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

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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.
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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.
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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.
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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.
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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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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.