Contents



[top]Overview

Players: 1

Online Trophies: No
Estimated Time to Platinum: 35-40 hours
Minimum Playthroughs: 2
Collectible Trophies: Riddle Me That
Missable Trophies: None, but the early Knightfall option (7/14 quests done) can be rendered unable to be activated if Riddler is the final quest
Glitched Trophies: Blunt Trauma, to some extent Knightfall


[top]Tips & Strategies

Freeze Blast Gadget
There's a Gadget in this game that can be easily overlooked, as it isn't given to you via story progression like the others, but is nevertheless required to collect all the Riddler collectibles. It's also pretty useful in combat situations, so you should grab it at your first chance to enter the Panessa Movie Studios. It's located on a side table contiguous to the leftmost isolation cell.

PowerPyx Guide

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Speaking of early Gadgets, you can pick up the Remote Electrical Charge prior to the story's directive! Simply head into the Evidence Wing and break the case. This will help somewhat alleviate backtracking for Riddler collectibles.



Combat
  • Don't button-mash, or you're more likely to lose your combo. Time your strikes, counters, and other maneuvers in a combo flow.
  • Use a variety of moves in combat to receive a Variation Bonus that increases the multiplier by the move.
  • Your strikes can interrupt enemy attacks, but only if your strike begins before theirs. Counter otherwise.
  • Counter icons will flash slightly when they can become Throw Counters, during the last half of the attack. Make sure the left stick is pushed towards the attacker to Throw Counter.
  • Critical Strikes and Throw Counters increase your combo by 2 or 3, allowing for combo moves to rapidly be recharged. Use them often.
  • Evading will protect you from anything and will continue the combo so long as it's evading over an enemy.
  • Using a Gadget twice in a row breaks your combo.
  • Use Disarm and Destroy (+) to break all kinds of weapons enemies use. This is helpful for things like Shields and Stun Sticks, which force you to use specific maneuvers. (Note, you need the upgrade first)
  • Purchase Blade Takedowns as soon as possible; it makes dealing with all bladed enemies easier.
Predator
  • You can do Silent Takedowns in lots of ways. Keeping it quiet doesn't draw attention.
  • If you use up a Fear Takedown, use a Silent Takedown to recharge it. Performing a Knockout Smash will NOT give you one back, so use it wisely.
  • Being detected gives you a brief window to stun the enemy with a Quick Batarang. Use it before you Grapnel away so he doesn't see where you go.
  • Ammo-based Gadgets will take a long time to recharge, some not at all during the encounter, so make each count.
  • Smoke Pellet Takedowns are only available to enemies surprised by the smoke. If they're aware of you, it will only serve as a blind for an escape.
  • You can transition from a Knockout Smash into a Fear Multi-Takedown.
  • Minigunners can't be taken out via typical Takedowns, but placing Explosive Gel on weak wells or ceiling can take them out, as well as Environment Takedowns.
  • If enemies congregate over an unconscious body, and you're short a Fear Takedown, use a Smoke Pellet, Triple Batarang, or other such Gadgets to take them on.
  • You need to be very close to steal the drone codes off an operator.
  • When Detective Mode is jammed, an icon will display the source.
  • The Quick Batclaw (+) can be upgraded to disarm enemies, so if a few find you, pull their guns away and beat them up.
  • Watch out for Medics, as they can revive unconscious enemies. You can use the Takedown to draw them out, then have a plan to take them down themselves.
Batmobile
  • I HIGHLY recommend switching the control scheme for the Batmobile to the Toggle Mode in the Options menu. It switches the Brake to and allows Battle mode and Pursuit mode to be toggled between via tapping .
  • Switching to Battle mode in midair stops your momentum.
  • Getting damaged loses Weapon Energy.
  • Weapon Energy is maintained between encounters. Any energy not used in one battle can be used in the next.
  • Powersliding recharges the Afterburner very quickly.
  • The Batmobile can ride up sloped walls. Just don't Brake or Powerslide, or you'll easily fall off.
  • Battle mode works against drones, but against actual cars, Pursuit mode is your best bet.
  • Ramming any sort of vehicle does damage well.
  • Save your Drone Hack for the more powerful drones, like the missile-firing Mambas or triple-shot Diamondbacks.
  • Destroying drones without taking damage builds your combo. The higher your combo, the more XP you'll earn.


[top]Roadmap

1. Go through the story and protect your city
The story is a great place to begin, as progressing unlocks the side quests, most AR Challenges, and earn you XP for upgrades. If you want to digress into some side quests along the way, go ahead; the addition Upgrade Points will be helpful. Also, grab any Riddler collectibles you want, just know that you'll run through the story again, so save the story locations for then.

2. Either complete the rest of Most Wanted or move to New Story +

I'd recommend completing side missions, at least most of them (we can forget Riddler for this play through if you'd like) so you can outfit yourself with as many upgrades as possible for the AR challenges and New Story +, which you can begin whenever. You can also do a Knightfall, if so you wish.

3. Complete the Riddles you missed and activate Knightfall (if you didn't)
If you skipped on Knightfall the first round through, you can do a perfect one this NG+ run, and with all the Gadgets at your disposal, all the Riddler collectibles should come easily.

4. AR Challenges
Now with all or most of the upgrades, the AR Challenges will be much easier.

5. Clean up
Perform any tasks for trophies which you haven't yet, such as all Predator Takedowns or the gliding ones. After this step, this platinum has been rightfully earned by you.


[top]Trophies

[top]
I AM the Batman!
Reclaim your city.

[top]
A Battle Within
Fight for your sanity.

This is a story-related trophy, therefore it cannot be missed
During the mission aboard the airships, you'll need to save Mr. Stagg from being beaten by a gaggle of goons. Take them out, the attend to Stagg. However, things soon become surreal, evidently abnormal at least. Start fighting by striking the figures that appear, then mash to return to reality.

[top]
A Heart Broken in Two
Secure the secret base.

This is a story-related trophy, therefore it cannot be missed
Time to clean up the movie studios. There are three sets to expunge of thugs.

The first, Stage B, will teach you about Dual Takedowns using a Minigun Thug, and then will direct you into a Team Predator situation. There will be two waves; the first will feature a slew of regular thugs and a Minigun Thug. The Minigun Thug can be removed quickly using a Dual Team Takedown by sneaking up behind him and hitting . Just know it isn't silent. Also, you can sic Robin on a specific target, but know that control will also shift to him, so measure the situation before sending him in. The second wave has two Minigun Thugs and two regular ones, so just wait for one thug to splinter off, take him down, and repeat.

Stage C is accessed nearby. You'll need to review the security code from the camera footage, visible in the mirror. (It's 0539). Once inside, Batman will head onstage for a serenade and control will switch to Robin. You'll need to approach each bomb in the room and hold to disarm it. Make sure you're behind a piece of cover before the spotlight hits you, or the mission will fail. Circle the room, defusing all five bombs, then move behind Charisma to take him out.

Stage A unlocks afterwards. Head into the floor grate, then trick a thug into opening the gate with the Voice Synthesizer. Take them out, then enter the wild west set to battle the Goliath.

This boss is fairly simple. Simply beat up the smaller goons to charge your Dual Team Takedown, then hit Goliath with it. The last two Takedowns will require some additional Beatdowns by mashing and two Counters. Try to evade Goliath until you have the Takedown; he'll chase you down, but you can't hurt him without it. Also, don't worry about knocking enemies out. Goliath will convince them to stand back up.

Now to move back into the central Bat-chamber. Hide in the floor grate and try to use the Voice Synthesizer to trick a thug into opening the gate, only to be interrupted. Wait until the time is right, then perform a Takedown for the trophy.

[top]
A Leap of Faith
Complete 8 different jumps over 100 meters.

The Batmobile can make some pretty gnarly jumps, thanks to it's incredible sense of momentum. For this trophy, you need to make 8 different jumps in it that exceed 100m. Luckily, there are ramps strewn throughout Gotham that are perfect for the job, plenty more than what you need.

Check in the video below for locations of ramps that allow for 100m jumps.



PowerPyx Guide

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[top]
Absolution
Achieve 69 Stars in AR Challenges.

By progressing through the main story and the various side quests, certain AR challenges will appear. Ones unlocked via the story will have secondary requirements before unlocking, while side quests can unlock challenges immediately.

AR Challenges are a variant of the Challenge Maps usually seen throughout the Arkham series (they're conspicuously absent from this entry, although DLC will apparently rectify that). They'll require Batman or the Batmobile to complete certain tasks via stealth, combat, or racing. Completing AR Challenges within certain parameters earns you Stars, for which there are three per Challenge, and you'll need most of them for this trophy. It should be all, but the Scarecrow Nightmare missions give additional Stars. Below are the Challenges (Scarecrow not included), how to unlock each, and the requirements for reaching three stars.

Combat

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Predator

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Batmobile Combat

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Batmobile Race

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Batmobile Hybrid

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[top]
Angel in the Dark
Complete the trials and prove you are a worthy successor.

Side Quest - Heir to the Cowl
Remember Azrael from Arkham City? He comes bearing warning of the prophecy drawing to a close, and Batman along with it. He wishes to become Batman's successor, predicting this his final night. To prove his worth, Azrael must complete a series of challenges Batman devises.

The challenges are always this: complete a combat scenario without taking a hit. Now Azrael has been studying the Dark Knight, and as such, his fighting style exactly mimics Batman's, replete with similar gadgets and even Throw Counters. That being so, approach each combat scenario with Batman's moves in mind. Make sure land those Counters, and Evading is always good for tight situations.

With each challenge, the enemy variety changes and the number increases slightly. Also, all other challenges aren't given to you; you must locate Azrael's burning bat symbols on rooftops. Locations for these are in the video below.

After the challenges, head to the Clock Tower to analyze Azrael. You'll need to view a segment of his memories and scour it for Order of St. Dumas insignias. Piece through it, holding on the panel in which one appears. Do this four times to complete the mission. The insignia locations are also in the video, if you can't find them.

Afterwards, you'll have a choice to make. Pick one of the options to complete this quest.

PowerPyx Guide

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[top]
As the Crow Flies
Escape from ACE Chemicals.

This is a story-related trophy, therefore it cannot be missed
This trophy will come at the end of the ACE Chemicals mission. You'll need to get inside Scarecrow's mixing chamber. Use stealth to take out all the guards around the area, then head inside.

Here, you'll need to synthesize the neutralizing agent. Do so at the central computer, then carefully pick up each cylinder and slowly place them in the designated receptacles.

Once done, you'll have a brief interlude segment that's mostly just walking and examining.

Afterwards, back in the chamber, use the Batmobile Remote to rip the wall off the chamber, then drive out of there quickly!

[top]
Be Not Afraid
Win the war for Gotham.

This is a story-related trophy, therefore it cannot be missed
You must defend the GCPD!

Head out the the Batmobile where there are a whole gaggle of goons. Either hop in and take them out posthaste or engage in the hand-to-hand, but when they're gone, hop in the Batmobile to winch down that fan guarding the shaft above. Enter and follow that route to the outside. Head behind the building to find the busted generator.

The parking garage door is propped open by a defunct drone, so slide under and take out the fools down there. Once they're unconscious, activate the generators with the REC, then bring the Batmobile outside for some justice.

Your ally will take over tanks during this most grand of battle royales, either making them EMPs or bombs when shot, or taking them over directly. Use the bonuses when prudent; otherwise this is just a straight up tank war. Make good use of your secondary weapons (and earn Choice of Weapons if you haven't yet.

Then head to the rooftop for two Brawls. Be careful about the Brutes, as the later varieties can change up their weapon choices. There will be medics and sword-wielders in both fights, so watch out for electrified foes (deal with them with the Batclaw, +), revives, tricky counters, and possible Blade Takedowns (a skill you should totally have btw).

[top]
Blunt Trauma
Perform every type of predator takedown.

Batman is more predatory than he has even been in this franchise. There are 22 different ways he can stealthily (or noisily) take his opponents out during a Predator situation, and you need to perform all of them.
  • Fear Multi-Takedown
  • Fear Double Takedown
  • Silent Takedown
  • Knockout Smash
  • Inverted Takedown
  • Glide Kick
  • Drop Attack
  • Drop Down Takedown
  • Ledge Takedown
  • Corner Cover Takedown
  • Smoke Pellet Takedown
  • Environment Takedown
  • Wall Grate Takedown
  • Floor Grate Takedown
  • Window Takedown
  • Wooden Wall Takedown
  • Line Launcher Takedown
  • Grapnel Takedown (Requires Grapnel Takedown Skill)
  • Ceiling Grate Takedown from Below (Requires Grapnel Takedown Skill)
  • Ceiling Grate Takedown from Above
  • Swing Down Takedown
  • Ceiling Takedown
Some of these require upgrades before you can perform them. Below is a video displaying each Takedown that needs performing.

It's worth mentioning that Takedowns aren't shared across New Game and NG+.

PowerPyx Guide

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Note: This trophy is known to glitch! This happens by the game not registering that a specific Takedown has been performed. In order to make sure it has, engage in AR Challenges through the story mode and complete the challenge, not retry! It should save then.

[top]
Brotherhood of the Fist
Return of the Dynamic Duo.

This is a story-related trophy, therefore it cannot be missed
An uninvited guest has invaded the movie studios. Use Predator tactics to take out the guards in the area, then use your new Voice Synthesizer gadget to lure the guards away from the door for Takedowns. Remember to use the Hack Gadget to blind at least one of the Sentry Turrets!

Once done, use the Voice Synthesizer to open the door and use the elevator to go down. Then open that gate and join Robin for the rumble.

[top]
Brutality 101
Perform 15 different combat moves in one FreeFlow.

Batman has a whole slew of combative options. This trophy tests your variety skills, prompting you to get 15 in a single combo. Here are all the possible moves:
  • Strike -
  • Counter -
  • Stun -
  • Evade - ,
  • Super Stun - , ,
  • Charged Super Stun - Hold (upgrade)
  • Super Stun Juggle - , , , (upgrade)
  • Aerial Attack - , ,
  • Beatdown - , mash
  • Ground Takedown - +
  • Ground Pick-Up into Critical Beatdown - +, mash
  • Combat Takedown* - +
  • Disarm and Destroy Weapon* - + (upgrade)
  • Super Ground Multi-Takedown* - + (upgrade)
  • Environment Takedown - + when opponent glows blue
  • Batarang - (hold for Special Combo variant (upgrade)*)
  • Batclaw - + (hold for Special Combo variant (upgrade)*)
  • Batclaw Slam - +,
  • Batclaw Stun - +, (upgrade)
  • Explosive Gel - + (hold for Special Combo variant (upgrade)*)
  • Remote Electric Charge - + (hold for Special Combo variant (upgrade)*)
  • Freeze Grenade - , (hold for Special Combo variant (upgrade)*)
  • Dual Team Takedown - (with teammate)
* - Needs combo charging (hit counter will glow yellow, bar will be filled)

It is unclear if other characters' moves apply to the trophy, but Batman has more than enough moves to do it himself. The best place for this is the AR Challenge, "Gotham Knights", as shown in the PowerPyx Guide below.

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[top]
Choice of Weapons
Use all five Batmobile weapons successfully in one tank battle.

The Batmobile is outfitted for war against the Arkham Knight's drone army. You begin with three, but upgrades can bring you to a full five.

You're given a fully-upgraded Batmobile near the end of the game, before earning the Fear of Success trophy. That battle there is a perfect place to earn this, as your weapon energy is maxed at the start. Here are the weapons:
  • Vulcan Cannon ( or , depending if you're using the default scheme or not)
  • 60mm Cannon ()
  • EMP ()
  • Drone Hack (hold )
  • Missile Barrage ()
The level of each secondary weapon doesn't matter, so long as you use it.

[top]
City of Fear
Defend the assault on your ally's fortress.

This is a story-related trophy, therefore it cannot be missed
Ivy's taking down tanks and needs your protection. The first wave of drones deployed will be 24 combat drones of most varieties. You'll take them out as per usual, but this time Ivy can send vines up from the ground to take out tanks one at a time. Work together to defeat all two dozen.

The second waves consists of 5 Cobras. Ivy can't help you, so take each out as they become isolated.

[top]
Cold World
Destroy the first weapons cache in Gotham City.

This is a story-related trophy, therefore it cannot be missed
During the story, you'll discover a possible lead on Scarecrow that may exist through the Penguin. To get to him, you'll have to track him down through his "refrigeration service", which is naturally a blind for his weapons business.

Meet with Nightwing on the building he designated, then take out the troops are the truck (you can use your new Disruptor gadget!). Give a friendly knock on the truck once you're done with the battle and they'll go screaming off. Follow them by grappling above the streets, then take out the guards around Cobblepot's building. Once the close is clear, head into the garage and down the trapdoor.

Move to the side along the room and slide into the vent, then break into Penguin's room by surprise. Interrogate him, then take down the goons in a sweet Dual Play fight. Once done, walk into the vault to prepare the Explosive Gel, then shut the vault door and blow up the cache.

[top]
Creature of the Night
Freedom of the city.

This is a story-related trophy, therefore it cannot be missed
On Founder's Island, there will be a communications drone you must glide onto to retrieve a chip. With it, you can blind security automata for a brief period. Do just that on the drone guarding the nearby radar so it can be destroyed.

The next radar is guarded by a group of Thugs ready for some combat. Oblige them and destroy the radar after blinding the sentry guarding it.

The Missile Turret is guarded by armed Militia, so use Predator techniques to clear them out. Once done, approach the launcher. Having an analysis of what must be done, head to the Control Room above and lower the defense barricade via the computer.

As the Batmobile, remotely destroy a squadron of 5 Cobras, then go to the back of the nearby construction crane and attach the Winch to it. This'll trigger a brawl for Batman, so take out the Thugs and relower the barricade.

Back as the Batmobile, boost off the ramp and onto the building across from the turret. Blow it up for the trophy ping.

[top]
Cycle of Violence
Use 100 Quick Gadgets while in free flow combat.

While playing as any character, Gadgets can be utilized by using in conjunction with another button. These abbreviated uses of Gadgets allow them to be easily used in a heated brawl. Simply uses them 100 times for the trophy.

Batman's Quick Gadgets
  • = Batarang
  • + = Explosive Gel Shot
  • + = Batclaw Pull
  • + = Remote Electric Charge
  • , = Freeze Grenade
Catwoman's Quick Gadgets
  • = Whip
  • + = Bolas
Nightwing's Quick Gadgets
  • = Escrima Stick
  • + = Electric Blast
  • + = Batclaw Pull
Robin's Quick Gadgets
  • = Shuriken
  • + = Snap Flash (input command gain to detonate once placed on enemy)
  • + = Zip Kick
  • + = Bullet Shield Bash

[top]
Dark Allegiances
Apprehend Scarecrow's senior commander.

Side Quests - Campaign for Disarmament, Own the Roads, Occupy Gotham
For this boss, you'll need to first complete the listed militia side quests, which involve taking out all outposts, checkpoints, and explosives. Once done, the commander will contact you and set up a battle.

This battle is somewhat similar to the Cloudburst one, wherein you must defeat six or so Cobra tanks before assaulting the boss. Sneak behind each one as they splinter off and wait for the 60mm cannon to lock before blasting the tank to pieces. Repeat until until the commander's tank remains.

Fighting this tank is very easy. You should have a considerable amount of weapon energy built up at this point, so unload Missile Barrages on him. Fire the 60mm Cannon and Vulcan gun at the turret, and he should go down quickly. Then take him to GCPD.

[top]
Dark Wings Fly Away in Fear
What is the Cloudburst?

This is a story-related trophy, therefore it cannot be missed
This trophy will be given upon confronting Scarecrow on the 2nd of Stagg's Airships. This airship takes significantly less time to get through than the first, as outside of the combat room you bust into, you'll navigate through a hallway of Stagg's research, take out the 10 militia defending the Cloudburst chamber via Predator tactics, then confront the Scarecrow himself, when the sequence of events takes a surreal turn.

[top]
Days of Fire
Extinguish the fires in Gotham City.

Side Quest - Gotham on Fire
This side quest unlocks upon unlocking Miagani Island and involves tracking down Firefly, who's burning fire department buildings. There are three instances in which you'll need to confront him. The first can be located by following the quest, and the other two must be tracked down by following the smoke from the burning firehouses.

1. This encounter can be located simply by following the Quest from the Mission Select menu.
2. Secondly, you'll need to head to Bleake Island, in The Cauldron
3. Finally, head to the middle of Founder's Island, Western Otisburg

The exact locations, if you so need them, are in the embedded video.

Firefly confrontations play out the same way. Upon finding the fire station, use the Power Winch to activate the fire suppressant system. This will draw out Firefly.

Follow Firefly in Pursuit mode. Make sure not to fall too far behind; as long as the line designating his location is mostly blue, you're okay. Make sure to evade his flame traps by Sideswiping (left or right with ) or simply driving around them.

Pursue him until the meter on the top right empties. When that happens, get close, then perform a Takedown by tapping twice and holding, as prompted. Then beat him down with a couple mashes. For the first two encounters, he'll retreat afterwards, but the third, you'll take him into GCPD.

PowerPyx Guide

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[top]
Death and Glory
Take out 20 thugs with fear takedowns.

Fear Takedowns are new to the Arkham series. Rather than performing a regular Takedown on an enemy, if they are nearby another group, you can perform a Fear Multi-Takedown by hitting , then rotating the camera to select the next unfortunate soul, hitting again to take them down, and repeating. You can perform three Takedowns in a regular Fear Takedown, but you can upgrade the maneuver to work four and even five times.

This should come through natural progression. At the start of every Predator encounter, you'll have a Fear Takedown ready, but to use another, you'll have to perform a Silent Takedown.

[top]
Death by Design
Obtain a key by completing the seventh Riddler trial.

Side Quest - Riddler's Revenge
This puzzle involves copious amount of hanging in the Batmobile. When Riddler lowers the water, head to the lane marked "1" by the entrance. attach to the Winch Point and lower down to the first ring of depth. Driving right will rotate the ring and bring you to the "Reserved" space. When on that, aim behind you and Eject into the room. Step on the pressure plate to lower more water.

Return to the Batmobile and climb up, then head to land "2". Lower down to the second rings and rotate the ring left for the next "Reserved" space. Aim behind you, blow open the wall, then Eject Glide in, over the electric panels. Lower more water, then fight some robots.

Go back to the hanging Batmobile, but before ascending, rotate that second ring back all the way right, the way it originally was. Then head up and down lane "3". Go down all three rings and rotate right for another Eject Glide. Go down the hall and activate that plate, then remotely make the Batmobile destroy the turrets guarding Batman's exit. Glide down to the central plate and view the board above. Catwoman's key will be found in the case left on the horizontal line if the map is viewed as a large A.

PowerPyx Guide

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[top]
Death of Innocents
Rescue station 17 fire crew.

Side Quest - The Line of Duty
The Station 17 fire crew was assaulted and divided around Gotham. Time to save them. While flying around Gotham, you may notice large congregations of thugs. Chances are that they're tormenting a poor fireman. There are six firemen on Bleake Island, 5 on Founder's, and 4 on Miagani. Their locations are in the video below.

After saving the regular crew, it's time to save the chief. Head to the location given, where there are 15 armed goons to stealthily remove. There are lots of structural weaknesses and wooden walls for you to use to your predatory advantage, and Fear Takedowns will be very versatile here. Defeat them all, then save the chief and take him to GCPD.

PowerPyx Guide

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[top]
Dirty Tricks
Achieve 3 minutes of drifting time in the Batmobile.

The Batmobile is extremely maneuverable, and it can easily slide around corners by holding as you accelerate with .

This should come naturally, as most Powerslides last around a second, and you need 180 seconds of sliding for this trophy, which should come along the path to platinum.

Here's a video for how to get this quickly, if so you'd like:

PowerPyx Guide

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[top]
Double Jeopardy
Face off with an old friend.

Side Quest - Friend in Need
This quest will surface during the story, as is only one encounter. Lucius has gone dark, so head to Wayne Tower on Miagani Island to check on him. You can simply track the quest for guidance.

This mission is largely a few cutscenes. The only true combat measure that's to be taken it a precisely-timed Counter with . Wait for the exact moment the gun is turned from Lucius to you to strike. Afterwards, the mission is over. If you aren't satisfied, you can listen to your Voicemails on the nearby counter for some Easter eggs.

[top]
Fear of Faith
Rescue the ACE Chemical workers.

This is a story-related trophy, therefore it cannot be missed
Scarecrow has threatened the innocents of Gotham, but Batman is here to protect them.

First, a way to get the car inside. Grapnel up to the top of the building and stealthily take out the quintet of goons guarding the security terminal. Access it to glance at the five missing workers, then ascend to the very top to survey the area for their identification tags. When the scanning line begins to fluctuate, hold to grab the location.

Let's start with the one before the gate. Glide Kick through the window and take out all the goons inside. Pull the switch to open the main gate and switch to the Batmobile Remote Control. Winch up the ground to form a ramp, then jet across the gap, with Batman stylishly entering midair. Blow up all the drones waiting there, then pull open the door on the far side. Head up the ramp and keep that direction to follow the marker across the way, rolling over the pipe bridge. Move to the rear of the building and pull down the wall. Take out the enemies there and go to help the worker, only to be ambushed. Use the Batmobile Remote Control to ambush the ambushers. You can use the Riot Suppressor to take out the enemies, but if the window breaks early, control with move to Bats and you can use your fists to settle the matter. When they're all unconscious, take the worker back to the police across the bridge.

Now drive back up the ramp and onto the plateau area. Eject out of the car and move to atop the crane dominating the area. Defeat the enemies there, and the wave succeeding it, then move the crane so the ramp allow the Batmobile to jump from the plateau to the Loading Dock across. Once over, move down and defeat the drones there. Pull the Winch Point on the gas line (it'll help later), then Glide Kick into the booth above. Knock out the militia and blow open the nearby weak wall with Explosive Gel. Move into the small corridor and detonate that weak stone floor. Drop down and use the fuse box to open the shutters. Explosive Gel on the wall adjacent will reveal a Winch Point for the Batmobile to remotely pull off. Slide under the door and move on.

Using the next fuse box open the shutters so the Batmobile can blow open a wall, then Winch onto the elevator box to hoist it up. Do so all the way, then have Batman enter it, using the Batmobile to lower it. Enter the hall and grapnel up into the ceiling. Crawl through the nearby space and through the next vent to appear above the worker and his assaulters. Drop in with a Fear Multi-Takedown, then beat up the remaining enemies. Escort the worker back to the elevator and use the Batmobile to raise it.

You'll have to go through an Arkham Knight chopper before returning the worker. Defeat the underling drones to garner weapon energy, then focus a Missile Barrage on the chopper along with persistent Vulcan gun fire, then finish him off with a few 60mm shots. Now head to the elevator, exiting to raise it for the car, then bring the worker to GCPD, right where you left them.

[top]
Fear of Success
Survive Scarecrow's ambush.

This is a story-related trophy, therefore it cannot be missed
This trophy is unlocked after a series of events, the first being the battle against the Arkham Knight.

First, simply avoid his gaze and come underneath his vantage point. Grapple onto it to deal some damage.

Secondly, he'll summon a drone and a slew of militia. Keep the drone blind with the Remote Hack Tool while you defeat the militia with stealth. The Fear Takedown will be very useful. Once they're beaten, sneak underneath his vantage point and grapple up again. Then seek the hole in the shutter and hold to grapple out.

The third wave is similar, but the armor worn by the militia this time are invisible to your Detective Mode. Luckily, they rarely dip out of visibility, so it shouldn't be that much of an issue. Again, keep the drone blinded with the Hack Tool. Sneak under the Knight's position once again, grapple up, then escape the chamber once more.

This last round will differ from the others. Rather than militia, you must deal with a group of automata. Blind the drone as you enter the zone, then blind a turret and sprint for the Knight's position, grappling up to finish him off.

You'll then have two combat section abridged by a cutscene. The first is a Batman brawl, the latter is a Batmobile battle against more drone tanks. After the Batmobile section, the trophy is yours.

[top]
Fortunate Son
Achieve 46 Stars in AR Challenges.

See Absolution

[top]
Gates of Gotham
Destroy all of the militia watchtowers.

Side Quest - Occupy Gotham
Gliding over the cityscape, you may notice towers adorned with red searchlights. These are militia Watchtowers. In order to take them down, you'll need to defeat some guards in either a Combat or Predator scenario, then approach the main console, using Explosive Gel to blow it up.

Watchtowers are the easiest militia side quest to follow, but a map of all Watchtower locations, as well as all other militia side quests, is below.

[top]
Gotham After Midnight
Glide for 400 meters while less than 20 meters from the ground.

Gliding around Gotham is not only effective and efficient, but also stylish. This trophy's about all three.

Simply Dive Bomb off a tall building then pull up before hitting the ground. Don't pull up a lot though; leveling out with enough momentum will send you horizontally like a Bat-rocket. It helps to set a marker more than 400m away so you can gauge your distance. Stay close to the street!

PowerPyx Guide

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[top]
Gotham Underground
Defuse all of the militia explosive ordinance in Gotham City.

Side Quest - Campaign for Disarmament
The Arkham Knight has left bombs burrowed into Gotham's streets. It's possible to upload a virus to each via the Power Winch, so you may defuse the payload, but in doing so, you'll tip off militia drone forces. You'll need to survive a Batmobile combat scenario for each bomb, then latch back onto the bomb with the Winch to set off the controlled detonation.

The first Bomb is story-related, but a map of all other Bomb locations, as well as all other militia side quests, is available below.

PowerPyx Guide

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[top]
Jekyll & Hyde
Stop the bank heist on Miagani Island and lock up the master mind in GCPD.

Side Quest - Two-Faced Bandit
The ultimate goal of this quest is to bring Two-Face to justice. He's robbing banks all over Gotham and you need to stop the heists.

There are three heists and they all begin the same way: Two-Face's goons break in, set off the alarm, and try to empty the bank of its money. During this time, the alarm will mask your Takedowns, so use the Knockout Smash () during your Silent Takedowns to move faster, as you must take down all the thugs before the meter at the top of the screen is drained entirely.

For the first two heists, after taking out the prerequisite number of hostiles, the doors will lock, the alarm is silenced, and you must stealthily rid the building of whatever thugs remain using typical Predator tactics. None of the guards are specialized, so simply leverage using your Silent Takedowns with Fear ones.

The final heist will pit you against Two-Face and a group of specialized militia as well as regulars. There will be multiple medics, thugs who jam Detective Mode, and some wearing suits that make them invisible to Detective mode at all. Two-Face himself is actually not specialized, and can be easily subdued with any Takedown. You can take him down first, actually, but make sure to deal with the medics so they can't revive him (or others for that matter). Fear Takedowns are useful here, since most enemies are lumped together.

Once the building is clear, drive Two-Face to GCPD.

[top]
Journey into Knight
Even The Odds.

This trophy is story-related, therefore it cannot be missed
This will be the first trophy you earn. After you respond to the downed officer, you'll need to hit . Time for war.

[top]
Judgment Day
Win the rumble down under.

This is a story-related trophy, therefore it cannot be missed
This boss battle is against an Arkham Knight outfitted with a monstrous drilling machine. The concept is actually pretty simple. The small map that appears on the lower right depicts the tunnel network you're currently in. There are three paths that stray from the central ground and end in red marks. You need the Knight to chase you down these paths. You can simply wait by the entrance, firing rockets to lure him over, or you can seek him out using the distance tracker above the map. Either way, lure him into each tunnel, narrowly escaping each time.

[top]
Knightfall
Initiate Knightfall Protocol.

Think it's over? Think again. Something cryptically called Knightfall Protocol is available upon completion of the game, and activating it unlocks the game's actual endings. Do activate it, you need side quests completed. There are two Knightfalls you can unlock:
  • The first requires at least 7 side quests completed. This ending is "untrue".
  • The "true" ending is unlocked at 100% game completion, side quests and all.
Note: there is a glitch in the Knightfall!

There currently is a bug in which leaving the Riddler quest as the only side quest left (for the Knightfall to be at 13/14) renders the Knightfall unable to be activated, forcing you to accept the 100% ending. While this doesn't negate the trophy at all, if you plan on saving the Riddler collectibles for a New Game Plus and want to see the partial ending, make sure to leave at least one other side quest unfinished

[top]
Lethal Pursuits
Obtain a key by completing the ninth Riddler trial.

Side Quest - Riddler's Revenge
For this challenge, you must survive another Batmobile race. This one has lots of hazards, riding along walls, and a combination of the two in a hellish roller coaster. You'll control certain walls and spiked poles the first two laps, but for the third, you are at the Riddler's mercy. His traps will then move in patterns, so navigate around them. The part at the end with the crushers may get annoying, but simply watch where they pound and steer around them as you approach. Overall, remember that it's still possible to steer while on a wall, but keep your sense of moderation, as going too far in one direction will detach you from a wall easily.

PowerPyx Guide

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[top]
Living Hell
Interrogate the Militia APC Driver.

This is a story-related trophy, therefore it cannot be missed
You'll run into the Arkham Knight while tracing his location. He'll try to impede you with an intelligently-placed bullet, but he should know better than thinking that would best the Batman.

After defeating the Brute that enters, a wave of enemies will flow in, so take them all down. There are plenty of Environment Takedowns there, so try aiming the brawl to the rear of the room.

Once all the militia are unconscious, a tank will obstruct the exit. Destroy the fuse panel on the wall, then remotely make the Batmobile destroy all the drone tanks. Once they're gone, hop in and race out of the garage.

You'll need to take out the Knight's APC. Race close to it, firing Immobilizers into it when prompted. Feel free to Sideswipe the tailing militia. Once the APC is destroyed, exit the car and interrogate the decidedly not-Knight driver. He's unwilling to share secrets to Batman, but the Batmobile is a useful persuasion tool. Hold to frighten him into talking, then relent when he speaks. However, he's holding something more back. Intimidate him the same way to hear the rest.

[top]
Master of Fear
Wayne vs Crane.

This is a story-related trophy, therefore it cannot be missed
This is the final story-related trophy to earn. For the sake of not spoiling anything, I won't divulge any details, but you will most likely not need them; the path to the end is fairly straightforward.

[top]
Nine Lives
Obtain a key by completing the last Riddler trial.

Side Quest - Riddler's Revenge
This last challenge room is a physics puzzle. A laser is shooting down from the ceiling, and you must shift the cubes on the ground around so the laser is fired down a hole. You can move the cubes by shocking the generators around the room with Batman's REC, to pull towards and to push away. However, Catwoman is down on the game board, and if she stands on a cube's pressure plate, it will not be pushed or pulled by an REC shot, as will all the blocks hers obstructs. Simply make each laser shoot down a blank space. After each success, Nigma will send saws onto the board. You can dodge them as Catwoman, or simply run to the front where you can safely jump onto the ceiling. Repeat twice and the finals key is yours.

PowerPyx Guide

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[top]
No Man's Land
Restore power to the bridges of Gotham City.

This is a story-related trophy, therefore it cannot be missed
While following the Arkham Knight's tire track with the Forensic Scanner, you'll need to lower the bridge to Miagani Island. Grapnel and glide your way over to Grand Avenue Station (which is the location marked) and take out all the armed goons guarding it. There are only like 5 and most are isolated, so there should be no outstanding issues dealing with them. Access the terminal and a familiar face will invite you to Pinkley Orphanage, where you'll engage in a Dual Play combat scenario against robots. The bridge will be lowered after leaving the orphanage.

[top]
Pieces of the Puzzle
Obtain a key by completing the second Riddler trial.

Side Quest - Riddler's Revenge
After preparing the bridge early on in the game, the Riddler will appear on a billboard, taunting Batman to head to Chinatown to deal with his next scheme. Head over there with the trusty Batmobile for a puzzle.

You need to power a lighted sign. Drive the Batmobile up the ramp, then exit to make Batman stand on the green pressure plate. Remotely drive the Bamobile onto the unbalanced platform. Tilt it up and drive up to get to the next ledge. Cross the gap by alternating the Riddler platforms, then land on the next unbalanced platform. Tilt it up as far as possible by activating the green Riddler platform, then the red so it can't fall back down as you jet off it onto the platform beyond. Now fire the Winch at the receptacle to power up the sign.

One final puzzle: As Batman, you must find the green light and guide Catwoman to the corresponding case, as all other cases will, instead of unlocking her collar, it will unlock the contents of her skull all over. The correct case is the green light on the board.

PowerPyx Guide

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[top]
Point of Impact
Perform 5 perfect shots in a row with the Vulcan Gun without taking damage.

A Perfect Shot is achieved by getting a Critical Shot on a Light Tank in a single shot (i.e. without any prior Vulcan hits to the enemy tank). A Critical shot occurs when a Light Tank is destroyed immediately upon shooting it's lit panel with the Vulcan Gun.

This trophy is tricky because you must be precise as well as mobile, since you cannot be hit. But taking your time is allowed, as I was able to get this via 3 separate Perfect combos. I suggest picking groups of few tanks that patrol and using to be more precise in your shots. Good spots for this are the very first tank battle, since they take a while to fire after targeting, or the part in the story in the underground in which you must, as Batman, sneak past patrolling tanks before unleashing the Batmobile on them. Each tank is relatively isolated, giving you less to worry about when aiming for each shot. The "One Man Army" AR Challenge is also good for this, as the only enemies are the basic one-shot firing Rattlers.

[top]
Riddle Me That
Lock up the Riddler in GCPD.

Side Quest - Riddler's Revenge
This trophy requires you to defeat the Riddler. To do this, you must not only free Catwoman by completing his trials, but find all Riddler collectibles to you may face the man himself.

Head to Pinkney Orphanage when you have all 243 Riddler challenges complete. Touch the podium there and it'll recognize that, bringing Riddler up to face you. He himself will be shielded, sending robots out to fight you. Take them out, but watch out for the Riddler's laser that he'll occasionally fire. He'll also change the robot colors from blue to red. Luckily, a friend drops in to help with that. Finish the robots off, then the shield over Riddler's mech will drop. The color of the glass in front of him tells which character can run up and attack him. Repeat twice more and take him to GCPD.

PowerPyx Guide

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[top]
Riddler on the Rampage
Obtain a key by completing the fourth Riddler trial.

Side Quest - Riddler's Revenge
Riddler has another race in store for you. This one isn't terribly vexing, but there is an increased risk of crushing. You'll drive over colored ground, and if that color is activated, a ceiling of correspondent color will have smash down, so make sure you're on normal ground before switching colors.

PowerPyx Guide

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[top]
Run Through the Jungle
Fly under 3 main bridges between the islands in one continuous glide.

There are three islands in Gotham, each connected via bridges. For this trophy, you'll need to glide under 3 of those bridges in a single GLIDE. Using Grapnel Boosting will nullify the trophy attempt.

Start on top of one of the bridges in the Batmobile. Eject out (having the Super Eject Boost upgrades is very helpful) and swoop under the bridge. Glide over the next one and swoop under it, finally ending with the third. Use Dive Bombs to build momentum and swoop up to keep the glide going between bridges.

PowerPyx Guide

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[top]
Savage Metal
Smash 10 militia transport vehicles off the road without using the immobilizer.

During Arkham Knight, you might see cars driving around. If these cars are red and attacking you, they're militia vehicles. Simply boost to them in Pursuit mode and Sideswipe them off off the road (left or right with ) or just boost into them. The Boost Charge skill for the Batmobile helps (upgrades your + into a charge).

This is easy in the challenge "Road Rage" once it's unlocked. All the vehicles are of the militia and you need 10 for all three stars anyway. APCs are also accompanied by militia transports, so they should add to your total count too.

[top]
Scar of the Bat
Cure the doctor.

Side Quest - Creature of the Night
This side mission unlocks on Miagani Island. You'll first catch it when Man-Bat appears on a rooftop to yowl at you. After this, follow the sound of his screeching (a direction and distance is given) and once you've located him, glide onto his back to take a blood sample.

Afterwards, you're guided to his laboratory on Bleake Island in Chinatown. Examine the computer and sequence a clean strain of DNA by keeping the grey strands of DNA in the boxes, using the left and right sticks to alternate the corresponding strands so you continue to scan clean DNA.

Once done, you need to locate Langstrom twice more. He'll be flying around on Bleake Island, then Founder's, so head to each of those islands and locate him via his screeching (also he'll appear mid-flight in Detective Mode, so use that too). Like before, just glide onto his back. The second time, you'll have to take him to GCPD, which will end the quest.

PowerPyx Guide

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[top]
Seduction of the Gun
Achieve 50 critical shots on light tanks.

Critical Shots are performed by using the Vulcan Gun during Batmobile's Battle Mode to take out the glowing panel on a Tank Drone. The window for doing so correctly is small so be patient and zoom with if need be. Just shoot off 50 turrets over your course of play and this trophy should come easily.

[top]
Sins of Youth
Achieve 23 Stars in AR Challenges.

See Absolution

[top]
Strange Deadfellows
Deploy the Cloudburst countermeasures.

This is a story-related trophy, therefore it cannot be missed
Ivy's the key to saving the city. Pick her up from the lock-up and take her to the GCPD after some complications (see With a Vengeance!).

Ivy needs the tree's roots to be surfaced. Use the scan to follow the roots depicted on your radar; head for the orange circle. You should end up in an alleyway. Hold to let the roots surface.

You'll need to protect the plant so Ivy can apply defensive bark to it. Defeat the attacking goons and the trophy is yours. And Gotham's hope begins to kindle.

[top]
Streets of Gotham
Destroy all of the militia checkpoints.

Side Quest - Own the Roads
The militia have been erecting barricades around Gotham. To take back the roads, you need to head inside and deal with the guards. Some can be solved with brawling, others require stealth. Be sure to scout out the situation in Detective Mode before engaging, as many Checkpoints are guarded by multiple fierce turrets, and might require some Disruptor and/or Remote Hacking Device upgrades.

A map displaying all Checkpoint locations, as well as all other militia side quest locations, can be viewed below.

PowerPyx Guide

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[top]
The Burning Question
Obtain a key by completing the fifth Riddler trial.

Side Quest - Riddler's Revenge
A fairly quick and cogent Riddler puzzle, this is just a series of calculated glide stemmed from a Batmobile Eject. Simply build up as much speed as possible, then eject forward to hit the first pad. This will open up a gate leading to the next pad. To reach it, perform the same Eject Glide, but curve around the bend and onto the next pad. The third pad is reached via the same turn, but then you must go through a deadly saw tunnel that's opened to the right of the previous pad. Turn right out of the tunnel to hit the final pad.

PowerPyx Guide

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[top]
The Cat and the Bat
Obtain a key by completing the third Riddler trial.

Side Quest - Riddler's Revenge
This Riddler mission will take you back to the orphanage. Head inside for a riddle. So solve it, hit the glowing question marks with Batarangs to rotate the rings in the middle of the floor; the farther right, the more inward the ring. Rotate them until you have a question mark facing the exit, then look into the final mirror ring for the green light as the dot. Hold for the scan.

Now you can head through the mysterious green door. Move Batman onto one pressure plate and Catwoman onto the other. You'll get caged in with a bunch of Riddler lights with a screen with numbers above them. Whatever Batman sees, that's the order of which question marks to hit for Catwoman, and vice versa. 1 is on the far left, 5 on the far right. Repeat each correct order, then fight the robots to win.

PowerPyx Guide

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[top]
The Cult
Save the sacrificial victim and lock up the executioner in GCPD.

Side Quest - Lamb to the Slaughter
This single encounter will appear very near to the main story's completion (about 90% in). Follow it on your Mission Menu.

All this mission really is is an extended Brawl session, only with a time limit. Knock all the enemies out quickly, then use the REC to disable all four generators under the altar. With the electricity off, grapple up onto Blackfire's altar to take him out.

[top]
The Frequency of Fear
Scan Gotham City to pinpoint Scarecrow's location.

This is a story-related trophy, therefore it cannot be missed
This is the third story-related trophy. Once you've obtained the new Batsuit and done the AR Tutorial missions that unlock (or not, if you so opt), use the Fear Multi-Takedown to take out the guards, then save the hostage and access the antenna. shortly after, you'll be brought to a map and have control of two scanners, operated with the left and right sticks. Align them both at the rightmost signal (the only one applicable with both) and you'll find Scarecrow and the trophy.

[top]
The Long Halloween
Wayne vs Crane in New Story +.

New Story + is simply a New Game Plus option found in similar games. Unlocked upon completing the main story, all of your upgrades and collected collectibles carry over from your previous playthrough, but in return, enemies deal more damage with melee and firearms alike, enemies have no Counter icons above their heads when attacking, and if spotted in Predator scenarios, you'll lose your Fear Takedown if you have one.

This trophy simply requires you to run through the game again on New Game Plus.

[top]
The Monster Machine
Track down and apprehend the serial killer.

Side Quest - The Perfect Crime
There's a serial killer loose in Gotham. He's left mutilated corpses strung up around the various islands of the city, six in total, each tipping off its presence with haunting opera music once you draw near. At each, you'll have to analyze the body with an augmented Evidence Scanner that scans the skin, muscles, and bones of the victim. you'll need to find an anomaly (glowing yellow) on each layer. Head farther inward with and farther out with . Locations and abnormalities can be found in the video below.

After scanning all six bodies, the perpetrator's lair will be revealed. Head there on Founder's Island and descend into the basement to fight his "Dollatrons". They go down simply enough, but they don't go unconscious from a beating; you'll need to Ground Takedown (+) them or use a Combat Takedown (+) to make them stay down.

After a couple of waves, the boss will come out with another group of Dollatrons. He will stay around his operating table, occasionally rearing back to throw a series of three knives. Counter all three to stun him briefly, allowing you to focus on the Dollatrons. Once they're out of the way, counter his knives and approach the table to use an Environment Takedown (+) to make him quiet. Drive him to GCPD and the trophy is yours.

PowerPyx Video Guide

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[top]
The Primal Riddle
Obtain a key by completing the sixth Riddler trial.

Side Quest - Riddler's Revenge
This Riddle brings you back to the orphanage. It requires you to move an electric charge safely to its receptacle. There are three pressure plates which raise pipes to let the charge continue to move. Catwoman standing on one will raise it a level or so, Batman will raise it higher, and both on a plate will rise the correspondent pipe highest. Rather than articulate the solution via words, I suggest simply viewing the video.

PowerPyx Guide

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[top]
The Real Deal
Takedown 20 moving cars without using the Batmobile.

Just because criminals have their cars and Batman may not, it doesn't mean they're safe. By gliding over or atop a moving car, hitting will let Batman take the driver out and the car to crash. A similar reaction happens if a car tries to run Batman down, but this time hit to Counter it. Simply do so 20 times for the trophy.

[top]
The Riddle Factory
Obtain a key by completing the eighth Riddler trial.

Side Quest - Riddler's Revenge
For this challenge room, Catwoman and Batman will be divided into separate rooms, each adorned with large signs that have small light on them. The lights lit on Batman's side display the correspondent tiles Catwoman can walk upon without getting shock, and vice versa. Simply switch between the two, each guiding the other safely across. Halfway through, the signs will begin spinning, so remember that the maps are correct when the question marks on the sign is right side-up.


Here are the correct paths, tilted due to the spinning of the signs.

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Afterwards, colored robots will appear. Only Batman can fight the blue robots, and Catwoman the red. Defeat the robots and collect your key.


PowerPyx Guide

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[top]
The Road Home
Destroy all of the militia APC's.

Side Quest - Armored and Dangerous
Some heavily-armored militia vehicles are patrolling Gotham, and out's up to you to take them out in the Batmobile. There are three on each island, but their locations are sporadic. You may simply stumble upon one, or you can talk to Alfred via the Mission Select menu and he will direct you to one to pursue. Simply glide around the island that still has an APC until Alfred can give you the intel. Only one can be out at a time so wait a bit before pursuing the next.

The APCs themselves aren't more than standard car-chase fare. Tail behind it to lock on Immobilizers, and fire into it with every chance. The farther you progress in this quest, the more standard militia vehicles the APCs will have as escorts. Plow through them and try to focus on the APC, but you're more than welcome to pick them off with Sideswipes and Immobilizers if so you wish.

[top]
The Road to Hell
Successfully complete the first Riddler trial.

Side Quest - Riddler's Revenge
The Riddler Side Quest is unlocked upon incarcerating Poison Ivy, Commissioner Gordon will relay the information to you. You may choose to immediately follow the lead or wait until farther into the story.

Follow the waypoint on the map. You'll need the Batmobile. Drive into the elevator and you will be introduced the the Riddler's racing gauntlets. This race is mostly a primer for the rest of them, so simply complete it in time to succeed.

PowerPyx Guide

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[top]
Touch of Death
Apprehend the weapons dealer and lock him up in GCPD.

Side Quest - Gunrunner
Nightwing has been keeping tabs on Penguin's weapons dealings that masquerade under a refrigeration company. You'll be introduced to this quest via the main story (Cold World), but there are still four more caches beyond that one.

This quest relies on Nightwing feeding you intel on where the trucks are, so after completing one, you'll need to wait for the next's location. In these times, complete some story missions; it will allow Nightwing the time to gather the intel.

When you do have one to pursue, do the same thing you did during the story mission: tag the vehicle, knock on the door, then pursue it via the rooftops/gliding, NOT the Batmobile. They'll know you're tailing them if you drive a tank behind them. Simply follow them until they head to the cache, then infiltrate the building. There will always be some unarmed goons in the vault's antechamber, so bust in. Nightwing will join soon thereafter, and you'll be able to clean house with the Dual Play. Once done, head into the vault, spray Explosive Gel onto the weapons, shut the vault, back away, and detonate.

For the final step of the quest, the location is given to you and is guarded by a large group of armed henchmen. Use Silent Takedowns; the guards are fairly spread out. Once they're down, head into the building and descend to the bottom of the elevator shaft. Continue moving and you'll come to a door blocked by a turret. Blind and dismantle the turret, then head into the floor grate. Sneak behind the Penguin portrait and rescue Nightwing. Knock out all the goons and plant the Explosive Gel, as per the norm, when Penguin appears. Whenever you're ready, hit to take him down as a team, then drive him to GCPD.

[top]
Trail of Fear
Lock up your first Supervillain in GCPD.

This trophy is story-related, therefore it cannot be missed
The second story trophy you'll unlock, you'll get this after following the Chinatown lead and learning about the Batmobile's Battle Mode.

[top]
Who Rules The Night
Batman vs the Arkham Knight.

This is a story-related trophy, therefore it cannot be missed
There come a time when you must battle the Arkham Knight whilst he uses the Cloudburst tank. first, you must destroy his escort of six Cobra tanks. Strike at isolated tanks; attacking a mob will get you destroyed quickly. Sneak along behind a tank, destroy it when prompted, and then return to Pursuit mode and move quickly before another Cobra responds. Repeat until only the Cloudburst remains.

Now for the main event. Sneak behind the Cloudburst and scan it with to reveal the cooling apertures. The model of the tank appearing in the top right will show what points need destructing still, as well as the tank's field of view. Similarly to the Cobra, you'll have to aim at the apertures until locked on, then hit to shoot them with the 60mm cannon. The field of view will swivel, however, so be careful.

With each cooling apertures is exploded, you'll have to switch to Pursuit mode and evade the tank's relentless (emphasis on the relentless) assault. Boost around, move around corners, whatever you need to until the Overcharge meter is depleted.

Once all the apertures are destroyed, switch to Battle mode and fight the tank itself. Focus fire on the glowing Cloudburst of the front of the tank; it's where the only damage can be done.

[top]
With a Vengeance!
Take on the heavy artillery reinforcements.

This is a story-related trophy, therefore it cannot be missed
At a certain point in the story, you will head back to GCPD to discuss countermeasures with Poison Ivy. Afterwards, you will be warned of an advanced Cobra tank in the area. You'll need to follow it by grappling above the street, and scan the back, left, and right sides by holding .

Once that's done, head back to the Batmobile and switch to Battle Mode when close to the Cobra. You MUST be behind it, for it it locks onto you, it won't take much effort to end you. Stay behind it and let the 60mm cannon charge. Once locked on, fire to destroy it.


[top]Maps of Militia Checkpoints, Watchtowers, and Explosive Ordinance

Here are all locations of Militia presence in Gotham per island. Note that not all of these will be available immediately. As you progress through the story, you'll unlock more, finally having all available at about 94% into the story, after investigating occurrences at the movie studios.

Bleake Island

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Miagani Island

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Founder's Island

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[top]The Riddler's Riddles

There are 315 Riddler collectibles located throughout Gotham, and you'll need ALL of them in order to finish him off. Most are in the city, but a good portion of them are riddled (ha-ha!) throughout locations you visit in the story. There are a few collectible types:
  • Trophies: These small question-mark statues are the most numerous collectible. Many of them are on out-of-the-way corners, most of them locked away until a greater puzzle is solved.
  • Riddles: Riddle me this! For these collectibles, you'll have to scan (hold ) a particular object that solves a riddle given to you. This could be anything from a coffee cup to a large statue.
  • Breakable Objects: Simply smash up the designated objects. Each is uniquely destructible; most times a Batarang works, other times you need another Gadget.
  • Bomb Rioters: You'll need to save particular Riddler victims! Scan for the right victim and defuse the implanted bomb!
To obtain all of the collectibles, you're going to need the proper arsenal. You'll need ALL the possible Gadgets and the Disruptor Mine Destroy upgrade. The Batmobile EMP is also needed.


While at first you must locate the collectible yourself, you can find Informants. Interrogating them with reveal the locations of secrets you've yet to find. They'll be highlighted in green, as seen below:

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Informants can also be in vehicles that are similarly enveloped in a green highlight. Take the vehicles down via whatever means, then interrogate the informant when he exits the car. Chances are that you'll have to fight his buddies first.

Taking down an informant will result in the potential information being lost. In addition, some fight back. If Batman is holding a thug up by the neck, there's a chance they'll try fighting back. If they do, counter quickly with , and they'll talk. IF YOU MISS THE COUNTER, YOU CAN STILL GET THE INFORMATION. Knock the Informant down with a Super Stun (, , ), then interrogate him while he's on the ground.

Below I have included maps for every area with all Riddler collectibles revealed (except Bomb Rioters since those occur sequentially), and PowerPyx has provided his video guide for all collectibles.

Bleake Island

  • Trophies: 36
  • Riddles: 8
  • Breakable Objects: 15
  • Bomb Rioters: 3
Map

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Videos

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GCPD


  • Trophies: 1
  • Riddles: 3
Maps

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Miagani Island

  • Trophies: 38
  • Riddles: 10
  • Breakable Objects: 15
  • Bomb Rioters: 3
Map

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Videos

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Founder's Island

  • Trophies: 33
  • Riddles: 9
  • Breakable Objects: 11
Map

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Videos

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Stagg Enterprises Airships


  • Trophies: 21
  • Riddles: 3
  • Breakable Objects: 15
Map

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Videos

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Panessa Studios

  • Trophies: 21
  • Riddles: 3
  • Breakable Objects: 15
Map

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Videos

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Arkham Knight HQ

  • Trophies: 21
  • Riddles: 3
  • Breakable Objects: 15
Maps

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Videos



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Subway (Under Construction)


  • Trophies: 8
  • Breakable Objects: 4
Maps

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Pinkney Orphanage

  • Riddles: 1
The only riddle in the building is located in the "Final Exam" room, the last Riddler room in the orphanage. Head around the left of the puzzle and there is a room locked by a Remote Hacking box. Unlock it and scan the helmet inside.


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