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

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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.
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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
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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
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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
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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.