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

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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
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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.
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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.
Report an issue
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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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.