per-character objectives. Two carry a catch: any damage ends Azrael's Atonement, which may not offer every character, and past 10 hits a hit or a broken combo ends Combo Master. Leave the difficulty toggle on Normal: no trophy here needs Knightmare.

Star targets on the maps below, which should be the same for every character
MapType1 star2 stars3 stars
Combo MasterCombat10-hit combo25-hit combo50-hit combo
Tower DefenseCombat4,0008,00016,000
Azrael's AtonementCombat7,50015,00030,000
Monarch TheatreCombat10,00020,00040,000
Crime AlleyCombat10,00025,00035,000
Iceberg Lounge VIP RoomCombat10,00025,00050,000
Smash and GrabPredator10 takedowns in 3:002:001:15
The three Predator maps give one star per objective, and each character has their own
CharacterTerminal VelocityRevive and ShineUnder the Pale Moonlight
BatgirlWeak wall takedown; leave the sentry gun active; stay unseenCorner takedown; Medic first; 2 thugs taken down in smokeAll camouflaged soldiers unseen; take out an enemy with the drone; ceiling grate takedown on a Medic
Harley QuinnJack-in-the-box stun into a ground takedown; pounce into a ground takedown; finish within 5:00Corner takedown; Beat Down on the Medic; destroy a deployed sentry gunAll camouflaged soldiers unseen; takedown on a snared enemy; last 3 enemies in Mayhem Mode
Red HoodShoot 3 stunned enemies; shoot 2 thugs through windows; stay unseenCorner takedown; no Detective Mode; shoot an unaware thugAll camouflaged soldiers unseen; shoot 2 Medics within 10 seconds; shoot a fire extinguisher, then take down an enemy in the gas
AzraelFear Multi-Takedown from a grate; destroy the sentry gun first; stay unseenCorner takedown; ledge Fear Takedown; Explosive Gel on the Medic mid-reviveAll camouflaged soldiers unseen; Ice Smash on the drone controller; corner takedown on a Medic
CatwomanPounce from a vantage point; stun 3 enemies with caltrops; stay unseenCorner takedown; 2 pounces; 2 ledge takedownsAll camouflaged soldiers unseen; weak wall takedown; caltrops into a ground takedown on a Medic
NightwingFear Takedown on 4 at once; takedown through a glass ceiling or floor; stay unseenCorner takedown; ledge takedown; take out the Medic mid-reviveAll camouflaged soldiers unseen; Electrical Blast from the highest point onto the lowest level; ricochet shot into a ground takedown
Robin2 environment takedowns; blind a sentry gun, then destroy it; stay unseenCorner takedown; Snap-Flash a thug; finish in under 1:00All camouflaged soldiers unseen; place all 3 Snap-Flashes without setting them off; frontal silent takedown
Scoring on Combat maps

Keep one combo going: leap over enemies rather than stand and trade, work quick-fire gadgets in for the variation bonus, and close a round on a ground pound. A round with no hits, or with the combo never broken, pays a large bonus on top.

Motherlode: 21 stars as BatgirlAchievementDLC: Hero Challenges
Location
AR Challenges · Combat and Predator maps – Pick Batgirl before launching each map from AR Challenges on the main menu and earn 21 stars as Batgirl, at most 3 a map, so seven full maps is the least. Solo Combat and Predator maps all count: Combo Master, Tower Defense, Azrael's Atonement (if it offers Batgirl), Revive and Shine, Terminal Velocity, Smash and Grab and Under the Pale Moonlight make exactly 21, and Monarch Theatre, Crime Alley or Iceberg Lounge VIP Room can replace any of them you cannot play or would rather skip. Mix her quick-throw Batarangs and quick-fire Batclaw for variation, and spend a combo on her weapon-breaking move as soon as shields or stun batons appear.
Summary
A silver trophy for 21 stars as Batgirl. She comes with A Matter of Family, and her standard moves make her the best one to start on.
Trophies
  • Achievement · SteamMotherlode
  • Achievement · XboxMotherlode
  • Silver · PlayStationMotherlode
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Vengeance Unlimited: 21 stars as Harley QuinnAchievementDLC: Rogue Challenges
Location
AR Challenges · Combat and Predator maps – Pick Harley Quinn before launching each map from AR Challenges on the main menu and earn 21 stars as Harley Quinn, at most 3 a map, so seven full maps is the least. Solo Combat and Predator maps all count: Combo Master, Tower Defense, Azrael's Atonement (if it offers Harley Quinn), Revive and Shine, Terminal Velocity, Smash and Grab and Under the Pale Moonlight make exactly 21, and Monarch Theatre, Crime Alley or Iceberg Lounge VIP Room can replace any of them you cannot play or would rather skip. She cannot break weapons and her gadgets tend to end a combo, so fill the Mayhem Mode meter with takedowns and Beat Down finishers, then spend it on rounds full of shields and stun batons.
Summary
A silver trophy for 21 stars as Harley Quinn. She comes with the Harley Quinn Story Pack and is the first of the harder characters.
Trophies
  • Achievement · SteamVengeance Unlimited
  • Achievement · XboxVengeance Unlimited
  • Silver · PlayStationVengeance Unlimited
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Higher Learning: 21 stars as Red HoodAchievementDLC: Rogue Challenges
Location
AR Challenges · Combat and Predator maps – Pick Red Hood before launching each map from AR Challenges on the main menu and earn 21 stars as Red Hood, at most 3 a map, so seven full maps is the least. Solo Combat and Predator maps all count: Combo Master, Tower Defense, Azrael's Atonement (if it offers Red Hood), Revive and Shine, Terminal Velocity, Smash and Grab and Under the Pale Moonlight make exactly 21, and Monarch Theatre, Crime Alley or Iceberg Lounge VIP Room can replace any of them you cannot play or would rather skip. His pistols drop enemies outright but cost you the combo, so keep them for emergencies and control the crowd with quick-fire Zip Kick and Flash Bangs.
Summary
A silver trophy for 21 stars as Red Hood, who comes with the Red Hood Story Pack. Expect to play more maps for these stars than for the last two.
Trophies
  • Achievement · SteamHigher Learning
  • Achievement · XboxHigher Learning
  • Silver · PlayStationHigher Learning
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Shock and Awe: 21 stars as AzraelAchievementDLC: Rogue Challenges
Location
AR Challenges · Combat and Predator maps – Pick Azrael before launching each map from AR Challenges on the main menu and earn 21 stars as Azrael, at most 3 a map, so seven full maps is the least. Solo Combat and Predator maps all count: Combo Master, Tower Defense, Azrael's Atonement, Revive and Shine, Terminal Velocity, Smash and Grab and Under the Pale Moonlight make exactly 21, and Monarch Theatre, Crime Alley or Iceberg Lounge VIP Room can replace any of them you cannot play or would rather skip. His combo breaks weapons as hers does, and Freeze Blast and Remote Electrical Charge add variation; expect Brutes in many rounds.
Summary
A silver trophy for 21 stars as Azrael. He plays much like Batgirl, against tougher enemy mixes.
Trophies
  • Achievement · SteamShock and Awe
  • Achievement · XboxShock and Awe
  • Silver · PlayStationShock and Awe
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Community runs while you are in character

Catwoman, Nightwing and Robin each owe runs for the next section's trophies: Catwoman on Monarch Theatre, Nightwing on Monarch Theatre, Crime Alley and The Batcave, Robin on Monarch Theatre, Crime Alley and Silent Knight. They are listed there by trophy, but it pays to play a few maps for the feel of a character, then take those runs before you switch.

Relentless: 21 stars as CatwomanAchievementDLC: Rogue Challenges
Location
AR Challenges · Combat and Predator maps – Pick Catwoman before launching each map from AR Challenges on the main menu and earn 21 stars as Catwoman, at most 3 a map, so seven full maps is the least. Solo Combat and Predator maps all count: Combo Master, Tower Defense, Azrael's Atonement (if it offers Catwoman), Revive and Shine, Terminal Velocity, Smash and Grab and Under the Pale Moonlight make exactly 21, and Monarch Theatre, Crime Alley or Iceberg Lounge VIP Room can replace any of them you cannot play or would rather skip. Quick-Whip pulls stun-baton enemies off their feet, Bolas drop a last one standing, and quick-throw Caltrops make a group of shields fall, though only three times a challenge. Her Monarch Theatre run can supply her last stars.
Summary
A silver trophy for 21 stars as Catwoman.
Trophies
  • Achievement · SteamRelentless
  • Achievement · XboxRelentless
  • Silver · PlayStationRelentless
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Acts of Violence: 21 stars as NightwingAchievementDLC: Hero Challenges
Location
AR Challenges · Combat and Predator maps – Pick Nightwing before launching each map from AR Challenges on the main menu and earn 21 stars as Nightwing, at most 3 a map, so seven full maps is the least. Solo Combat and Predator maps all count: Combo Master, Tower Defense, Azrael's Atonement (if it offers Nightwing), Revive and Shine, Terminal Velocity, Smash and Grab and Under the Pale Moonlight make exactly 21, and Monarch Theatre, Crime Alley or Iceberg Lounge VIP Room can replace any of them you cannot play or would rather skip. Quick-fire Remote Electrical Charge disarms stun batons, and a Group Attack from a combo floors thugs so they drop what they hold. His rounds are heavier than Catwoman's.
Summary
A silver trophy for 21 stars as Nightwing. It does not depend on his Community runs, though their stars count.
Trophies
  • Achievement · SteamActs of Violence
  • Achievement · XboxActs of Violence
  • Silver · PlayStationActs of Violence
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The Big Leagues: 21 stars as RobinAchievementDLC: Hero Challenges
Location
AR Challenges · Combat and Predator maps – Pick Robin before launching each map from AR Challenges on the main menu and earn 21 stars as Robin, at most 3 a map, so seven full maps is the least. Solo Combat and Predator maps all count: Combo Master, Tower Defense, Azrael's Atonement (if it offers Robin), Revive and Shine, Terminal Velocity, Smash and Grab and Under the Pale Moonlight make exactly 21, and Monarch Theatre, Crime Alley or Iceberg Lounge VIP Room can replace any of them you cannot play or would rather skip. Be ready to counter more, evade over stun-baton enemies to hit them from behind, and use quick-fire Shurikens during a combo to knock them down.
Summary
A silver trophy for 21 stars as Robin, the hardest of the seven: his attacks are slow and he has little against shields or stun batons.
Trophies
  • Achievement · SteamThe Big Leagues
  • Achievement · XboxThe Big Leagues
  • Silver · PlayStationThe Big Leagues
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AR challenges: the Community pack

Earn the seven Community pack trophies, 14 runs in all, with each map's 3 stars as an optional extra.

The free Community pack adds seven maps, all played from AR Challenges on the main menu with no unlock task. Each has one trophy, and they are among the hardest in the game. Stars and score mean nothing on a trophy run: only the task counts, and any run that breaks it can be restarted at once. Batman has what he bought in the story; Catwoman, Nightwing and Robin bring their own kits, and any runs you already took while earning their stars are done. The three Combat maps come first, then the four Predator maps, and nothing here is left for later. Each map's 3 stars are optional and sit just after its trophy.

Monarch Theatre enemies, by character
RoundCatwomanNightwing and BatmanRobin
15 thugsSameSame
25 thugs, knife thug, MedicSameSame
36 thugs, 2 stun thugs, MedicSameSame
410 thugs, 6 shield thugs, 2 Medics10 thugs, 2 shield thugs, 2 Medics, 2 Blade Brutes, 2 Shock Fist Brutes10 thugs, 4 shield thugs, 2 Medics, 2 Blade Brutes
Round 4 of Monarch Theatre, by character

Catwoman: cut through the thugs to the far side and take both Medics with Combat Takedowns, then leap around the shields, pick off the unarmed thugs and drop Caltrops into the group. Watch your target: a thug can grab a shield mid-attack. Nightwing: use Beat Downs or Combat Takedowns on the Brutes first, then the Medics, and keep Shock Fist Brutes stunned with quick-fire Remote Electrical Charge. Robin: the weakest here, so spend combos on Combat Takedowns, use Group Attack when many thugs are armed, and evade over stun batons. Batman: Disarm and Destroy breaks weapons and shields, which makes this the simplest on paper.

The Curtain Falls: four flawless Monarch Theatre runsAchievementDLC: Community Challenge Pack
Location
AR Challenges · Monarch Theatre – Four runs from AR Challenges on the main menu, picking the character before launch: Monarch Theatre as Catwoman, as Nightwing, as Robin and as Batman, four rounds each. Once a combo starts it must last the round: the Perfect Freeflow bonus has to show on the summary after every round, and if it does not, restart. Leaping over enemies never costs the combo, but using one gadget twice in a row does, even before your first hit.
Summary
A silver trophy, among the hardest in the game, for an unbroken combo through every round of Monarch Theatre. It takes one full run each as Catwoman, Nightwing, Robin and Batman.
Trophies
  • Achievement · SteamThe Curtain Falls
  • Achievement · XboxThe Curtain Falls
  • Silver · PlayStationThe Curtain Falls
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Crime Alley enemies, by character
RoundNightwing and BatmanRobin
1Bat thug, knife thug, shield thug, 2 militia, militia assassinSame
22 thugs, shield thug, stun thug, 2 bat militia, militia assassin, militia BruteSame
32 thugs, bat thug, shield thug, knife militia, gun militia, 2 militia assassins, militia Medic, militia multi-Brute2 thugs, bat thug, shield thug, knife militia, shield militia, gun militia, 2 militia assassins, militia Medic
42 thugs, knife thug, 2 gun thugs, thug Medic, shield militia, 2 militia assassins, militia Medic, 2 militia multi-Brutes2 thugs, knife thug, 2 gun thugs, thug Medic, 3 shield militia, 2 militia assassins, militia Medic
The Chill in the Air: three unhurt Crime Alley runsAchievementDLC: Community Challenge Pack
Location
AR Challenges · Crime Alley – Three runs of Crime Alley: as Nightwing, as Robin and as Batman, four rounds each, with no combo needed. Every enemy must be beaten without you being hit, so look for No Hit x6, x8, x10 and x12 on the round summaries. Deal with guns first, and clear electrified enemies with quick-fire Batclaw, or Zip-Kick as Robin.
Summary
A silver trophy for clearing Crime Alley without a scratch. It takes one full run each as Nightwing, Robin and Batman.
Trophies
  • Achievement · SteamThe Chill in the Air
  • Achievement · XboxThe Chill in the Air
  • Silver · PlayStationThe Chill in the Air
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Reaching 1,050,000 points

Keep Medics alive so they revive easy thugs: it holds back the harder spawns and feeds the combo. Spend combos on Disarm and Destroy rather than finishers, breaking shields, stun batons and guns first. Clear electrified enemies with quick-fire Batclaw. A combo near 330 is worth about 500,000 and one near 450 gets close to the goal. Take assassins out with finishers when they arrive. If the combo drops well short of 1,000,000, restart, and stop for the day when you get sloppy: one good run a session is normal.

Requiem for a Killer: Iceberg Lounge as BatmanHidden spoiler – activate to revealAchievementDLC: Community Challenge PackMinor spoiler
Location
AR Challenges · Iceberg Lounge VIP Room – One run of Iceberg Lounge VIP Room as Batman. At about 1,050,000 points (20 rival points) the spawns stop: clear the room, then Killer Croc arrives and Nightwing joins you. Stay away from Croc and hit thugs to charge four Dual-Team Takedowns, then counter his attacks through the final Beat Down. Dying before he falls means earning all those points again.
Summary
A silver trophy, the hardest task in the pack, for beating Killer Croc in the endless fight at the Iceberg Lounge. It takes one run as Batman; no other character will meet him.
Trophies
  • Achievement · SteamRequiem for a Killer
  • Achievement · XboxRequiem for a Killer
  • Silver · PlayStationRequiem for a Killer
Report an issue
Iceberg Lounge VIP Room, 3 starsAchievementDLC: Community Challenge Pack
Location
AR Challenges · Iceberg Lounge VIP Room – Score 50,000 in one run as any character (10,000 for one star, 25,000 for two). A run as Batman aimed at the trophy above passes that long before the end.
Summary
Optional: no trophy needs these stars. The first 3-star finish on a map gives one WayneTech point.
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Silent Night, Deadly Night: Silent Knight as Robin and BatmanAchievementDLC: Community Challenge Pack
Location
AR Challenges · Silent Knight – Two runs of Silent Knight: as Robin and as Batman, beating all 6 enemies (3 gunmen, 3 Medics) with Knockout Smashes and taking no damage. Press strike during a stealth takedown, before it ends, to smash; this alerts the room. Take the Medics first: the one on your right on the second floor at the start, then Grapnel up and glide to the next. As Batman, the Disruptor can disable guns or medical packs. Time and stars do not matter.
Summary
A bronze trophy for clearing Silent Knight unhurt with Knockout Smashes alone. It takes one run each as Robin and Batman.
Trophies
  • Achievement · SteamSilent Night, Deadly Night
  • Achievement · XboxSilent Night, Deadly Night
  • Bronze · PlayStationSilent Night, Deadly Night
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Silent Knight, 3 starsAchievementDLC: Community Challenge Pack
Location
AR Challenges · Silent Knight – Replay Silent Knight as Batman for one star per objective: a glide kick into a ground takedown, a Line Launch that breaks a window and hits the enemy behind it, and three enemies taken out with three weak walls primed with Explosive Gel.
Summary
Optional: no trophy needs these stars. The first 3-star finish on a map gives one WayneTech point.
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Secrets of the Batcave: The Batcave as Nightwing and BatmanAchievementDLC: Community Challenge Pack
Location
AR Challenges · The Batcave – Two runs of The Batcave: as Nightwing and as Batman, ending all 8 enemies with Beat Down finishers and taking no damage. Three of the 8 wear camouflage and hide from Detective Mode, so take them when you can; as Batman the Disruptor strips it. Stay on the upper vantage points, wait for a lone enemy, stun him and strike until the finisher, then Grapnel back up. Stars do not matter.
Summary
A silver trophy for clearing The Batcave unhurt with Beat Downs alone. It takes one run each as Nightwing and Batman.
Trophies
  • Achievement · SteamSecrets of the Batcave
  • Achievement · XboxSecrets of the Batcave
  • Silver · PlayStationSecrets of the Batcave
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The Batcave, 3 starsAchievementDLC: Community Challenge Pack
Location
AR Challenges · The Batcave – Replay The Batcave as Batman for one star per objective: take out an enemy after hitting him with the Reverse Batarang (an upgrade), take one out as he finds his gun Disrupted, and startle one by hitting another with the Remote Electrical Charge.
Summary
Optional: no trophy needs these stars. The first 3-star finish on a map gives one WayneTech point.
Report an issue
What the Butler Saw: Wayne Manor as BatmanAchievementDLC: Community Challenge Pack
Location
AR Challenges · Wayne Manor Main Hall – One run of Wayne Manor Main Hall as Batman, taking no damage and using no gadgets. Treat the Grapnel as a gadget too; Detective Mode is fine, and any takedown counts. Take the jammer first: he starts on the ground floor, at the back on the right. Then take the 3 gunmen and the Medic. Save the Minigunner for last and open with a Beat Down from behind.
Summary
A bronze trophy for clearing Wayne Manor Main Hall with no gadgets and no damage. It takes one run as Batman.
Trophies
  • Achievement · SteamWhat the Butler Saw
  • Achievement · XboxWhat the Butler Saw
  • Bronze · PlayStationWhat the Butler Saw
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Wayne Manor Main Hall, 3 starsAchievementDLC: Community Challenge Pack
Location
AR Challenges · Wayne Manor Main Hall – Replay the map as Batman, with gadgets this time, for one star per objective: kick 3 enemies with one Line Launch, take the Medic with an Inverted Takedown from a vantage point, and take out an enemy frozen by the Freeze Blast.
Summary
Optional: no trophy needs these stars. The first 3-star finish on a map gives one WayneTech point.
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Eternal: 50 takedowns in Endless Knight as BatmanAchievementDLC: Community Challenge Pack
Location
AR Challenges · Endless Knight – One run of Endless Knight as Batman. The clock starts at 5:00 and each takedown adds 25 seconds, so health is the real limit; being seen, gadgets and damage are all allowed. Pick enemies off with Inverted Takedowns and spend Fear Multi-Takedowns on groups. Keep Disruptor ammo for mines late on, and mostly leave Minigunners alone.
Summary
A silver trophy for 50 takedowns in the pack's endless Predator map. It takes one run as Batman, and it pops at the 50th, not at the end of the run.
Trophies
  • Achievement · SteamEternal
  • Achievement · XboxEternal
  • Silver · PlayStationEternal
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Endless Knight, 3 starsAchievementDLC: Community Challenge Pack
Location
AR Challenges · Endless Knight – Reach 20 takedowns in one run as any character (6 for one star, 12 for two). A run as Batman aimed at the trophy above passes that on the way to 50.
Summary
Optional: no trophy needs these stars. The first 3-star finish on a map gives one WayneTech point.
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Trophy and achievement table

Every trophy and achievement with the item that earns it on this route, and how the lists differ between platforms.

There are 110 PlayStation trophies, and 113 achievements on Xbox One and Steam. None is flagged as missable: nothing on the main save closes for good, and free roam returns after the ending. In A Matter of Family, Ambush and Weird War Tales are far easier before the Gordon rescue, and the route takes them there. Rows whose item names a late story moment are hidden until you reveal them.

All 110 PlayStation trophies and 113 Xbox One and Steam achievements, with the item that earns each on this route
TrophyPlayStation gradePackOn Xbox One / SteamSectionItem
Journey into KnightBronzeBase gameyes / yes1. A Dark Night: the first hour on Bleake IslandRescue the missing police officer
Trail of FearBronzeBase gameyes / yes1. A Dark Night: the first hour on Bleake IslandTake Ivy to the GCPD Lockup
The Road to HellBronzeBase gameyes / yes1. A Dark Night: the first hour on Bleake IslandRiddler Trial 01: Mental Blocked
The Frequency of FearBronzeBase gameyes / yes2. ACE ChemicalsUse the antenna at the Falcone Shipping Yard
Death and GloryBronzeBase gameyes / yes2. ACE ChemicalsDeath and Glory: 20 Fear Takedowns
Fear of FaithBronzeBase gameyes / yes2. ACE ChemicalsArkham Knight attack helicopter
As the Crow FliesBronzeBase gameyes / yes2. ACE ChemicalsEscape ACE Chemicals
The Scene of the CrimeBronzeSeason of Infamyyes / yes3. Oracle's Clock TowerWonderland: Katz's car, Lady of Gotham island
Head GamesBronzeSeason of Infamyyes / yes3. Oracle's Clock TowerWonderland: the car at Panessa Studios
In Storybook EndingsBronzeSeason of Infamyyes / yes3. Oracle's Clock TowerWonderland: the book, three waves, free Hutch, lock up Hatter
No Man's LandBronzeBase gameyes / yes5. Mercy Bridge and the orphanageRegain control of Mercy Bridge
Pieces of the PuzzleBronzeBase gameyes / yes5. Mercy Bridge and the orphanageRiddler Trial 02: Balancing Act
Seduction of the GunBronzeBase gameyes / yes5. Mercy Bridge and the orphanageSeduction of the Gun
The Cat and the BatBronzeBase gameyes / yes5. Mercy Bridge and the orphanageRiddler Trial 03: Numeracy 101
Riddler on the RampageBronzeBase gameyes / yes5. Mercy Bridge and the orphanageRiddler Trial 04: Crushonator
The Burning QuestionBronzeBase gameyes / yes5. Mercy Bridge and the orphanageRiddler Trial 05: Flight School
The Primal RiddleBronzeBase gameyes / yes5. Mercy Bridge and the orphanageRiddler Trial 06: Intro to Physics
The Demon Lives Again!BronzeSeason of Infamyyes / yes5. Mercy Bridge and the orphanageShadow War: into the hospital, fuse box, four switches
Daughter Of The Demon!BronzeSeason of Infamyyes / yes5. Mercy Bridge and the orphanageShadow War: track Lazarus to the pit under the Panessa dockyard
Ashes to AshesSilverSeason of Infamyyes / yes5. Mercy Bridge and the orphanageShadow War: back through the morgue to Ra's, make the choice
Living HellBronzeBase gameyes / yes6. Miagani Island: the crash site and the weapons trailMilitia APC chase
Cold WorldBronzeBase gameyes / yes6. Miagani Island: the crash site and the weapons trailDestroy Penguin's weapon cache
The Beast BeneathBronzeSeason of Infamyyes / yes6. Miagani Island: the crash site and the weapons trailBeneath the Surface: free the Warden, beat the inmates with Nightwing
Breaking the SkinBronzeSeason of Infamyyes / yes6. Miagani Island: the crash site and the weapons trailBeneath the Surface: keycard from Riley, Chinatown rooftop
EvolutionBronzeSeason of Infamyyes / yes6. Miagani Island: the crash site and the weapons trailKiller Croc, Iron Heights
Savage MetalBronzeBase gameyes / yes6. Miagani Island: the crash site and the weapons trailSavage Metal
Cycle of ViolenceBronzeBase gameyes / yes7. Miagani: the second sweepCycle of Violence: 100 quick gadgets in combat
A Battle WithinBronzeBase gameyes / yes8. Stagg AirshipsFight for your sanity on Airship Alpha
Dark Wings Fly Away in FearBronzeBase gameyes / yes8. Stagg AirshipsFind Scarecrow on the second airship
Angel in the DarkBronzeBase gameyes / yes9. The Cobra tanks and the Botanical GardensHeir to the Cowl: memory scan and Azrael's choice
With a Vengeance!BronzeBase gameyes / yes9. The Cobra tanks and the Botanical GardensDestroy the Cobra tank
Strange DeadfellowsBronzeBase gameyes / yes9. The Cobra tanks and the Botanical GardensProtect the plant while it matures
The Real DealBronzeBase gameyes / yes10. Miagani: the third sweepThe Real Deal
Two Faces of Fear!Not on PlayStationBase gameyes / yes10. Miagani: the third sweepTwo-Faced Bandit: Chinatown bank
Beautiful BoyNot on PlayStationBase gameyes / yes10. Miagani: the third sweepGunrunner: second cache, Sionis Industries
Two Sides of the Same Coin!Not on PlayStationBase gameyes / yes10. Miagani: the third sweepTwo-Faced Bandit: Founders' Island bank
Jekyll & HydeBronzeBase gameyes / yes10. Miagani: the third sweepTwo-Faced Bandit: Kingston bank and Two-Face
Creature of the NightBronzeBase gameyes / yes11. Founders' Island: the long range missile launcherLong range missile launcher
Death by DesignBronzeBase gameyes / yes11. Founders' Island: the long range missile launcherRiddler Trial 07: Drain Pain
The Road HomeBronzeBase gameyes / yes11. Founders' Island: the long range missile launcherArmored and Dangerous: ninth APC
Days of FireBronzeBase gameyes / yes11. Founders' Island: the long range missile launcherFirefly
The Monster MachineBronzeBase gameyes / yes11. Founders' Island: the long range missile launcherThe Perfect Crime: free the captives and lock up Pyg
Blind LoveNot on PlayStationBase gameyes / yes11. Founders' Island: the long range missile launcherGunrunner: third cache, Founders' undercity
Death of InnocentsBronzeBase gameyes / yes11. Founders' Island: the long range missile launcherThe Line of Duty: Chief Underhill and GCPD
The Riddle FactoryBronzeBase gameyes / yes11. Founders' Island: the long range missile launcherRiddler Trial 08: Advanced Deathtraps
Lethal PursuitsBronzeBase gameyes / yes11. Founders' Island: the long range missile launcherRiddler Trial 09: Condamned
Nine LivesBronzeBase gameyes / yes12. Founders' Island: the Riddler sweepRiddler Trial 10: Final Exam
Dirty TricksBronzeBase gameyes / yes12. Founders' Island: the Riddler sweepDirty Tricks: three minutes of Batmobile drifting
Cold CaseBronzeSeason of Infamyyes / yes12. Founders' Island: the Riddler sweepIn From the Cold: Chinatown wharf, question the lieutenant
Out in the ColdBronzeSeason of Infamyyes / yes12. Founders' Island: the Riddler sweepIn From the Cold: Otisburg rooftop, reach Nora
The Resurrection and the LifeBronzeSeason of Infamyyes / yes12. Founders' Island: the Riddler sweepIn From the Cold: timed drive and the drone battle at the ship
Brotherhood of the FistBronzeBase gameyes / yes13. Panessa StudiosFight through the quarantine zone with Robin
A Heart Broken in TwoBronzeBase gameyes / yes13. Panessa StudiosApprehend Harley Quinn
Scar of the BatBronzeBase gameyes / yes14. The city sweep: Most Wanted and the Riddler's robotsCreature of the Night: final cure and GCPD
Practice RunNot on PlayStationBase gameyes / yes14. The city sweep: Most Wanted and the Riddler's robotsGunrunner: fourth cache, water treatment plant
Touch of DeathBronzeBase gameyes / yes14. The city sweep: Most Wanted and the Riddler's robotsGunrunner: fifth cache, Nightwing and Penguin
Double JeopardyBronzeBase gameyes / yes14. The city sweep: Most Wanted and the Riddler's robotsFriend in Need: Wayne Tower
City of FearBronzeBase gameyes / yes15. The seismic activity and the Port Adams subwayStop the enemies attacking the Botanical Gardens
Who Rules The NightBronzeBase gameyes / yes16. Cloudburst and the drill tunnelsBoss: the Cloudburst tank
Judgment DayBronzeBase gameyes / yes16. Cloudburst and the drill tunnelsBoss: the Excavator
Choice of WeaponsBronzeBase gameyes / yes17. Arkham Knight HQ and the Riddler's endChoice of Weapons
Fear of SuccessBronzeBase gameyes / yes17. Arkham Knight HQ and the Riddler's endProtect your ally from the drone tanks
Streets of GothamBronzeBase gameyes / yes17. Arkham Knight HQ and the Riddler's endOwn the Roads: undercity by Airship Alpha
Riddle Me ThatBronzeBase gameyes / yes17. Arkham Knight HQ and the Riddler's endLock the Riddler up at GCPD
The CultBronzeBase gameyes / yes18. The defence of the GCPD and the last nightLamb to the Slaughter: Lady of Gotham
Be Not AfraidBronzeBase gameyes / yes18. The defence of the GCPD and the last nightDefend GCPD: rooftop
Gates of GothamBronzeBase gameyes / yes18. The defence of the GCPD and the last nightOccupy Gotham: by the HQ south entrance
Gotham UndergroundBronzeBase gameyes / yes18. The defence of the GCPD and the last nightCampaign for Disarmament: Port Adams gate
Dark AllegiancesBronzeBase gameyes / yes18. The defence of the GCPD and the last nightCampaign for Disarmament: lock up Deathstroke
Master of FearBronzeBase gameyes / yes18. The defence of the GCPD and the last nightScarecrow finale: the last nightmare
KnightfallGoldBase gameyes / yes19. The Knightfall Protocol and the last testsInitiate the Knightfall Protocol
Gotham After MidnightBronzeBase gameyes / yes19. The Knightfall Protocol and the last testsGotham After Midnight
Run Through the JungleBronzeBase gameyes / yes19. The Knightfall Protocol and the last testsRun Through the Jungle
Point of ImpactBronzeBase gameyes / yes19. The Knightfall Protocol and the last testsPoint of Impact
Brutality 101BronzeBase gameyes / yes19. The Knightfall Protocol and the last testsBrutality 101
Blunt TraumaBronzeBase gameyes / yes20. Run 2: New Story+ on KnightmareBlunt Trauma: all 22 predator takedowns
The Long HalloweenSilverBase gameyes / yes20. Run 2: New Story+ on KnightmareEnding the Nightmare: lock up Scarecrow
Cuckoo for IncarcerationSilverHarley Quinn Story Packyes / yes21. Arkham Episodes: the five story packsBoss: Nightwing at Ivy's cell
Under The Red HoodSilverRed Hood Story Packyes / yes21. Arkham Episodes: the five story packsBoss: Black Mask in his office
The Cat Came BackSilverCatwoman's Revengeyes / yes21. Arkham Episodes: the five story packsDrain Riddler's accounts
Rough JusticeSilverGCPD Lockdownyes / yes21. Arkham Episodes: the five story packsRoof fight and Penguin back to his cell
Succession PlansSilverA Flip of a Coinyes / yes21. Arkham Episodes: the five story packsFinal fight and Two-Face
AmbushBronzeA Matter of Familyyes / yes22. A Matter of FamilyAmbush
A House Made of Spun GlassBronzeA Matter of Familyyes / yes22. A Matter of FamilyFree the hostages at the Merry-go-round
The Laughing Fish!BronzeA Matter of Familyyes / yes22. A Matter of FamilyFree the hostages at the Ghost Ship
A Blade of MemoryBronzeA Matter of Familyyes / yes22. A Matter of FamilyA Blade of Memory
A Fire in the HeavensBronzeA Matter of Familyyes / yes22. A Matter of FamilyFree the hostages at the Ferris Wheel
Weird War TalesBronzeA Matter of Familyyes / yes22. A Matter of FamilyWeird War Tales
All Snug in Their BedsSilverA Matter of Familyyes / yes22. A Matter of FamilyTape: secret office
A Courtship of RazorsSilverA Matter of Familyyes / yes22. A Matter of FamilyJoker and Harley Quinn
Sins of YouthBronzeBase gameyes / yes23. AR challenges: the base gameSins of Youth
Fortunate SonBronzeBase gameyes / yes23. AR challenges: the base gameFortunate Son
A Leap of FaithBronzeBase gameyes / yes23. AR challenges: the base gameA Leap of Faith
I AM the Batman!PlatinumBase gameno / no23. AR challenges: the base gameAbsolution
AbsolutionBronzeBase gameyes / yes23. AR challenges: the base gameAbsolution
Street DemonzSilver1989 Movie Packyes / yes24. AR challenges: the Batmobile packsStreet Demonz: 33 stars in the 1989 Movie Batmobile
Gangland ExpressSilver2008 Tumbler Batmobile Packyes / yes24. AR challenges: the Batmobile packsGangland Express: 33 stars in the 2008 Tumbler Batmobile
Joy RideSilver1960's TV Series Packyes / yes24. AR challenges: the Batmobile packsJoy Ride: 33 stars in the 1960's TV Series Batmobile
The World's FinestSilver2016 Batman v Superman Batmobile Packyes / yes24. AR challenges: the Batmobile packsThe World's Finest: 21 stars in the 2016 Batman v Superman Batmobile
Life After DeathSilverOriginal Arkham Batmobileyes / yes24. AR challenges: the Batmobile packsLife After Death: 21 stars in the Original Arkham Batmobile
Dark VictorySilverScarecrow Nightmare Missionsno / no25. AR challenges: Hero, Rogue and Scarecrow NightmareDark Victory
MotherlodeSilverHero Challengesyes / yes25. AR challenges: Hero, Rogue and Scarecrow NightmareMotherlode: 21 stars as Batgirl
Vengeance UnlimitedSilverRogue Challengesyes / yes25. AR challenges: Hero, Rogue and Scarecrow NightmareVengeance Unlimited: 21 stars as Harley Quinn
Higher LearningSilverRogue Challengesyes / yes25. AR challenges: Hero, Rogue and Scarecrow NightmareHigher Learning: 21 stars as Red Hood
Shock and AweSilverRogue Challengesyes / yes25. AR challenges: Hero, Rogue and Scarecrow NightmareShock and Awe: 21 stars as Azrael
RelentlessSilverRogue Challengesyes / yes25. AR challenges: Hero, Rogue and Scarecrow NightmareRelentless: 21 stars as Catwoman
Acts of ViolenceSilverHero Challengesyes / yes25. AR challenges: Hero, Rogue and Scarecrow NightmareActs of Violence: 21 stars as Nightwing
The Big LeaguesSilverHero Challengesyes / yes25. AR challenges: Hero, Rogue and Scarecrow NightmareThe Big Leagues: 21 stars as Robin
The Curtain FallsSilverCommunity Challenge Packyes / yes26. AR challenges: the Community packThe Curtain Falls: four flawless Monarch Theatre runs
The Chill in the AirSilverCommunity Challenge Packyes / yes26. AR challenges: the Community packThe Chill in the Air: three unhurt Crime Alley runs
Requiem for a KillerSilverCommunity Challenge Packyes / yes26. AR challenges: the Community packRequiem for a Killer: Iceberg Lounge as Batman
Silent Night, Deadly NightBronzeCommunity Challenge Packyes / yes26. AR challenges: the Community packSilent Night, Deadly Night: Silent Knight as Robin and Batman
Secrets of the BatcaveSilverCommunity Challenge Packyes / yes26. AR challenges: the Community packSecrets of the Batcave: The Batcave as Nightwing and Batman
What the Butler SawBronzeCommunity Challenge Packyes / yes26. AR challenges: the Community packWhat the Butler Saw: Wayne Manor as Batman
EternalSilverCommunity Challenge Packyes / yes26. AR challenges: the Community packEternal: 50 takedowns in Endless Knight as Batman
How the lists differ by platform
PlatformListNotes
PlayStation 4110 trophies: 1 platinum, 1 gold, 27 silver, 81 bronzeBase game 65, with the platinum, and 45 from the DLC. The platinum needs only the base-game trophies. Dark Victory, from the Scarecrow Nightmare Missions, is on this list alone.
Xbox One113 achievementsThe Steam list. This count is still to be confirmed against the console list.
Steam113 achievementsNo platinum and no Dark Victory. Five steps of Gunrunner and the Two-Faced Bandit have achievements here and on Xbox One, but no PlayStation trophy: Two Faces of Fear!, Two Sides of the Same Coin!, Beautiful Boy, Blind Love and Practice Run. The tasks behind them are in this guide on every platform.
About this table

Grades come from the PlayStation 4 list, and the Steam column from Steam's list. The Xbox One column assumes the Steam list, and is still to be confirmed against the console. Each trophy's task, place and timing are in its item in the sections above.

About this guide

Two playthroughs. Run 1 on Normal or Hard does the story, every Most Wanted mission, Season of Infamy, all 243 Riddler challenges and the Knightfall Protocol, with free roam still open afterwards. Run 2 is New Story+, played on Knightmare, for the main missions and Blunt Trauma. The Arkham Episodes, A Matter of Family and the AR challenges come last.

Last verified: Nov 5, 2026 · Patch PS4, Xbox One and Steam, latest patch, with all DLC · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.