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Batman: Arkham

City
Game Guide
by guides.gamepressure.com

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Batman: Arkham City Game Guide 2 / 618

Table of Contents:
Introduction .......................................................................................................................................6

Main story..............................................................................................................................8
Prologue............................................................................................................................................8
Climb to higher ground to contact Alfred.........................................................................................11
Climb to the top of the ACE Chemical building to collect your equipment ......................................12
Locate and enter Two-Faces Courthouse ......................................................................................15
Save Catwoman from Two-Face.....................................................................................................17
Scan the crime scene for ballistic evidence ....................................................................................19
Locate the source of the sniper shot ...............................................................................................20
Scan the sniper rifle for forensic evidence ......................................................................................25
Track down the source of the radio signal to locate Joker ..............................................................26
Access the Sionis Steel Mill through the main chimney..................................................................28
Save the doctor from Jokers thugs.................................................................................................33
Break into Jokers office in the Loading Bay ...................................................................................37
Track Freezes location by identifying the coldest point in Arkham.................................................41
Locate Mister Freeze and recover the cure ....................................................................................44
Rescue Mister Freeze from Penguin in the Museum ......................................................................47
Disable Penguins Communications Disruptors ..............................................................................51
Disable Penguins Final Communications Disruptor underground..................................................54
Rescue Mister Freeze from Penguin in the Museum (part 2) .........................................................58
Rescue remaining undercover GCPD officers in the Museum........................................................60
Collect the security override from Freezes suit to disable the Freeze Gun....................................73
Confront Penguin in the Iceberg Lounge ........................................................................................74
Defeat Solomon Grundy..................................................................................................................76
Defeat Penguin ...............................................................................................................................80
Analyse the assassins blood to follow her trail...............................................................................81
Follow assassin using tracker device to locate Ras al Ghul...........................................................82
Analyze the assassins bandages for new evidence.......................................................................85
Catch assassin and plant tracking device .......................................................................................86
Follow assassin using tracer device to locate Ras al Ghul ............................................................88
Reconstruct video data from the Mechanical Guardian ..................................................................97
Locate more Mechanical Guardians to fully reconstruct the video data..........................................98
Locate the secret entrance using the video data ..........................................................................101
Follow assassin using tracer device to locate Ras al Ghul (part 2)..............................................102
Locate Ras al Ghul and obtain a sample of his blood ..................................................................103
Defeat Ras al Ghul .......................................................................................................................107
Return to the GCPD to deliver the blood of Ras al Ghul to Mister Freeze ...................................112
Interrogate Quincy Sharp for information on Hugo Strange..........................................................117
Return to the GCPD to deliver the blood of Ras al Ghul to Mister Freeze (part 2) ......................119
Defeat Mister Freeze.....................................................................................................................121
Infiltrate the Steel Mill....................................................................................................................124
Rescue Vicki Vale from chopper crash site...................................................................................125
Infiltrate the Steel Mill (part 2) .......................................................................................................127
Locate Joker in the Steel Mill ........................................................................................................137
Defeat Joker..................................................................................................................................142
Scan the TYGER helicopter to locate the Master Control Program ..............................................146
Retrieve Master Control Program transmitter from Primary Helicopter.........................................148
Gain access to Wonder Tower......................................................................................................149
Climb the observation deck to stop Protocol 10............................................................................154

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Batman: Arkham City Game Guide 3 / 618

Follow tracker to save Talia from Joker ........................................................................................164


Get the cure from Joker and stop him from becoming immortal ...................................................169

Side missions ...................................................................................................................174


Introduction ...................................................................................................................................174
Watcher in the Wings ....................................................................................................................175
Fragile Alliance - p. 1 ....................................................................................................................179
Fragile Alliance - p. 2 ....................................................................................................................185
AR Training ...................................................................................................................................192
Shot in the Dark - p. 1 ...................................................................................................................199
Shot in the Dark - p. 2 ...................................................................................................................206
Identity Theft .................................................................................................................................211
Remote Hideaway.........................................................................................................................217
The Tea Party ...............................................................................................................................218
Heart of Ice....................................................................................................................................220
Hot and Cold .................................................................................................................................224
Enigma Conundrum (riddles 1-9) ..................................................................................................228
Enigma Conundrum (riddles 10-15) ..............................................................................................239
Enigma Conundrum (riddles 16-17) ..............................................................................................252
Cold Call Killer...............................................................................................................................264
Acts of Violence ............................................................................................................................270

Secrets & Challenges .......................................................................................................272


Introduction ...................................................................................................................................272

Park Row ...........................................................................................................................278


Location info & maps.....................................................................................................................278
Batman trophies (01-14) ...............................................................................................................282
Batman trophies (15-24) ...............................................................................................................291
Batman trophies (25-36) ...............................................................................................................299
Riddles ..........................................................................................................................................307
TYGER cameras ...........................................................................................................................317
Catwoman trophies .......................................................................................................................318

Amusement Mile ...............................................................................................................322


Location info & maps.....................................................................................................................322
Batman trophies (01-10) ...............................................................................................................326
Batman trophies (11-18) ...............................................................................................................336
Batman trophies (19-28) ...............................................................................................................344
Batman trophies (29-37) ...............................................................................................................352
Riddles ..........................................................................................................................................362
TYGER cameras ...........................................................................................................................369
Balloons ........................................................................................................................................370
Catwoman trophies .......................................................................................................................371

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Batman: Arkham City Game Guide 4 / 618

Industrial District ..............................................................................................................375


Location info & maps.....................................................................................................................375
Batman trophies (01-08) ...............................................................................................................378
Batman trophies (09-16) ...............................................................................................................386
Batman trophies (17-25) ...............................................................................................................395
Batman trophies (26-37) ...............................................................................................................403
Riddles ..........................................................................................................................................414
TYGER cameras ...........................................................................................................................421
Balloons ........................................................................................................................................423
Catwoman trophies .......................................................................................................................424

Subway ..............................................................................................................................429
Location info & maps.....................................................................................................................429
Batman trophies (01-11) ...............................................................................................................431
Batman trophies (12-26) ...............................................................................................................439
Riddles ..........................................................................................................................................448
Joker teeth ....................................................................................................................................452
Catwoman trophies .......................................................................................................................453

Bowery...............................................................................................................................456
Location info & maps.....................................................................................................................456
Batman trophies (01-09) ...............................................................................................................458
Batman trophies (10-21) ...............................................................................................................468
Batman trophies (22-30) ...............................................................................................................476
Batman trophies (31-39) ...............................................................................................................484
Riddles ..........................................................................................................................................490
TYGER cameras ...........................................................................................................................498
Catwoman trophies .......................................................................................................................499

Steel Mill ............................................................................................................................502


Location info & maps.....................................................................................................................502
Batman trophies (01-15) ...............................................................................................................505
Batman trophies (16-24) ...............................................................................................................514
Riddles ..........................................................................................................................................523
Harley heads .................................................................................................................................528
Catwoman trophies .......................................................................................................................529

Museum .............................................................................................................................533
Location info & maps.....................................................................................................................533
Batman trophies (01-10) ...............................................................................................................536
Batman trophies (11-23) ...............................................................................................................544
Riddles ..........................................................................................................................................553
Penguins .......................................................................................................................................559
Catwoman trophies .......................................................................................................................560

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Batman: Arkham City Game Guide 5 / 618

Wonder City ......................................................................................................................564


Location info & maps.....................................................................................................................564
Batman trophies (01-12) ...............................................................................................................568
Batman trophies (13-25) ...............................................................................................................576
Riddles ..........................................................................................................................................586
Demon seals .................................................................................................................................591

Physical challenges..........................................................................................................593
Batman (01-23) .............................................................................................................................593
Batman (24-40) .............................................................................................................................600
Catwoman .....................................................................................................................................607

Riddler's Revenge ............................................................................................................609


Combat maps................................................................................................................................609
Predator maps...............................................................................................................................611

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Batman: Arkham City Game Guide 6 / 618

Introduction

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Batman: Arkham City Game Guide 7 / 618

This guide to Batman: Arkham City contains a very thorough walkthrough of the main
story mode of the game. Most importantly, you can find precise instructions regarding
completing missions, reaching important locations and safely moving through them and what
gadgets you will need to complete the puzzles prepared by the creators. A considerable
portion of the guide has been dedicated to the issue of effective elimination of enemies.
Descriptions of the main fights include hints on efficient methods of taking care of your
opponents, including the elite types. In case of the more stealthy missions, a big part of the
description refers to the rooms and how to safely get through them. The guide of course also
contains very detailed descriptions of boss battles which can get pretty complicated in the
later part of the game. The whole is aided by a big number of screens, helpful in navigating
through Arkham City.

Additional notes
The guide contains the following colour symbols:
Red refers mainly to characters appearing throughout the game, regardless of whether
theyre friendly or hostile towards you. Additionally this colour informs of enemy flying
machines and proximity mines that you might come across occasionally.
Blue refers to locations visited by Batman, both main buildings in Arkham City (like the
museum) and single rooms (e.g. the torture chamber).
Green refers to items found or received during the game, mainly new gadgets and items
connected with the story.
Orange refers to special moves and skill of Batman (e.g. the Inverted Takedown), as well as
his gadgets (e.g. the Cryptographic Sequencer). In the latter case, a proper symbol appears
each time you have choose a given gadget from your inventory.
Jacek Stranger Halas
Translated to English by Jakub cilgan Lasota

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Batman: Arkham City Game Guide 8 / 618

Main story
Prologue

You begin the game inside a interrogation room. Use the right analog stick in order to lower
the camera #1. Afterwards start moving the left stick left and right, causing Bruce to move on
the chair #2 an eventually cause it to fall.

Wait for the TYGER guard to enter the room. When the distinctive symbols appear above his
head #1, press Y for a counter attack #2. Dont worry if you wont succeed at first, as the
game will let you try again. Unfortunately a second guard will eventually grab you and pull
out of the room.

Wait for Bruce to get up and head toward and passage with a painted A letter #1. The other
prisoner will eventually move away and you will be able to pass through #2.

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You will have a short conversation with Jack Ryder #1, without a chance to influence it in
any way. Wait for the gate to open and head forward. You should get attacked by two new
prisoners. Use the previously learned counterattack in both cases, waiting for the icons to
appear above the enemys head #2 and pressing Y.

After eliminating both inmates, move towards Ryder. Start off by countering the third
prisoner, who will attack you #1. Get rid of the last prisoner with a standard attack by
pressing X #2.

Make sure youve knocked all the prisoners, approach Jack Ryder and press A #1. Another
cutscene will play, ending with meeting Penguin. Just like with the first guard, wait for the
right moment #2 and press Y for a counterattack. The Penguin will retreat, forcing you to
deal with his men.

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Batman: Arkham City Game Guide 10 / 618

In the first part of the battle, focus mainly on countering the enemy attacks #1. One of such
counters will result in breaking the handcuffs, allowing you to use the standard attacks #2
by pressing X. Get rid of all the enemies in the area.

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Batman: Arkham City Game Guide 11 / 618

Climb to higher ground to contact Alfred

Ignore the Penguin for now and find the container that you can climb onto #1. In accordance
with the instruction, you can perform such action by holding down A. after climbing onto it,
use the ladder #2 to reach the upper balcony.

Face the ledge visible in the distance #1. Hold down A and lean the analog stick towards it
and Bruce should automatically jump onto it. Ignore Penguins yells and continue climbing
#2, making use of a second ladder on your way. After getting to the top, head onto the roof
on the left and listen to a short conversation with Alfred. It turn out that Batmans
equipment has been dropped onto the roof of the nearby Ace Chemicals building.

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Climb to the top of the ACE Chemical building to


collect your equipment

In accordance with the information received from Alfred, you now need to reach the roof of
the Ace Chemicals building. Face towards it #1, hold down A and move the analog stick.
The main hero should automatically jump towards the ledge visible in the distance and grab
it #2.

Move to the right, thanks to which you will reach a new ledge #1. Climb up and afterwards
use two new ladders. After reaching the higher platform, press and hold the right trigger to
crouch #2 and move forward.

Approach the ledge and following the instructions, press the right trigger and A at the same
time. It should cause Bruce to drop down and grab the ledge #1. Move to the right and you
should soon reach a place where you can climb back up #2.

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Move forward a bit and crouch once again #1 to be able to move on. Use the ladder on your
way and after reaching the new ledge, hold down A and jump towards the platform visible in
the distance #2.

Ignore the flying machine and continue climbing up, eventually reaching a ladder leading
onto the top of the building #1. Look for the package from Alfred and interact with it by
pressing A #2. Bruce Wayne will put on the Batman suit.

You will have to solve an easy mini-game involving the Cryptographic Sequencer. Start by
using the left analog stick to find two green points #1 #2 and spend a few seconds on
listening to a short recording.

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In the end track the orange area in the upper right corner #1. Hold down A and wait for the
decoding process to end #2. From the new recording you will learn that Catwoman is being
held hostage by Harvey Dent (aka Two-Face) in the Solomon Wayne Courthouse. Saving her
is your next objective.

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Locate and enter Two-Faces Courthouse

Notice! Before attending this mission, Id recommend you take a look at the mini-
encyclopaedia (Waynetech) which offers inter alia a description of all of Batmans gadgets
and attacks at your disposition.

Now you can also access the map, thanks to which you will be able to locate your destination
point more easily. You can do it by pressing the BACK button. Solomon Wayne Courthouse
can be found north of your current location #1. The game doesnt require you to attend this
mission at once, as the sandbox character of the game lets you spend any amount of time
you like on finding secrets, fighting the bad guys and completing side missions. You are also
completely free to choose your preferred way of reaching the courthouse. As a result, you can
jump down and venture the streets of Arkham City, or follow the roofs. In the latter case, Id
suggest using gliding (by holding down A) #2 and the Grapnel Gun (RB), thanks to which you
can easily grab onto the roof edges and other interactive objects.

The more obvious method of reaching the courthouse implies using the front door, though
you will have to deal with the bandits standing there. It would be good to attack them from
high above, aiming at one of them #1 and attacking (X) #2.

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Start eliminating the enemies gathered around the courthouse #1. Its of course worth to
enrich your combos with attacks described in the encyclopaedia (and known from the first
game) to gain more experience points. You can now head to the mentioned front door #2.

The less obvious option implies gliding onto the balcony above the main courthouse entrance
#1. In order to make sure youll reach it, youd have to jump off one of the nearby taller
buildings. The advantage of this method is that it lets you avoid the enemies gathered by the
entrance. Youd have to eventually find a door in this case as well #2.

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Save Catwoman from Two-Face

If you start at the ground floor, you will have to find stairs #1. Otherwise you just need to
follow the only possible corridor #2. Approach the windows and watch a cutscene with Two-
Face.

Turn right and use the ladder found here #1. After reaching the upper balcony, press and
hold the right trigger, carefully approach the nearby sniper and press Y for a surprise attack
(you can also finish him off by pressing X) #2.

Now follow the instructions received from the game and go along the wire #1. Stop above the
bandits, aim at one of them #2 and execute the already well-known surprise attack (X).

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Batman: Arkham City Game Guide 18 / 618

Some of the enemies will run away from this room, though you will still have to take care of
those who stay #1. Just like in the previous fights, try to perform counters #2, use various
types of attacks and try to keep a high multiplier.

Right after taking care of them, Two-Face will shoot at you #1. Luckily you wont have to
fight him, as Catwoman will do it for you. The further part of the cutscene will show Jokers
failed sniper assassination attempt #2. Batman will decide to determine where the shot was
fired from.

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Batman: Arkham City Game Guide 19 / 618

Scan the crime scene for ballistic evidence

Start off by launching the Evidence Scanner by pressing LB. Aim at the hole in the window
through which Jokers bullet came #1. Approach it and keep A pressed until the scanning
ends #2.

Now you need to find the place in which the bullet has ended its flight. Examine the floor #1.
Just like before, you need to aim at the trace and keep A pressed until the scanning ends #2.
You should now notice that the bullets trajectory is visible in detective more, though in order
to determine the exact spot from which it was fired you will have to go outside.

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Locate the source of the sniper shot

Before leaving the area, you can have an optional conversation with Two-Face. Hes hanging
at the same spot where Catwoman previously was. As for choosing the exit, you have two
options. The more obvious solution is using the Grapnel Gun on one of the upper floor
windows #1. It would let you reach the previously examines balcony #2 and from there to one
of the exits.

If you dont want to follow the same route, you can head to the door located in the corner of
the room #1. A few moments later you will reach a rear entrance from the courthouse #2.
Notice! If you have left the building through the front door, be ready for eliminating some
more enemies!

You next target is the Medical Center found inside the church located north-east youre your
current location. Depending on your taste, you can get there by following the streets #1 or
gliding #2 and using the Grapnel Gun.

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Batman: Arkham City Game Guide 21 / 618

Regardless of the chosen method, you have to reach the Medical Center entrance. It would
be good to surprise the enemies gathered there with an attack from above #1, though its not
absolutely essential. Of course remember to make use of counterattacks and dodges
throughout the fight #2.

Once youre ready, use the door leading to the Medical Center #1. After getting inside, go to
the next room and be ready to quickly press Y when Harley Quinn attacks #2. Listen out the
short conversation with this character, after which Harley will exit the building and leave you
with a few armed enemies.

Now you have to perform all the moves flawlessly, or else Batman ore one of the hostages is
going to die. Start off by pressing Y to throw a Smoke Pellet #1. Afterwards QUICKLY press
RB so that Batman uses the Grapnel Gun to get onto the gargoyle statue #2, getting out of
the enemys sight.

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Batman: Arkham City Game Guide 22 / 618

Follow Batmans suggestion and turn on the Detective Mode #1. That way you will learn
that there are four armed enemies in the building and two of them have taken hostages.
Eliminating them will be very linear, though the game wont leave any place for mistakes.
Start jumping through the gargoyles #2 using the Grapnel Gun (RB).

Stop after reaching the second vantage points and Batman will notice the enemy with a
hostage below #1. Hold down A and start gliding towards him #2.

After reaching the balcony above the enemy, press Y to take him out #1. You need to hurry,
as otherwise he will kill the hostage. Afterwards you can use the Grapnel Gun to return onto
the nearest vantage point #2.

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Batman: Arkham City Game Guide 23 / 618

Now we will focus on eliminating the second guard with a hostage #1. Move to the vantage
points closest to him and afterwards glide down #2, landing behind them.

Crouch and approach the destructible wall #1, beside which the guard is standing. In
accordance with the received instructions, press Y to break through the wall and take down
the bandit #2. Once again return onto the gargoyles.

Now you need to eliminate the two last enemies, who should now be standing beside each
other #1. Move to one of the neighbouring ledges and press B, making Batman quietly land
behind their backs #2.

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Batman: Arkham City Game Guide 24 / 618

Press and hold the right trigger and approach the guards. Make sure that youre standing
close enough and press Y #1 to perform a double takedown. Afterwards you can take a look
around the medical center without being disturbed by anyone. Id suggest talking with the
doctors, Adam Hamasaki, Anne Bishop and Aaron Cash #2.

Head towards the door left of the Medical Center exit, in the north part of the building #1. Go
up the stairs onto the upper platform and use the Grapnel Gun on the ledge visible in the
distance #2, thanks to which you will be able to continue the climbing.

As the stairs to the bell tower have been damaged, keep using the Grapnel Gun to grab onto
the upper ledges #1. Eventually you should reach the ladder leading into the bell room. After
reaching it, approach the sniper rifle from which the fire has been shot #2.

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Batman: Arkham City Game Guide 25 / 618

Scan the sniper rifle for forensic evidence

After hearing out Batmans short comment, press LB to turn on the Evidence Scanner. Aim
at the sniper rifle #1 and keep A pressed until you finish scanning the evidence #2.

Now you will have to talk with Joker, after which a countdown to the explosion of the bombs
inside the bell tower will begin. Quickly approach one of the windows #1, lean the analog
stick towards it and press A twice to make Batman jump through it, getting out of the
explosive trap #2. Listen to the conversation with Alfred concerning the plan of tracking
down Jokers signal, i.e. your next objective.

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Batman: Arkham City Game Guide 26 / 618

Track down the source of the radio signal to locate


Joker

Finding Jokers hideout isnt very difficult, especially that he wont change his location and
you will be updated on the distance to the target. Your objective is reaching the Sionis Steel
Mill found in the industrial district in the south-east part of Arkham City. Just like before,
you can either go by foot #1 or glide and use the Grapnel Gun #2. In the latter case, you
should know that you cant fly through the restricted zone in the middle part of the city.

As the industrial district is located on a separate island, it would be good to go across the
bridge #1 which will let you avoid many attempts to stay away from the water. Jokers
Funland neon will inform you that you have reached the target #2.

During the exploration of the industrial district, be sure to use the Grapnel Gun often, as the
lower levels are patrolled by Jokers goons #1. That doesnt however mean that you can feel
completely safe on the upper levels, as some towers are also occupied by single guards #2.

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Batman: Arkham City Game Guide 27 / 618

Gradually move south #1, towards the Sionis Steel Mill. Be careful when approaching the
destination points, as you can come across enemies with firearms on the lower level #2.
Considering that Batmans equipment is probably poorly developed at his points, it would be
good to stay away from them.

Your goal is reaching the high tower with multicoloured lights #1. Listen to a short
conversation with Alfred #2, from which you will learn that you need to enter the Sionis
Steel Mill by jumping into one of the chimneys.

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Batman: Arkham City Game Guide 28 / 618

Access the Sionis Steel Mill through the main


chimney

Stay where you are and turn towards the big chimney with skulls attached to it. #1. Note
that you can use the Grapnel Gun to grab its upper part #2.

After reaching the chimney hole, a cutscene showing Batman spectacularly gliding down will
automatically play #1. You will resume crouching on a line inside the Waste Exchange and
youll have to glide (hold down A) to the ledge visible in the distance #2.

Move along the only possible route. After reaching the partially crumbled passage, gain
momentum (A) and hold the right trigger at the right moment, thanks to which Batman will
perform an impressive slide #1. Afterwards move on, automatically getting past a couple
obstacles #2.

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Batman: Arkham City Game Guide 29 / 618

Stop after reaching the hot balustrade. Choose the Batclaw and in accordance with the
instructions, shoot it at the valve visible in the distance (hold down the left trigger and press
the right) #1. Now you have to rhythmically press A #2 in order to open the valve.

Note that the temperature in this part of the room has depreciated, so you can jump onto the
balustrade #1 and press B to jump down onto the lower shelf. Follow the only possible path
here as well. After reaching its end, approach the edge #2 and press the right trigger and A at
the same time to hang above the abyss.

Move to the left #1 and soon you will reach a place where you will have to climb onto a new
ledge. Continue forward and interact with the nearby barrier #2.

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Batman: Arkham City Game Guide 30 / 618

Walk along the barrier to the middle part of the room and turn right #1. In accordance with
the instructions, lean out the analog stick up and press A to jump towards the invisible
platform. carefully jump down onto stable ground and head forward. Stop at the place where
the game will suggest you turn on Detective Mode #2.

As you have probably noticed, the floor here is rather weak. Choose the Explosive Gel from
the inventory, get onto the fragile floor part, hold down the left trigger and afterwards press
the right one to spray the gel #1. Move away to a safe distance and press RB to detonate the
charge #2. Now you can jump down onto the lower floor.

Start off by pressing the right trigger, thanks to which you will pass below the pipes #1. At
the same time, note that you have reached the Loading Bay. Open the inventory and choose
the Batarang. Hold down the left trigger, aim at the switch on the right wall #2 and press the
right trigger to throw the Batarang. Hitting the switch will turn off the steam.

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Batman: Arkham City Game Guide 31 / 618

Climb up and continue going through the narrow tunnels #1, eventually reaching a spot from
where you will be able to see Harley Quinn and the abducted doctor Stacy Baker from
behind some crates. Move on and soon you will reach a tunnel with blazing fire #2. There are
two traps to avoid here, both of which require you to wait until the flame disappears and
quickly passing by it.

Keep going along the only possible tunnel, listening to numerous conversations on the way.
Dont get scared, as the camera will change its position after some time #1. You can continue
moving using this view or press the right trigger to return to the first person perspective.
Dont worry about the bandits above you, as they wont notice you. Your target is reaching
the tunnel located in the west part of the Loading Bay #2.

Head north and take the first turn right #1. Right after you enter the tunnel it will turn out
that the passage is blocked by steam. Follow the hint and switch to Detective Mode #2. You
will have to follow the distinguishable yellow pipe.

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Batman: Arkham City Game Guide 32 / 618

Return to the main corridor and for a change use the left passage. After a short walk you
should reach the steam corridor #1. Equip the Batarang. In a short period of time, you will
have to throw a total of three Batarangs, in each case you should only press (not hold!) the
left trigger. The Batarangs will hit the safety valves visible in the distance #2 and the
objective is to turn off all three green lamps above them at the same time.

You can return to the previously explored corridor. Note that now you can pass to the main
room of the Loading Bay #1. Stand in such a place that youre able to attack one of the
enemies standing above you by surprise (Y) #2 and begin this fight in such a way.

Afterwards take care of the other enemies present in the room #1, remembering to perform
dodges and counterattacks often. Id especially suggest looking out for the ones equipped
with weapons and throwing big objects at you #2. You can either destroy them or avoid
getting hit. After the fight, listen to new conversations with Harley Quinn and Alfred. Your
current priority will change, as you will have to rescue the doctor abducted by Joker.

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Batman: Arkham City Game Guide 33 / 618

Save the doctor from Jokers thugs

Choose the door in the north-west part of the Loading Bay (Death Ride) #1. You can follow
the hint and scan the currently unobtainable trophies (by holding LB) or just pass by and
head to the next door #2. They lead to the Assembly Line.

Note that inside the room south of here there are three armed enemies. Theoretically you
could reach them by jumping through the glass (or blowing it up using the explosive gel) #1,
but its much better to use an alternative route and surprise them. Jump onto the assembly
line and find the switch in the east part of the room #2.

Crouch and choose the newly unlocked passage. You will have to use the Grapnel Gun to
reach the upper balcony #1. After finding yourself back beside the room with enemies, once
again fire Grapnel Gun, this time aiming at one of the vantage points #2. Id now suggest
spending some time in Detective Mode, watching the enemies behaviour.

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Batman: Arkham City Game Guide 34 / 618

Note that one of the bandits is standing alone, he should be our first target. Use the local
vantage points to get behind the backs of the characters below #1 and carefully jump down.
Crouch and approach the previously mentioned lonely guard #2. Press Y to silently take him
down.

Stay where you are and approach the two other guards who are standing beside each other
#1. Press Y here as well, eliminating them both at the same time. Now you can head towards
the west door. Theyre locked, so jump trough one of the local windows (lean out the analog
stick towards it and press A twice) #2.

Use the nearest door leading to the further part of the Steel Mill #1, the Smelting Chamber.
Note that you have reached a room with new thugs and a hostage, so you have to plan your
moves carefully. Start off by crouching and wait for the guards on the nearby balcony to
stand beside each other #2. Approach them and press Y to take them both down.

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Batman: Arkham City Game Guide 35 / 618

Now it would be good to use the Grapnel Gun and reach one of the nearby vantage points.
There are four enemies left to take care of and Id suggest beginning with the one patrolling
the upper balconies #1. Jump down at the proper place to find yourself behind the guards
back and silently take him down in the well known way #2.

The second enemy is, for a change, patrolling the lower floor of the chamber #1. Just like
before, jump down and attack him by surprise #2. Quickly return to the vantage point, as
one of the bandits guarding the hostage will note the disappearance of his buddies that you
have eliminated.

The thug mentioned above will exit the room where the hostage is #1. It would be good to
eliminate his fast, so that he doesnt reach the bodies of the enemies you have taken down a
moment ago. You have many options here, you can either use the Batarang, attack from
above or wait for him to get below a vantage point and use the Inverted Takedown #2.

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Batman: Arkham City Game Guide 36 / 618

Now you have just one more enemy left to eliminate, the one inside the room with the
hostage. The easiest way of surprising him is landing on the balcony and waiting for the
thug to stand beside the window #1, through you could as well go through the ventilation
shafts or reach the fragile ceiling part above the room. If you have chosen the solution I
suggested, press Y as soon as you get a chance #2.

Now you can enter the room where doctor Stacy Baker is and free her (A) #1. Hear out some
new conversations and note that you have gained a new and very useful gadget the Remote
Electric Charge #2. Id suggest acquainting with it (Waynetech), as it has a couple different
modes.

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Batman: Arkham City Game Guide 37 / 618

Break into Jokers office in the Loading Bay

Head to the east part of the Smelting Chamber and search for the locked door #1. Choose the
recently obtained Remote Electric Charge and aim (hold the left trigger) at the engine above
the door #2. Press RB to send an impulse and activate the engine for a short while.

Note that now you can use the newly unblocked passage. Repeat the same process after
reaching the second locked door #1. Approach the door and open it to get back to the
Assembly Line. Use the Grapnel Gun #2 and get inside the ventilation shaft.

Head to the neighbouring room and note that 4 new enemies have appeared here. Carefully
exit the shaft. The game will suggest you check out the new offensive mode of the Electrical
Charge (activated by pressing the left trigger and B at the same time) #1, but its much better
to stick with traditional methods. Stun the two first enemies with a surprise attack #2 and
afterwards take care of the two other Thugs.

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Batman: Arkham City Game Guide 38 / 618

Now you can head east and then turn north, using the door or jumping through the window
on your way. Your objective is reaching the main room of the Loading Bay #1. Head to its
middle part and listen out to another conversation with Harley Quinn #2.

You will have to solve a puzzle in order to gain access into Jokers office. Approach the
generator found in the middle part of the room #1 and equip the Remote Electric Charge.
Choose the negative charge (RB) #2 and note that it sets the big hook into motion.

Keep on sending charges to give the hook momentum, causing it to hit the door leading into
Jokers office #1. Its not the end, as now you have to pull out the door. Once again aim at
the generator #2, but this time use the negative charge by pressing the right trigger. It
should cause the hook to tear out the door, creating a passage for you.

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Batman: Arkham City Game Guide 39 / 618

Now you can approach the place where the door used to be and use the Grapnel Gun #1.
Unfortunately, as you try to climb up, you will be thrown down by Mister Hammer #2 and
therefore forced to fight.

As the battle starts, focus on eliminating the regular enemies first #1. Remember about
having to counterattack often, thanks to which you shouldnt lose too much energy here. At
the same time try to dodge Mister Hammers attacks #2. Normally hes rather slow, but
occasionally he can perform a long jump and slam his hammer, be sure to quickly react and
dodge it.

Fight until you get rid of the normal Thugs and afterwards move your attention to Hammer.
Choose the Remote Electric Charge and send a charge towards the boss #1 by pressing the
left trigger and B at the same time. Quickly approach the stunned Mister Hammer and start
rhythmically pressing X to land some quick hits #2.

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Batman: Arkham City Game Guide 40 / 618

One such action should be enough to eliminate the boss #1. If it wont do, you will have to
repeat the whole cycle stun Mister Hammer and quickly approach him. After youre done
with him, you can attempt to reach Jokers office for the second time #2. This time you will
succeed and a cutscene will start. You will receive the next objective finding Mister Freezes
hideout only after leaving the Steel Mill.

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Batman: Arkham City Game Guide 41 / 618

Track Freezes location by identifying the coldest


point in Arkham

The overall idea is very similar to the one used while looking for Jokers hideout. A Climate
Analyzer will appear on-screen, informing you of the temperature of the environment #1. As
you have probably guessed, you need to find the coldest place in the city. If you dont want to
spend time on searching on your own, you can head to the GCPD building located in the
eastern part of Arkham City #2.

If you want, you can talk with the Political Prisoner standing on the roof of one of the
buildings west of the station #1, though its optional. The next step is figuring out a way of
getting inside the police station. Its guarded by five armed enemies who you will probably
have to take out one after another. Start off by taking care of the enemy patrolling the upper
balcony #2. Wait for him to move towards the opposite direction, jump onto the balcony and
take him down quietly (Y).

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Batman: Arkham City Game Guide 42 / 618

The second guard is also patrolling the upper balconies, though hes stationed a bit further
#1. Make sure no one sees you as youre sneaking onto him. Afterwards take a look at the
square in front of the building. you should note one patrolling thug and two others standing
still #2. You should take care of the first one now.

Attack the enemy when hes as far from his two other buddies as possible, landing beside his
back and taking him down quietly #1. Afterwards move in onto the last group. It would be
good to approach the enemies from behind and eliminate them at the same time #2.

Stay beside the gate beside which the Thugs you eliminated a moment ago were standing and
equip the Remote Electric Charge. Send out a charge (RB) towards the industrial engine #1.
The gate has moved up only a bit #2, so you have to quickly run towards it and slide
underneath (right trigger).

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Batman: Arkham City Game Guide 43 / 618

After reaching the new location, hear out Batmans thought regarding listening in on
Penguins communications. Approach one of the bodies and #1 take out the Encryption Key
from the radio. You will have to solve an already well-known mini-game. Aim at the orange
area in the lower left corner #2 and afterwards hold down A until you decode the
transmission. Afterwards Batman will automatically enter the Gotham City Police Dept.

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Batman: Arkham City Game Guide 44 / 618

Locate Mister Freeze and recover the cure

The Gotham City Police Dept. is occupied by five enemies and I wouldnt recommend
attacking them directly, as theyre well armed and organized. As a result, you should start off
by heading forward (to the east) #1. Stop when you see two guards blocking the morgue
entrance in the distance. Dont move in too close, as you would be noticed by the one on the
left instead, look up and use the Grapnel Gun to grab the upper ledge #2.

After reaching the upper level, approach the vent grate #1 and pull it out by systematically
pressing A. get into the shaft and go through it onto the balcony above the main room of the
building #2.

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Batman: Arkham City Game Guide 45 / 618

Id suggest using the Grapnel Gun to reach one of the vantage points #1 and afterwards
observe how the enemies behave. Three of them are standing still and the other two are
patrolling the room #2. In order to determine Mister Freezes whereabouts, you will have to
take care of all five of them, though this time it wont be as easy. Each time you neutralize an
enemy, it will send out a signal informing the others. As a result, you have to quickly get
away from the scene after eliminating each target, without being noticed. If however one of
them sees you, use the Smoke Pellet and quickly find yourself a good hiding point.

You can eliminate the enemies in any way you desire, though the Inverted Takedown is by
far by skill of choice. After reaching one of the vantage points you have to press the right
trigger #1, wait for an enemy to appear below you and attack him by pressing Y #2. The
advantage of this method is that you dont need to finish off the enemy, though you also have
to quickly leave the vantage point to avoid getting noticed. You should be able to eliminate 2-
3 enemies using this way, of course as long as youre patient enough.

You can also eliminate the enemies using the Explosive Gel, spraying it onto the destructible
elements of walls and ceilings #1. Wait for one of the Thugs to approach it #2 and detonate
the charge.

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Batman: Arkham City Game Guide 46 / 618

Other methods worth taking into consideration are hiding in the grates on the ground floor
and attacking from above #1. In the latter case you however need to remember to finish off
the dazed enemy #2 and quickly return onto the vantage points.

Your objective is eliminate four out of five guards, resulting in the fifth giving up #1. Start
interrogating him (Y) #2 to learn that the Penguin is holding Freeze inside the Museum.

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Batman: Arkham City Game Guide 47 / 618

Rescue Mister Freeze from Penguin in the Museum

Head towards the exit door which you used previously. Unfortunately the passage will be
blocked by the Penguin #1 and as a result you will have to use the Gotham codes. Stay
beside the exit and turn on the Detective Mode. Look for a grate in the floor #2 and press
the right trigger and A to enter it.

Use the shaft to reach the locked-off room in the north #1. Get out of the shaft (A) and take a
look around the area. Choose the Cryptographic Sequencer, hold down the left trigger, aim
at the door panel #2 and press the right trigger.

You will have to solve a new type of mini-game, though its not all that complicated. You need
to use the analog stick to create a password. Id recommend starting off by moving the left
stick (clockwise, or counter) until the device stops on the first part of the password #1.
Afterwards do the same with the right stick which will create the password DISSECT #2.

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Batman: Arkham City Game Guide 48 / 618

Once again jump into the shaft and return to the main corridor. Now you will be able to use
the door leading outside #1. Here use the Electrical Charge once again to set the industrial
engine into motion #2. Afterwards run onto the gate and slide underneath it.

Now you can head to the local Museum. The building can be found in the south-west part of
Arkham City and you need to get to area of the main entrance #1. Note the Thugs gathered
by the gate #2. It would be good to initiate the fight with a surprise attack and then finish
them off conventionally. You shouldnt have a hard time fighting them, though you need to
look out for the ones carrying weapons.

Afterwards approach the entrance and use the Cryptographic Sequencer on the right
control panel #1. Solve the mini-game by moving both analog sticks and create the password
FOSSIL #2. Now you can use the door and enter the Trophy Room.

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Batman: Arkham City Game Guide 49 / 618

After getting inside you will be forced to fight a new type of enemy, Thugs equipped with
knives #1. If you want to test out the suggested tactic, push the analog stick back and press
Y at the right moment. It will make Batman automatically dodge incoming attacks #2.

The tactic described above is unfortunately rather risky and not particularly effective when
theres more than one enemy with a knife. As a result Id suggest jumping over the enemies
by leaning the analog stick towards the enemy and pressing A #1. Regardless of the chosen
tactic, you have to defeat them both #2.

If you turn on the Detective Mode, you should note that theres a laser barrier #1 which
blocks access to the main part of the museum if crossed. In order to solve this problem, go
right from the entrance and jump through the small window #2.

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Batman: Arkham City Game Guide 50 / 618

Approach the control panel found in this room #1 and prepare the Cryptographic
Sequencer. Unfortunately you wont be able to hack it, as the Penguin has placed jamming
devices in the area #2. As a result you will have to find and destroy them.

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Batman: Arkham City Game Guide 51 / 618

Disable Penguins Communications Disruptors

Jump back through the window and get out of the museum. Now you can head out to find
the first disruptor, using the information displayed on-screen. The object youre looking for
has been placed on a balcony n the northern part of the museum #1 #2.

It of course would be good to attack the enemies below by surprise. The difficulty in this
fight is that enemies might try to take firearms from the nearby locker #1. You need to stop
them at once then they try to. If one of them manages to get one, start dodging and try to
quickly disarm him. Afterwards approach the disruptor and approach one of the screens #2.
Press A to break through it and tear out the wires.

You have to do the same with the two other screen of the disruptor. #1. It will disable the
machine and let you head out to find the two others #2.

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Batman: Arkham City Game Guide 52 / 618

The second disruptor can be found on the roof of one of the nearby buildings #1 #2. Getting
onto the ledge of the nearby Gotham Bank building would create a good starting point.

Note that the enemies are equipped with firearms, so an all-out attack isnt a good idea.
Silent takedowns also arent great here (except for the first one), as the Thugs here are also
equipped with transmitters notifying of them getting eliminated. Id suggest taking out single
enemies #1 by using the glide kick (and quickly finishing them off afterwards) #2 and quickly
leaving the site once youre done.

If you want to be sure you will be able to safely evacuate after each attack, you can consider
using the smoke pellets #1, though you could also just use the Grapnel Gun to quickly
return onto vantage points #2 or the roofs of the nearby buildings.

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Batman: Arkham City Game Guide 53 / 618

Keep repeating this until all the enemies guarding the second jammer are eliminated. Land
nearby the mission objective and destroy the machine in the already known way #1. Listen to
the next radio conversation #2 from which you will learn that the last, third jammer, has
been placed underneath Arkham, at a closed subway station to be precise.

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Batman: Arkham City Game Guide 54 / 618

Disable Penguins Final Communications Disruptor


underground

As the last jammer is at the subway station, you have to start by getting there. Your
objective is located east of the Museum. Id suggest flying there #1, thanks to which you will
be able to land on the partially destroyed glass dome #2, without alarming the enemies
below.

The entrance area is patrolled by a few Thugs armed with firearms, though you dont need to
eliminate them. Just wait for the two standing beside the stairs #1 finishes talking and goes
away. Jump down and head towards the subway station entrance #2.

After reaching the station, carefully approach the two guards on the left and take them out
simultaneously #1. Use the stairs they were guarding and you should soon reach the station,
where you need to turn left #2 and head east.

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Batman: Arkham City Game Guide 55 / 618

Use the Grapnel Gun to reach the upper platform #1 and continue going east, choosing the
destroyed passage on your way #2. Soon afterwards you will have to run and perform a slide.

Stop after reaching the barricaded passage. Turn on the Detective Mode and you should
note that the nearby wall can be destroyed #1. Choose the Explosive Gel, spray it onto the
wall and detonate #2. Luckily, it wont alarm the enemies.

You can continue going east and eventually you should reach a new group of Thugs #1. You
can attack them from above or quietly jump down and takedown two of them at once. After
finishing them off, head east. Choose the Remote Electric Charge and use it to activate the
industrial engine above the gate #2. Crouch and quickly get to the other side.

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Batman: Arkham City Game Guide 56 / 618

You have to be careful, as youre nearing in on the main room of the station, guarded by five
armed Thugs. Id suggest using the ventilation shaft opposite to you #1. After reaching the
exit, wait for a good moment and quickly use the Grapnel Gun to reach one of the vantage
points above #2.

The overall strategy is very similar to the previous fights with Penguins men. As a result you
have to consider that each time you eliminate one of the enemies, the others will be alarmed.
Just like at the police station, its good to use the Inverted Takedown #1 #2. Unfortunately
many vantage points arent above balconies, so you wont be able to eliminate more than two
guards this way.

Of course using the Inverted Takedown isnt the only way of eliminating the enemies. If youre
more creative, you can always hide inside the grates #1 or spray Explosive Gel onto
destructible wall #2 and ceiling fragments.

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Surprising enemies from above #1 is rather risky, as the small size of the room makes it easy
for other enemies to notice you after you attack a given thug. Using the smoke pellets can
partially solve this problem. Make sure youve secured the station and break through all
three screens of the jamming device #2.

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Batman: Arkham City Game Guide 58 / 618

Rescue Mister Freeze from Penguin in the Museum


(part 2)

Now you have to return to the Museum, which means having to leave the subway station.
Choose the same route and dont forget about having to use the Electrical Charge beside
one of the gates #1. Soon you should reach stairs leading to the surface #2.

Head towards the museum and note that the entrance area is guarded by a new group of
enemies #1. Attack them from above and look out for the ones equipped with knives #2,
dodging their attacks using the tactic described above. After the fight enter the museum to
reach the Trophy Room.

Jump through the right window again. Choose the Cryptographic Sequencer and interact
with the control panel #1. This time you will be able to approach the mini-game. Use both
analog sticks to create the password #2.

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Batman: Arkham City Game Guide 59 / 618

Return to the main corridor and head west. Stop after reaching the proper area of the room
and note the enemies below, holding a hostage #1. Before trying to attack them Id suggest
using the Grapnel Gun to reach one of the upper ledges #2.

If you have chosen to get onto the upper ledge, you will now be able to attack the enemies by
surprise #1. Look out as they will be using knives, so you will have to dodge their attacks.
The thug wearing the red robe will be by far the most difficult one to defeat, as he will be
blocking your attacks and you will have to stun him with your cloak #2. You can perform it
by pressing B.

After stunning an enemy with a knife, start pressing X to hit him with a combo attack #1.
One such actions should be enough to finish him off. After youre done, approach officer
Elvis Jones and talk with him #2. He will tell you that all members of his squad have been
captured. Rescuing them will become your main objective. A list of the officer with their
whereabouts will appear in the map window.

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Batman: Arkham City Game Guide 60 / 618

Rescue remaining undercover GCPD officers in the


Museum

Choose the corridor leading west #1 and open the nearest door. After reaching the crossroads
with a painted sign turn right #2 and note the corridor behind the grate.

Choose the Remote Controlled Batarang aim at the hole above the grate (left trigger) #1 and
throw it (right trigger). You have to control the Batarang as it flies, slowing time (left trigger)
makes it much easier. You have to fly it through the hole and then lead downwards #2.

Hitting the control panel #1 with the Batarang shouldnt be too hard and afterwards you will
be able to move on. Shortly after you should reach The Gladiator Pit #2. Here you will see
Penguin murdering officer Best. Its not the end of trouble, as a few tough fights await you.

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Batman: Arkham City Game Guide 61 / 618

The first wave will consist of a big group of inmates #1. Remember about countering often,
but also look out the enemies throwing big items at you #2, as they can easily break your
flow. You can destroy those objects in mid-air, throw them out of the enemies hands or just
dodge often.

Defeating all the enemies wont be enough, as you will then be forced to fight an Titan
infected thug #1. For now he can only you a charged attack #2 which can be quite easily
avoided by dodging in advance.

Trying to damage the infected thug using common methods wont do any good, so you will
have to use a proper tactic. Wait for the beast to end one of its charges, quickly approach it
and press B three times #1 to perform the Ultra stun. When the Titan is stunned, start
rhythmically pressing X (Beat down) #2 to execute a quick series of attacks.

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A successful series of attack will end with Batman jumping onto the boss back #1. New
inmates will come in and you will be able to use the boss to eliminate at least some of them
#2.

Apart from waving arms, its also worth to test out the Titans two other skills, i.e. the attack
(A) #1 and shock wave (B; you should be standing somewhere nearby enemies) #2.

After some time the beast will throw you off its back and the second phase of the fight will
begin. Start attacking the enemies yourself #1. Its important to look out for the Titans
attacks, especially that apart from the charges he can also throw bodies of the defeated
enemies at you #2. Dodge them if he does.

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Batman: Arkham City Game Guide 63 / 618

Keep fighting until you get rid of all the enemies and focus your attention on the Titan
afterwards. you have to repeat the above actions, i.e. stun the boss (3x B) #1 and afterwards
start attacking him (by rhythmically pressing X). Leading out successful attack will
eventually bring the Titan down #2. Listen to the conversation with Alfred and the Oracle.

Your next task is getting out of The Gladiator Pit, as only that way you will be able to reach
the other hostages. Approach the electrified gate #1 and prepare the Remote Controlled
Batarang. Throw the Batarang and make it fly through the small hole above the gate
(discharges can be seen around it) #2.

Turn the Batarang left and up through the first staircase #1. After reaching the corridor, fly
straight #2, towards the second staircase.

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Batman: Arkham City Game Guide 64 / 618

Now turn the Batarang a bit down #1. After a few second you should reach the switch #2.

Note that hitting the switch caused the gate on the left to unlock #1. Head there and after
reaching the new location examine the area on the left side. Equip the Cryptographic
Sequencer and use it on the new control panel #2.

As you have probably guessed, you will have to solve a mini-game to create a password #1.
Approach the newly unlocked passage and jump into the elevator #2.

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Batman: Arkham City Game Guide 65 / 618

Now prepare the Remote Electric Charge and use it on the nearby industrial engine #1 to
set the elevator in motion. Wait for it to take you onto the higher level. Its not the end, as
now you will have to use the explosive gel on the fragile part of the ceiling #2.

Depending on your liking, you can either ride the elevator down or just stand in the corner
and detonate the charge at once #1. Now you can climb up #2, reaching the upper level of
The Gladiator Pit.

Head north and on your way you will come across one more weak wall #1 on which you have
to use the explosive gel. After detonating the charge, choose the newly unlocked passage
and you should reach the western door #2 leading to The Torture Chamber.

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Batman: Arkham City Game Guide 66 / 618

Head west and soon enough you should reach a wall of ice #1 as you have probably
guessed, you will have to use the explosive gel. A cutscene will start, during which it will
turn out that Penguin #2 has obtained Freezes gun. He will also use it to freeze three cops
inside the room.

Try jumping off the upper ledge #1 and you will be informed of some very nasty handicap.
The majority of the room has been covered with a thin layer of ice, meaning you cannot make
any fast moves. Ignoring it will end with falling into the water and in this particular case
Batman wont return onto the nearest ledge, but will be eaten by the shark Tiny #2.

Carefully head west #1. In order to stay as safe as possible, Id recommend crouching with
the right trigger and leading the analog stick only halfway. Also keep an eye on the ice
density meter and stop or slow down considerably when the red exclamation mark appears.
Approach the first frozen cop, officer Forrester #2. Pressing A will automatically get him to
safety.

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Batman: Arkham City Game Guide 67 / 618

Once again jump down and head west. Dont let Tiny scare you #1, as the shark wont hurt
you as long as you stick to the hint above. Stop around the middle of the torture chamber
and face north #2.

Prepare and shoot the Grapnel Gun towards the platform hanging above the water #1.
Afterwards start rhythmically pressing A to bring it down and then repeat the same action to
push it towards you #2. Afterwards you can jump onto it.

You will have to use the Grapnel Gun again , this time aiming at one of the grapple points
#1. Choose any north-west of here, which will let you approach the frozen officer Whitman
#2. Press A to set him free.

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Batman: Arkham City Game Guide 68 / 618

Stay on the platform and for a change use the Grapnel Gun to move north-east #1. Jump
onto land and approach the last frozen cop #2, officer Strickland. Pressing A will set him
free.

Three more officers are imprisoned inside the room north of here, so you have to use the
nearby ladder #1. Keep heading north until you reach a door leading to the War Room #2.

There are six armed Thugs inside this room, plus theres an additional difficulty involved, as
they are all equipped with thermal goggles #1. It makes using the vantage points much more
difficult, as they will often scan them #2. As a result, you should even consider not using
them at all. If however you decide to make use of them, you have to be very cautious of what
the enemies are doing and quickly run away from the vantage points that are going to be
scanned if needed. The only exception is when you have the heat signature conceal,
allowing Batman to stay invisible in thermovision (as long as he stays motionless during the
scanning).

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Batman: Arkham City Game Guide 69 / 618

A better way of surprising an eliminating the enemies here is using the grates on the lowest
level #1. Depending on what you prefer, you can either use them as hideout or perform full-
time takedowns (Y) #2. Other tactics I already mentioned in the guide, like using the
explosive gel, will also work well here. Remember to quickly get away from any eliminated
guard, as they all have transmitters.

If you dont mess up too much, eliminating enemies shouldnt cause you any major
problems. However it might happen that one of the Thugs will panic and put a gun against
the hostages head #1. In such a situation you will have to plan your next moves very
carefully, as the death of a hostage will end the mission. Id suggest moving to one of the
nearest vantage points #2.

Note that the thug holding the hostage at gunpoint sometimes turns around with him. Its
important to wait for the right moment, quickly jump down onto the balcony #1, and silently
take him down from behind (Y). After eliminating all of the enemies, you can head to the
highest level of the War Room, locate the officers and talk with officer Miller #2. He will
inform you of the need to save two more cops taken hostage by Penguin.

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Batman: Arkham City Game Guide 70 / 618

Follow the same route back to the Torture Chamber #1. Once again use the floating
platform and the Grapnel Gun to reach the frozen middle part of the area #2.

Ignore the map, showing that the last two hostages are east of here and head south for now
#1. Stop only after reaching the southern exit from the room. Use the Grapnel Gun to reach
the upper balcony #2.

Go up the stairs and for now ignore the Thugs in the distance, as theres a new puzzle
waiting to be solved. Turn on the Detective Mode and note that theres a new laser barrier
here. Prepare the Cryptographic Sequencer and use it on the nearby control panel #1 to
break the password #2.

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Batman: Arkham City Game Guide 71 / 618

Now you can attack the enemies who have been making fun of you up until now.
Throughout the fight, you will have to especially look out for the armoured one #1. To be
specific, its best to first stun him (B) and then use Beat down (by rhythmically pressing X).
After finishing off them all, use the southern door #2 to reach the War Room.

Head west. After reaching the partially locked gate #1, start running and slide underneath it.
Approach the big glass window and press A #2 to learn that Freeze has not only been
imprisoned by Penguin, but also robbed of his armour. Freeing him will become your next
objective.

Approach the wall in the north-west part of the room and spray Explosive Gel onto it #1.
Detonating it will lead to a fight with a few Thugs, including a mini-boss Abramovici #2. The
enemy is very similar to Mr Hammer that youve already fought during Break into Jokers
office in the Loading Bay. Therefore you have to avoid his standard hits and charged jumps.

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During the first part of the fight its of course worth to take care of the normal enemies #1, at
the same time avoiding the boss attacks. Keep fighting until Abramovici is the last enemy
still standing and use the Electrical Charge to temporarily stun him #2.

After you manage to stun him, approach the enemy and perform the Beat down by
rhythmically pressing X #1. It should be enough to defeat the boss. Afterwards you will be
able to use the passage which you unlocked by blowing up the wall #2.

Turn to the south and stop after reaching the back of Mister Freezes cage #1. Prepare the
Cryptographic Sequencer and use it on the left control panel to break the password #2. A
cutscene with Mister Freeze will start. From it you will learn that the chip which can
deactivate the weapon stolen by Penguin is inside Freezes suit. Finding it will of course
become your next objective.

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Batman: Arkham City Game Guide 73 / 618

Collect the security override from Freezes suit to


disable the Freeze Gun

Freezes suit can be found inside the War Room which you have already visited just a while
ago. Take the route back to the Torture Chamber and note that a major part of the ice has
already melted by now #1. As a result you have to jump down onto the platform #2 and use
the Grapnel Gun to swim north, making use of the grapple points.

Once again use the ladder and follow the passage into the War Room. After reaching it, stay
on the upper level and explore the north-west part of the room #1. A cutscene will start after
you reach the capsule inside which the suit is. Note that Batman has gained the Disruptor
#2. For now, the only thing you can use this device for is disrupting the Freeze Gun stolen by
Penguin, though it will also gain other functions later on.

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Batman: Arkham City Game Guide 74 / 618

Confront Penguin in the Iceberg Lounge

Once again you will have to return to the Torture Chamber, the central room of the
museum. Jump down onto one of the floating platforms and use the Grapnel Gun to move
west #1. Get ready, as in a few moments you will be attacked by Tiny, Penguins pet-shark.
Start rhythmically pressing X #2 to defeat the beast.

Now you can finish going west and afterwards use the Grapnel Gun to reach the upper
balcony #1. Go west and soon you should reach a door leading into the Iceberg Lounge #2.

Head to the middle part of the room and get ready, as Penguin will soon start attacking you
#1. As you need to approach him first, choose one of the side corridors. Evade the places
where the balconies are #2 to avoid getting him with the Freeze Gun.

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Your objective is reaching the western part of the room, from where you will be able to get to
Penguin #1. Equip the Disruptor and wait for Penguin to decide that hes going to try his
luck and let you attack him #2.

Quickly choose the corridor leading to Penguin and stop around the middle #1. Aim at
Penguin and keep holding the right trigger. Dont let go until the Freeze Gun gets turned off
#2.

You can now approach Penguin #1 and lead out an attack which he wont be able to dodge. A
cutscene will start, though dont think youre done with Penguin. Before you can finally get
rid of him, you will have to fight rightful boss Solomon Grundy #2.

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Batman: Arkham City Game Guide 76 / 618

Defeat Solomon Grundy

Id recommend beginning by observing Solomon Grundys attack patterns. Mostly he will


swing his balls #1 and perform a spin with them #2. A universal way of dodging them is
running along the outer part of the arena and using evade when needed.

Its also important not to let Solomon catch you, which might happen after he jumps #1. You
can react to this by either performing a counter attack, or just evading correctly. Failing to do
so will unfortunately cost you quite a lot of energy. Note that Grundys energy bar in the
upper right corner will be depleting over time and from time to time he will regenerate it #2.
As you can easily guess, the key to defeating Solomon is block his ability to regenerate
health.

In order to put the plan into action, you will have to turn off the three orange generators on
the floor #1 using the Explosive Gel. Luckily you dont have to spray it manually, as you can
also use the shortcut prompted by the game (left trigger + X) #2.

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Regardless of whether you place the gel at the right place or not, you need to detonate it
using the same buttons (left trigger + X). If you have placed the gel at the proper place, the
generator will be turned off #1, otherwise you will have to try again. Using this tactic, you will
have to switch off all three generators #2.

Quickly approach the kneeling Grundy #1 and use the Beat down by rhythmically pressing
X to lead out quick hits. Thats unfortunately not the end, as Penguin will turn on the
machinery once again and the second phase of the fight will begin #2.

This phase doesnt differ much from the last one, through this time Grundys attacks will be
more powerful. Especially keep an eye on his distance attack #1, as it will force you to keep
moving even more than before. Occasionally you might also have to destroy some small
enemies #2 and its when the ability to quickly throw Batarangs by pressing (not holding!)
the left trigger will come in handy.

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Batman: Arkham City Game Guide 78 / 618

Just like before, you have to use the Explosive Gel on the generators #1 and afterwards
detonate the planted charges. After switching off all of them, approach Solomon and start
pressing X for a quick series of attacks #2.

After hitting him with all the attacks in Beat down, the boss should tremble over. Quickly
approach him and press X, his time only once #1. Get ready for mashing A during the
cutscene #2. Ending this sequence will let you move to the third phase.

This time its noticeably different, as Solomon will be attacking you while standing still.
Above all avoid the shock waves he generates #1, by jumping above them. Also look out for
the long distance ball attacks that he performs #2.

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Batman: Arkham City Game Guide 79 / 618

The method of weakening the boss changes in this phase as well. Note that the generators
keep changing their colours from orange to blue #1. Plant the Explosive Gel when a given
generator is orange. The same goes for choosing the moment to detonate the charge #2, as
making it in the wrong moment will bring you nothing.

Traditionally, you have to shut down all the generators on the arena, after which a cutscene
should start #1. Approach Grundy and start rhythmically pressing X #2 to defeat him, this
time for good.

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Batman: Arkham City Game Guide 80 / 618

Defeat Penguin

Now you can finally take care of Penguin #1 and luckily it wont be very hard. Run towards
him #2 slaloming or evading often, so that he cant hit you.

Once you approach him, use the well-known skill Beat down, leading out fast attack by
rhythmically pressing X #1. Before you is a whole series of cutscenes. Eventually it will turn
out you have to find the body of Ra's al Ghul and use his blood to create the cure. In order to
find al Ghul, you will have to follow the trace of one of his assassins #2.

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Batman: Arkham City Game Guide 81 / 618

Analyse the assassins blood to follow her trail

You begin inside the museum, in the Trophy Room to be precise. Turn on the Evidence
Scanner and analyze the big blood stain on the floor #1. Keep holding A until the process
finishes. Now you will have to listen to a radio conversation with Oracle #2, regarding the
plan to follow one of the members of the League of Assassins in order to reach Ras al Ghuls
body.

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Batman: Arkham City Game Guide 82 / 618

Follow assassin using tracker device to locate Ras


al Ghul

If you want, you can have an optional conversation with Mister Freeze. Turn on the
Detective Mode back on and start looking for smaller blood stains, you should find one
every couple meters #1. They will eventually lead you to the main museum exit #2.

Listen out to the conversation with Alfred regarding the drop off of the Line Launcher and
head north #1. You of course still have to use the Detective Mode to locate the blood trails.
After a few moments turn north-west and use the Grapnel Gun to reach the upper balcony
#2.

Turn off the Detective Mode for a moment, as you will probably come across a couple
enemies and you will have to take care of them #1. After finishing them off, once again start
following the trail, eventually reaching the roof of the glass construction #2.

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Batman: Arkham City Game Guide 83 / 618

Now you will have to move north, defeating obstacles on your way #1. Remember not to
hurry, as you might lose the trail otherwise. Soon you will have to jump down #2 and head
north-east.

Stay cautious, as you might be spotted by the Thugs north of here #1 and you would have to
take care of them before moving on. Turn east and climb onto the balustrade #2.

Jump down onto the glass roof below you, head east and use the Grapnel Gun to reach the
balustrade above #1. Now you have to turn slightly north-east, choosing the alley between
two buildings #2. After a few steps, turn north.

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Batman: Arkham City Game Guide 84 / 618

Jump onto the new balustrade and attack the new enemies by surprise #1. During this fight
you have to look out for the ones equipped with knifes. After youre done with them, once
again activate the Detective Mode and search for more trails, leading north-east #2.

Face the northern building and start climbing #1, helping yourself with the Grapnel Gun.
Your goal is reaching the roof of this building and heading north #2.

Soon you will be forced to reach the upper part of the roof #1. Turn east and soon you should
reach a point where the assassins trail ends #2. Batman will suggest examining this place
thoroughly.

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Batman: Arkham City Game Guide 85 / 618

Analyze the assassins bandages for new evidence

Turn on the Evidence Scanner and scan the bandages on the ground #1. Of course you
need to hold A pressed down until the process finishes. Watch a short cutscene and note the
running assassin #2 which you will have to chase.

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Batman: Arkham City Game Guide 86 / 618

Catch assassin and plant tracking device

Head east #1, glide onto the next building and quickly climb the roof. You cant get too far
away or make big mistakes during this chase, as allowing the assassin to get too far away
will end the mission. Keep following the ninja, avoiding any obstacles on the way. Soon you
will have to make a new jump #2 towards the ledge in the distance.

Prepare for jumping onto the roof of the higher building in just a while #1. Run east,
eventually reaching a ledge sticking out of the wall #2. Climb onto it and turn left.

Continue climbing up #1. Look out not to fall down, as even using the Grapnel Gun to save
yourself might cause the assassin to run away. After reaching one of the higher ledges turn
left again and jump towards the roof of the nearby building #2.

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Batman: Arkham City Game Guide 87 / 618

Run straight, jumping onto the roofs of the lower buildings #1. Luckily the chase will soon
end #2, as the assassin will stop and start attacking you.

The fight will be very short, as the only thing you have to do is wait for the well-known signs
to appear above her head #1 and perform a counterattack when it does (Y). The cutscene will
show that Batman has manages to put a tracking device on her. Hear out a conversation
with Robin, from whom you will receive the Line Launcher #2.

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Batman: Arkham City Game Guide 88 / 618

Follow assassin using tracer device to locate Ras al


Ghul

Before you is a well-known type of mission during which you will have to reach the assassin
hideout by following the hints displayed on-screen. This time it wont be a full-time pointer,
but an indicator showing your distance to the assassin #1. Luckily you dont have to hurry
this time, as youre not limited by anything. In order to locate the assassin, you have to head
to the north-east part of Arkham City, to the industrial district #2.

The place youre searching for is a big hole in the ground, the Subway Maintenance Access
#1. It can be found in the western part of the industrial district #2.

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Batman: Arkham City Game Guide 89 / 618

As the four enemies found here are using firearms, it would be good to attack them by
surprise. Id suggest jumping down, carefully approaching them and taking down two of
them at once #1. Afterwards quickly finish off the two others, without letting them damage
Batman too much. Now you can jump into the large hole #2, reaching the Subway
Maintenance Access.

Choose the tunnel heading north #1, overcoming a few small obstacles on your way. After
reaching the crossroads turn left, to the west. Your goal is reaching the place from which you
will see three Joker Thugs below you #2.

It of course would be good to attack them by surprise. Look out for the armoured enemy #1,
first stun him with your cloak (B) and then lead out some quick attacks (X). Afterwards head
west and turn north. Hold down the right trigger to walk below the partially raised gate #2.

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Batman: Arkham City Game Guide 90 / 618

You should reach a tunnel with a big abyss. Choose the Line Launcher, aim (left trigger) at
the opposite wall #1 and shoot the line (right trigger) #2.

Thats unfortunately not the end, as a standard use of the Launcher wont be enough. Once
Batman starts moving along the line, hold down the left trigger to slow down his movements.
Wait until you reach a branching, quickly turn the camera left and aim at the next (west) wall
#1. Press the right trigger and Batman will automatically turn 90 degrees #2.

After safely landing on the proper ledge head south #1, walking below another partially
raised gate on your way. Note the enemies below you and note a destructible part of the floor
#2. Use the Explosive Gel to break through to the other side.

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Batman: Arkham City Game Guide 91 / 618

Blowing up the floor will of course alarm the thugs, so you wont be able to surprise them.
Jump down and start attacking the inmates. Stay very cautious, as the small room makes it
harder to dodge attacks than normally. Start off by attacking the enemies with firearms and
knifes #1. Its also worth to blind the dazzle the enemies from time to time, either by using a
Smoke Pellet or letting one of them throw a fire-extinguisher #2.

After youre done with them, take out the Cryptographic Sequencer and use it to hack into
the nearby control panel #1. You will of course have to solve a mini-game to create a
password #2, in result gaining access to the subway station.

You shouldnt encounter any enemies on the station, so start searching for an interactive
door in the northern part #1. After crossing the narrow corridor you will reach a place where
you will need to use once again the Line Launcher #2. Aim at the distant wall and shoot the
line (this time you wont need to change the direction).

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Batman: Arkham City Game Guide 92 / 618

After reaching the new ledge, look up and use the Grapnel Gun to reach the higher level #1.
Open the door leading to the Collapsed Street. Wait for Batman to regain his strength, head
north and afterwards turn west to reach a new abyss #2.

Prepare the Line Launcher and aim at the opposite wall #1. Now you can act in one of two
ways. The more obvious solution is allowing Batman to reach the next ledge, though Id
recommend changing the direction. Hold down the left trigger and wait until you get nearby
the room with enemies #2.

If you decided to change direction, you will be able to surprise at least one of the enemies
here #1. During the proper part of the fight, focus mainly on eliminating the inmates
equipped with firearms or those planning on obtaining one #2.

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Batman: Arkham City Game Guide 93 / 618

Look out the armoured enemy, stun him before attacking. As the fight will take place beside
an abyss, you can also try approaching the ledge and throwing enemies down #1. Hear out
the conversation with Oracle and use the northern door #2 leading to Wonder Tower
Foundations.

Inside the room you will face a new difficulty, a using the Detective Mode to trace enemy
movement will be impossible at start #1. The only solution to this problem is locating the
enemy with the jamming device, you can recognize hi m by the antenna sticking out of the
equipment on his back #2.

In order to neutralise the thug mentioned above, move onto one of the vantage points on the
left side #1. Wait for him to move away from his buddies and walk below the vantage point,
so that youre able to use the well-known inverted takedown #2. After a successful action
you of course have to quickly move away from the place, as Jokers men are also equipped
with transmitters.

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Batman: Arkham City Game Guide 94 / 618

There are five enemies left to take care of and you can do it in any way you like. Id suggest
sticking with glide kicks #1 or using the grate on the lowest level on the room #2.

Unfortunately, just like before, you have to take into account that one of the enemies might
at some point panic and take Fiona Wilson the nurse as hostage. In such case, quickly
move to the nearest vantage point #1, wait for the enemy to turn around and QUICKLY jump
down to attack him by surprise (Y) #2.

After youre done with the enemies, return onto the upper balconies and approach Fiona
Wilson #1. Batman will transport the woman to a safe place and afterwards speak with her.
Afterwards return to the main room and head north. You need to find the door leading to the
Wonder Avenue #2.

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Batman: Arkham City Game Guide 95 / 618

Wait for Batman to pull it together and approach the first gate. Take out the Remote
Electric Charge and use it on the engine sticking out of the ground #1. Ignore the inmate
with a blade in his back, as hes only an announcement of whats waiting for you. Approach
the second gate and use the Electrical Charge again to open it #2.

Right after going through the second gate, a group of assassins will surround Batman #1.
Generally you fight them like the standard enemies with knives, though theyre more agile.
Id suggest evading often (including those suggested by the game, used by leaning the analog
stick and holding down Y) and jumping over the assassins #2.

After the fight is over, approach the third gate and turn on Detective Mode. It will let you
see that the third engine is below a destructible floor fragment #1. Use the Explosive Gel
and afterwards the Electrical Charge to set the engine in motion #2.

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Batman: Arkham City Game Guide 96 / 618

Now you can enter the main part of the Wonder Avenue #1. Head straight and soon you
should reach a large gate #2. Listen out Batmans comment regarding analysing one of the
mechanical guardians, which should be helpful in establishing how the assassin youre
tracking reached the next room.

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Batman: Arkham City Game Guide 97 / 618

Reconstruct video data from the Mechanical


Guardian

In accordance with the instruction, approach the nearest Mechanical Guardian #1, press and
hold LB to scan it. Unfortunately the process will stop after reaching 30% #2 and as a result
you will have to search for other Guardians inside the Wonder Avenue.

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Batman: Arkham City Game Guide 98 / 618

Locate more Mechanical Guardians to fully


reconstruct the video data

Just as the game suggest, it would be good to turn on Detective Mode, as it will make
searching for the Guardian easier. The second one can be found south of your current
position #1 #2. Just like before, you have to approach it and hold down LB to download
further data.

Head even further south and find the Mechanical Guardian beside the small exhibition #1
#2.

Downloading data from the third Guardian will cause a new group of assassins to appear #1.
Remember about evading often and you shouldnt have any problems winning. Return to
where the third Guardian was and examine the opposite display #2 to collect further data.

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Batman: Arkham City Game Guide 99 / 618

In order to reach the fifth guardian, head to the north-west part of the Wonder Avenue and
look for an upper ledge which you can access using the Grapnel Gun #1 #2.

After reaching the room above, look for another Mechanical Guardian #1 #2 resume
downloading data in the well-known way.

Stay in the west part of the Wonder Avenue and look for another upper ledge #1 #2. Just like
before, use the Grapnel Gun to reach it and stay cautious, as a new group of assassins will
attack you. As the room is rather small, you might want to return to the lower level and
continue fighting there.

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Batman: Arkham City Game Guide 100 / 618

Search the room in which the assassins attacked you and you will come across the sixth
Guardian #1 #2, leaving only one machine left to find.

In order to reach the seventh Guardian, you have to go to the central part of Wonder
Avenue. Look up and note that you can use the Grapnel Gun on the roof of one of the
eastern buildings #1 #2.

After getting upstairs you should at once note the last Mechanical Guardian #1 #2. Approach
him and finish downloading the video data. The game will play the material, thanks to which
you will learn where to search for the secret passage.

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Batman: Arkham City Game Guide 101 / 618

Locate the secret entrance using the video data

Jump back down and head north, towards the big locked gate. Turn left and you should find
yourself beside the wall seen on in the video #1 #2.

Approach the wall and examine the fragment below the CANCELLED sign #1. Press A to
interact with the secret panel and get ready to eliminate one more assassin. Wait for the right
moment #2 and press Y. Batman will use her to unlock the secret passage, of course you
should use it.

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Batman: Arkham City Game Guide 102 / 618

Follow assassin using tracer device to locate Ras al


Ghul (part 2)

Follow the only possible route heading north and afterwards turn east. Eventually you will
reach a ladder #1 leading to the Chamber of the Demon. Watch a cutscene involving a
slowly weakening Batman and afterwards head north #2.

You need to reach the big gate #1. A cutscene involving Talia al Ghul will be played. Batman
will tell her that he wants to join the League of Assassins, which involves passing the Demon
Trial. After the conversation ends, follow Talia using the newly unlocked stairs #2. After
getting downstairs you will watch yet another cutscene.

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Batman: Arkham City Game Guide 103 / 618

Locate Ras al Ghul and obtain a sample of his blood

After reaching the new location, hear out what Ras al Ghul has to say. Follow his
instructions, approach the chalice #1 and press A to drink the Blood of the Demon. Wait for
all the walls to disappear and move a few steps forward #2. Listen out to the details of the
upcoming trials and you will learn that you need to reach the place marked by al Ghul
without touching the ground or any other elements of the environment.

Thoroughly read the instruction displayed on the screen. Approach the ledge and note the
blue trail left by Ras al Ghul, suggesting a route you should follow. Jump off the ledge and
start gliding. You will need to alternate between doing two things. The first is the Dive Bomb,
performed by holding down the right trigger #1 and the second is Pulling Up done by letting
go of the right trigger and at the same time leaning the left analog stick down #2.

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Batman: Arkham City Game Guide 104 / 618

Dont worry if you wont get the drift and fail a couple times, as some training is required
here. Whats important is trying to perform the two mentioned moves so that you stay as
close to the blue trail as possible. Your goal for now is reaching the blue crystal platform #1.
Its worth mentioning that in case you have lowered the altitude too much, you can always
use the Grapnel Gun without any penalties. After reaching the platform, hear out what Ras
al Ghul has to say #2.

The next trial is very similar to the previous one, though this time you will also have to dodge
obstacles on your way #1 and correct the direction youre flying from to time by turning left.
Keep in mind to always fly following the trail left by Ras al Ghul. In this case as well youre
objective is reaching the crystal platform, on which you can land both conventionally as well
as using the Grapnel Gun #2.

A couple assassins will appear on the platform youve landed on #1. You need to use the
same tactic as with other enemies equipped witch blades, so often evade or jump over your
foes #2. Luckily the assassins arent very tough. After youre done with them, Ras al Ghul
will show you the further flight route.

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Batman: Arkham City Game Guide 105 / 618

After jumping off the ledge you will of course need to alternate between diving and pulling up,
though this sequence differs from the last one in that you dont need to reach a platform,
instead having to fly to a large vortex #1. Fly directly above the vortex and hold down the
right trigger to dive into it #2.

If youve done everything properly, you safely fly through the vortex and reach a new area,
landing on top of a small tower #1. Listen to Ras al Ghuls speech and jump off the ledge.
The main difficulty in this trial is the need to fly through the elements of a steel construction.
In result you have to pay more attention to choosing the moment in which you pull up #2, as
thats when you have the least control over Batman.

Right after flying through the steel construction you should see a new crystal platform in the
distance #1. Just like before, you can either land on it or use the Grapnel Gun. Hear out
what Ras al Ghul has to say and continue on. In this particular case the whole diving and
pulling up segment will last a bit longer #2, though you wont bump into any obstacles on
your way. Your objective is reaching the new crystal platform.

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Batman: Arkham City Game Guide 106 / 618

Once again be prepared to fight assassins #1. You have to stay especially cautious, as this
time they will be in a bigger group. The overall tactic stays the same, though you might try to
throw some of the enemies down from the platform #2, which should make winning easier.

Start the last flight. This time you will have to reach another vortex #1 and just like before
dive (by holding the right trigger) in the right moment #2.

Note that youve returned to the same room to which Talia has brought you before. Get out
and go up the stairs #1, returning to the Chamber of the Demon. After reaching the gate,
talk with Talia al Ghul #2. You will have to watch a longer cutscene, during which Batman
will refuse to take the new position. It will lead to a fight with Ras al Ghul.

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Batman: Arkham City Game Guide 107 / 618

Defeat Ras al Ghul

Wait for the action to move to a new area #1 and start fighting. During the first phase of the
battle Id suggest focusing mainly on learning Ras al Ghuls basic attack, the dash followed
with an attack #2. The universal method of dodging these types of attacks is evading often.

After a few moments normal assassins will show up #1. Start attacking them, remembering
about the need to perform multiple counterattacks #2, also those connected with the blades
theyre using.

Keep an eye on what Ras al Ghul is up to. When he appears on the battlefield and starts
preparing to attack, stop whatever youre doing and focus on dodging it #1. Keep fighting
until you get rid of all the standard assassins #2. It should move the battle to the second
phase.

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Batman: Arkham City Game Guide 108 / 618

You will recognize this phase by the fact that Ras al Ghul will appear in a slightly bigger
form #1. As youve probably guessed, it will change the whole character of the battle. Start
running around Ras al Ghul, dodging his distance attacks (mostly large shurikens) #2.

The key to winning this phase of the battle is using the Electrical Charge, though you wont
need to aim at the boss yourself, as you can pretty much use the left trigger + B combination.
Its very important for the charge to hit directly Ras al Ghul and not the assassin wall hes
surrounded with #1. Therefore you have to choose the right moment to attack each time.
After hitting the boss for the first time an additional difficulty will appear, in the form of
swords coming at Batman at high speed #2. Theoretically you could avoid taking damage
from the swords by standing in the right place, but its much better to just dodge them
completely by running around the arena and evading when needed.

Constantly keep moving, regularly using Electrical Charge to drain the boss life bar #1.
After completely depleting his life, be prepared to counter his attack by pressing #2.

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Batman: Arkham City Game Guide 109 / 618

After you successfully counter Ras al Ghuls first attack, start rhythmically pressing Y so
that Batman can respond to his further attacks #1. Successfully completing this part will
initiate a cutscene, after which the third phase of the battle will begin #2.

This phase consists of two main parts which will keep on repeating one after another. In the
first, a big group of enemies will jump out of the ground. If you manage to press Y at the
right moment, Batman should defend from their attack #1. Otherwise you will lose some
health right at the start of the battle #2.

In the second part you will have to attack the assassins that came out of the ground #1.
Defeating them shouldnt be too difficult, though that doesnt mean you dont need to use
counterattacks and other more advanced moves. Similarly to the beginning of the battle,
keep an eye on Ras al Ghul #2, who will appear on the battlefield from time to time. Dodging
his fast attacks is essential.

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Batman: Arkham City Game Guide 110 / 618

Keep repeating the above actions until you get rid of all the standard assassins #1. You
should therefore advance to the fourth part of the battle, during which Ras al Ghul will
change into his bigger form again #2.

This time you will have to dodge the shurikens and fast swords from the very beginning of
the battle #1, as well as the boss attacks with a big sword #2. Therefore you have to
constantly keep moving and evade often.

The tactic is identical to the one used in the second phase, you have to use the Electrical
Charge (left trigger + B) and shoot so that the charges fly through the holes in the wall #1.
Unfortunately you have to take into account that the number of obstacles will be successively
increasing #2. Keep using the Electrical Charge until you drain the whole health bar.

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Batman: Arkham City Game Guide 111 / 618

Be ready for Ras al Ghul to appear in his normal form #1 and start rhythmically pressing Y.
you will soon have to change the tactic and use Beat down by pressing X, for a change #2.

You will advance to the fifth and last phase of the battle which will take place inside the
Chamber of the Demon. Ras al Ghul has taken Talia hostage #1 and in order to save her
you will have to use the newly unlocked Batarang upgrade the Reverse Batarang #2.

Make sure youre facing Ras al Ghul directly. Press and hold the left trigger and afterwards
RB. Wait for the enemy to be successfully targeted #1 and let go of RB, thanks to which the
Batarang will automatically go round Ras al Ghul and knock him out #2. Another cutscene
will play, during which Batman will take a sample of Ras al Ghuls blood and talk with the
furious Talia. Afterwards listen to the conversations with Oracle and Robin. The next step is
brining the blood to Mister Freeze.

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Batman: Arkham City Game Guide 112 / 618

Return to the GCPD to deliver the blood of Ras al


Ghul to Mister Freeze

Before you can approach the next objective you will have to return to the surface, which
means having to backtrack through numerous previously visited locations. You have to leave
Wonder City and reach the subway terminal. Head south and find the sewers entrance #1.
Go through the sewers and afterwards the Wonder Avenue #2.

Eventually you should reach the door leading to the Wonder Tower Foundation #1. Head
south here as well and afterwards use the Grapnel Gun to get nearby the southern door #2,
leading to the Collapsed Street.

You should now be in the place where youve fought some enemies before. Choose the Line
Launcher and aim at the wall in front of you #1. Slow down (left trigger) right after shooting
the line, turn the camera left and aim at the eastern wall #2.

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Batman: Arkham City Game Guide 113 / 618

Now you can head south, eventually reaching the door connecting this location with the
subway terminal #1. Here you will have to use the Line Launcher as well #2. After reaching
the ledge visible in the distance, head to the main room of the terminal.

Right after reaching the subway terminal, get ready for dealing with some enemies equipped
with firearms. Traditionally with such sequences, you can act in a couple different ways. If
you want to stay on the higher level, make use of the vantage points #1 and lead out aerial
attacks #2.

If, on the other hand, you want to use the lower level of the terminal, the best solution would
be using the grates #1. Of course remember to quickly get away from the area of each
successful attack, as the other thugs will be informed that someone got taken out. After
youre done with them, head to the western exit from the subway terminal main room #2.

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Batman: Arkham City Game Guide 114 / 618

After a few meters you will come across a locked door #1 In order to get further, you will have
to use the Electrical Charge. Go to the subway tunnels and you will be forced to fight
inmates equipped with big shields for the first time #2.

The main difficulty is of course the fact that they will be able to block your standard attacks
and as a result you will have to eliminate them in a different way. Each time begin with
pressing B to stun the enemy with your cape #1. Afterwards quickly press A twice, making
Batman jump onto the enemy and crush him down #2. Eliminate all the enemies, including
those without shields.

Afterwards use the Grapnel Gun to get onto the subway cars roof #1 and head west. On
your way you will have to crouch and jump between cars a few times, but you shouldnt have
problems with it. Eventually you will reach a place from which you will be able to jump down
to the very bottom #2.

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Batman: Arkham City Game Guide 115 / 618

Examine the southern wall of the tunnel, thanks to which you will find a ventilation shaft
entrance #1. Get inside and cross it to the other side, ending up above a group of inmates
#2.

It would be good to begin the fight with a surprise attack (Y) on the armoured enemy #1.
Only afterwards should you move to attacking the other enemies #2. Id suggest taking care
of the weaker thugs first, though youll have to look out for any objects thrown at you,
dodging them at the right moment.

Leave the shielded enemies for the end #1, as considering their slow movement they will be
easy to dodge during the fight. You have to use the previously described tactic here, stunning
and afterwards jumping onto them #2.

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After the fight examine the northern part of this room. Prepare the Cryptographic Sequencer
and use it on the control panel #1 to break the password and hack into the system #2.

Use the newly unlocked stairs #1 to reach the upper level of the subway terminal. Nearby the
surface exit #2 you should hear a radio transmission lead by Hugo Strange, from which you
will learn that the madman has arrested mayor Quincy Sharp. Interrogating him before he
lands in prison will become your primary objective for now, so you will have to leave visiting
the GCPD building for later.

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Batman: Arkham City Game Guide 117 / 618

Interrogate Quincy Sharp for information on Hugo


Strange

Quincy Sharps current whereabouts is east of the subway terminal exit. After getting there
you should see the mayor being bullied by a group of inmates #1, so it would be good to plan
an attack from above #2, using one of the nearby buildings to your advantage.

Note that the enemies are equipped with firearms, so you have to be very efficient at
attacking and finishing them off #1 and use Smoke Pellet when things get ugly #2. Others
gadgets might also come in handy here, for example the Disruptor upgrade allowing you to
jam the enemies firearms.

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Keep fighting until you get rid of all the thugs. Stay down, find the mayor #1 and press Y.
Batman will interrogate him in a quite unconventional way #2 which will bring new light onto
the accomplishments and further plans of Hugo Strange. Now you can resume the task of
reaching the GCPD building.

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Batman: Arkham City Game Guide 119 / 618

Return to the GCPD to deliver the blood of Ras al


Ghul to Mister Freeze (part 2)

In order to move to story forward, you will of course have to go to the Gotham City Police
Dept. #1 which you have already visited previously in the game. As you might have guessed,
new enemies have appeared in the area and as a result you will have to take care of them.
Id suggest attacking the inmates from above, aiming at the armoured one #2 and afterwards
quickly finishing him off.

After the proper part of the fight begins, start attacking the normal enemies, but look out for
the canisters #1 and other big items that they throw. In the end take care of the ones with
shields #2. You need to use the same tactic as before, so stun them first (B) and afterwards
crush to the ground (2xA).

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Batman: Arkham City Game Guide 120 / 618

After youre done with them, choose the Remote Electric Charge and use it to partially raise
the gate #1. Start running towards it and slide underneath (right trigger). Turn right and
choose the door leading inside the Gotham City Police Dept. #2.

Head to the main room of the building #1 and approach Mister Freeze to initiate a
conversation. The meeting will soon turn into an argument, as Freeze wont want to give
Batman the only cure until he doesnt save his wife. As a result, you will have to fight him.

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Batman: Arkham City Game Guide 121 / 618

Defeat Mister Freeze

The biggest difficulty of this battle is that Mister Freeze will become immune to any attack
you use after the first try. Therefore you will need to use five different tactics against him, as
thats the amount of attack you need to perform on him to win.

You should perform the first attack right after the battle begins. It implies using the
Disruptor, so obviously you need to equip it. Quickly aim at Freeze and disrupt his freeze
gun #1. Afterwards run to him and start leading out fast attack with the Beat down skill by
rhythmically pressing X #2.

Before you do anything more, dedicate some time to analyze Mister Freezes skills. He will be
walking through the room and using his freeze gun whenever he sees Batman #1, therefore
you should often use Detective Mode to watch his movements. Apart from that Freeze will
launch guided ice projectiles from time to time #2. The attack is best avoided by hiding inside
one of the rooms on the bottom level. Also do note that you cant use any vantage points.
Therefore the whole battle is best played while staying on the ground, maybe using the
Grapnel Gun just to quickly reach the side balconies.

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Batman: Arkham City Game Guide 122 / 618

The second attack implies attacking him by surprise. Turn on Detective Mode and use it to
quietly get behind Mister Freezes back #1. Approach him, press Y #2 and afterwards quickly
approach him once again and this time start pressing X rhythmically.

The third attack implies surprising Mister Freeze by attacking from one of the grates in the
floor #1. Hide inside one of them, wait for Freeze to get nearby and press Y #2. Its also worth
to notice that is Freeze fires the guided projectiles, they can find Batman inside the shaft and
damage him. In such situations you should quickly get out and hide inside one of the side
rooms. After performing the attack, be sure not to forget about the finishing move (pressing
X).

The fourth attack is best led in the western room on the lowest level. Place yourself beside
the big red button #1 and wait for Freeze to come. When he comes and stops on the flooded
part of the floor, press the button to zap him with electricity #2. Just like before, approach
him and start attacking by pressing X.

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The last, fifth attack implies using the Electrical Charge. Find one of the generators in the
room, hide inside the northern room, aim at it #1 and wait for Freeze to come. Send a charge
and note that the discharge has worked on the boss #2. Of course attack him (X).

If the above attack was the fifth one, you will now have to finish off Freeze for good by
pressing X #1. Winning the battle will start another cutscene, during which Harley Quinn
will take advantage of the situation and steal the cure. As a compensation, Freeze will give
you a new gadget the Freeze Blast #2.

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Batman: Arkham City Game Guide 124 / 618

Infiltrate the Steel Mill

Before you can head out to find Joker and the stolen cure, you will have to leave the Gotham
City Police Dept. Unfortunately you cant use the main entrance, as its covered by a wall of
ice now. In result, choose the south-east exit from the main room #1, thanks to which you
will reach the previously ignored corridor leading to the (Morgue) #2.

Equip the newly-gained Freeze Blast and aim (left trigger) at one of the pipes from which
steam is coming out #1. Fire a projectiles (right trigger) and note that it has sealed the pipe.
Do the same with the second pipe #2.

Now you can crouch and pass below the gate. Use the stairs and soon you should reach an
alternative exit from the building #1. In a few moments a local TV helicopter with Vicki Vale
on board will appear. It will be eventually shot down by Jokers men #2, forcing you to once
again put aside your main objective and instead focusing on saving the famous reporter.

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Batman: Arkham City Game Guide 125 / 618

Rescue Vicki Vale from chopper crash site

Start by using the Grapnel Gun #1 to avoid falling into the water and reaching the roof of the
Gotham City Police Dept. Head west, towards the crash site. After getting there, it will turn
out the crash site is observed by four snipers #2 who you will of course have to eliminate.

For starters, Id suggest taking care of the snipers south-east of the crash site #1. Dont
perform the standard dive attack, instead try landing behind them and silently take them
both down (Y) #2.

The two other sniper can be found on top of the roof, north-west of the crash site #1. Its
worth to use the fact that theyre standing beside each other and take them both down at the
same time #2.

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Batman: Arkham City Game Guide 126 / 618

Now you can jump down and take a look around the crash site to find Vicki Vale #1. Have a
short conversation with her #2 and afterwards you will be able to once again focus on finding
Joker and retrieving the cure.

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Batman: Arkham City Game Guide 127 / 618

Infiltrate the Steel Mill (part 2)

In order to reach the Sionis Steel Mill you of course need to head to the industrial district in
the south-east part of Arkham City. DO NOT use the main road, as there are two snipers on
the drawbridge #1. Instead, go maximally to the east and only afterwards turn south #2,
flying above the water or using the Grapnel Gun to grab one of the cranes.

Id suggest dedicating some time to take care of the nearby snipers, beginning with the one
occupying the nearest observation tower #1. Its best to attack each of them by surprise
(silent takedown) #2, thanks to which you wont alert any other snipers. If however you will,
its best to jump down and hide between buildings, where the enemies will have a hard time
finding Batman.

Keep successively moving west, eliminating the sniper on your way #1 and making sure you
dont get spotted by any of them prematurely. Using the chance, you can also take care of the
two snipers on the drawbridge #2, though its completely optional.

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In accordance with the information received from Joker himself, you wont be able to use the
large chimney to get back into the Sionis Steel Mill. In result, head to the back of the
building (its southern part), encountering new enemies there #1 #2.

Id suggest starting off by eliminating the two snipers occupying the towers, first the one on
the higher one #1 and afterwards his buddy on the lower tower #2. Just like during previous
fights, try to stay unnoticed thanks to which you wont alert the other enemies prematurely.

Now you can take care of eliminating the armed enemies patrolling the area. If possible, try to
eliminate them one at a time, choosing single targets #1. If you get noticed, help yourself with
a quick Smoke Pellet throw, followed by using the Grapnel Gun #2.

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Batman: Arkham City Game Guide 129 / 618

In the end take care of the two enemies guarding the entrance #1. Attack one of them by
surprise and afterwards take care of his buddy. Now you can get inside the Sionis Steel Mill
#2, reaching the Cooling Tunnel B.

Be careful, as the nearby corridor is guarded by a few enemies. If you want, you can follow
that the game instructions and test out the recently gained Freeze Blast here, either by
manually aiming at an inmate or pressing the right trigger twice. A frozen enemy wont be
able to attack you #1, though you can freeze only one person present on the battlefield.
Regardless of what you choose to do, take care of all the guards #2.

Now head north #1 and jump down onto the lower ledge. Equip the Freeze Blast and aim at
the water #2. Shoot and note that the projectile has created an ice floe.

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Jump onto the ice floe (Batman should do it automatically, as long as its not too far away
from the ledge), crouch and let the flow take you to a new area #1. After reaching it, take out
the Batclaw and shoot the Grapnel Gun into one of the grapple points #2.

Keep moving between the grapple points to reach the new ledge #1 and climb onto it. Turn to
the north, choose the Freeze Blast again and create a new ice floe #2.

Jump onto the ice and once again start grabbing the grapple points #1. As you move north,
its important not to hit the giant drill #2, as it would partially or - at the worst case destroy
the ice floe completely. Carefully plan ahead, successively grabbing the grapple points.

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Batman: Arkham City Game Guide 131 / 618

Your goal is to reach the northernmost grapple points #1, as it will let you climb onto the
new ledge. Turn left here and interact with the ventilation shaft cover #2. Go through the
shaft which will lead you to a new ledge in the west.

Go west a bit and place yourself on the highest platform so that you have the glass wall
behind which you should see some enemies in front of you #1. Press X to perform an aerial
attack and Batman will break through the wall #2, knocking out the previously targeted
thug.

Now you can approach the new fight. During it, most of all try to stop the inmates from
collecting any guns from the lockers #1. If you wont manage to keep them away, focus on
those with guns in the first place. Also take note of the armoured enemy #2, remembering
that you will need to stun him (B) before you can attack.

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Batman: Arkham City Game Guide 132 / 618

After the fight hear out Joker #1, who has apparently taken the cure and returned to full
health. Afterwards you will be able to use the western door #2, leading into Cooling Tunnel
D.

Carefully approach the enemies standing south of here. You will be able to attack one of
them by surprise #1, unfortunately the same doesnt apply to the armoured one, as you will
have to eliminate him in direct combat. Approach the inmate and press A to save him #2.

Curiously, the man you have saved will eventually attack you himself #1, so be ready to
quickly deal with him with a counterattack. Approach the southern wall #2 and use the
Explosive Gel to break through to the other side.

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Batman: Arkham City Game Guide 133 / 618

As you have reached yet another river, equip the Freeze Blast and use it to create an ice raft
#1. Sail west and look out for more giant drills #2, pulling to the grapple points you pass by.

Soon after passing by the drill you should turn right and grab the grapple points nearby the
new ledge #1. Sail there and jump onto it. You will now have to turn around, shoot the Line
Launcher at the wall in the west #2 and use it to reach the new ledge.

Turn north and use the Freeze Blast to seal the pipe #1, thanks to which (after crouching
down) you will be able to move on. In just a few steps you will reach another pipe #2 which
you will have to treat the same way.

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Batman: Arkham City Game Guide 134 / 618

Doing the above will let you reach a new platform surrounded by water #1. Use the Freeze
Blast and create an ice flea, though only to jump onto it and therefore reach the upper ledge
#2.

Before you is a rather complicated puzzle which you have to solve to unlock the further
passage. Choose the Remote Controlled Batarang and stand opposite to the locked gate #1.
Throw out the Batarang and make it fly through one the holes #2.

Dont change the direction, as the Batarang needs to reach the coil with discharges visible
around it #1. Flying beside it should electrify the Batarang. Turn it around #2, either by
pressing the left and right triggers together or leaning the analog stick properly. Also dont
forget about being able to slow down the Batarang by holding down the left trigger.

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Batman: Arkham City Game Guide 135 / 618

The Batarang will start flying back towards Batman, though you need to fly with it through
the grates on the right #1. Afterwards turn slightly to the right and make it hit the fuse box
#2. If you have done everything properly, you should unlock the further passage.

Approach the ledge and once again use the Freeze Blast to create an ice raft #1. Jump onto
it and swim north-east, of course helping yourself by grabbing the grapple points. However
be sure not to go too far, as there are two large drills at the end of the tunnel. Instead, swim
to the small platform in the north #2.

Turn around and use the Grapnel Gun to reach the upper south ledge #1. Take a look
around and you should find a control panel that you can hack #2 by using the
Cryptographic Sequencer.

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Batman: Arkham City Game Guide 136 / 618

Solve the mini-game to create the password #1. Note that it has lowered the drawbridge #2
and as a result you will be able to head north.

Turn right and dont be scared by Dr. Stacy Baker #1, who will attack Batman taking him
for one of the thugs. Listen out to the conversation with her and afterwards use the door #2
to reach the Smelting Chamber and therefore start the exploration of the main part of the
Sionis Steel Mill.

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Batman: Arkham City Game Guide 137 / 618

Locate Joker in the Steel Mill

There is a total of seven armed enemies inside the Smelting Chamber and theres another
major difficulty connected with them. If you turn on Detective Mode, you should note that
some of the inmates are wearing proximity mines #1. Therefore, you cant approach the from
behind and instead have to focus on attacking from above #2, grates, inverted takedowns
and each other known tactic.

Its not the end of trouble however, as after you let the enemies know of your presence, they
will plant mines on their patrol routes from time to time #1. You cant destroy the mines
using Batarangs, you would need to have the Disruptor with the Mine Detonator #2 (you
can get this upgrade for finishing the Remote Hideout side mission). If you have already
obtained it, you should use it after an enemy approaches one of the mines, as youre limited
to two uses per location. Otherwise you will have to avoid the mines, theyre clearly visible in
the Detective Mode.

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Try to take out the enemies with mines first, so that they dont plant too much of them #1.
Only after taking care of them should you move to the other enemies, of course keeping all
the necessary precautions. After youre done with everyone, use the eastern door #2 leading
to the Assembly Line.

You have to be very careful here, as theres a sniper inside the adjacent room #1. Therefore
you should crouch for the whole time (right trigger) and don try jumping through the
windows. Approach the door leading to the room with the sniper, look up and locate the
balcony that you will be able to reach using the Grapnel Gun #2.

Turn to the south and look for the small assembly line that you can jump down onto #1.
Afterwards wait for the barrier to open #2, letting you reach the room with the sniper. It
would be good to have the right trigger pressed here as well, thanks to which Batman wont
get noticed prematurely.

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Batman: Arkham City Game Guide 139 / 618

Carefully move east along the assembly line #1 and afterwards turn north. Dont go down
from the assembly line too soon, as theres lots of mines in the area and one of them is
beside the sniper #2.

Id suggest going down from the line after getting directly behind the sniper #1. Carefully
approach and take him down. Afterwards you can turn north and use the Grapnel Gun to
reach the upper ledge #2.

After getting there, it would be good to speak with Harley Quinn #1 to receive the Hot and
Cold side mission. Jump onto the ledge on the right and head north, eventually reaching a
small room on the assembly line #2.

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Batman: Arkham City Game Guide 140 / 618

Use the northern door to reach the Loading Bay #1. Head east, stopping after reaching the
main room marked by the game #2. Be careful here, as there are a few armed enemies in the
area.

First off you should deal with the two snipers on the upper level, inside the previously visited
Jokers office. Go slightly to the east and stand beside the stairs, from where you will see the
laser beams #1. Note that you can use the Grapnel Gun to grab the ledge and end up right
beside the snipers #2.

Dont try climbing up, instead press Y to eliminate both of them #1. It will of course alert the
enemies downstairs, so quickly climb up and wait for the situation to settle down #2.

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Batman: Arkham City Game Guide 141 / 618

The three others enemies are best eliminates from above #1, though you can also use your
creativity and for example use the Disruptor on their guns. Afterwards use the Grapnel Gun
to return to the upper room #2, the one previously occupied by snipers.

Head west and soon you will reach a new door #1. After you reach the new location, a
cutscene will start, during which Joker will challenge Batman for a fistfight #2.

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Batman: Arkham City Game Guide 142 / 618

Defeat Joker

The first part of the Joker fight is VERY easy. Use standard attacks and counters (Y) at the
right time #1. Keep doing it until Joker falls down #2. Luckily that was only an introduction,
as now Joker will invite his goons to play along.

Before we move on to discussing the enemies, a few words have to be said about the unique
difficulty applying to this battlefield. There are two railway tracks, along which train cars will
come from time to time #1 and you of course should avoid getting hit by them. An incoming
car is always indicated by a flashing red light #2. If you feel up to it, you can wait with
evading it till the last moment, thanks to which the enemies wont make it in time and get hit
themselves.

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Batman: Arkham City Game Guide 143 / 618

The fight begins with, only common enemies. As theyre in a very numerous group, you
have to remember about performing counter attacks often #1. Look out for the ones equipped
with firearms #2 and dont let them hit you too often. Also keep an eye on anyone trying to
throw anything at you. Joker will also participate in this fight, though he wont be too much
of a threat and you can ignore him for the most time.

Unfortunately the thugs will soon be joined by much stronger enemies. The first will be the
already known Abramovici #1. Keep away from him, looking out for his strong ground hits
#2 and occasional jumps. Its best to leave him for the end.

The second stronger enemy that will join the fight is a Titan #1. In this case you have to look
out for his charges #2 and the defeated enemies bodies that he throws. Depending on your
preferences, you can leave the Titan for the end, or jump onto his back sooner (after
performing the Super Stun) and therefore have an easier time eliminating the normal goons.

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Batman: Arkham City Game Guide 144 / 618

Continue fighting #1, while constantly moving and keeping Batmans health at an reasonable
level. Also dont forget about having to dodge the train cars. Your objective is reaching a state
in which only Joker, Abramovici and the Titan are left on the battlefield #2.

Abramovici should prove much easier to take care of than the Titan. Stun him with the
Electrical Charge #1 and afterwards use Beat down by rhythmically pressing X #2.

As for the infected Titan, you have to run to him after one of his charges and use the Super
Stun by pressing B three times #1. Only afterwards should you use the Beat down (X) #2.

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Batman: Arkham City Game Guide 145 / 618

In the end you will have to take care of Joker, treating him in the same manner as the
enemies equipped with blades #1, i.e. jumping above him or pushing the analog stick
backwards while holding down Y. Defeating the lonely Joker wont be hard #2. Watch the
new cutscene including Talia al Ghul and Catwoman. The man hero will be forced to stop
Protocol 10 from commencing, before he can head after Talia and Joker.

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Batman: Arkham City Game Guide 146 / 618

Scan the TYGER helicopter to locate the Master


Control Program

Head towards the exit from the partially destroyed Sionis Steel Mill #1. After getting outside,
Batman will speak with Alfred and Oracle #2, commenting Hugo Stranges latest actions. In
order to stop the madman, you will have to get inside the Miracle Tower, though first you
have to gain the access codes.

Before you do anything, a few words should be said about the TYGER helicopters that are
flying above all of Arkham City #1. Up until now, if one of them has detected Batman, it only
informed Hugo Strange about it and nothing more happened. Now you will have to take into
account that they will attack you upon detection #2. In such situations Id recommend using
the Grapnel Gun and quickly move towards any direction, hoping to lose the helicopter.
Luckily the helicopters wont be searching for Batman specifically, so as long as you dodge
their searchlights you can pretty much complete this mission without being detected.

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Batman: Arkham City Game Guide 147 / 618

The primary objective of this mission is scanning helicopter and each time you have to wait
for it to get nearby Batman #1. In order to improve this process, you can of course reduce the
distance to them by using towers, roofs and other high points. Scanning can be done by
pressing LB and filling up the bar that displays on screen #2.

The first scans will of course end with failure, but dont get discouraged too soon and keep
scanning further machines #1. Its also worth pointing out that eventually you will have to
leave the industrial district, as not every helicopter flies above this part of Arkham City. Keep
repeating this until you find the proper helicopter and receive further instructions #2.

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Batman: Arkham City Game Guide 148 / 618

Retrieve Master Control Program transmitter from


Primary Helicopter

Stay beside the helicopter you have scanned a moment ago and use the Grapnel Gun (RB)
on it #1. Batman should automatically launch the line and grab one of the helicopters skids.
Afterwards you have to press X #2 and watch Batman obtain the Master Control Program
in a very risky way. Listen out to the short conversation with Oracle, from which you will
learn that the codes will let you reach the Miracle Tower by using the guards room beside
the main gate.

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Batman: Arkham City Game Guide 149 / 618

Gain access to Wonder Tower

You can now let go of the helicopter, as it would just continue flying through the area. The
Wonder Tower youre looking for can be found in the western part of Arkham City, beside
the subway station to be precise. You need to stay careful while going there, as you can still
get attacked by TYGER helicopters #1. You of course have to properly react to such
situations, quickly changing location and using buildings and other objects as cover. After
reaching the destination, land on the roof of one of the nearby buildings and note that the
entrance gate is guarded by two snipers #2.

It would be good to attack those snipers by surprise. In order to do that, Id suggest firstly
getting above them #1, afterwards carefully jumping down and approaching each of them
from behind, performing a silent takedown #2.

Stay on the balcony on which the snipers were and look around for a control panel #1 you
can hack into using the Cryptographic Sequencer #2.

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Batman: Arkham City Game Guide 150 / 618

Choose the only possible corridor and eventually you will reach the Arkham City Processing
Center, opening a passage using the Electrical Charge on your way #1. After reaching the
new room, glide onto the lower balcony #2.

Here you can look for another locked passage #1 and once again use the Remote Electric
Charge. Head north and soon you will reach a new room. Here you will encounter a new kind
of enemy, TYGER guards equipped with stun sticks #2.

You can of course attack the first enemy from above, though the other enemies will require a
special tactic to handle. You have to press A twice to jump above a guard to disorient him #1
and afterwards quickly press X to attack him #2. Try attacking the guards one at a time and
evade when getting electrocuted seems inevitable.

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Batman: Arkham City Game Guide 151 / 618

Continue using the above tactic until you take care of all the guard with stun sticks.
Afterwards listen to what Hugo Strange has to say #1 and prepare for a slightly harder fight
#2.

The main difficulty of this fight is having to handle a few types of enemies at once, so you
will have to keep in mind all the best tactic described in this guide and suggested by the
game. Id especially suggest focusing on the enemies with firearms (remember that anyone
can pick a dropped gun from the ground!) #1 and guards with stun sticks (A, A, X button
combination), who debuted a few moments ago #2.

OF course you cant ignore other enemies in this room, leading out successful counterattack
#1. You also have to keep an eye on the ones throwing various objects at Batman #2, as each
hit will not only deal damage, but also throw you out of rhythm. Its only worth to make an
exception for the ones throwing extinguishers, as destroying it will blind the enemies
(Batman will automatically switch to Detective Mode).

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Batman: Arkham City Game Guide 152 / 618

Also dont forget about enemies with blades. Id recommend leaving the armoured (B followed
by repeatedly pressing X) #1 and shielded guard (B and afterwards A twice) for the end #2.

After the fight, listen to Hugo Stranges comment and talk with the saved political
prisoners #1. Take a look around the room and interact with the hatch in the ground to get
into the sewers #2 and reach the Collapsed Streets.

Head east, eventually jumping onto the lower level #1. You goal is reaching the partially
flooded area behind the destroyed buildings. Stand so that you have to south wall in front of
you and use the Line Launcher on it #2.

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Right after the ride begins you should slow down (left trigger) and turn towards the north-
east corner and shoot the line there. You will recognize the place by the distinctive Riddle
trophy found there #1. Look up and note the niche you can grab onto #2.

Move right, passing by the corner and jumping onto the new ledge in the eastern part of the
Collapsed Streets. Move a bit further east, turn on the Detective Mode, search for a
destructible floor fragment #2 and spray the Explosive Gel onto it. Detonate, go down and
choose the door leading to the Wonder Tower Foundations.

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Batman: Arkham City Game Guide 154 / 618

Climb the observation deck to stop Protocol 10

Talk with Fiona Wilson #1, who will tell you that since your last visit, the TYGER guards
have taken over the tower. Start off by suing the Grapnel Gun to reach the nearest vantage
point #2. There are eight enemies inside the room in total, three of them are snipers and
theyre the ones you should take care of first.

Start off by heading onto the vantage points on the left #1. Afterwards glide towards the first
sniper patrolling the north-east corner of the room #2. Dont glide kick him, as it would
alarm the whole room. Instead, land behind him.

Move in onto the first sniper mentioned above and silently take him down #1. Now you will
have to act quick, so that you can eliminate the two other snipers before the enemies learn
about it. You can use the fact that Hugo Strange wont be able to inform his goons that
theyre under attack until he doesnt officially end his speech. The second sniper is quite
nearby, to the south #2.

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Batman: Arkham City Game Guide 155 / 618

After eliminating the second sniper, head even further to the south, but dont walk through
the mined south-east corner, instead turn right and use the stairs #1. Wait for the third and
last sniper above you to turn to around and go up the left stairs #2, therefore returning onto
the upper balcony.

Now you can safely approach the third sniper and eliminate him #1. Afterwards take care of
the five other enemies, who will be easy to neutralise without the sniper around #2.

Just like with the recent battle, you have to take into account that some enemies are
equipped with proximity mines and they plant them from time to time #1. Its worth to
upgrade the Disruptor so that youre able to remotely detonate the mines, though you can
also stick with the traditional methods and attack from above (look out for the thermal
goggles!) #2, using the grates on the lowest lever or using your gadgets. You have already
secured this room previously in the game, so you shouldnt have a hard time navigating
through it.

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Batman: Arkham City Game Guide 156 / 618

After securing the area, examine the middle part of the upper balconies to find an elevator
entrance #1. Use the Cryptographic Sequencer on the control panel right of the elevator
entrance and create a password (OBSESSIONS) #2.

Now you can enter the elevator. You will have to once again use the Cryptographic
Sequencer (the panel is inside the elevator) and create yet another password (MEDICATION)
#1. Wait for the elevator to take you to the upper level of the Miracle Tower #2 and get ready
for action.

You have to quickly get out of the elevator, as the enemies on this level are expecting
Batmans arrival and plan on opening fire when only the elevator open. Look up and use the
Grapnel Gun #1. Carefully go forward and note that youre above the enemy units #2.

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Batman: Arkham City Game Guide 157 / 618

Glide forward and turn around to get behind the enemies backs #1. You can act in multiple
ways here, for example silently taking out one of the enemies or using the Disruptor on the
guns. If you only have the chance, Id recommend using the Freeze Cluster #2 to immobilise
the enemies (you receive it for completing the Hot and Cold side mission).

Regardless of whether you have used the Freeze Cluster or not, your absolute priority is
attacking the enemies equipped with firearms #1, who you should at least once blind with
the Smoke Pellet. Only after eliminating them should you focus on the others, especially the
ones with stun sticks #2. Traditionally leave the armoured one for the end.

After youre done, take out the Cryptographic Sequencer and hack the panel in the west
corner #1 (SAFEGUARDING) #2.

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Batman: Arkham City Game Guide 158 / 618

Now you will be able to use the new passage which will take you north. After a few moments
you will have to drop down #1 by, as you probably remember well, pressing the right rigger
and A. Move right and dont let go of the cornice #2.

Stop after reaching the place where below you can see a little platform (north wall of the
tower) #1 with an extension arm attached to it. Let go and look up. You have to use the
Grapnel Gun to reach the platform on the upper level #2.

After getting up turn left and jump towards the extension arm in front of you #1. Afterwards
pull up, turn right and head forward #2.

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Batman: Arkham City Game Guide 159 / 618

Now you will have to go round the whole Miracle Tower. Be careful, as one of the TYGER
helicopters flying in the area might shoot a missile at you #1. In such case you must quickly
back out, so that the missile hits the building and not Batman. Stop after reaching the
western wall of the tower #2.

Look up and once again use the Grapnel Gun #1, this time to grab onto the extension arm
above. Carefully move to its end, turn left and use the Grapnel Gun to grab the upper part of
the steel construction #2.

Head towards the bigger platform #1, therefore ending the first part of the climb. Go left and
after reaching the elevator shaft #2 dive onto the lower platform in front of you.

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Batman: Arkham City Game Guide 160 / 618

Head right and eventually you will reach a spot #1 where you will have to start climbing up
again. Turn around and use the Grapnel Gun to reach the upper part of the construction #2.

Head forward and afterwards left, reaching the northern wall of the Miracle Tower. Look up
and find the interactive platform which you will be able to grab using the Grapnel Gun #1.
Climb up and note that youve reached a floor with a new elevator #2.

Take a look around the room to find a control panel #1 and of course hack it using the
Cryptographic Sequencer. The password is MAINTENANCE #2.

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Batman: Arkham City Game Guide 161 / 618

A short hint on the next step will be displayed. Look up and use the Grapnel Gun to grab the
ledge above you #1, thanks to which you will reach the Security Control Center. Keep
following the only possible corridor and eventually you should reach a place where you can
jump into a ventilation shaft #2.

The shaft can take you to two different places. If you decide to choose the branch on the
same level #1, upon reaching the Security Control Center you will be inside one of the
grates in the floor #2.

If you decide to follow the branch leading down #1, you will reach an exit in the building wall
and after unlocking it you will be able to jump onto one of the outer balconies #2.

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Batman: Arkham City Game Guide 162 / 618

In order to complete finish the current objective, you will need to take care of all the enemies
here, though there will be one additional difficulty here. In the middle part of the Security
Control Center theres a room inside of which is Hugo Strange #1. If he notices you, he will
inform all the guards of your presence #2. Luckily Stranges moves can be easily predicted
and running to a safe place isnt very hard either.

The guards inside the Security Control Center can be eliminated in a variety of ways. The
easiest is surprising them by hiding inside the grates in the floor #1, as well as approaching
them from behind and silently taking out #2.

Note that the vantage points are outside the building #1, so its best to use them as well as
the numerous balconies #2 mainly for escaping when Batman gets spotted as well as for
waiting for a good moment to sneak up on a guard from behind. Eliminate all the enemies to
continue.

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Batman: Arkham City Game Guide 163 / 618

Now you can head onto the upper balconies and look for the entrance to the control room in
which Hugo Strange is hiding #1. Use the Cryptographic Sequencer on the control panel
and create the password GOTHAMSAVIOR #2.

A long cutscene with Hugo Strange and Ras al Ghul #1 will start and end with a bang.
Afterwards listen out to a conversation with the Oracle and watch Jokers message. #2. As
you have probably guessed, your next objective is rescuing Talia al Ghul from Joker.

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Batman: Arkham City Game Guide 164 / 618

Follow tracker to save Talia from Joker

In order to find Jokers latest hideout, you will once again use the tracking device. Talia al
Ghul is being held inside a theatre in the western part of Arkham City, nearby Ace
Chemicals #1. You can recognize this area by the fact that its whole monitored by snipers
#2, who you will have to carefully eliminate. Id suggest taking care of them in the order
showed below, thanks to which you wont get in sight of any of them too quick. That of
course doesnt mean you can approach them carelessly.

The screen above shows the roofs where the snipers are and the suggested order of
eliminating them. A more detailed description can be found in the further part of the guide.

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Batman: Arkham City Game Guide 165 / 618

Id suggest starting with the sniper on the roof south the theatre entrance #1 #2. It would be
good to approach him from the south, using the fact that its mostly covered by a building.

Go slightly to the north, eliminating a sniper in front of you #1 #2. Hes standing above the
entrance, so make sure you dont jump down after eliminating him or youd end up targeted
by all the others.

Move away from your current destination and locate the sniper patrolling the area west of
the theatre building #1 #2. As hes standing on a rather small platform, you could lower
yourself behind him and throw him down by pressing Y. Dont move for a moment after
getting rid of him, making sure no one else is looking in your direction.

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Now Id suggest approaching the sniper standing on the roof of the left building, the one
north-west of the theatre #1 #2.

In order to reach the next sniper, you will have to return east. Hes north of the theatre
building #1 #2 and eliminating him earlier on would probably cause one of the previously
eliminated enemies to notice you.

The next sniper is standing on the roof of the building located south-west of the theatre #1
#2. You should approach him from the west and at the same time avoid using the main
street, travelling along roofs and gliding.

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Batman: Arkham City Game Guide 167 / 618

Now head straight east and very soon you will come across yet another sniper #1 #2.

The last of the snipers standing on roofs can be found north of here #1 #2, to the north-west
of the theatre building.

Now you will only have to eliminate the two snipers standing beside the theatre entrance #1.
Id suggest attacking one of them from above, though you could also make some preparations
and use the Disruptor or Reverse Batarang #2.

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Batman: Arkham City Game Guide 168 / 618

Upon landing, quickly attack the second sniper #1 before he can shoot at Batman.
Afterwards you can use the main door leading into the theatre #1.

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Batman: Arkham City Game Guide 169 / 618

Get the cure from Joker and stop him from


becoming immortal

After getting inside you will see a long cutscene #1, explaining the previous performances
including the miraculously cured Joker and showing the death of Talia al Ghul. Curiously,
your final enemy wont be Joker, but Clayface #2.

Traditionally it would be good to start with an analysis of Clayfaces main offensive skills. He
will mostly try to attack you from a distance and depending on the kind of attack he uses you
should either evade #1 or perform a counter (Y) #2.

Also try to avoid dodge his jumps #1, escaping from where hell presumably land #2.

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Batman: Arkham City Game Guide 170 / 618

Clayface can be attacked in two main ways. The first implies using the Freeze Blast #1 and
its worth noticing that you wont have to manually aim at the boss as you can also press the
right trigger twice. Each hit will take a small part of Clayfaces health bar #2.

A much better way of weakening Clayface is standing in the corners of the room, where the
explosive materials are. Wait for Clayface to morph into a large ball and starts rolling towards
you #1. Dodge in the right moment and Clayface will roll into the explosives, causing it to
explode #2.

You have to lead to a situation in which Clayfaces is almost fully depleted #1. Continue
attacking using the Freeze Blast until you manage to freeze him for a bit #2.

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Batman: Arkham City Game Guide 171 / 618

Quickly approach him and press A to grab the sword #1. Afterwards keep repeatedly pressing
X #2 for Batman to attack with the blade. Keep doing in until you advance to the second
stage of the battle and the boss energy will refill.

During this part of the battle you will have to dodge not only Clayfaces old attacks, but also
a couple new types. Most of all, the boss will throw clay projectiles at you. Depending on the
type, you have to either jump above them #1 or crouch and wait for them to fly above
Batman. Apart from that, look out for his attempts to crush you #2, jump aside fast enough
to avoid them.

You have to damage Clayface using the method as before. If there are any explosives left in
one of the corners, you can use them as well #1. In case youve used them all up, focus on
attacking with the Freeze Blast #2. Its also worth to consider using the Freeze Cluster, of
course if you have such in your equipment.

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Batman: Arkham City Game Guide 172 / 618

Just like before, you need to keep attacking until you drain of all the boss health and
therefore freeze him #1. Approach Clayface and press A to grab the sword. Afterwards start
attacking, making him gradually break up into smaller pieces #2. Another cutscene will start
and you will advance to the third and last phase of the battle.

The tactic will completely change during this phase. Start fighting the clay monsters #1,
remembering about countering often #2. Note that eliminating them makes the orange health
bar to melt down.

The boss will appear himself once you drain the whole orange part of the health bar #1. Use
this chance to attack him, using the Freeze Blast for best effect #2.

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Batman: Arkham City Game Guide 173 / 618

Clayface will eventually melt down and you will have to fight the clay monster again #1. You
need to do exactly the same things as above, so eliminate all the clay enemies and start using
ice attacks once Clayface appears #2.

Using this tactic you will gradually drain the blue part of Clayfaces health bar. Eventually,
after you completely deprive him of energy, he will freeze #1. Quickly run to him and press A
to get the cure #2.

Now some cutscenes will play, including numerous surprising moments #1 #2.
Congratulations! You have just finished the game!
Notice! Dont forget about being able to continue the game to complete all the challenges and
side missions. You can also decide to start a new story in the New Game Plus mode, in which
you keep all of you skills and gadgets and have to face the game on the highest difficulty
setting.

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Batman: Arkham City Game Guide 174 / 618

Side missions
Introduction

There are 12 side missions available in the game and in most cases you will be informed of
the possibility to start a new one while youre playing through the main story (screen above).
In a few cases however, you will have to first reach a certain point on the map or find an NPC
to receive one. Detailed information on how to start a given quest can be of course found in
the further part of the guide.
Keep in mind that you dont have to rush with side missions, as you will be able to return to
them after finishing the main story. It of course doesnt mean that you should do that, as
completing them will earn you experience needed to unlock new skills and gadgets.
You can check on the progress with given missions by turning on the Arkham City map and
pressing X. In some cases, choosing a mission from the list will cause markers helpful in
completing them to appear (e.g. the location of the next crime scene).

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Batman: Arkham City Game Guide 175 / 618

Watcher in the Wings

First meeting with the Stalker

You will gain the chance to approach this mission while exploring Arkham City. On one of
the roofs in The Bowery #1 you should meet the Mystery Stalker #2. Approach and speak
with him.

Take a look around the place where he was and you should find a painted symbol #1. In
accordance with the received information, press LB to scan it #2 and note the marks that will
appear on the map.

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Batman: Arkham City Game Guide 176 / 618

Second meeting with the Stalker

The second rendezvous with the Mystery Stalker will take place on one of the roofs in Park
Row #1 #2. Just like before, you will have to scan (LB) the symbols he leaves behind.

Third meeting with the Stalker

The third meeting with the Mystery Stalker will take place in the Amusement Mile district,
west of the GCPD Building #1 #2. Just like before, locate and scan the symbol.

Fourth meeting with the Stalker

For the fourth meeting, head to the eastern part of the Industrial District and find the Ferris
Wheel #1 #2.

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Use the Grapnel Gun to reach the highest passenger cars and on one of them you will find
the Mystery Stalker #1. Listen out to what he has to say, jump onto the next roof and scan
the symbol #2.

Fifth meeting with the Stalker

Now you will have to complete a bit harder puzzle to locate the place of the final, fifth
meeting. Wait for the Arkham City map to open and note that you can use both analog sticks
to manipulate the unlocked symbols. The left is used for moving and the right for rotating
and enlarging, from which Id recommend to begin. Afterwards turn them around and try to
place them on the four previous Stalker rendezvous points. The solution can be seen on the
screen above.

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Batman: Arkham City Game Guide 178 / 618

As you have probably noticed, solving the puzzle will cause a new points to appear on the
map #1. Its located nearby the Church, where you have to head now. After getting there,
land on the small cemetery at the back of the building #2.

Examine every wall of the church and on one of them you will find painted symbols #1. Scan
them just like before, by pressing LB. You will speak with the Mystery Stalker Azrael #2
for the last time and therefore end the mission.

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Batman: Arkham City Game Guide 179 / 618

Fragile Alliance - p. 1

Meeting Bane

You will know you can approach this mission after a new distress flare appears on the
Arkham City map #1, in the Amusement Mile district in the east. As the whole area
surrounding it is flooded #2, you will have to make good use of the Grapnel Gun and gliding.
You wont die upon falling into the water, but will lose a few second waiting to reach a safe
spot.

You need to reach the Krank Co. Toys building. after reaching it you should note that the
entrance is guarded by a group of inmates #1. Attack them by surprise and afterwards finish
off in direct combat. Afterwards enter the building #2.

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Follow the only possible corridor and soon you should reach a slightly bigger room #1. Here
Batman will meet an old acquaintance Bane with whom he has already fought #2. This
time you wont have to fight him however, instead having to search and destroy TITAN
containers. You need to take care of six of them.

Destroying the first container

Note that the locations of the containers have been added to your map, though you cant yet
access all of them (assuming you have taken on this mission at the first possible occasion).
Two of them can be found in common areas and Id suggest taking care of them first. The
first container is in the south-west part of Arkham City, at the Subway Terminal in the
Bowery #1. After getting there, jump down to the lowest level and search for the container
#2.

It will be probably guarded by enemies equipped with firearms, so Id suggest staying very
cautious throughout the fight #1. Try to attack the enemies by surprise if possible and keep
knocking guns out of their hands. After the fight equip the Explosive Gel (left on the d-pad)
#2.

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Approach the container and press the right trigger to spray Explosive Gel onto it #1.
Afterwards detonate the charge by pressing RB #2.

Destroying the second container

The second container can be found in the south-east part of Arkham City, in the Industrial
District #1. After reaching the spot, head south and look for a fenced area guarded by a few
inmates #2.

It of course would be best to attack them by surprise #1. Luckily, unlike the previous group,
they shouldnt be equipped with any firearms. Once youre done with them, spray the
Explosive Gel onto the container and detonate it #2.

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Destroying the third container

The third container is inside the Sionis Steel Mill building in the Industrial District of
Arkham City. Head there and examine the southern wall of the building, finding a door
leading inside #1 #2. Notice! If youre visiting this place further in the game, there might be
some enemies in the area. In such case, check out the Infiltrate the Steel Mill (further part)
walkthrough.

If you have chosen the proper passage, you should begin the exploration of the Steel Mill
inside the Cooling Tunnel B. The container can be found nearby the starting point #1 #2
and shouldnt be guarded by anyone. Traditionally, spray the Explosive Gel onto it and
detonate.

Destroying the fourth container

The fourth container can be found in the tunnel connecting the Subway Terminals #1. In
order to reach it, Id suggest heading to the entrance located in the Bowery, east of the
Museum #2.

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Depending on your previous actions, the subway station may be guarded by a numerous
group of armed bandits #1, or only by a few. Regardless of the turn of events, you have to
find the terminal entrance #2 and go down the stairs.

After reaching the subway terminal turn left and use the stairs #1. Soon you should reach
the station, where you have to turn left (east) #2.

Use the Grapnel Gun to reach the upper platform #1 and continue going east, choosing the
destroyed passage of your way #2. Eventually you will have to perform a slide.

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Stop after reaching the barricaded passage. Turn on the Detective Mode and you should
note that one of the walls is destructible #1. Choose the Explosive Gel, spray in onto the
wall and detonate #2. Luckily you wont alarm the nearby enemies.

Now head east, jump on your way there and you should reach enemies guarding the
container #1. You can attack them from above or quietly jump down and take down two of
them at once. Afterwards choose the Explosive Gel, spray it onto the container and detonate
#2.

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Batman: Arkham City Game Guide 185 / 618

Fragile Alliance - p. 2

Destroying the fifth container

The fifth container can be found inside the Museum, in the War Room located in the south
part of the building #1. The Museum entrance is of course guarded by inmates #2. Its also
worth noticing that you can fully explore this building only after completing Disable
Penguins Final Communications Disruptor underground.

Your goal is reaching The Torture Chamber located in the middle part of the Museum. If
you come here before defeating Penguin (Rescue remaining undercover GCPD officers in the
Museum main mission), the majority of the room will be covered in ice #1, forcing you to
carefully plan your moves. If you have already defeated Penguin, the whole area will be
flooded #2 and you will have to constantly use the floating platforms or make use of the
Freeze Blast (ice floes).

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Regardless of the scenario, you have to head to the south part of the Torture Chamber #1.
Swim or walk there and afterwards use the Grapnel Gun to reach the upper shelf #2.

If you have defeated Penguin, you will be able to revisit the War Room without any problems.
Otherwise, you will have to solve a puzzle. Turn on the Detective Mode and note the laser
barrier here. Equip the Cryptographic Sequencer and use it on the nearby control panel #1.
In this case the password is FOSSIL #2.

Now you can attack the inmates who have been laughing of you until now. Look out for the
armoured enemy #1. As a reminder, its best to first stun them (B) and afterwards use Beat
Down (by rapidly pressing X). regardless of whether you had to fight here or not, choose the
door leading to the War Room #2.

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Head west. Upon reaching the partially closed gate #1 start running and slide underneath it.
If you have already fought here, you will be able to head north-west at once. Otherwise you
will have to blow up the wall here #2. It of course means having to use the Explosive Gel.

Detonating it will lead to a fight with a few Thugs, including a mini-boss Abramovici #2. The
enemy is very similar to Mr Hammer that youve already fought during Break into Jokers
office in the Loading Bay. Therefore you have to avoid his standard hits and charged jumps.
In the first part of the battle its of course worth to take care of the normal enemies #2,
avoiding the boss attacks.

Keep fighting until Abramovici is the last enemy still standing and use the Electrical Charge
to temporarily stun him #1 and afterwards start rhythmically pressing X to attack #2. One
such series should do the job.

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Regardless of whether you have fought or not, you have to use the north-west passage #1.
Afterwards turn south and eventually you should reach the container #2. Spray the
Explosive Gel on it and detonate.

Destroying the sixth container

The last, sixth container can be found in the Wonder Tower Foundation #1. If you have
already finished the story mode, you should have an idea of how to get there. Otherwise, it
would be good to wait until you receive the Follow assassin using tracker device to locate Ras
al Ghul objective and reach the Subway Station which you have already approached while
looking for the fourth container #2 as part of it.

If there are thugs at the station, you will have to take care of them. Otherwise you can start
looking for an interactive door in the northern part of the station #1. After going through a
narrow corridor you will reach a spot where you will have the use the Line Launcher #2. Aim
at the distant wall and shoot the line.

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After reaching the new ledge, look up and use the Grapnel Gun to reach the upper level #1.
Open the door leading to the Collapsed Street. Head north and afterwards turn west,
stopping by another pit #2.

Prepare the Line Launcher and shoot at the opposite wall #1. If there are any enemies in
the area, Id suggest attacking them by surprise. In order to do that you would have to
change direction while on the line. Hold down the left trigger and wait until you are nearby
the enemy room #2. Attack them and be careful, as some of them might be equipped with
firearms and use armour.

Regardless of whether you had to fight or not, choose the northern door leading to the
Wonder Tower Foundation #1. Theres a high probability of coming across enemy units
here as well #2. If its your first visit here, Id suggest checking out the Follow assassin using
tracker device to locate Ras al Ghul walkthrough.

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Batman: Arkham City Game Guide 190 / 618

If you have already been here before, you wont have to worry about keeping the hostage
alive. Nevertheless its worth to carefully plan your actions and use the vantage points #1,
ventilation shafts and other environment elements to your advantage. After clearing the
room, examine its southern part to find the container #2. Spray the Explosive Gel and
detonate it.

Return to Bane

As you have destroyed all the containers, you can now return to Bane. As a reminder, he
can be found in the Krank Co. Toys building in the eastern part of the city #1.
Unfortunately, enemies have appeared by the entrance in the meantime #2 and additionally
theyre equipped with firearms. Therefore you should try and take out at least one of them
silently.

Enter the building and head to the main room to talk with Bane #1. You will be interrupted
by the arrival of TYGER guards #2.

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Note that in this fight, Bane will be your ally. Whats more, there arent any elite units among
the enemies, so winning shouldnt be hard #1. Try to keep your distance from him, as
otherwise he might accidentally hit you. Afterwards watch a short cutscene, showing Banes
failed attempt to trick Batman #2.

Go inside the room in which Bane stored the six containers he has found #1 and prepare the
Explosive Gel. Plant two charges, at best on both middle containers on both sides of the
room. Step away and detonate the charges #2. The quest will completed only if you manage
to destroy all of the containers. Before getting out of the building you can speak with Bane
again, though its completely optional.

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Batman: Arkham City Game Guide 192 / 618

AR Training

AR Training (1 of 4)

You will be informed of the fact that you can approach this side mission by a W marker on
the city map #1. Head to the point marked as AR Training (1 of 4) in the south-east part of
the city, nearby the Industrial District entrance. Look around for a red Batman sign on one of
the towers #2 and approach it to activate the challenge.

The overall idea is rather obvious, as you have to fly though five green checkpoints #1 by
using the glide ability (hold down A). Throughout the flight you will only have to change
directions slightly and shouldnt have problems with reaching the last, fifth checkpoint #2.
Be sure not to hit anything or miss any checkpoints, as it means failing the whole challenge
(this is also true for the other challenges in this mission). In case you fail, you just have to
return onto the tower to try again.

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AR Training (2 of 4)

Now you can head to AR Training (2 of 4) #1, found on top of the large crane #2 in the
Industrial District, so in the same area as the last challenge. Using the Grapnel Gun will
prove very helpful in reaching the target.

Even though this challenge requires you to fly through only four checkpoints, its harder
than the previous one. Start off by flying through the first checkpoint #1 and at the right
moment press the right trigger to activate the dive bomb and fly straight down #2. Use it to
fly through the other gates and complete the challenge.

AR Training (3 of 4)

Find the AR Training (3 of 4) on the map #1. Youll have to reach the top of a crane in the
Industrial District area in this case as well #2.

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This time things will be even harder than before. Right after flying through the first
checkpoint, start diving (right trigger) to reach two further gates #1. However dont rush it
with diving, as right after flying through the third one you have to flatten out. Fly through the
fourth checkpoint below the tower #2 and afterwards to the fifth and last one.

AR Training (4 of 4)

Head to AR Training (4 of 4) #1. It will once again take place in the Industrial District,
though this time you have to reach the top of one of the towers #2. the Grapnel Gun will of
course come in handy here.

Fly towards the first gate and afterwards start diving down. Flatten out right after flying
through the second gate and reach the third one, making sure not to hit the obstacle on the
way #1. Get ready to press the right trigger again, flying through the third and fourth gate.
Flatten out once again and reach the rather easily reachable fifth checkpoint. Its on top of a
small platform #2.

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Note that by completing this challenge you have gained access to a very handy prototype
Grapnel Boost. You wont however get it automatically, but will have to reach the drop zone
added to your map #1, the top of the drawbridge in the Industrial District #2. Id recommend
checking it out at once (its description can be found in the Wayne Tech), as it makes moving
through the city much easier.

Advanced AR Training 1

Its not the end of the AR fun, as there are four more challenges waiting for you. You can
complete them in any order you like, but lets begin for the one marked as Advanced AR
Training 1 #1. It can be found in the very middle of the Industrial District, on top of one of
the towers with a neon sign #2.

Jump off properly and fly towards the first checkpoint. After flying through it wait a short
while and hold down the right trigger to dive #1. Fly through fates #2 and #3 this way and
afterwards quickly flatten out to fly into a small tunnel #2. Its important to start off as close
to the ceiling as possible, as the last gate is pretty far away.

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Advanced AR Training 2

Now you can search for the point marked as Advanced AR Training 2 #1. It can be found in
the Bowery, in the south-west part of Arkham City. After getting there look for the Gotham
Bank building #2. You need to reach one of the gargoyles.

The challenge is rather difficult, so Id suggest staying focused. Glide towards the first gate
and start diving right after passing through it #1. You have to flatten out the flight at the
exactly right moment, thanks to which you end up below a roof and fly through the second
gate #2, without touching the ground or any other objects.

Fly forward, but get ready to turn left at the first chance #1. Lean out the analog stick only
for a short while, so that the turn wont be too sharp. Now you just need to safely reach the
last gate #2.

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Advanced AR Training 3

Open the map and choose the point marked as Advanced AR Training 3 #1. Its in a well
known place, on top of one of the cranes in the Industrial District #2.

This time you have to fly only through three gates, but it doesnt mean it will be easy. Fly to
the first one and start diving, turning a bit to the right at the same time #1. You will then
have to flatten out fast and fly through the narrow pass #2. Its important not to be too low
when you stop diving down, as otherwise you might now be able to reach the last gate.

Advanced AR Training 4

Find the last point, marked as Advanced AR Training 4 #1. Its in Park Row, in the district
where you began exploring the city. Search for one of the highest buildings #2 and reach its
ledge.

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The challenge isnt too hard overall, but requires some skills. Fly to the first gate and start
diving down to get through the second #1. Flatten out and fly forwards, turning around after
a dozen or so meters #2. Make sure not to hit any nearby buildings while doing it.

You should end up opposite to the third gate #1. Fly through it, but make sure youre high
enough while doing it #2.

The ground level here is rising, so reaching the fourth gate #1 would normally be impossible,
as sooner or later Batman would hit concrete. As a result you have to use the Grapnel Gun
and grab one of the objects BEHIND the checkpoint (not on the sides!) #2. Dont worry if it
will force you to turn around once again, as the only thing that matters here is flying through
the fourth gate. Doing so will end the mission.

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Batman: Arkham City Game Guide 199 / 618

Shot in the Dark - p. 1

Beginning

You will be informed of the possibility to approach this mission after s new SOS signal
appear on Arkham City map #1. It can be found in the eastern part of town, in the
Amusement Mile district nearby the bridge leading to the Industrial District. After reaching
the area, find a broadcasting building with GCR neon signs #2 and glide there.

After reaching one of the higher level of the leaned tower, find the Political Prisoner #1 and
speak with him. After a rather short conversation, he will be killed by an unidentified sniper
#2.

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Examining the first crime scene and its area

Finding the shooter is your next task. In order to do that, turn on the Evidence Scanner
(LB). you have to find the small chimney in which the bullet has ended #1. Hold down A and
wait for the scanning process to end #2.

Just like with the other missions, you will now have to use the view of the bullets trajectory
and find where the shot was fired from #1. Head towards the Industrial District, south from
where you are #2.

You need to reach a small, fenced area on one of the roofs in the northern part of the
Industrial District #1. There you will have to use the Evidence Scanner once again. Locate
the bullet shell on the ground #2, press A and wait for the scan to end. Batman will establish
that the sniper hes looking for is Deadshot.

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Examining the second crime scene and its area

You will be able to resume this mission after receiving information that the second Deadshot
victim has been found #1. At the same time note that its approximate location has been
added to the map #2, so you will have to find the exact place yourself.

The body of the snipers victim is lying on the destroyed part of the highway #1 #2. Of course
be careful, as there might be enemies in the area.

As you have probably guessed, you need to turn on the Evidence Scanner. Take a look at
the wall and find the bullet #1. Hold down A until you finish scanning. It will lead to the
bullets trajectory to be displayed #2.

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Head south-east, passing by a water tower through which Deadshots bullet has passed #1.
Your goal is reaching the wall of the Gotham Casino #2.

The roof of the casino will be guarded by a few inmates #1, which you will of course have to
take care off. Afterwards examine the south-west corner of the roof and you will find a tripod
used by Deadshot #2.

Once again turn on the evidence scanner. You of course have to take a closer look at the
tripod #1 by holding down A. Listen out to the conversation with the Oracle regarding the
traces of a rare substance found on the tripod #2.

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Examining the third crime scene and its area

Just like before, you have to resume playing the game and wait for the information about
Deadshots third victim #1. This time you will have to take a look around Park Row #2.

The body is in the western part of the park, nearby the wall separating Arkham City from the
rest of the world #1. You can distinguish it by a group of inmates gathered around #2.

It would be of course good to attack them from above, using the element of surprise #1.
Finishing them off shouldnt be hard, though one of them might be equipped with an armour
and you will have to take it into account. After the fights over, approach the body behind the
car wreck #2 and activate the Evidence Scanner.

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Traditionally, you will have to find the place where the bullet has landed. This time it will be
the lower part of the metal fence #1. Press A and wait for the scanning process to finish.
Listen out to the conversation with the Oracle and start searching for the place from where
the shot was fired #2.

Curiously, you wont even have to get off ground at first, but only head east #1. You have to
reach the place where Deadshots bullet hit #2. Turn on the Evidence Scanner.

Scan (by holding down A) the trace on the wall #1 to establish that Deadshot was able to kill
the last victim with a ricochet. Head further east, eventually getting off the ground #2.

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You have to reach the roof pointed by the bullets trajectory #1 #2. Listen out to Batmans
comment.

Follow the games suggestion and turn on the Evidence Scanner. You have to scan the place
where Deadshot has been lying #1, causing the snow to melt. Wait for the scanning to end
and listen out to another conversation with the Oracle #2. This time Batman will be able to
narrow down Deadshots location to three substations found throughout the city. Examining
each of them will be your next objective, which you will be able to start right off.

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Shot in the Dark - p. 2

Examining the substations

Start off by heading to the Museum substation, in the south-west part of Arkham City #1.
Land on the Museums roof #2.

Follow the games suggestion and turn on the Detective Mode. You have to interact with
three maintenance hatches found in the area #1, pulling out each of them by rhythmically
pressing A #2. By doing so Batman will be able to determine that Deadshot was never here.

Now you can head to the Industrial District substation in the south-east part of Arkham
City #1. Your destination is one of the local demolished buildings #2.

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Be careful, as the top floor is likely to be patrolled by two guards equipped with firearms.
Luckily, if only you stay careful, you will be able to silently eliminate both of them #1. Just
like before, you need to search for three maintenance hatches #2 and pull out each of them.
Batman wont come across any traces here either.

Your next objective is reaching the Amusement Mile substation in the north-east corner of
Arkham City #1. The building youre looking for is one of those surrounded by water #2.

Just like with the second substation, you have to take into account that the area is patrolled
by armed enemies #1. Surprising all of them might be difficult, but you can always quickly
retreat should problems occur. Afterwards start pulling out the hatches #2.

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Pulling out the fourth one #1 should lead to discovering that this is the substation that
Deadshot has been using and finding his equipment inside #2.

In accordance with the received information, prepare the Cryptographic Sequencer and find
start hacking into Deadshots PDA. The password here should be HEADSHOT #2. Batman
will be able to determine that Deadshot has three targets left on his list Batman, Bruce
Wayne and Jack Ryder. Rather obviously, you will have to take care of saving the last one.

Saving Jack Ryder

Open the map and find the Jack Ryder Assassination Location in the Bowery, in the
western part of Arkham City #1. Note that a counter has started, though three minutes is
enough time to reach the target. Of course you should use the Grapnel Gun to your
advantage #2, maintaining high speed.

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Lower the altitude after getting nearby the target #1. A cutscene should start, showing
Batman saving Jack Ryder #2.

Arresting Deadshot

The game will automatically move to a new spot #1 and you will be forced to defeat
Deadshot. Dont try leaning out, as a single bullet will instantly kill Batman. Dont use any
gadgets as well, as you wont need them here. Note however, that Deadshot turns 180
degrees from time to time. Wait until he turns his back on you and quickly move to the next
wall #2.

Afterwards you will have to repeat the same action, so wait until Deadshot turns around and
move to the next cover #1. Eventually enter the crate running underneath the platform on
which Deadshot is standing #2.

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Stop directly below Deadshot #1 and press Y to knock out and arrest him #2. It will also end
the mission.

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Identity Theft

Examining the first crime scene

You will be informed of the possibility to approach this mission by a marker pointing an
unidentified victim murder site appearing on the Arkham City #1. Its an alley in the Bowery,
east of the Subway Station and the Museum building #2.

Jump down to the very bottom and approach the victims body #1. In accordance with the
received hint, press LB to turn on the Evidence Scanner. Start off by aiming at the victims
head #2 and hold down A until the scanning ends. Batman will note the victims face has
been separated from the rest of the body, which is a signature of a serial killer known as the
Identity Thief.

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Now scan the blood stain nearby the body #1. Batman will decide to calibrate his scanner so
that he can follow the killers trail. Keep the Detective Mode turned on, turn around and
head north #2. You will come across further trails every couple meters and you dont have to
scan them.

Your objective is reaching the fence #1 and climbing it to the other side. Be careful, as
starting from here you will be coming across groups of thugs #2. When you do, turn off the
Detective Mode and fight them. At the same time try to stay nearby where you started the
fight, to avoid wasting time on searching for the last blood trail.

After jumping over the fence, turn left twice and you should end up heading south.
Eventually you should reach another fence, jump over it as well #1. Approach the Political
Prisoner #1 and speak with him. He will state that hes not the killer and that the real one
looks like Bruce Wayne.

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Examining the second crime scene

You will have to find the second victim on your own, as the game wont give you any hints
on his whereabouts. Examine the alley west of the Church in Park Row (screen above). If
there are enemies in the area, it would of course be good to take care of them.

Head west, jumping over a fence #1 and eventually reaching the place where the body has
been dumped #2. In accordance with the suggestion, you will have to examine the body to
find new evidence.

Press LB to turn on the Evidence Scanner. Start off by scanning (hold down A) the sharp
tool lying by the body #1 to gain fingerprints. Afterwards scan the bandaged head #2. Listen
out to new conversations to find out that the fingerprints from the murder weapon point to
Bruce Wayne.

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Examining the third crime scene

Now you can move to finding the third victim. Also in this case you will have to look around
Park Row, finding the body in an alley adjoining the Ace Chemicals building (screen above).

Approach the body, turn on the Evidence Scanner and start examining it. Start off by
scanning the bleach traces by the body #1 and afterwards focus on the bandaged head #2.

Keep the Detective Mode, as now you will have to follow the bleach traces. Head west #1
and turn north-west after jumping over the fence #2.

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After reaching the new alley, jump over the second fence #1 and head west. The traces will
soon take you north #2. Look out, as soon after jumping over one more fence you will
probably bump into a group of inmates. Luckily defeating them shouldnt be hard.

After the battle return to tracking down the killer and eventually the traces will lead your
north #1. Soon you will come across an inmate facing the other direction #2. Approach him
and press Y to interrogate him. He will tell you that dumping the body and using the bleach
was all Bruce Waynes idea. He will also point you where you should look for the murderer.

Finding the Identity Thiefs hideout

Its high time to head out and find the Identity Thief. Open the map and you should note a
new point east of the Solomon Wayne Courthouse in Park Row #1. You will need get there,
using the roofs of the local buildings at best #2.

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After reaching the marked spot, look for a door #1 leading inside the Identity Thiefs
hideout. Go forward and turn left. Stop by the tape recorder #2 and press A.

A cutscene will play during which you will listen to the journal #1 and meet doctor Thomas
Elliot #2, the man who has stolen Bruce Waynes identity. Curiously, you wont have to fight
him in any way.

After the cutscene, search the room and use the Cryptographic Sequencer on the control
panel #1. Solve the mini-game and create the password #2. Afterwards you will be able to go
through the gate and listen to a conversation with Oracle, therefore ending the mission.

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Remote Hideaway

You will be informed of the possibility to approach this mission while roaming the streets of
Arkham City #1. It will be possible only after getting rid of Penguin (Defeat Penguin), as the
mission is connected with saving the officers who have been held captive by the madman. In
accordance with the received instructions, head to the Museum #2.

Dont choose the main Museum entrance, instead start off by examining the northern wall of
the building. There you should come across a couple inmates trying to break in #1. It of
course would be good to attack them by surprise. During the fight itself, make sure no one is
able to pick up a shield from the ground #2.

After the fight, approach the door #1 and press A to knock on it. You will be able to get
inside, automatically moving to the Iceberg Lounge. Here, talk with Officer Jones, from
whom you will receive a new gadget, the mine detonator #2.

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The Tea Party

You will be able to approach this side mission after saving Vicki Vale, that is after
completing the Rescue Vicki Vale from chopper crash site. Open the map and check out the
Park Row area to find a new interactive point #1. After getting there, listen to a message from
Alfred, who has apparently finished working on the cure and it would be good to try it out as
soon as possible. Head to the marked point, a roof guarded by a few inmates #2.

The enemies on the roof will be using firearms, so it would be good to attack them by
surprise and use gadgets to your advantage (especially smoke pellets #1). After the fight is
over, land on the roof and take cure #2.

A very interesting cutscene will start, during which it will turn out that the Mad Hatter has
tricked Batman #1. After the cinematic ends, start tapping A #2.

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Its not the end however, as in order to break out, you will have to fight with a very
numerous group of enemies #1. During the battle, it will be very important to use counters
often #2, as Batman will be almost constantly surrounded by a numerous group of enemies.

Keep looking for the Mad Hatter, who will be appearing from time to time #1. When he does,
ignore the normal enemies and focus on attacking him. During one of such attacks, you will
be able to finish him off by pressing the right trigger and Y at the same time #2.

Doing so will lead to defeating the Mad Hatter #1 and ending the whole mission. You will be
able to use the door to get out of the building #2 and return to Park Row.

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Heart of Ice

Locate Nora Fries

You will receive this mission after defeating Mr. Freeze, during Defeat Mr. Freeze #1. Start off
by heading out of the GCPD building #2.

Open the map and you should note that in order to find Nora Fries Mr. Freezes wife you
need to head to the Industrial District (south-east part of Arkham City) #1. To be precise, you
have to land on the platform drifting north of the island on which the Industrial District is
#2.

Turn to the south-east and you should note a destructible wall #1. Theres water separating
you from it, so equip the Freeze Blast and shoot at the water to create an ice raft #2.

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Jump onto it and prepare the Batclaw. Aim it at the grapple point above the wall and start
pulling yourself in #1. After reaching the wall, choose the Explosive Gel, spray #2 and
detonate it, unlocking access to a new location.

Once again aim at the grapple point #1 and reach the ledge behind the wall you have just
destroyed. Open the door leading to Storage Warehouse 5B #2.

After getting inside, search for a ventilation shaft entrance #1 and use the Grapnel Gun to
get inside. Eventually you should reach a room with a big group of enemies inside #2.

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Of course its a good idea to start the fight with a surprise attack, activated by pressing Y
(you need to be nearby one of the inmates) #1. The fight itself will however be quite hard. Id
especially suggest keeping an eye on the weapons locker, stopping enemies from opening it
as long as possible #2. If someone manages to take out a weapon, you should focus your
attention on them in the first place.

Apart from the armed bandits, you should also look out for the ones equipped with blades
#1. Id also suggest dodging often, as some enemies will be throwing various items at you #2.

In the end take care of the shielded enemies (B, A, A) #1 and the armoured one (B followed by
tapping X) #2.

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Once the battle is over, Batman will automatically note Nora Fries frozen body, no need to
interact with it. You can return following the same path or go through the main door #1. In
such situation, you would need to hack into the nearby control panel using the
Cryptographic Sequencer and create a password #2.

Return to Mr. Freeze

In accordance with the received information, you will now have to return to the GCPD
building. dont try using the main entrance, because as you probably remember its
frozen. Instead, try reaching the backdoor by gliding #1 and with the help of the Batclaw.
Enter the building #2.

Head to the main room of the GCPD building (you will have to once again neutralise the
steam with the Freeze Blast) and speak with Mr. Freeze #1 to inform him of the state of his
wife #2. He will thank you and the mission will end.

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Hot and Cold

You will be able to approach this side mission after completing Locate Joker in the Steel Mill.
During the exploration of the Steel Mill, inside the Assembly Line to be precise, you need to
reach the place where Harley Quinn is held #1. Un-gag and listen to what she has to say.
You will be able to resume the mission after reaching and securing the Loading Bay #2.

Head to the door in the south-east part of the Loading Bay main room #1. Theyre locked, so
you need to use the Electrical Charge and open the door afterwards, reaching the Freight
Elevator #2.

Prepare the Cryptographic Sequencer and interact with the control panel #1. You have to
break the password #2 to gain access to two elevator shafts.

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Jump into the right shaft #1 and land on the lower ledge. Turn left, equip the Electrical
Charge and aim at the engine on the top of the elevator with thugs #2.

Its very important to press RB, so that the charge sends the elevator up #1. Quickly use the
newly created passage and jump to the very bottom of the shaft #2.

Look for a higher ledge onto which you can get with the Grapnel Gun. Crouch and carefully
approach the two guards #1, taking them out with a single attack from behind. Afterwards
use the nearby door (no need for a charge this time) #2 to reach the Boiler Room.

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Carefully approach the middle of the Boiler Room, in which you will come across a very
numerous group of thugs. Attacking form above unfortunately isnt possible, though you can
prepare for the attack by setting traps with the Explosive Gel inside the previous corridor
#1, using the Disruptor or by carefully choosing your first target #2.

Throughout the fight itself Id suggest eliminating the ones equipped with firearms in the first
place #1, even though their bullets should hit other enemies more than Batman, considering
the size of the room. Look out for the ones throwing fire extinguishers and other large objects
#2, evade often.

After the fight, head to the northern part of the Boiler Room and look for a small crate #1.
Take the highly useful Freeze Cluster #2, therefore ending the mission.

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Even though the mission has ended, it would be good to mention how you can return to the
Loading Bay. Get out of the Boiler Room, reaching the Freight Elevator. Place yourself
below the elevator with enemies, prepare the Electrical Charge and aim at the engine below
the elevator #1. Press RB to make the lift go up and be prepared to use the Grapnel Gun on
the previously used upper ledge #2. From there you can easily return to the main part of the
Steel Mill.

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Enigma Conundrum (riddles 1-9)

Introduction

You will be able to start this mission after a marker point regarding a lost medical team will
appear on the Arkham City map #1. Go to the Medical Center inside the Church, where you
have already been while completing one of the main missions. After getting there, deal with a
group of thugs beside the Church entrance #2. It shouldnt be too hard.

1st riddle

After securing the area of the Church entrance, get inside and head to the main room.
Riddler will appear on the big screen #1 and Batman will talk with him. You will learn that
in order to save the hostages kidnapped by this madman, you will have to solve a series of
riddles that he has prepared. The 1st riddle will be easy, head forwards after hearing out the
hint #2.

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Stand in front of the organs and hold down LB to scan them #1 and therefore complete this
riddle. Hear out the conversation to learn that the next hostage is held in the Solomon
Wayne Courthouse. Saving him is the 2nd riddle. Turn around and head towards the
Church exit #2.

2nd riddle

After getting inside in accordance with Riddlers warning you will be attacked by a group
of thugs. Note the enemy marked with green #1. In order to gain information from him, you
will first need to get rid of all his buddies, leaving him for the end. It of course forces you to
change your fighting style and carefully choose targets. Make sure that the informant is the
last man standing, approach him and press Y to begin the interrogation #2. Note that he has
given you hints on locations of the nearby secrets. You can now do the same with the other
informants found at other parts of town. It will make collecting secrets easier.

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Head to the well-known Solomon Wayne Courthouse. Just like during your last visit, you
will be able to choose a passage. In case you dont want to fight with anyone, use the
entrance at the back or on the balcony #1. Otherwise, get rid of the thugs beside the building
#2 and go through the front door. Personally Id recommend the latter option, as while youre
at it you will be able to interrogate another informant.

Regardless of the chosen passage, you will need to reach the middle room of the Courthouse,
inside which you saved Catwoman. It would be good to attack the enemies here from above
#1. During the fight, Id once again recommend taking into account the presence of the
informant #2 and leaving him for the end.

After the fight, approach Eddie Burlow #1 and free him. The man will give you another hint
from Riddler, understanding it is the 3rd riddle. Batman will automatically determine that
its a radio frequency #2 and take out the Cryptographic Sequencer.

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3rd riddle

The riddle itself is fairly easy, as you have to use both analog sticks to set the proper
frequency. The X (horizontal) axis must show 275 (numbers beyond the decimal points dont
matter) and the Y (vertical) axis 325. The proper position can be seen on the screen above.
Hold down A to decode the transmission and listen to a new message from Riddler.

4th riddle

The next, 4th riddle, is related to the Enigma Machine that the officer youve saved just a
moment ago has received from the Riddler. Press BACK to initiate a mini-game. Its very easy,
you have to use both analog stick (and A to confirm) to create the word SECRET. The
solution can be seen on the screen above.

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5th riddle

The next hostage is held inside a special room and saving him is the 5th riddle. Get out of
the courthouse and head to the marked point #1 beside the Church. Afterwards find the wall
with two The Black Canary neon signs and a big painted question mark #2.

Approach the question mark #1 and press A to destroy the part of the nearby wall. Use the
door leading inside the building #2 and listen to a new conversation with the Riddler.

Make a few steps forward, turn around and use the Batarang to hit the question mark in
front of you #1. Afterwards head to the next door. It leads to a special Riddler room. You will
have to dodge the electricity here and reach the hostage held on the upper platform #2.

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Start off by throwing a Batarang into the question mark in front of you #1. Note that it
caused safe floor tiles to activate for 20 seconds #2. Stop after reaching a new question mark
tile which will stay safe even after the safe time expires.

Turn right and throw a Batarang at the question mark closest to the entrance #1. It will
cause new safe tiles to appear, along which you can of course run #2. Just like before, stop
after reaching the new question mark tile.

Now aim at the same mark as in the beginning #1. Traditionally, use the safe path #2.

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Now its going to be a bit harder, as you need to throw Batarangs at two different question
marks #1 #2, the two that you have already hit to be precise.

Doing so will lead to two new paths to appear #1. Use them to reach the elevator #2.

Turn a bit to the right and aim at the so far unused question mark #1. Use the Batarang and
wait for the elevator to take you upstairs #2.

Turn towards the platform on which the hostage is, glide towards it #1 and free Adam
Hamasaki #2. The game will automatically move you back to the previous corridor.

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6th riddle

The 6th riddle is very similar to the 3rd one. Once again you will have to use the
Cryptographic Sequencer to find the proper radio frequency. This time the horizontal axis
has to be set on 625 and the vertical on 925. Of course dont forget about pressing A. The
solution can be seen on the screen above, though keep in mind that the Riddler will give you
further instruction only if you have completed enough of his challenges.

7th riddle

You will be able to approach the 7th riddle only after obtaining at least 80 Riddlers
collectibles (collectibles + challenges). A new section will be unlocked in Batmans computer
which you can access by pressing BACK. The riddle once again makes use of the Enigma
Machine. Use both analog sticks to create the password DARKNESS and accept with A. The
solution can be seen on the screen above.

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8th riddle

Note that a new point has appeared on the Arkham City map #1. It points the localization of
the second Riddler room, in which the next hostage is held, saving whom is the 8th Riddle.
Head to the marked post found in the Amusement Mile. After getting there, jump onto one of
the lower levels (securing the local roofs isnt necessary) and look for a wall with a green
question mark #2.

Just like with the 5th riddle, you have to approach the question mark #1 and press A to
destroy the fragile wall fragment. Afterwards use the door leading inside the building #2 and
listen out to what the Riddler has to say.

Jump onto the lower ledge, turn left and stand on the interactive plate #1. From a short
introduction, you will learn that in order to save the hostage #2 you will have to take part in
a sort of a quiz.

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Luckily you dont have to keep a eye on the movements of the domes, as its enough to use
the Detective Mode #1 to see where the hostage is being taken. He should end up beneath
the left dome #2.

Turn off the Detective Mode, throw a Batarang into the question mark below the left dome #1
and jump towards the platform on which the domes were #2.

Approach William North and press A to save him #1. Batman will automatically take him to
a safe spot #2 and receive information needed for further progression.

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9th riddle

The assumptions of the 9th riddle should be well-known to you. You have to use the
Cryptographic Sequencer to find the proper radio frequency. This time the horizontal axis
should point 860 and the vertical 120. Of course dont forget to down A. The solution can be
seen on the screen above and traditionally the Riddler wont allow you to continue unless you
complete enough if his challenges.

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Enigma Conundrum (riddles 10-15)

10th riddle

You will be able to approach the 10th riddle only after obtaining at least 160 Riddlers
collectibles (collectibles + challenges). A new section will be unlocked in Batmans computer
which you can access by pressing BACK. The riddle once again makes use of the Enigma
Machine. Use both analog sticks to create the password PENNY and accept with A. The
solution can be seen on the screen above.

11th riddle

Note that a new point has appeared on the Arkham City map #1. In points the location of the
third Riddler room, in which the new hostage is held. Saving him is the 11th riddle. Head to
the marked spot in the eastern part of the Industrial District. There, jump onto the lowest
level and look for a wall with a green question mark #2.

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Just like with the previous riddles, you need to approach the question mark #1 and press A
to destruct the fragile wall fragment. Afterwards use the door leading inside the building #2
and head to the next room to hear out what Riddler has to say.

Contrary to what it might seem like, you dont need to use the Freeze Blast here. Instead,
equip the Line Launcher, fire at the wall in front of you #1 and wait for Batman to reach the
other end #2.

Now you will have to play with the water flow in the waterfall. Take out the Electrical Charge
and aim at the left electromagnet above you #1. Shoot a charge to cause the big metal plate
between the magnets to move right #2.

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Note that therefore you have blocked the water flow in the right part of the waterfall,
unveiling a question mark #1. Prepare the Batarang and throw it at the question mark #2.

Once again equip the Electrical Charge and for a change shoot at the right electromagnet #1
to move the big metal plate left #2.

Hitting the left question mark #1 will be a bit harder, as its behind a grate. That means you
will have to use the Remote Controlled Batarang, steer it below the grate #2 and afterwards
hit the question mark.

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Turn right and approach the newly unblocked corridor with working machinery #1. Prepare
the Line Launcher and shoot at the wall in front of you #2.

Right after shooting the line and starting the ride slow down (left trigger), as soon you will
have to change direction. Wait until you reach an intersection and shoot at the wall at the
end of the right corridor #1. Now Batman will reach a room with a new riddle #2.

The goal in this puzzle is placing the steel platform on the interactive plate #1 and therefore
turn off the barrier blocking access to the hostage #2. Unfortunately, it wont be particularly
easy.

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Prepare the Electrical Charge, as you will be using it to solve this puzzle. Start off by
shooting at the left electromagnet #1 to move the steel platform left #2.

Now aim at the upper magnet #1 and send a charge to move the platform towards it #2.

The next step needs to be done fast, before the previously activated magnet ceases to work.
Once again aim at the left magnet #1 and send a charge. By doing so you will attract the
platform to the magnet #2 and therefore get it out of the blocked area.

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It however still isnt the end. Once again shoot at the left electromagnet #1, but this time
with e negative charge, so that the steel platform moves to the right #2.

In the end, aim at the so far unused middle magnet #1. Use the charge for the last time, so
that the steel plate moves onto the interactive plate #2.

Now you can use the unlocked passage #1. Approach the hostage #2 and press A to save
her. The woman will of course give you information needed for the next riddle.

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12th riddle

The 12th riddle wont surprise you with anything new. You have to once again use the
Cryptographic Sequencer to find the proper radio frequency. This time the horizontal axis
need to show 606 and the vertical 120. Of course dont forget to hold down A. The solution
can be seen on the screen above and traditionally the Riddler wont let you move further until
you complete enough of his challenges.

13th riddle

You will be able to approach the 13th riddle only after obtaining at least 240 Riddlers
collectibles (collectibles + challenges). A new section will be unlocked in Batmans computer
which you can access by pressing BACK. The riddle once again makes use of the Enigma
Machine. Use both analog sticks to create the password SHADOW and accept with A. The
solution can be seen on the screen above.

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14th riddle

Note that a new point has appeared on the Arkham City map #1. It shows the location of the
fourth Riddler room, inside of which the next hostage is being held. Saving him is the 14th
riddle. Head to the spot, found in the western part of the Industrial District, beside the
subway tunnels entrance. After getting there, jump to the lowest level and look for a wall #2
with a green question mark.

You should already know what to do here. As a reminder, approach the question mark #1
and press A to destroy the fragile wall fragment. Afterwards use the door leading inside the
building #2, make a few steps forward and listen to the Riddlers comment.

Move to the next room. Note where the hostage is being held #1 and the blades moving
through the room #2, which you will have to dodge at all cost for the following couple
minutes.

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Turn around, take out the Cryptographic Sequencer and use it on the control panel beside
the door you came through just a moment ago #1. Solve the hacking mini-game by creating
the password CONUNDRUM #2.

Completing the mini-game will activate a counter and unblock a passage to the next safe spot
#1. Head towards it, but keep an eye on the mentioned blades. Luckily you wont have to
dodge the main element of the machine, as Batman will automatically crouch down to avoid
hitting it #2.

Your goal is reaching the orange platform #1 which will stay safe after the time limit expires.
Its worth to mention that if you fail, you will have to go through the hacking mini-game all
over again. In order to continue, turn to the right, take out the Batarang and throw it at the
question mark in the distance #2.

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Hitting the question mark will unlock a new safe path and start a new counter #1, so dont
waste time. Just like before, make sure to dodge the blades. You can make things easier and
hit the question mark after passing through the blades, therefore reaching the other side of
the room without any problems. Dont stop after reaching the question mark, as its not the
end. Start climbing up #2.

After reaching the top platform, turn right and head forward #1. You cant stop, as youre still
in the hazardous zone and the clock is ticking. Dont forget about having to dodge the blades
and be ready for making a small jump on your way #2.

The next safe spot is the orange plate at the end of the upper platform #1. Turn right and
take out the Line Launcher. Wait for the blades to start moving along the lower part of the
room and shoot a line at the wall in the distance #2.

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Reaching the next ledge #1 shouldnt be problematic. Equip the Explosive Gel and spray in
on the left, destructible wall #2. Detonate the charge.

In the distance you should see a question mark, but a steel plate is blocking the path.
Prepare the Electrical Charge and send a charge at the magnet above you #1. It should
make the steel plate move #2.

Stay where you are and equip the Remote Controlled Batarang. Aim at the hole above you
#1 and throw it. You need to guide it into the hole you have opened #2 and afterwards hit the
dot of the shining question mark.

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Hitting the question mark will cause the passage behind you to open #1. Use it and stop after
reaching the interactive floor plate #2.

Take out the Line Launcher and shoot it into the wall in the distance #1. Once the ride
begins, press the left trigger to slow down. Its crucial, as you will have to change direction
almost immediately. Wait until you see hole on your right #2 and shoot a new line into it.

As you have probably noticed, you are now moving towards the hostage #1. Batman will
automatically grab #2 and take him to a safe spot. Hear out the hint needed for the next
riddle.

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15th riddle

The 15th riddle is a collection of well known activities. You have to once again use the
Cryptographic Sequencer to find the proper radio frequency. This time the horizontal axis
has to show 115 and the vertical 780. Of course dont forget about holding down A. The
solution can be seen on the screen above traditionally Riddler wont let you move further
before completing enough of his challenges.

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Enigma Conundrum (riddles 16-17)

16th riddle

You will be able to approach the 16th riddle only after obtaining at least 320 Riddlers
collectibles (collectibles + challenges). A new section will be unlocked in Batmans computer
which you can access by pressing BACK. The riddle once again makes use of the Enigma
Machine. Use both analog sticks to create the password MIRROR and accept with A. The
solution can be seen on the screen above.

17th riddle

Note that a new point has appeared on the Arkham City map #1. It points the location of the
fifth Riddler room, inside of which another hostage is being held. Saving him is the 17th
riddle. Head to the spot, found in the Amusement Mile district north of the GCPD building.
after getting there, look for a water tower and you should see a wall with a green question
mark #2.

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Just like before, you need to approach the question mark #1 and press A to destroy the
fragile wall fragment. Afterwards use the door leading inside the building #2, make a few
steps and listen out to what the Riddler has to say.

Go to the next room and note the woman imprisoned on the platform #1. She will be
electrocuted from time to time, though you dont have to worry about her dying prematurely.
Start off by turning right #2.

As you have probably guessed, you need to gain momentum and slide (right trigger)
underneath the partially opened grate #1. Turn left. after reaching the new gate note the
crusher blocking the further path. Take out the Electrical Charge and shoot at the magnet
by the ceiling #2.

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Sending the charge will result in raising the crusher #1. It however wont stay that way for
long, so you need to hurry and perform another slide #2.

Stop after reaching the red line #1, so that you end up between two working crushers. Wait
for the crusher in front of you to raise and QUICKLY run forward. Be ready to perform the
last slide #2.

Turn left and stand on the red tiles #1. Listen to what the Riddler has to say and start
throwing Batarangs in the lit question marks #2.

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You need to be fast about doing that, as otherwise Batman will get electrocuted. Keep an eye
on those high up, as they might be hard to notice at first #1. You also dont have to manually
aim at each on, as using the shortcut (left trigger x2) is fine as well. After completing this
puzzle, head to the newly unlocked passage #2.

Go up and note that there are steel pallets and a destructible wall behind the barrier #1.
Turn around and note the electromagnet on the wall #2. Use the Electrical Charge to set the
pallets in motion and break through the wall as a result.

Once again approach the barrier and this time equip the Remote Controlled Batarang. Aim
at the big hole above the gate #1 and throw it. You need to make it hit one of the question
marks #2, which will turn off the force field.

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Now use the standard Batarang to hit the second question mark #1. Afterwards jump over
the small hole and use the ladder to the right of the switched off question marks #2.

Head into the new corridor #1 and after listening out to another Riddler monologue, prepare
the Line Launcher. Shoot it at the wall in front of you #2 and traditionally slow things down
with the left trigger right after Batman start sliding along the line.

You need to be ready to change the direction to the right corridor with working machinery
inside #1. Shoot at the wall at its end and wait for Batman to reach that spot #2.

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Nearby the landing area theres a control panel, so take out the Cryptographic Sequencer
and start hacking it #1. In order to solve the mini-game, you need to create the password
BAMBOOZLING #2.

Once again equip the Line Launcher, and aim at the wall at the end of the corridor with
working machinery #1. After getting through the corridor, change the direction by aiming at
the right wall #2.

Land on the new ledge and use the Grapnel Gun to reach the passage you have opened by
solving the hacking mini-game #1. Soon you should reach another corridor with electrified
floor tiles. Equip the Electrical Charge and shoot at the magnet built into the floor #2.

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If you have done everything properly, the magnet will throw up the metal pallets behind you
through the ceiling #1. Once again aim at the lower electromagnet, though this time you
need to throw the metal pallets at the wall in the distance to destroy it #2.

Now you can use the Grapnel Gun. Dont worry that the game suggests attaching to the
upper ledge #1, as you will be able to lower yourself after reaching it (right trigger + A) #2 and
grab the proper one #2. Afterwards you can head on.

Stand in front of the electrified floor tiles, take out the Line Launcher and shoot it at the wall
in the distance #1. Be ready to change direction after reaching the corner, as you cant land
on the red tiles. Instead, turn the camera left and shoot a new line #2.

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Slow down this time as well (left trigger), as soon you will reach a hole in the left wall #1. Fire
a line towards the platform on which officer Anne Bishop is and land on it #2.

Traditionally, you have to approach the hostage and press A to save her #1. After getting to a
safe spot, you wont receive any radio frequency. Instead, listen to a conversation with the
Oracle regarding the plan of finding the Riddlers hideout #2.

Arresting the Riddler

Unfortunately, you will be able to head for search of the Riddler only after obtaining all 400
collectibles that he has prepared for Batman. The game should then start a short
conversation with the Oracle #1, during which you will learn of the possible location of the
madman #2. The place is in the Burrows, north of the Museum.

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Batman: Arkham City Game Guide 260 / 618

Head to the northern Museum entrance #1, the one leading into the Iceberg Lounge. The
enemies here can be eliminated or simply ignored. Head west, reaching a spot where you can
jump onto the lower level #2.

Now you need to repeat the same actions needed to gather one of the secrets here. Head onto
one of the poles located west of the mission objective #1 #2.

As you probably remember, you will now have to glide down #1 and afterwards flatten out at
the right moment, flying above the electric fence #2.

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Land and look for a door in the north which will lead you to The Riddlers hideout #1. Once
inside, try opening the closest door #2, only to find out that theyre locked.

Look up and find a ledge which you can grab using the Grapnel Gun #1. After reaching the
upper balcony, approach the ventilation shaft grate #2 and pull it out by tapping A.

Enter the ventilation shaft and follow the only possible path #1, listening to the Riddlers
monologues on your way. Eventually you will reach the end of the shaft and will be able to
jump out of it #2.

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Take some time to familiarize yourself with the situation in which the Riddlers hostages are.
They are constantly moving #1 and wearing helmets that send localizing beams #2. The key
to success will be avoiding the beams symbolized by green circles, as otherwise the hostage
will die and you will fail the whole mission. Luckily the game will give you a little margin of
error, though you will be able to enter the field of detection only for a short while.

Wait for one of the hostages to pass by you and follow him #1. Try staying as close to him as
possible, so another one doesnt catch on Batman. Keep following the hostage until you will
be able to safely turn left #2.

Here you will also have to wait for a hostage to come and follow him #1. At the same time
look out for the previous hostages, trying to stick as close to the middle as possible,
minimizing the probability of failing the mission. Keep following the second hostage until you
reach a new passage on the left #2.

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Note that the hostages from the third group are moving in the other direction, so you will
have to go to the right #1. The hostage should eventually turn left twice. Get ready, as youre
closing in on the Riddler #2.

Head forward until you find yourself directly below the room occupied by the Riddler. You
will be informed of this by a prompt that you can perform a takedown #1. Quickly press Y,
thanks to which Batman will attack the Riddler by surprise #2.

A longer cutscene will play, featuring the arresting of Riddler #1 and a conversation with
Aaron Cash #2. Curiously, you can irritate the Riddler by stepping into his localizing beam :)
That marks the end of this very long mission.

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Batman: Arkham City Game Guide 264 / 618

Cold Call Killer

Beginning

You will be informed of the possibility to approach this mission as youre travelling through
Arkham City, a prompt saying that a ringing phone has been detected in the area will appear
#1. Land on the ground and use the Detective Mode to locate the phone #2. The
conversation will unveil that its Zsasz, known from the previous game. He will force you to
participate in his crazy game in order to save innocent people.

Initially you wont be able to do anything, so wait until you receive another information about
a ringing phone. Just like before, you have to land and pick up the phone #1, though this
time you will receive the real challenge. You will have to reach another phone booth in a
different part of town #2.

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The main difficulty is of course the time limit #1. Id suggest planning a route on the map
(you might have to avoid the restricted area). The Grapnel Boost gained for completing the
AR Training would definitely come in handy here, as its able to catapult Batman. After
reaching the destination, approach the ringing phone #2.

Its not the end though, as now you will have to manually locate the spot from Zsasz was
calling. In order to do that, use the left analog stick to follow the area showed by the game
#1. Try not to lose the signal for too long and keep it up until the conversation ends #2.

Finding Zsasz

The further part of this quest will have a very similar course. You will be able to pick up new
calls from time to time #1, each time having to reach a new phone booth in the time limit #2.
It will let you resume the search for Zsasz.

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You will have to repeat this until you fill up the green bar at the bottom of the screen #1,
thanks to which you will be able to locate Zsasz. His hideout is in the Industrial District #2
and thats where you need to head.

After reaching the spot, you will have to eliminate a couple inmates #1, though you
shouldnt have problems with it. Afterwards find the interactive door #2 leading to Zsaszs
hideout.

Arresting Zsasz

Go down the stairs. Dont bother with trying to open the door here, as its locked. Instead
turn right, take out the Batclaw and use it to pull out the ventilation shaft grate #1.
Afterwards use the Grapnel Gun to access the shaft and head to the room where Zsasz is
holding two hostages #2.

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Theoretically it could seem that Batman should avoid Zsaszs sight, but he will probably be
so occupied with his hostages that it wont be really necessary. Get out of the shaft #1 and
head forward. Stop by the ledge and wait a couple seconds to note, that the water level keeps
changing. Wait for it to come up and cross the bridge #2.

Pass the room where Zsasz is and stop after reaching the end of the current ledge #1. Here,
you can act in two different ways. The first method is jumping to the ledge in the distance #2,
though you would have to do it when the water level goes down.

If you dont want to risk, you can use the Freeze Blast and create an ice float with it #1.
Jump onto it and use the Grapnel Gun #2 or wait for the water level to raise.

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Regardless of the chosen method, after reaching the new ledge you need to head left. Start
running here #1 and afterwards perform a slide (right trigger). If you have done everything
correctly, Batman should automatically grab onto the ledge #2.

Move right until you reach a new ledge onto which you can climb #1. Go left, stopping after
reaching another gap #2.

Dont use the Freeze Blast, as the drill would destroy the ice anyway. Instead, wait for the
water level to raise and jump towards the new ledge #1. Make a few steps forward and only
afterwards use the Freeze Blast to create an ice raft #2.

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Jump onto the ice, wait for the water level to go up and use the Grapnel Gun to grab the
grapple point above the last platforms #1. Pull yourself towards the new ledge and jump onto
it. Crouch and carefully go left. Wait for Zsasz to stand by the glass wall #2, approach him
and press Y.

If you have done everything correctly, Batman should attack Zsasz by surprise #1 and take
him down. You can talk with the political prisoners, though its not necessary. In order to
get out of the room, use the previously inaccessible door #2.

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Acts of Violence

You will be informed of the possibility to approach this mission with a marker on the Arkham
City map, pointing an act of violence #1. It will probably point to Park Row, where you began
the game. After reaching the spot, you will note a group of thugs attacking an innocent
political prisoner #2.

Try to attack the enemies from above if possible and afterwards eliminate the others in direct
combat #1. Be careful, as they will be very numerous. Once youre done with them, talk with
the saved prisoner who turns out to be Jack Ryder #2.

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The further part of this mission is very similar. From time to time you will note a new marker
pointing to an act of violence #1 and you will have to eliminate a few thugs after reaching the
area. Id especially recommend looking out for the ones equipped with firearms #2. You
should attack them by surprise early on and during the fight itself often evade and throw
weapons out of their hands. Keep repeating the above actions until you save all the political
prisoners.

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Secrets & Challenges


Introduction

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The Secrets and Challenges guide to Batman: Arkham City will take you through all the
challenges prepared by the Riddler. In it, you will most of all find instructions regarding
obtaining all 440 secrets, as well as completing all the special challenges included in the
Riddlers Revenge. Finding all the collectibles is made easier thanks to the multiple screens
and detailed maps with their locations marked on them
The full content of this guide includes:

The location of all Batman-only trophies.


The location of all Catwoman-only trophies.
The location and solution of all the riddles.
The location of all Breakable objects, i.e. Jokers Balloons, TYGER Cameras,
Penguins, Demon Seals, Jokers Teeth and Harley Heads.
The solution to all physical challenges, both those reserved for Batman as well as
Catwoman.
Riddlers Revenge, containing overall hints and solutions to the Predator challenges
(both for Batman and Catwoman).

Jacek Stranger Halas


Translated to English by Jakub cilgan Lasota

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How to find given secrets


If you want to find all the secrets using this guide, it would be best to follow the same order
to avoid getting lost. If, on the other hand, you are looking for information regarding a
particular secret, you should use the fact that the order in which they are presented is the
same as in the menu of Batmans computer.

Example:

Were looking for information regarding Batmans Wonder City Trophy, specifically the first
one in the fourth row. If you count all of them, you will note that its the sixteenth Trophy in
this location (screen above). Now all you need to do is find Trophy 16 in the guide.

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Apart from reading the description of Trophy 16, you can also look find it on the Wonder City
map (screen above). Connecting both those information should be enough to locate and
obtain the secret.

Introduction
There is a total of 440 collectibles. 400 of them are reserved for Batman and the other 40 for
Catwoman. There are five basic types of collectibles:
1) Batmans Trophies In the further part o the guide they are marked orange. All you have
to do is pick up the Trophy, though reaching it is not always that obvious. In many cases the
Trophies are hidden or locked in a cage and you will have to perform some additional tasks
before being able to collect it.
2) Riddles In the further part o the guide they are marked green. Completing them requires
you to scan an item (for example a flyer) or location (for example a building) which are
connected with the Riddle. You can scan by holding down LB, after placing the object in the
middle of the camera.

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3) Breakable Objects In the further part o the guide they are marked blue. Breaking an
object is mostly done with the Batarang, though sometimes you will have to use the Remote
Electrical Charge. The type of objects vary depending on the location (balloons, cameras,
penguins and others). Additionally some Arkham City district also contain a special control
panel that you have to find and hack.
4) Catwomans Trophies - In the further part o the guide they are marked red. These
Trophies can be located and marked as Batman, but only Catwoman can collect them. Its
worth to notice that sometimes you will have to use the abilities of both characters, e.g.
destroying a wall blocking access to a Catwomans trophy with Batman.
5) Physical challenges Its a special category which doesnt require you to find objects.
Instead, you have to complete various challenges connected with fighting (for example
defeating enemies in a given time) or exploring an area (for example gliding for a given period
of time).

Just like in the previous game, in Arkham City you can learn the location of various
collectibles. Its however done completely differently, by interrogating informants inmates
surrounded by a green aura (screen above). You should come across the first enemy of this
kind after beginning Enigma Conundrum. Afterwards you will come across other informants
on a regular basis.

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Its extremely important that you cant knock out an enemy before interrogating him. He has
to be the last enemy standing (screen above) and only then you will be able to approach him
and press Y to interrogate. Dont worry if you fail, as you will be able to gain information
regarding a given group of secrets from a different enemy.

The interrogation itself is automatic and end with receiving an information on the location,
together with markers informing of secrets (screen above). IT DOESNT MEAN that all icons
will appear at once, as it will only concern a small part of them. In order to learn the location
of all the secrets, you will therefore have to interrogate tens of informants. It isnt absolutely
necessary if you intend to use the guide, but still I wouldnt recommend completely giving up
on this option. On a side note, its worth to mention that you can also manually mark any
Batman or Catwoman Trophies that you come across (hold down LB) and you should do it
with those that you cant reach at the moment (for example because of the lack of some
gadgets or playing as the wrong character).

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Park Row
Location info & maps

Location info
Park Row stays fully accessible throughout the game. Because of the easy street structure
and lack of flooded areas, its also easily to navigate. However you will need to look out for
armed enemies placed on the roofs of some buildings.

There are two big buildings in Park Row which you can examine, both containing a few
Trophies and Riddles. The first one is a Church and a Medical Center in one (screen above).
Its worth to notice that if you want to examine this building after completing Locate the
source of the sniper shot, you will have to use the Electrical Charge to gain access to the main
part of the Church.

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The second building in Park Row is the Solomon Wayne Courthouse. During the beginning
part of the game, accessing the building wont be limited in any way. However after Scan the
TYGER helicopter to locate the Master Control Program the main entrance will be unfortunately
destroyed (screen above) and therefore you will have to use the entrance at the back of the
building.

LOCATION STATISTICS:
Batman Trophies 36
Riddles 14
TYGER cameras 12 (4 challenges) + 1 camera Relay HUB
Catwoman Trophies 5

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Location maps

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Batman trophies (01-14)

TROPHY 1
Gadgets used: Disruptor Jam Firearm

Start south-east of where the Trophy is. Note that the passage is guarded by a turret. Take
out the Disruptor and use it on the turret to make in unable to attack #1. Walk past it and
collect the Trophy #2.

TROPHY 2
Gadgets used: Remote Controlled Batarang

The Trophy can be found in the Courthouse basement, accessible through the stairs in the
northern part of the building #1. Unfortunately upon reaching it you will find out that the
door leading to the cell is locked #2.

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Go out of the basement and check the corridor nearby the northern Courthouse exit. You
should see electric discharges above you #1. Take out the Remote Controlled Batarang and
throw it at the discharges #2 to electrify it.

Now you need to steer the Batarang to the basement, so lead it towards the stairs #1 and
afterwards turn right #2.

Dont steer it towards the cell, instead fly straight and fly above the grate #1. Eventually you
will note a fuse box which you have to hit #2.

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You can return down, use the newly unlocked cell entrance #1 and pick up the Trophy #2.

TROPHY 3
Gadgets used: Batarang

Stand beside the Trophy cage, turn west and walk forward a bit. In the distance you should
see an interactive question mark, hit it with an ordinary Batarang #1. By doing it you will
open the cage #2.

TROPHY 4
Gadgets used: Batclaw

Examine the walls beside where the Trophy is and you should note that one of them can be
destroyed #1. Use the Batclaw to reach one of the nearby vantage points #2.

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Glide towards the wooden wall #1, hitting it will cause Batman to break through it. Notice! If
you dont want to use gliding, you can also look for an upper balcony and shoot at the wall
with the Line Launcher. Regardless of the chosen method, you will be able to collect the
Trophy #2.

TROPHY 5
Gadgets used: Remote Electrical Charge, Explosive Gel

Move towards where the Trophy is hidden from the north-east. After getting there #1 you
should note that electrical discharges block access to the Trophy. Equip the Remote
Electrical Charge and shoot at the fuse box visible in the distance #2.

Afterwards you will be able to move on. Use the Explosive Gel to destroy the left wall #1. It
will let you reach the Trophy #2.

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TROPHY 6
Gadgets used: Explosive Gel

Turn on the Detective Mode to note that you can destroy the wooden obstacle with the
Explosive Gel #1. Detonate and pick up the Trophy #2.

TROPHY 7

The Trophy can be found below the car wreck #1. You cant pick it up by only crouching, so
slide underneath the car and grab it then #2.

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TROPHY 8
Gadgets used: Freeze Blast

Stop by the edge nearby where the Trophy is hidden. Equip the Freeze Blast and create an
ice raft by aiming at the Trophy #1. Glide there and collect the Trophy after landing on the
ice float #2. Notice! If the ice float is at the bad spot, you can use the Batclaw to grab onto
grapple points and push yourself towards it.

TROPHY 9
Gadgets used: Explosive Gel, Remote Electrical Charge

Jump to the lower level and locate a destructible wall north-east of the Trophy #1 #2. Use the
Explosive Gel to bring it down.

Head to the south-west. Locate a closed gate and raise it by shooting with the Electrical
Charge in the engine #1. Afterwards you will be able to enter the small room and take the
Trophy #2.

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TROPHY 10
Gadgets used: Disruptor Jam Firearm, Explosive Gel

Start off south-east of where the Trophy is. Note that the passage is guarded by a turret #1.
Take out the Disruptor and use it on the turret to disable it #2.

Head towards the Trophy and use the Explosive Gel to bring down the wall on your way #1.
Pick up the collectible #2.

TROPHY 11
Gadgets used: Freeze Blast

The Trophy is hidden left of the big neon sign #1. Go there and equip the Freeze Blast. Shoot
at the pipe to seal it #2, crouch and collect the Trophy.

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TROPHY 12
Gadgets used: Batclaw

Use the door leading to the Bell Tower #1 #2.

After reaching the new room, start climbing up by grabbing the upper ledge with the Batclaw
#1. After reaching the next room, turn around and look up. the Trophy is hanging from the
side wall #2, use the Batclaw to grab it.

TROPHY 13
Gadgets used: Cryptographic Sequencer

Use the Cryptographic Sequencer on the control panel #1 and hack it #2. Afterwards you will
be able to collect the Trophy from the place previously blocked by grates.

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TROPHY 14
Gadgets used: Batarang

The Trophy is inside a cage. Turn on the Detective Mode to note that the cage is connected
with a different device #1. Turn around towards the closest building and start climbing #2.

You need to reach the device that the cage is connected with. It will turn out to be an
interactive question mark #1 #2.

Throw a Batarang at the question mark and QUICKLY start running towards the cage #1. As
you dont have much time to reach the Trophy, jump down #2 and use Dive Bomb. Quickly
collect the Trophy before the cage locks again.

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Batman trophies (15-24)

TROPHY 15

After reaching the place where the Trophy is hidden, it will turn out that its behind grates #1
and the only way of reaching it is destroying the wooden wall directly above it #2.

Stand on the roof north of the Trophy #1 and glide towards the wooden wall #2.

Hitting the fragile wall will cause it to break #1. Jump down and pick up the Trophy #2.

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TROPHY 16
Gadgets used: Explosive Gel, Batarang

The puzzle connected with this Trophy #1 is complicated and quite hard to complete. If you
turn on Detective Mode, you should note that there are cables coming out of the cage with
the collectible #2, leading to four different question marks. The idea is to turn them off within
a short time interval.

Three of them can be destroyed with the Explosive Gel. Start off by finding the one south-
west of the cage, on one of the lower roof parts #1 #2. Spray the Explosive Gel on the
question mark but DO NOT detonate it yet.

The second one is on the same level as the cage, west of where the Trophy is hidden #1 #2.

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In order to reach the third one, head north. You should find it quite far from the cage #1 #2.

After planting three charges, return to where the cage is. Stand on one of higher platforms
and look at the previously ignored question mark (its too high to spray Explosive Gel on it)
#1. Start turning around towards the previously sprayed charges and successively detonate
them #2. At the same time note that detonating the first charge will cause a timer to start.

Detonate all three charges and afterwards quickly throw a Batarang at the last question
mark #1. If you have done everything correctly, you will be able to collect the Trophy from the
cage #2.

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TROPHY 17

Solving this riddle is quite hard and required you to activate three pressure plates without
touching any other walls or ground. Start off on the roof of the building (standing on the
pressure tower at best) directly north of the Trophy cage #1 #2.

Glide south. You need to fly towards the pressure plate on the wall of the building in the
south #1. The key to success in this case is activating the plate and bouncing off the wall #2.
In order to do that, you have to let go of A at the last moment and quickly press X. Of course
dont forget to press A again after Batman bounces off to start gliding again.

Its important to try and bounce off the first plate at its upper part, thanks to which you will
have an easier time reaching the next one. The plate is on the northern building wall #1, the
one on which you began everything. Just like before, you have to let go of A at the right
moment and press X #2.

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Fly back south and keep in mind that the last, third pressure plate, is on the ground #1. You
will probably be quite high above it, so choose the right moment to stop gliding. Collect the
Trophy afterwards #2.

TROPHY 18
Gadgets used: Explosive Gel

Turn on the Detective Mode to note that the wooden obstacle can be destroyed using the
Explosive Gel #1. After a successful detonation, pick up the Trophy #2.

TROPHY 19
Gadgets used: Cryptographic Sequencer

Get onto the lower part of the Church roof. Prepare the Cryptographic Sequencer and use it
on the control panel beside the cage #1. Create the password ANALYTICAL #2 and collect the
Trophy.

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TROPHY 20

Check out the narrow alley behind the fence to find a spot where you can perform a slide #1.
Get to the other side and pick up the Trophy #2.

TROPHY 21
Used skills: Dive Bomb, Shock Wave
Gadgets used: Batarang

The puzzle connected with the Trophy is quite untypical, as it requires you to hit a pressure
plate with great force. Start off by heading to one of the vantage points south-east of the cage
#1 #2.

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Glide towards the pressure plate and soon afterwards press the right trigger to activate the
Dive Bomb #1. Right after hitting the plate, press B to activate the Shock Wave. If you have
done everything properly, all of the arrows should become lit #2. If only a part of them
becomes activated, it means that the hit was too weak and you will have to repeat everything
from the beginning (be sure that to choose a high enough starting point and keep dive bomb
active long enough).

Stay on the pressure plate and throw an ordinary Batarang at the interactive question mark
that should become lit #1. Afterwards you will be able to take the Trophy from the cage #2.

TROPHY 22
Gadgets used: Freeze Blast

Approach the place where the Trophy is hidden from the north. Choose the Freeze Blast and
use it to seal the pipe from which steam is coming out #1. Gain momentum and perform a
slide #2 to reach the secret.

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TROPHY 23
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier +
Cryptographic Sequencer Range Amplifier

Approach the Trophy from the east. Choose the Cryptographic Sequencer and interact with
the control panel on the right #1. Solve the mini-game to crack the password #2. Enter the
newly unlocked area and collect the Trophy.

TROPHY 24
Gadgets used: Explosive Gel

Dont try using Batarangs here, just approach each of the three interactive question marks
and spray Explosive Gel #1. Afterwards detonate all three charges at once #2 and take the
Trophy from the open cage.

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Batman trophies (25-36)

TROPHY 25
Gadgets used: Batarang

After reaching the area, note the five interactive question marks on the wall. They lit in a
determined order: first, fourth, third, fifth, second. The order in which you hit them with the
Batarang doesnt matter, you just need to feel the right moment. Notice! Turning a question
mark doesnt cause the next one to activate faster. It of course makes the whole thing harder,
as you need to pay more attention to throwing the Batarang at the proper time. In return for
turning off all five question marks, you will be able to take the Trophy.

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TROPHY 26
Gadgets used: Explosive Gel

Take a look around where Jack Ryder is for a destructible wooden wall #1. Spray and
detonate the Explosive Gel and you will be able to collect the Trophy #2.

TROPHY 27
Gadgets used: Batclaw

Find the pressure plate nearby the Trophy cage and stand on it #1. Turn towards the Trophy
and grab it using the Batclaw (you cant get off the plate, as it will cause the cage to close
again) #2.

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TROPHY 28
Gadgets used: Disruptor Mine Detonator

After reaching the area where the Trophy is hidden you should note that there are two
proximity mines blocking the way to it. Use the Disruptor on each to detonate them #1.
Afterwards pick up the Trophy #2.

TROPHY 29
Gadgets used: Batclaw

After reaching the area where the Trophy is hidden you should note that there is a large
horizontal gate blocking access to it #1. You cant unlock it in any ordinary manner, so look
up and search for a vantage points marked with green #2. Reach it using the Batclaw.

The gate below you should open, though its going to close a few moments after you leave the
vantage point. Therefore its important to fly perfectly down after jumping off #1, without
hitting any obstacle on your way. After reaching the new location take a look around for a
Trophy #2. Luckily collecting it will unlock the exit.

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TROPHY 30
Gadgets used: Batclaw

Locate stairs leading to the basement in the northern part of the building #1. Use them, but
stop around the middle. Turn around, look up and use the Batclaw to grab the Trophy
hanging from the wall #2.

TROPHY 31
Used skills: Dive Bomb

After reaching the area where the Trophy is hidden you should note that its blocked by a
large horizontal gate #1. You cant open it in any ordinary manner, so look around the
eastern buildings roof for a pressure plate #2. Stand on it, of course.

The gate below you should open #1, though its going to close again a few moments after you
leave the plate. Therefore you should jump off, glide for a short moment and afterwards use
the Dive Bomb by holding down the right trigger #2.

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Batman should not only fly through the gate before it closes again, but also break through a
floor fragment #1. Look around for the Trophy #2. Luckily collecting it will cause the exit to
open.

TROPHY 32
Gadgets used: Remote Electrical Charge

After reaching the area, take some time to familiarize yourself with the puzzle. You will have
to push the ball from the starting point #1 to the hole #2. It can be accomplished using as
much as three electromagnets.

Equip the Remote Electrical Charge and start off by shooting at the lower magnet #1, the one
beside which the ball is. Make the magnet push off the ball, causing it to move upwards #2.

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Its important to quickly send a charge towards the second electromagnet found above the
first one #1. Eventually both active magnets should cause the ball to fall into the horizontal
tunnel #2 leading towards the labyrinth exit.

All you have to do now is interacting with the so far ignored, third magnet #1 found right
beside the hole. Push the ball towards it and go there to take the Trophy out of the ball #2.

TROPHY 33
Gadgets used: Line Launcher, Batclaw

Locate the metal construction adjoining the church, enter it and stand on the green pressure
plate #1. Equip the Line Launcher and shoot at the grate visible in the distance #2 which will
let you avoid three red pressure plates.

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Wait for Batman to land, turn around and use the Batclaw to grab onto the upper ledge #1.
Here head forwards and take the Trophy from the open cage #2.

TROPHY 34
Gadgets used: Remote Controlled Batarang

Stand on the roof of the building east of the Trophy, opposite to the ventilation shaft to be
precise #1 #2.

Equip the Remote Controlled Batarang and throw it into the ventilation shaft #1. After taking
control over the Batarang, be ready to turn right #2.

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Make the Batarang fly through the whole shaft and hit the interactive question mark #1.
Afterwards jump onto the neighbouring roof and collect the Trophy #2.

TROPHY 35
Gadgets used: Remote Electrical Charge

Jump over the fence, prepare the Remote Electrical Charge and shoot at the engine #1 to
raise the gate. Head inside and collect the Trophy #2.

TROPHY 36
Gadgets used: Batarang

Note the interactive question marks behind the Trophy cage. Prepare the Batarang and throw
it at the first question mark from the right at the proper moment #1. If you have done it
correctly (the question mark has to be lit when getting hit), the cage will open and you will be
able to collect the Trophy #2.

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Riddles

RIDDLE 1 It's far from PURRFECT, but she calls it home.

Get onto the roof of the building and scan Catwomans hideout through the window (screen
above). You can of course approach from a different side if you care for a better shot.

RIDDLE 2 I wonder how you can land an appointment with this milliner? Perhaps it
would be best to book?

You can solve this riddle only after completing The Tea Party side quest. After reaching the
spot marked by the game, search for the door leading to the previously visited Mad Hatters
hideout (screen above).

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Get inside the building and scan the table where the Mad Hatter is standing (screen above).

RIDDLE 3 This question can only be answered from an unusual perspective. Can you
get yourself there?

If you use Detective Mode to scan the area of the spot marked by the game, you should note
an incomplete question mark and a dot (screen above). In order to solve this riddle you have
to arrange them into one.

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The perfect place for doing that is the vantage point above the main entrance to the Solomon
Wayne Courthouse, located north of the question mark. The spot has been presented on the
two above screens. Remember to arrange yourself so that the main part of the question mark
and the dot to create one.

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RIDDLE 4 You've been warned. People aren't the only unstable part of this city.

Find the fence with signs warning of subsidence (screen above) and scan it.

RIDDLE 5 Do you have Strange thoughts? Maybe you should seek help?

Find the door leading inside the building with a Strange Minds sign (screen above) and scan
it.

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RIDDLE 6 DA campaign special: Get two votes for the price of one.

Find the entrance to Harvey Dents office (screen above) and scan it.

RIDDLE 7 If you find the name, does the Cash come hand in hand?

Approach the table from the south-east side (screen above).

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Zoom in on the items on the table, especially including Aarons Cash ID (screen above). Scan
it.

RIDDLE 8 I am an actor who can transform a film with the final cut. Who am I?

Find the large movie poster hanging from the wall (screen above) and scan it.

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RIDDLE 9 BANG! BANG! Order in the court.

Examine the courts main room (the one in which Catwoman was held) and approach the
small glass cabin (it was occupied by Two-Face; screen above).

Zoom in and scan the judges hammer (screen above).

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RIDDLE 10 This den is where the vicious animals take your treasure. Is it theft, if it's
already stolen?

Find the entrance to the TYGER confiscated good treasury (screen above) and scan it.

RIDDLE 11 Six legs went in and only two came out. Where am I?

Find the Crime Alley signpost (screen above) and scan it.

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RIDDLE 12 Who's crazy enough to date this guy?

Find stairs leading to the basement in the northern part of the court. Go down, locate the cell
in which the Calendar Man is being held and scan him (screen above).

RIDDLE 13 Has this flower turned a new leaf?

Find the Baudelaire flower shop (screen above) and scan it.

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RIDDLE 14 Acing the chemistry test will illuminate you.

Get onto the roof of the building located west of the riddle solution spot and scan the Ace
Chemicals neon sign (screen above). If youre having problems make sure youre not standing
right beneath it or use the zoom option.

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TYGER cameras

1 RELAY HUB
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier

Look around the roof for a control panel that you can hack #1 and use the Cryptographic
Sequencer on it. Solve the mini game and crack the password #2. Note that therefore the
locations of all 12 cameras in Park Row have been added t the map.

CAMERAS
Gadgets used: Batarang

There is a total of twelve TYGER cams in Park Row and destroying them will let you complete
a total of four riddles (three cameras per each). Each time you find a camera (K on the
attached map), prepare an ordinary Batarang and throw at it.

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Catwoman trophies

TROPHY 1

Approach the Trophy from the north #1. Its blocked by a destructible wall. As Catwoman
isnt capable of taking down walls, Batman will have to do it for her with the use of the
Explosive Gel #2. Its best done while collecting Batmans Trophy #9.

After going through the destroyed wall, get onto the ceiling by press RB #1 and head for the
Trophy #2.

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TROPHY 2

After reaching the area where the Trophy is hidden After reaching the area where the Trophy
is hidden you should note that its inside a large cage #1. Stand directly below it and press
RB to stack walking along the ceiling #2.

Head to the interactive grate #1, press A to open it and collect the Trophy #2.

TROPHY 3

The Trophy can be found on the roof of the building, right beside the big billboard to be
precise (screen above).

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TROPHY 4

Find the big steel construction beside the place where the Trophy is hidden #1. Step inside
and stand on the first, green pressure plate #2.

Now you have to press RB to stick onto the ceiling #1. Head forward and after reaching the
other end press A to climb onto the ledge #2.

You should reach the upper balcony #1, press RB yet again there. Now just approach and
collect the Trophy #2.

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TROPHY 5

Approach the Trophy from the north #1 and climb the gate found there #2.

You now have to use the Ceiling Climb skill, so look up #1 and press RB to stick onto the
ceiling. After wards approach the Trophy and collect it #2.

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Amusement Mile
Location info & maps

Location info
The Amusement Mile stays a completely accessible district of Arkham City throughout the
whole game. In the beginning, navigating through it wont involve any real difficulties. In the
later part of the game, you must take into consideration that a large portion of streets and
bridges will get destroyed. Therefore you will have to use Batmans Grapnel Gun and
Catwomans whip more often.

The Amusement Miles includes two buildings which you can explore. In both cases you will
find a couple Trophies and Riddles inside. The by far bigger building of the two is the GCPD
building. in the beginning you should access it through the main entrance (screen above),
helping yourself with the Electrical Charge.

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After completing Defeat Mister Freeze using the main entrance will be impossible, as it will
end up frozen. As a result you will have to use the door at the back of the station (screen
above). The second building is the Krank Co. Toys. The object doesnt have its own map and
hides only two Trophies (one for Batman and one for Catwoman).

LOCATION STATISTICS:
Batman Trophies 37
Riddles 9
TYGER cameras 12 (4 challenges) + 1 camera Relay HUB
Balloons 12
Catwoman Trophies 5

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Location maps

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Batman trophies (01-10)

TROPHY 1
Gadgets used: Explosive Gel

Turn on the Detective Mode thanks to which you will note that you can destroy the wooden
wall with the Explosive Gel #1. Afterwards pick up the Trophy #2.

TROPHY 2
Gadgets used: Freeze Blast, Line Launcher, Remote Electrical Charge, Batclaw

Try landing on the roof of the metal construction. The idea behind this puzzle is pushing
down the sphere with the Trophy into the hole found on this level (screen above).

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Head north #1 and jump onto the lower platform. Turn north and you should end up
opposite to a small water tank #2.

Equip the Freeze Blast and create an ice raft #1, making sure that its as close to the wall in
the distance as possible. Afterwards use the Line Launcher to safely reach the ice float #2.

Land on it and equip the Remote Electrical Charge. Aim at the electromagnet above you #1.
Sending a charge into it will result in pushing the ball into the hole mentioned before (i.e. up
and afterwards left) #2.

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Now you need to return to the starting point, so use the Line Launcher #1 and afterwards the
Claw. Approach the hole #2 and collect the Trophy from the sphere.

TROPHY 3
Gadgets used: Remote Controlled Batarang

In order to reach the Trophy you have to jump off the highway and land on the small
platform beside the water #1. Stand on the pressure plate and turn towards the interactive
question marks to the west #2.

Take out the Remote Controlled Batarang and throw it at the middle question mark #1.
Things will get more complicated from here on, as the other two question marks are hidden
behind pillars and additionally a timer will start. Quickly throw another RCB. Its worth to
press the right trigger to increase its speed during the flight. Steer into one of the side
question marks #2.

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Immediately throw the last Remote Controlled Batarang and make it hit the third question
mark #1. Switching off them all will cause the Trophy cage to open #2.

TROPHY 4
Gadgets used: Batclaw, Explosive Gel

Start off by standing west of the Gotham City Olympus building #1 #2.

Aim at the balcony below the neon sign and use the Grapnel Gun to get there #1. Afterwards
equip the Explosive Gel and destroy the wooden wall using it #2. Afterwards pick up the
Trophy.

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TROPHY 5

In order to find the Trophy you will have to reach the underground police station parking.
Start off north of the destination, placing yourself by the edge of the roof #1. Glide south,
towards the wooden wall beside the water #2.

Batman should automatically break through the wall upon hitting it #1. Pull up if necessary
and afterwards turn right to find the Trophy #2.

TROPHY 6
Gadgets used: Batclaw

The solution to this puzzle is quite complicated and it implies activating three pressure
plates. The first plate is on the roof of the building located north of the Trophy #1 #2.

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Jump off the edge and glide south. You need to head towards the pressure plate on the wall
of the southern building #1. The key in this case is bouncing off the wall connected with
activating the plate #2. In order to perform that action, you have to let go of A at the last
moment and quickly press X. of course dont forget to press and hold down A again after
Batman bounces off to start gliding again.

Its important to try and bounce off the plate in its upper part, thanks to which it will be
easier to reach the next one. Its on the wall of the northern building #1, the one on which
you started. Just like before, you have to let go of A at the right moment and press X #2.

Thats the last plate, so after bouncing off the wall use the Grapnel Gun to reach the roof of
the southern building #1. Keep in mind that you have to hurry with it, as a timer has
started. Grab the Trophy right after reaching the roof #2.

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TROPHY 7
Used skills: Grapnel Boost

The solution to this puzzle isnt quite obvious, so try to directly follow the hints given here.
Note that the Trophy and the three pressure plates #1 are found in separate cages. In order
to gain access to the secret you have to land on each plate without touching the ground.
Start off by standing on any of the plates #2.

In order to safely leave the cage, you will have to use the Grapnel Boost. Aim at any object
above you (e.g. the chimney or large crane #1) and after a standard press of RB additionally
press A twice (and hold it down afterwards). If you have done everything correctly, Batman
will not only get out of the cage, but will also get catapulted #2.

Start gliding above the cages in which the other two pressure plates are #1. Lower the
altitude and try to safely land on one of them. Its worth to notice that you will have to restart
the whole puzzle if you dont land perfectly on the plate and for example grab onto the fence
#2. If you do though, its important to let go of the fence and not climb it.

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Repeat the above actions with the last, third plate. Catapult yourself #1 and after a dozen or
so second of gliding, land safely on it. Afterwards you will be able to jump inside the cage in
which the Trophy is #2.

TROPHY 8

Get inside the Morgue at the GCPD building #1. The Trophy is on one of the tables #2.

TROPHY 9
Gadgets used: Freeze Blast, Disruptor Jam Firearm, Batclaw

Stand somewhere above the tunnel leading to where the Trophy is hidden #1. Equip the
Freeze Blast, create an ice float using it #2 and of course jump onto it.

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Note that the access to the Trophy is protected by a turret #1. Equip the Disruptor and use it
on the turret #2 so that its incapable of attacking.

Now you will just have to swim for the Trophy. Use the Batclaw to grab onto the grapple
points #1 (optionally, you can also use the Line Launcher). Jump onto the small ledge and
pick up the Trophy #2.

TROPHY 10

After getting to the area you should note that the platform on which the Trophy is keeps
turning from time to time, varying between blocking #1 and unblocking #2 access to the
secret.

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Start running towards the metal construction and perform as slide #1. You however need to
coordinate it with the platforms motion, so that you can grab the Trophy during the slide #2.

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Batman trophies (11-18)

TROPHY 11
Gadgets used: Explosive Gel, Batclaw, Batarang

Dedicate a moment to familiarize yourself with this rather complicated puzzle. You have to
turn off six interactive question marks in a short period of time. Three of them are on your
current level #1 and the other three a bit higher #2.

We will start with the question marks on this level. Approach each of them #1 and spray
Explosive Gel #2. Plant three charges that way, BUT dont detonate them just yet.

Now use the Grapnel Gun to reach the roof of the nearest building and turn towards the
three question marks on the upper level #1. Once youre ready, detonate the three charges
planted before #2.

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Now you have to QUICKLY throw three Batarang #1 by pressing the left trigger three times.
They should automatically fly towards the upper question marks and turn them off. If you
have made it in time, you can return down and collect the prize #2.

TROPHY 12

The puzzle connected with this Trophy is fairly easy. You have to stand on the pressure plate
exactly when it changes its colour to green #1. It will cause the Trophy cage to unlock #2.

TROPHY 13
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Range Amplifier

Land on the roof of the building west of where the Trophy is hidden #1 #2.

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Equip the Cryptographic Sequencer and locate the control panel behind the fence #1. Create
the password to hack it #2.

Now you can access the main part of the police parking and use the newly unlocked passage
#1. The trophy is hidden inside the little lounge #2.

TROPHY 14
Gadgets used: Remote Electrical Charge, Batclaw, Cryptographic Sequencer + Cryptographic
Sequencer Range Amplifier

The Trophy is hidden below the Krank Co. Toys. Stand beside the lower edge, equip the
Freeze Blast, use it to create an ice float #1 and afterwards jump onto it #2.

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Turn towards the Trophy #1 and start pulling yourself towards it using the grapple points
#2.

Eventually you should reach the grate with the Trophy behind it #1. Take out the
Cryptographic Sequencer and start hacking the terminal on the right #2.

Solve the mini-game by creating the password #1. Wait for the grate to raise. Once again use
the Batclaw on the grapple points to reach the Trophy #2.

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TROPHY 15
Gadgets used: Remote Electrical Charge, Batclaw

The Trophy youre looking for is underwater #1, at the spot where you can see a green sign.
Unfortunately you cant get it using the Freeze Blast, so head to the top of the nearby crane
#2.

Locate the cranes engine #1 and use the Electrical Charge on it. You need to make the hook
plunge into the water #2.

Once again aim at the engine, this time choosing the negative charge to make the hook come
out of the water #1. Use the Batclaw to catch the Trophy #2.

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TROPHY 16
Gadgets used: Cryptographic Sequencer, Explosive Gel

Find the entrance to the cage adjoining the one in which the Trophy has been hidden. Equip
the Cryptographic Sequencer and use it on the control panel #1. Solve the mini-game by
creating the password #2.

Get inside the cell and note that one of the wall has reduced durability #1. Spray the
Explosive Gel onto it, detonate it and enter the room with the Trophy #2.

TROPHY 17
Gadgets used: Explosive Gel

Turn on the Detective Mode thanks to which you should note that the wooden obstacle can
be destroyed with Explosive Gel #1. After a successful explosion, pick up the Trophy #2.

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TROPHY 18
Gadgets used: Freeze Blast, Batclaw, Explosive Gel

Search for the Trophy cage on one of the lower parts of the roof #1 and afterwards look for
the three interactive question marks right beside the water #2.

Use the Freeze Blast to create an ice float beside the question marks #1 and glide there #2.

Approach each of the question marks using the grapple points (Batclaw) and spray Explosive
Gel onto them #1. Plant three charges that way #2, BUT dont detonate them just yet.

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Return to where the Trophy is and stand on the pressure plate #1 thanks to which you will
activate the question marks. Only afterward should you detonate the previously planted
charges. Pick up the Trophy #2.

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Batman trophies (19-28)

TROPHY 19
Gadgets used: Disruptor Mine Detonator

The while fenced area around the Trophy is a minefield which you have to pass through. In
order to make it safe, start off by detonating the two proximity mines marked on the screen
above. You of course have to use the Disruptor in both cases.

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Now you can enter the labyrinth, starting with a turn to the right (where the first mine was)
#1. After reaching the spot showed on the screen #2, turn slightly to the left and afterwards
right.

After reaching the corner of the labyrinth of course turn right. Go pass the recently destroyed
mine and turn right once again #1. You should note the Trophy now and you can safely head
for it #2. Afterwards safely leave the minefield following the same way. Luckily in case you
make a mistake, the explosion will only hurt Batman and not kill him.

TROPHY 20
Gadgets used: Remote Electrical Charge

After reaching the destination point, take some time to familiarize yourself with the
assumptions of this riddle. Your task is to push the sphere with the Trophy from the starting
point #1 to the destination, i.e. the hole #2. For that you will use the electromagnet and the
pressure plate.

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Stand on the pressure plate #1 thanks to which you will move the grate right in front of the
sphere. Take out the Remote Electrical Charge and shoot at the magnet #2.

Sending the charge will cause the electromagnet to attract the sphere #1. Wait for the sphere
to move maximally to the right and quickly get off the pressure plate, thanks to which after
bouncing off the barrier it wont return to the starting point, but will stop around the middle
of the road. Send another charge towards the magnet #2.

When the sphere gets right beside the magnet, get onto the pressure plate #1 which will
cause the barrier to move out and stop it. Fire a charge at the magnet for the last time.
Quickly run to the sphere before the magnet stops working and take out the Trophy #2.

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TROPHY 21
Gadgets used: Batclaw

Head to the back of the GCPD building and glide towards the platform east of the Trophy #1.
Turn towards the police station, locate the Trophy hanging from the wall and catch it with
the Batclaw #2.

TROPHY 22
Used skills: Dive Bomb

After reaching the destination you should note that the Trophy is inside a big cage #1 and
that the access is blocked by red pressure plated that you cannot touch #2. As the game
wont allow you to use the Line Launcher here, the only solution will be flying above the
pressure plates.

Head north and find a high vantage point on the roof of the GCPD building #1 #2. Turn
south so that you see the spot you have to fly to.

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Jump off the ledge, but dont use normal gliding as it probably wont let you reach the
destination without touching the pressure plates. Instead, use the Dive Bomb #1 by pressing
the right trigger. Soon afterwards let go of the trigger and lean the analog stick down, which
will cause Batman to gain altitude #2.

If you manage to pull off the above actions properly, you will be able to fly into the cage
nearby its ceiling #1. Therefore you will be able to fly above the pressure plates. Land nearby
the Trophy and pick it up #2

TROPHY 23
Gadgets used: Batclaw

In order to reach the area where the Trophy is hidden, you need to enter the Krank Co. Toys
building #1. Head to the main room and look for a Trophy visible behind one of the windows
#2. Grab it using the Batclaw.

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TROPHY 24
Gadgets used: Line Launcher

Find the small balcony south-east of the Trophy #1. Note that approaching it will cause the
grate to lower #2.

Go south, find another pressure plate #1 #2 and of course stand on it.

Turn north (towards the Trophy) #1 and equip the Line Launcher. Shoot at the wooden wall
in the distance #2.

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Start riding the line and Batman will automatically break through wooden walls #1.
Eventually you should land nearby the place where the Trophy is #2.

TROPHY 25
Gadgets used: Batclaw

Search for the pressure plate nearby the Trophy cage and stand on it #1. Turn around
towards the Trophy and grab it using the Batclaw (you cant get off the plate, as it will cause
the cage to close again) #2.

TROPHY 26

The puzzle behind the Trophy is very easy. Run through the three pressure plates before the
cage #1 and it should open as a result #2.

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TROPHY 27
Gadgets used: Batclaw

Use the Grapnel Gun or the gliding to reach the upper balconies of the leaned radio tower #1.
On one of the balconies you will come across a Trophy #2.

TROPHY 28

Examine the upper balconies in the GCPD building to find a ventilation shaft entrance #1.
Use it and collect the Trophy hidden there #2.

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Batman trophies (29-37)

TROPHY 29
Gadgets used: Remote Controlled Batarang

Land on the roof of the Krank Co. Toys building and search for a ventilation shaft nearby the
Trophy cage #1. You cant enter it yourself, so equip the Remote Controlled Batarang. You
have to choose the right moment to throw the Batarang, as the blockades will keep opening
and closing #2.

After throwing the Batarang, speed it up (right trigger) and fly straight #1. Try to hit the first
interactive question mark this way #2.

Once again throw the RCB into the shaft, but this time after reaching the first fork #1 turn
left. be ready for a right turn soon afterwards #2.

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Now you just need to lead the Batarang into the second interactive question mark #1.
Approach the open cage and pick up the Trophy #2.

TROPHY 30
Gadgets used: Batclaw, Line Launcher

Stand in the corridor east of the secret and look up. you should note that you can use the
Grapnel Gun to reach the upper balconies #1. Approach the Trophy cage #2 and take some
time to familiarize yourself with the assumptions of this riddle. You will have to activate three
pressure plates without standing on any other parts of the floor.

Stand on the plate closest to the Trophy #1 and turn east. Equip the Line Launcher and
shoot at the wall in front of you #2.

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Right after jumping onto the line, hold the left trigger to slow down the whole process. After
reaching the fork, turn right and shoot at the southern wall #1. Resume the ride but let go of
the line soon enough to land on the second pressure plate #2. You cant make it too late, as
otherwise Batman wont hit the plate and you will have to repeat the whole process from the
beginning.

Turn north and shoot at the wall in the distance #1. Here you will have to let go of the line at
the right moment as well #2, landing on the third and last pressure plate.

If you have done everything correctly, all the plates should deactivate #1. Return to the open
cage to collect the Trophy #2.

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TROPHY 31

The assumption of this puzzle is activating three different pressure plates without touching
any other environment elements or the ground. Start off by standing on the pressure plate on
the roof of the highest building, south-west of the cage #1 #2.

Glide north-east #1 and land on the pressure plate north of the Trophy #2.

Now turn south and fly to the third pressure plate using the same method #1. Return to the
cage and take the Trophy from inside #2.

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TROPHY 32
Gadgets used: Batclaw

After reaching the destination it will turn out that the Trophy is hidden inside a cage #1. The
only way to open it is touching the pressure plate below, though it cant be done in an
ordinary way as the passage is blocked by a large horizontal gate #2. As a result you will
have to reach the gate from a different place.

In order to solve this puzzle, get onto the roof of the GCPD building, located south-east from
here (screen above).

Jump off the edge and start gliding towards the mentioned pressure plate #1. Remember not
to fly too high or too low. Lead Batman onto the plate #2.

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You cant just normally hit the plate, so at the last moment let go of the glide button and
press X #1. Dont however bounce off the plate. Note that a horizontal gate has opened above
you. Quickly use the Grapnel Gun to get above #2. Now you can take the Trophy from the
cage.

TROPHY 33
Gadgets used: Cryptographic Sequencer

After reaching the area where the Trophy is hidden, search for a control panel that you can
hack and use the Cryptographic Sequencer on it #1. Start the mini-game and create the
password #2 thanks to which you will unlock access to the Trophy.

TROPHY 34
Gadgets used: Remote Electrical Charge, Explosive Gel

Stand south of the Trophy, opposite to the gate used to access the police station to be precise
#1. Use the Electrical Charge on the engine above the gate in the well known way and slide
underneath it #2.

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Batman: Arkham City Game Guide 358 / 618

Now head north, choosing the ramp leading down. Destroy the wall with the Explosive Gel #1
and you will be able to pick up the Trophy #2.

TROPHY 35
Gadgets used: Freeze Blast, Batclaw

The Trophy is underneath the drawbridge. Use the Freeze Blast aiming nearby it #1.
Afterwards glide towards the ice float, look up and grab the Trophy with the Claw #2.

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Batman: Arkham City Game Guide 359 / 618

TROPHY 36
Gadgets used: Batarang

After reaching the area where the Trophy is hidden, stand on the pressure plate and note
that by doing that you have causes the question marks to light up. The idea behind this
puzzle is hitting the question marks in the exact same order in which they have been
activated by using the Batarang. There are three sequences in total to complete.
First sequence: first, third, fifth, second, fourth.
Second sequence: fourth, third, first, fifth, second.
Third sequence: third, fifth, second, first, fourth.
Now you can collect the Trophy from the open cage.

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Batman: Arkham City Game Guide 360 / 618

TROPHY 37
Gadgets used: Remote Controlled Batarang

The Trophy can be found inside a cell that you cant access normally. Head to the eastern
part of the station, to the area of the morgue (if you havent been here yet, you should note
that you can access it using the Freeze Blast). Stop when you note discharges above you #1
#2.

Equip the Remote Controlled Batarang and throw it towards the discharges to electrify it #1.
Now lead it west, flying below the gate #2 and following the main corridor.

After reaching the fork turn north #1. Fly to the Trophy cell using the small hole above the
door #2.

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Now you need to lead the Batarang to the fuse box #1. Watch a short cutscene and head
there yourself to pick up the Trophy #2.

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Batman: Arkham City Game Guide 362 / 618

Riddles

RIDDLE 1 Which acrobat family gambled with their lives, and has now been left to fly
solo?

Find the giant circus poster on the wall of the building (screen above) and scan it.

RIDDLE 2 This place has taken a TURN for the worse. Is it a little BEAR for your
tastes?

Scan the bear together with the neon sign above the Krank Co. Toys building entrance
(screen above).

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RIDDLE 3 Would an invitation to party like the gods be a bolt out of the blue?

Centre the camera on the Zeus statue above the Gotham City Olympus neon sign (screen
above) and scan it.

RIDDLE 4 This question can only be answered from an unusual perspective. Can you
get yourself there?

Start by reaching the TYGER billboard (screen above) on one of the roofs.

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Examine the back of the billboard in Detective Mode and you should note that theres a
question mark painted on it. Stand as seen in the screen above and scan.

RIDDLE 5 Park in his spot and you may just get a ticket.
Gadgets used: Line Launcher

In order to fins the solution of this riddle, you will first have to reach the underground police
parking. Start off north of the destination point, standing by the edge of the police building
#1 #2.

Glide south, towards the wooden construction nearby the water #1. Batman should
automatically break through the wall upon hitting it #2.

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Pull up if necessary and afterwards head south, stopping after reaching the flooded part of
the parking lot #1. Prepare the Line Launcher and shoot at the wall in the distance #2.

Afterwards scan James Gordons parking space (screen above).

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RIDDLE 6 Look out! Can you see where the madness began?

The riddle is rather untypical, as it requires you to scan an area beyond Arkham City, to the
east of Amusement Mile to be precise. Get onto the roof of the GCPD building and look for an
island visible in the distance. Its Arkham Asylum, the place where the action of the first
game took place (screen above).

Zoom in on the island (press the right analog stick) and scan afterwards.

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RIDDLE 7 Always a shining example of justice? Not if you ask me.

Search for the large searchlight used to call Batman on the GCPD building (screen above)
and scan it.

RIDDLE 8 If she is the ROOT of evil, how could anyone be expected to contain her?

Centre the camera on the roots coming out of Poison Ivys estate (screen above) and scan
them.

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RIDDLE 9 If you're afraid, don't be scared to crow about it.

Search for hay on the very top of the drawbridge (screen above) and scan it.

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Batman: Arkham City Game Guide 369 / 618

TYGER cameras

1 RELAY HUB
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier

Search the roof of the building for a control panel that you can hack #1 and use the
Cryptographic Sequencer on it. Solve the mini-game by creating a proper password #2. Note
that therefore the location of all 12 cameras Note that therefore the locations of all 12
cameras in Amusement Mile have been added to the map.

CAMERAS
Gadgets used: Batarang

There is a total of twelve TYGER cams in Amusement Mile and destroying them will let you
complete a total of four riddles (three cameras per each). Each time you find a camera (K on
the attached map), prepare an ordinary Batarang and throw at it.

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Balloons

BALLOONS
Gadgets used: Batarang

There is a total of 12 balloon sets in Amusement Mile and by destroying them you will solve 4
riddles (three sets per each). Each time you find a balloon set (B on the included map),
prepare and ordinary Batarang and throw it at them.

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Catwoman trophies

TROPHY 1

The Trophy is hidden below the bridge leading to Poison Ivys estate #1. Start off by getting to
the area and stand south-east of the secret, below the stairs to be precise #2.

Now press RB to stick onto the bottom of the bridge #1. Approach the Trophy and collect it
#2.

TROPHY 2

The Trophy can be found below the highway and it would be best to start on one of the lower
level, south-east of its whereabouts #1 #2.

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Press RB to stick onto the road #1. Now you just need to reach the spot where the Trophy is
#2.

TROPHY 3

After reaching the area where the Trophy is hidden, it will turn out that the passage leading
towards it is blocked #1. As Catwoman is incapable of destroying walls, Batman will have to
do it for her by using the Explosive Gel #2. After the wall is done with, return there and
collect the Trophy.

TROPHY 4

Obtaining this Trophy requires strict Batman-Catwoman coordination. First, you will have to
access the underground police station and thats a job for Batman. You can do it while
solving riddle #5 or obtaining Batmans Trophy #5. Start off north of the underground
parking lot, standing on the edge of the GCPD building roof #1 #2.

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Glide south, towards the wooden wall nearby the water #1. Batman should automatically
break through the wall upon hitting it #2.

Now you can switch to Catwoman and use the hole in the wall created by Batman #1 to
reach the underground parking lot #2.

Now press RB to stick onto the ceiling #1. Head south, going above the water. Let go only
after reaching the southern part of the parking lot. The Trophy is on the barrel #2.

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TROPHY 5

In order to obtain the Trophy, you will have to enter the Krank Co. Toys building #1. Inside,
head to the room where the canisters collected by Bane where stored #2. Its worth to notice
that you can do it only after completing one of Batmans side missions, i.e. Fragile Alliance.

Use Ceiling Climb skill by pressing RB and collect the Trophy (screen above).

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Batman: Arkham City Game Guide 375 / 618

Industrial District
Location info & maps

Location info
The Industrial District is a completely accessible part of Arkham City throughout the whole
game. However Id suggest exploring it only after familiarizing yourself with the game and
unblocking some new skills and gadgets, as you will constantly come across enemies
equipped with firearms.

There are a couple building that you can enter in the Industrial District, but only two of them
are worth mentioning. The first one is the Storage Warehouse 5B (screen above), you can find
how to get inside it in the main guide, to be precise in the Heart of Ice walkthrough.

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The second building is Zsaszs hideout. Just like above, Id suggest checking out the main
guide, the solution of the Cold Call Killer side mission to be precise.

LOCATION STATISTICS:
Batman Trophies 37
Riddles 9
TYGER cameras 12 (4 challenges) + 1 camera Relay HUB
Balloons 12
Catwoman Trophies 5

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Location map

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Batman trophies (01-08)

TROPHY 1
Gadgets used: Remote Electrical Charge, Batclaw

The Trophy is underwater, at the spot with the green sign to be precise #1. You unfortunately
cant obtain it with the Freeze Blast, so turn towards the nearby crane #2.

Locate the cranes engine using the Detective Mode #1 and use the Electrical Charge on it. By
doing it you will cause the to lower into the water #2.

Once again shoot at the engine, this time with the opposite charge and you will cause the
hook to raise up again #1. Use the Claw to catch the Trophy\ #2.

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TROPHY 2
Gadgets used: Line Launcher

After reaching the area where the Trophy is hidden you should note that its inside a tower
#1. The only way of getting inside is breaking through the weak wooden wall #2.

You can get rid of the wall in a few ways. One of them is gliding from one of the higher
buildings and hitting the wall. Id recommend the faster method, implying using the Line
Launcher north-west of the target #1. The line should break through the wall and all you will
have to do it climb up after riding it. The Trophy luckily isnt protected in any way #2.

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TROPHY 3
Gadgets used: Remote Controlled Batarang, Batarang

After getting to the destination, search for a pressure plate found right beside the Trophy
cage #1. Note that by standing on it you will cause the two metal gates in the distance to
open for a short while #2. The key to completing this puzzle is hitting all three interactive
question marks with the Batarang before the gates close and make any further attempts
impossible.

Start off by quickly throwing a Remote Controlled Batarang and leading it towards the metal
door #1. Afterwards turn right, towards the question mark in the distance #2. Id suggest
using the boost option activated by pressing the right trigger as often as possible to speed
things up.

Right after hitting the right question mark, quickly throw a normal Batarang by pressing the
left trigger. Therefore you will hit the question mark in front of you #1. Afterwards once again
throw a Remote Controlled Batarang and turn left after it flies through the closing metal door
#2.

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You dont have to hurry so much with hitting the third question mark #1. If you have done
everything properly, the cage will open and you will be able to pick up the Trophy #2.

TROPHY 4

The whole fenced area is a one big minefield #1, through which you have to pass. Curiously,
you wont need to use the Disruptor here, as there is a safe path leading to the objective.
Crouch and immediately turn right #2.

Turn left after reaching the spot marked in screenshot #1. Head forward, turning left after
reaching the reaching the place in screenshot #2.

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Batman: Arkham City Game Guide 382 / 618

Here, turn right immediately #1. Head to the very end and turn left #2 thanks to which you
will reach the Trophy. Afterwards carefully leave the minefield following the same path as
before. Luckily, in case you make a mistake, the mine will only hurt Batman and not kill
him.

TROPHY 5

The Trophy is below the large crane #1. Crouch and collect it #2.

TROPHY 6

Head to eastern edge of the Steel Mill and start carefully jumping onto the lower ledges #1.
After reaching a bigger balcony, turn around and you should note the Trophy #2.

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TROPHY 7
Gadgets used: Remote Electrical Charge, Explosive Gel, Batclaw

Stand south of where the Trophy is hidden, nearby the entrance to a small tunnel #1 #2.

Take out the Remote Electrical Charge and shoot at the engine found inside a small
locomotive #1. That should cause it to ride north #2.

Approach the spot at which it has stopped and jump onto its roof. Look up and destroy the
fragile wall fragment with the Explosive Gel #1. In the end use the Batclaw to grab the
Trophy from afar #2.

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TROPHY 8
Gadgets used: Remote Controlled Batarang, Batclaw

This Trophy can be found inside Zsaszs hideout. For more details concerning unblocking
and finding that location, check out the walkthrough of the Cold Call Killer mission. use the
door leading inside the building (screen above).

Head to the main room and interact with the control panel #1. It should cause electrical
discharges to appear directly below the control room #2.

Get out of the control room, turn right and wait for the water level to lower. Equip the
Remote Controlled Batarang and throw it towards the water #1. Afterwards direct it onto the
discharges which have appeared after you activated the console #2.

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After the Batarang becomes electrified, lead it towards the ceiling and turn right #1. You
need to find the ventilation shaft entrance #2.

Fly the Batarang into the shaft and after reaching the first fork #1 choose the left tunnel.
Soon enough the Batarang should reach a fuse box #2. Watch a short cinematic showing the
cage with the Trophy getting unlocked.

Exit this room and return to the stairs. Turn left and use the Grapnel Hook to enter the
ventilation shaft #1. Go through it, jump down onto the well-known balcony and turn left to
reach the Trophy cage #2.

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Batman trophies (09-16)

TROPHY 9
Gadgets used: Explosive Gel, Remote Electrical Charge

Stand east of the Trophy and locate a destructible wall on the lower level #1 #2. Of course
use the Explosive Gel to destroy it.

Go inside and familiarize yourself with the assumptions of this riddle. You will have to push
the Trophy sphere from the starting point #1 to the destination point, i.e. the hole #2. You
will use the two electromagnets to complete it.

Take out the Remote Electrical Charge and aim at the right electromagnet #1, causing the
second to move left #2.

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Aim at the electromagnet you have just moved (it should be in the upper left corner now) #1.
Send a charge, so that the sphere moves towards the magnet #2.

QUICKLY turn right and once again shoot at the right magnet #1. The idea here is moving
the magnet which is holding the sphere back right #2, although you need to do it before it
stops working and lets go of the sphere.

If you have made everything in time, the electromagnet you have moved will let go of the
sphere only after reaching the right side #1. Approach the hole and take the Trophy out of
the sphere #2.

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TROPHY 10
Gadgets used: Explosive Gel, Line Launcher

Jump over the metal barrier and stand south of where the Trophy is hidden #1 #2.

There are three weak wall separating you from the secret and depending on your likings you
can either use the Explosive Gel #1 or break through them with the Line Launcher.
Regardless of the chosen method you will reach the Trophy #2.

TROPHY 11
Gadgets used: Batclaw

Start climbing up the large ferries wheel #1, using the Grapnel Gun. The Trophy is inside one
of the higher cars. Land on the roof of the lower cart and grab the secret with the Claw #2.

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Batman: Arkham City Game Guide 389 / 618

TROPHY 12
Gadgets used: Cryptographic Sequencer

Jump over the small wall and equip the. Use it on the control panel found right beside the
secret #1 and create the password #2. Pick up the Trophy afterwards.

TROPHY 13
Used skills: Dive Bomb
Gadgets used: Explosive Gel, Batclaw

Start on one of the higher vantage points, east of the tower in which the Trophy is #1 #2.

Jump off and glide towards the destructible wooden wall #1. Batman should break through
it, though if you wont destroy it all you can always use the Explosive Gel to take care of the
rest #2.

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Batman: Arkham City Game Guide 390 / 618

Note that you have ended up nearby the Trophy cage #1 and in order to open it you will have
to touch the plate on the wall #2.

Return to the previous vantage point #1. Once again jump off the ledge, but this time use the
Dive Bomb while gliding #2. You can activate it by pressing the right trigger.

Be ready to let go of the right trigger and leaning out the left analog stick back once Batman
reaches the hole #1. Glide towards the pressure plate from which you need to bounce off #2
by letting go of A in the last moment and pressing X for a change.

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Afterwards you will have to once again press and hold down A. Its very important, as you
have to get away without touching the red tiles #1. Land anywhere else and return to the
opened cage to collect your reward #2.

TROPHY 14
Gadgets used: Explosive Gel, Remote Controlled Batarang

Stand south of the Trophy and locate a destructible wall #1 #2. You of course need to use the
Explosive Gel to destroy it.

For now ignore the question mark in the distance and head north, stopping beside the
Trophy cage #1. Turn north, equip the Remote Controlled Batarang and throw it #2.

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Direct it towards the destroyed passage #1 and afterwards into the previously mentioned
question mark #2. Right after the Batarang hits the question mark, you will only have a few
second to collect the Trophy from the cage, though it shouldnt be hard considering that
youre standing right beside it.

TROPHY 15
Gadgets used: Batclaw

Stand east of where the Trophy is, start running towards the partially raised gate and slide
underneath it #1. After reaching the new area, look up and grab the Trophy hanging from the
ceiling with the Claw #2.

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Batman: Arkham City Game Guide 393 / 618

TROPHY 16
Gadgets used: Batclaw, Freeze Blast

The Trophy is hidden inside the building in which Zsasz had his hideout. You can find more
details regarding that location in the walkthrough of the Cold Call Killer side mission. Use the
door leading into the hideout (screen above).

Go down the stairs, turn right and use the Grapnel Gun to get into the ventilation shaft #1.
Go through it to reach the balcony you already know from the previous visit #2.

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Approach the bridge which raises with the water level and turn right. Take out the Freeze
Blast and shoot into the water #1. At the same time try to create the ice float as far away
from the ledge youre currently on as possible. Wait for the water level to lower and glide
towards the ice #2.

If you have done everything properly, you should end up in a spot far away from the main
room #1. Turn left and use the Claw to grab the Trophy attached to the wall #2.

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Batman trophies (17-25)

TROPHY 17
Used skills: Dive Bomb, Shock Wave
Gadgets used: Batarang

The puzzle connected with this Trophy is rather untypical, as it requires you to hit a pressure
plate with great force. As a result, start off by climbing onto one of the high chimneys east of
the cage #1 #2.

Glide towards the pressure plate and getting nearby it additionally press the right trigger to
activate the Dive Bomb skill #1. Right after hitting the plate press B to create a Shock Wave.
If you have done everything properly, all the arrow will light up #2. If only a few of them
activate, it means that you have hit the plate with too little force and therefore will have to
repeat the whole process (make sure you have chosen the highest chimney and had the Dive
Bomb activated for long enough).

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Stay on the pressure plate on which you have landed and throw a Batarang into the
interactive question mark for it to light up #1. Now you can take the Trophy from the cage
#2.

TROPHY 18
Gadgets used: Freeze Blast, Disruptor Mine Detonator

Approach the Trophy from the east #1. Start off by choosing the Freeze Blast and use it to
seal the pipe from which steam is coming out #2.

Now prepare the Disruptor and use it to detonate the proximity mine from a safe distance #1.
Crouch and move further. Once again use the Freeze Blast to deal with the upper pipe #2.

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In the end use the Disruptor for the second time and detonate the proximity mine right
beside the secret #1. Pick up the Trophy #2.

TROPHY 19
Gadgets used: Remote Electrical Charge

After reaching the area where the Trophy is hidden, take some time to familiarize yourself
with the assumptions of this puzzle. The goal here is to push the sphere with the Trophy
from the starting point #1 to the hole #2.

In order to do it, you will have to use the two electromagnets #1 #2. Send charges into them,
attracting or pulling away (RB and right trigger) the sphere according to need.

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Batman: Arkham City Game Guide 398 / 618

Continue sending charges until the sphere rolls to the exit #1. Now just approach the hole
and take the Trophy #2.

TROPHY 20
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier +
Cryptographic Sequencer Range Amplifier

Approach the Trophy from the east. Take out the Cryptographic Sequencer and use it to hack
the control panel behind the bars #1. Solve the mini-game by creating the password #2 and
head west to collect the Trophy.

TROPHY 21
Gadgets used: Explosive Gel

Jump over the small wall and look for a fragile wall fragment nearby the Trophy #1. Destroy
the wall using the Explosive Gel and take the collectible #2.

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Batman: Arkham City Game Guide 399 / 618

TROPHY 22
Gadgets used: Line Launcher

Stand north of the Trophy and note the electrical discharges blocking access to it #1 #2.

Equip the Line Launcher and shoot it at the wall behind the electrified floor #1. Pick up the
Trophy after reaching the new area #2. Curiously, you can also use a different method and
hit the red button on the wall with the Remote Controlled Batarang. By the way hitting the
button is very advisable, as it will let you leave the area without any problems.

TROPHY 23
Gadgets used: Explosive Gel

Stand west of the Trophy and use the Explosive Gel on the destructible wall #1. Go inside
and collect the Trophy #2.

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Batman: Arkham City Game Guide 400 / 618

TROPHY 24
Gadgets used: Grapnel Boost

This puzzle is rather complicated and its solutions isnt quite obvious. In order to open the
Trophy cage #1 you have to activate three pressure plates on the walls of the nearby
chimneys #2. Whats more, you have to do it without touching any other objects or the
ground.

Start off by getting onto one of the chimneys #1 and glide towards the pressure plate #2.

After getting near the plate, you have to bounce off it #1. In order to do that, you have to let
go of A at the last moment and press X. after bouncing off, once again press and hold down A
to start gliding again #2.

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Its not the end of trouble, as after bouncing off the pressure plate Batman will obviously
start losing altitude. Move the camera onto the top of one of the chimneys #1 and press RB.
Additionally you have to use the Grapnel Boost by taping A twice (and holding it down after
the second one). Properly executing this action will cause Batman to catapult #2 and
therefore gain altitude.

Start going round the chimneys, aiming at the pressure plate #1. Just like before, you have
to bounce off it and use the Grapnel Boost to gain altitude afterwards #2.

Repeat all the actions described above with the third pressure plate #1. After you press it, all
the plates should deactivate. Return to where the Trophy is and collect it #2.

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TROPHY 25
Gadgets used: Explosive Gel

Turn on the Detective Mode thanks to which you should note that the wooden obstacle can
be destroyed with the Explosive Gel #1. After a successful detonation, pick up the Trophy #2.

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Batman trophies (26-37)

TROPHY 26
Gadgets used: Batclaw

Get to the very top of the construction and find the pressure plate #1. Note that stepping
onto it will cause a timer to start #2.

Quickly run to the edge and jump onto the lower ledge #1. Now turn around towards the
construction on which you were standing just before. The Trophy is hanging from the ceiling
#2 and you can grab it using the Batclaw.

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TROPHY 27

After reaching the destination you should note that the Trophy is inside a cage #1 and that
there are five pressure plates around it. Stand by the plate furthest from the Trophy #2.

In order to solve this puzzle, you have to run across the plates #1 at the exactly proper
moment. You need to step onto each of them when it turns its colours to green. The prize for
doing it properly will of course be the possibility to collect the Trophy from the cage #2.

TROPHY 28
Gadgets used: Freeze Blast, Batclaw

Stand west of the Trophy, beside the water #1 #2.

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Equip the Freeze Blast and use it to create an ice float #1. After landing on it, prepare the
Batclaw and use it to open the hatch above you #2.

Note that a frozen Trophy has fallen out through the hatch #1. Swim there by using the Claw
to grab the local grapple points and pick up the Trophy #2.

TROPHY 29
Gadgets used: Batarang

Stand on one of the pressure plates beside the Trophy cage and note that is has caused one
of the question marks in the distance to light up #1. Focus all of you attention on it, as it will
star turning around with the others. Wait for the wheel of fortune to stop and aim at the
one that was activated at the very beginning #2.

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If you hit the right one, all of them should deactivate #1 and the Trophy cage open #2.

TROPHY 30
Used skills: Dive Bomb

Start on the roof of the Steel Mill, north-east of the Trophy location #1 #2. Turn towards the
partially submerged big cage.

Jump off the ledge and after getting near enough to the cage, press the right trigger to
activate the Dive Bomb #1. Now you have to perfectly choose the moment to let go of the right
trigger and lean the analog stick backwards, so that you neither fall into the water or hit the
cage #2.

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Glide west, letting go of A only after finding yourself above the pressure plate #1. Turn right
and pick up the Trophy #2.

TROPHY 31

After reaching the destination you should note that the Trophy is in a cage #1 and there are
three pressure plates around it. Stand beside the plate closest to the Trophy #2.

In order to complete this riddle, you have to run across all of the plates #1 in the proper
moment, when it changes its colour to green. The prize for properly doing this will be of
course the possibility to take the Trophy from the opened cage #2.

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Batman: Arkham City Game Guide 408 / 618

TROPHY 32
Gadgets used: Line Launcher + Tightrope, Batclaw

After reaching the area where the Trophy is hidden, look around the lowest level for a
passage marked with an arrow #1. Choose it and afterwards turn right #2.

Prepare the Line Launcher and shoot it at the fence in the distance #1. After the ride starts,
hold down the left trigger as you will have to change direction after reaching the
corner #2.

Continue riding the rope, though press RB right after getting out of the tunnel. That should
cause Batman to stop and jump onto the rope #1. Turn around so that you see the upper
ledge in front of you #2.

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Take out the Batclaw and use it to grab the upper platform #1. You can now pick up the
Trophy #2. Notice! You dont need to follow the same way back. Instead, stand on the nearby
pressure plate to unlock an alternative exit from the big cage.

TROPHY 33

After reaching the destination you should note two pressure plates and seven inactive lamps.
Each time you stand on the left plate three new lamps will be lit #1 and standing n the right
one will cause five of them to activate #2. Each them the total amount is higher than 7 (or its
multiple), the process will begin from the beginning, though retaining the sequence. For
example, if you gain a total of 8 (3 for standing on the left and +5 for the right plate), one
lamp will be activated.

The goal here is of course causing all seven lamps to activate #1. The easiest way of reaching
it is standing on the: left, left, right and left plate (3+3+5+3 = 14, seven times two). You can
also pretty much keep walking onto one of the plates until you reach the desired result.
Regardless of how you intend to behave, solving this riddle will be rewarded with a Trophy
#2.

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TROPHY 34

After reaching the marked point you should note that the Trophy is beneath you #1. Go
down and stand on one of the three pressure plates #2.

The key to solving this riddle is activating all three plates without touching the floor.
Theoretically you could use the Line Launcher and land on each of them, though its easier to
just jump between them #1, as theyre quite close to each other. In return for activating all
three, you will unlock the Trophy #2.

TROPHY 35
Gadgets used: Cryptographic Sequencer

Jump over the small wall and look for a control panel around the area where the Trophy is
#1. Use the Cryptographic Sequencer on it and solve the mini-game #2. Afterwards you will
be able to collect the Trophy.

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TROPHY 36
Gadgets used: Remote Electrical Charge, Cryptographic Sequencer + Cryptographic
Sequencer Range Amplifier, Explosive Gel

Search for a locked door south-east of the Trophy #1 #2 and open them with the Electrical
Charge. Crouch and go inside.

Inside, stand on the pressure plate #1. Take out the Cryptographic Sequencer and hack into
the control panel in the distance #2.

Solve the hacking mini-game #1 and return outside by once again using the Electrical
Charge #2.

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Turn left and use the Explosive Gel to bring down the wall #1. You can now re-enter the
building and take the Trophy from the cage #2.

TROPHY 37
Used skills: Dive Bomb

The Trophy is hidden in a hardly accessible place, reachable through a hole in the wall south
of the Industrial District #1. Start off by getting onto one of the higher balconies on the
Sionis Steel Mill roof, standing north of the destination point #2.

Jump off the ledge and start gliding towards the Trophy. Of course you wont reach it solely
by doing that, as you will have to use the Dive Bomb skill. You have to alternate between
holding down the right trigger #1 and leaning the analog stick down #2.

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Doing as described above will let you keep a steady altitude. Get to the area where the
Trophy is #1, safely land and look for you prize #2.

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Batman: Arkham City Game Guide 414 / 618

Riddles

RIDDLE 1 Air, sea, or land. It would be criminal not to use these wise guys, wouldn't
it?

Find the Falcone Warehousing and Storage billboard (screen above) and scan it.

RIDDLE 2 Can you find this cool couple before romance thaws?

The solution to this puzzle can be found inside Storage Warehouse 5B where you should
head only after completing Heart of Ice. Use the previously inaccessible main door (screen
above).

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After getting inside the building, stand in front of the chamber with Nora Fries, beside which
Mister Freeze should be (screen above). Scan them both. Notice! If Mister Freeze isnt here,
make sure youve completed Heart of Ice in 100%, i.e. you reported to Freeze on the
whereabouts of his wife.

RIDDLE 3 Was this parasite ratted out, or does he continue to plague Gotham?

Find the Otis Flannegan Pest Control billboard (screen above) and scan it.

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RIDDLE 4 This question can only be answered from an unusual perspective. Can you
get yourself there?

If you analyze the area in Detective Mode, you should note that theres an incomplete
question mark there (screen above). In order to solve this riddle, you have to find the missing
dot.

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Batman: Arkham City Game Guide 417 / 618

The dot in on the roof of one of the building east of the big question mark. The place was
marked on the screen above. Remember to stand in such a place that the main part of the
question mark and the dot create a whole.

RIDDLE 5 Does Zsasz still pose a threat? This guy called to find out.

Find the body of an inmate leaned against a telephone booth (screen above) and scan it.

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RIDDLE 6 Which notorious family keeps talking trash?

Jump, swim or glide to the barque north of the Industrial District. Locate the name of the
company it belongs to (screen above) and scan it.

RIDDLE 7 Did you hear the HOLE story of how Black Mask escaped?

Find the Black Mask poster (screen above) and scan it.

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RIDDLE 8 Breaking news! Get out while you still can.

Find the closed hot-dog booth (Bills Hotdogs) and examine its side. you need to scan the
pages torn out of the Gotham City Globe newspaper (screen above).

RIDDLE 9 If you're planning on making your mark in Arkham City, you'll need a
special kind of realtor.

This riddle can be solved inside the building in which Zsaszs had his hideout. For more
details regarding how to unblock and reach that location, check out the Cold Call Killer side
mission walkthrough. Use the door leading inside the hideout (screen above).

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After getting inside, head to the main room and scan the business cards on the table (screen
above).

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Batman: Arkham City Game Guide 421 / 618

TYGER cameras

1 RELAY HUB
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier

Use any method you like to reach the very top of the tower #1. After getting there find a
control panel that you can hack #2 and use the Cryptographic Sequencer on it.

Approach the mini-game and hack the password #1. Note that therefore the locations of all
12 cameras in Industrial District have been added to the map #2.

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Batman: Arkham City Game Guide 422 / 618

CAMERAS
Gadgets used: Batarang

There is a total of twelve TYGER cams in the Industrial District and destroying them will let
you complete a total of four riddles (three cameras per each). Each time you find a camera (K
on the attached map), prepare an ordinary Batarang and throw at it.

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Batman: Arkham City Game Guide 423 / 618

Balloons

BALLOONS
Gadgets used: Batarang

Theres a total of twelve balloon sets in the DISTRICT and destroying them all will let you
complete four riddles (three sets per riddle). Each time you find balloons (B on the attached
map) equip an ordinary Batarang and throw it at them.

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Batman: Arkham City Game Guide 424 / 618

Catwoman trophies

TROPHY 1

The Trophy can be found below the balcony #1 and even though obtaining it wont be
difficult, you should look out not to fall into the water. Get onto the upper part of the
mentioned balcony and climb up onto the balustrade #2.

Carefully lower yourself #1 and use the Ceiling Climb skill by pressing RB. It should result in
Catwoman to stick onto the balcony #2. All you have to do now is approach the Trophy and
collect it.

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TROPHY 2

The Trophy can be found in the room inside the tower and reaching it requires the
cooperation of Batman and Catwoman. Playing as the Bat, locate a destructible wooden wall
#1. You can get rid of it in a couple ways. One of them is gliding off one of the higher
buildings to hit the wall. Id recommend a faster method, assuming standing north-west of
the objective and using the Line Launcher #2. The Line should break through the wall. Its
best to do it while collecting Trophy #2 for Batman.

Now you can switch to Catwoman, return to the area #1 and jump inside #2. Here you
should note that in order to open the Trophy cage you have to activate three pressure plates,
though without touching any other elements of the floor.

Stand on the first pressure plate #1 and afterwards use the Ceiling Climb skill by pressing
RB #2.

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Move along the ceiling and stop above the second pressure plate #1. Let go and land on the
plate #2.

Now you need to repeat the above actions with the third plate, so stick to the ceiling and
reach a spot from which you will be able to jump down onto the pressure plate #1. Now you
can use the well-known way to reach the Trophy cage #2.

TROPHY 3

The Trophy is on the roof, guarded by armed enemies #1. Its worth to use Thief Vision #2,
activated by pressing LB, to locate them. Id suggest using silent takedowns and the left
trigger + Y in case Catwoman is detected, thanks to which you can knock out guns out of
enemies hands.

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After clearing the roof, stand beside the fence #1. You will have to use the Ceiling Climb skill,
so press RB to stick onto the fence. Now you just need to approach the Trophy and collect it
#2.

TROPHY 4

Approach the Trophy from the north #1 #2 and find a small passage.

The Trophy is beside a small fence, on the other side of which theres a statue of a seal with a
balloon #1. You have to use the Ceiling Climb skill by pressing RB #2 and collect the Trophy
afterwards.

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Batman: Arkham City Game Guide 428 / 618

TROPHY 5

The Trophy inside the Storage Warehouse 5B where you must head after completing
Batmans side mission Heart of Ice. Use the main door leading into the building (screen
above).

After getting inside the biggest room of the Warehouse, jump into the shaft in the floor #1.
Follow it until you reach the opposite exit #2.

Jump down into the little room and look up to find the Trophy, attached to the ceiling #1.
You have to use the Ceiling Climb skill here by pressing the RB button #2. Collect the
Trophy.

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Batman: Arkham City Game Guide 429 / 618

Subway
Location info & maps

Location info
The subway tunnels stay an open location of Arkham City throughout the whole game,
though you wont be able to check out every its part at once. In order to reach the central
station, you will need the Remote Electric Charge, while the eastern part of the tunnel
require the Line Launcher.

In order to reach the tunnels, you can use either of the two possible entrances. In the
beginning part of the game the better choice is using the western one (screen above), found in
the Bowery, nearby the museum. Be careful however, as the area is likely to be patrolled by
armed enemies.

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The eastern entrance is in the Industrial District and its a large hole into which you can
jump (screen above). In this case you will have to look out for armed inmates as well.

LOCATION STATISTICS:
Batman Trophies 26
Riddles 5
Joker Teeth 12 (4 challenges)
Catwoman Trophies 5

Location map

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Batman trophies (01-11)

TROPHY 1

Use the northern stairs leading to the station and look for a ventilation shaft grate after
getting there #1. Pull out the grate, enter the shaft and find the Trophy inside a small room
below the stairs #2.

TROPHY 2

Start off directly east of the Trophys location, standing on the roof of one of the cars #1.
Head west and afterwards jump down #2 to find the Trophy.

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TROPHY 3
Gadgets used: Batclaw

Approach the Trophy from the eastern side. Turn on the Detective Mode and examine the
area above the stairs (the main room of the station) to note that theres a destructible wall
#1. Use the Grapnel Gun to reach one of the vantage points located east from here #2.

The solution of this puzzle is fairly easy, as you just need to glide into the fragile wall #1. It
should get destroyed as Batman hits it, thanks to which you will be able to obtain the Trophy
#2.

TROPHY 4
Gadgets used: Remote Electrical Charge

Take some time to familiarize yourself with the situation. The Trophy is inside a locked room
adjacent to the stairs #1 and in order to reach it you will have to destroy the fuse box #2.

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Go down and approach the Trophy location from the east. Take out the Remote Electrical
Charge and stand so that youre able to hit the by sending a charge through the small hole
(screen above). Afterwards return up and collect the Trophy.

TROPHY 5
Gadgets used: Line Launcher

Start off south-west of where the Trophy is. Stop by the partially flooded part of the tunnel #1
and equip the Line Launcher. Shoot a line at the northern wall #2 and start riding it.

Id definitely suggest holding down the left trigger to slow down, as soon afterwards you will
have to change direction. Be ready to shoot a new line into the eastern wall #1. Wait for
Batman to reach the new ledge and pick up the Trophy #2.

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Batman: Arkham City Game Guide 434 / 618

TROPHY 6
Gadgets used: Remote Controlled Batarang

After reaching the area where the Trophy is hidden, you should note that its behind a locked
gate #1. The only way to get past is destroying the fuse box in the distance #2.

Head south, stopping beside the eastern subway tunnels exit #1. Turn west and you should
note electrical discharges in the distance #2. Equip the Remote Controlled Batarang.

Throw the Batarang into the discharges #1, and turn it around towards Batman right after it
gets electrified #2. The easiest way to do it is by pressing the left and right trigger at the same
time.

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Batman: Arkham City Game Guide 435 / 618

Now guide the electrifies Batarang north, towards the Trophy #1. After reaching the
previously mentioned gate, make the Batarang fly through the small hole #2.

Now you just need to direct the Batarang into the fuse box #1. After destroying it go north
yourself, use the newly unlocked passage and collect the Trophy #2.

TROPHY 7
Gadgets used: Cryptographic Sequencer

Examine the upper level of the subway station to find a room in the south-east corner into
which you can break #1. Choose the Cryptographic Sequencer and use it on the control
panel on the right #2.

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Batman: Arkham City Game Guide 436 / 618

Solve the mini-game by creating the proper password #1 and enter the room to collect the
Trophy #2.

TROPHY 8
Gadgets used: Remote Controlled Batarang

Start off south-east of the Trophy location and follow the partially collapsed passage leading
north #1 #2.

Now turn west #1. After reaching the Trophy cage stand on the pressure plate #2. By doing
so you will cause three interactive question marks to activate and which you will have to
deactivate again. Equip the Remote Controlled Batarang.

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Make sure that you are facing west, throw the Batarang and make it fly into the nearest car
#1. Ignore the two question marks that you will come across and direct the Batarang into the
one found in the last car #2. Note that by hitting it you have also activated a timer, meaning
that from now you will have to hurry.

Quickly throw another Batarang, directing it into the middle question mark #1. Throughout
the flight its worth to press the right trigger to make the Batarang fly faster. Leave the
closest question mark for the end. If you destroy all the question marks in time, you will be
able to collect the Trophy #2.

TROPHY 9

You cant approach this from the north, as you would come across a locked gate. Instead,
take a look around south-west of it behind the stairs #1. Go down the stairs and pick up the
Trophy #2.

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Batman: Arkham City Game Guide 438 / 618

TROPHY 10
Gadgets used: Remote Electrical Charge

Approach the Trophy from the west. Stand beside the locked gate #1, choose the Remote
Electrical Charge and shoot at the engine above you. Now gain momentum and slide
underneath the partially raised gate #2 which will let you reach the Trophy room.

TROPHY 11
Gadgets used: Freeze Blast, Batclaw

Start off on the lower platform in the waterfalls room #1. Climb one of the balustrades, equip
the Freeze Blast and shoot at the water beneath you #2.

Wait for an ice float to form #1 and carefully jump down onto it. Take a look around and you
should note that theres a Trophy attached to the western wall #2. Use the Claw to grab it.

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Batman trophies (12-26)

TROPHY 12

Get down onto the platform (lower level of the station) and look for shafts built into the floor
#1. Jump into one of them (right trigger + A) and hold down the right trigger which will let
you find the Trophy hidden here more easily #2.

TROPHY 13
Gadgets used: Cryptographic Sequencer, Line Launcher + Tightrope
Notice this Trophy is obtained together with two others, i.e. #18 and #23.

Start off south of the Trophies, choosing the partially collapsed passage leading north #1.
After reaching the new area, crouch down and pass under the partly raised northern gate #2.

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Equip the Cryptographic Sequencer and use it on the control panel here #1. Solve the mini-
game by creating the password #2.

Dont wait for the Riddler to finish his speech, instead quickly stand against one of the walls
#1. Equip the Line Launcher and shoot it at the opposite wall #2.

Right after shooting the line, press TB and Batman will jump onto it #1. You should note that
soon enough the whole floor will become electrified #2. On the line however, you are safe.

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Wait for the whole process to end, which you will know by the exit becoming open again #1.
Jump off the line and collect all three Trophies #2.

TROPHY 14
Gadgets used: Batclaw

Examine the cars on the station #1. Theres a Trophy attached to the ceiling of one of them
and you can obtain it with the Claw #2.

TROPHY 15
Gadgets used: Freeze Blast

Stand on the wooden footbridge beside the flooded part of the tunnel, equip the Freeze Blast
and create an ice float directly beneath yourself #1. Jump down onto it, locate the floating
Trophy and pick it up #2.

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TROPHY 16
Gadgets used: Explosive Gel, Freeze Blast
Notice This Trophy is obtained together with two others, i.e. #21 and #26.

Start off north of the Trophies location. Turn on the Detective Mode thanks to which you
should note that the wall here can be destroyed with the Explosive Gel #1. Afterwards head
south and crouch to walk beneath the partially raised hatch #2.

Stand on the pressure plate #1 and listen out to Riddlers speech. It will turn out that youre
in a trap connected with the steam coming out of the pipes #2, so Batmans life is at stake
here.

Take out the Freeze Blast and get ready for using it. Start off by sealing the two pipes closest
to the hatch #1 #2.

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After you seal the two pipes mentioned above, run forward without having to worry about
losing health. Turn around and seal more pipes with the Freeze Blast #1. After sealing all of
them, you will be able to collect the Trophy without any problems #2.

TROPHY 17
Gadgets used: Explosive Gel

Enter one of the southern room on the upper level of the station #1 and search for a
ventilation shaft grate #2. You of course have to pull out the grate and enter the shaft.

After passing through the shaft, turn on the Detective Mode thanks to which you will
establish that you can destroy the nearby wall fragment with the Explosive Gel #1. Detonate
it and jump down into the room beneath you to find the Trophy #2.

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TROPHY 18
Gadgets used: Cryptographic Sequencer, Line Launcher + Tightrope
Notice This Trophy is obtained together with two others, i.e. #13 and #23. You can learn
how to obtain all of them in the description of Trophy 13.

TROPHY 19
Gadgets used: Batclaw, Cryptographic Sequencer

Take a look around where the Trophy is hidden and you should note a hole above you #1.
Get there using the Claw. Afterwards take out the Cryptographic Sequencer and interact with
the control panel #2.

Solve the hacking mini-game by creating the proper password #1. Afterwards collect the
Trophy from the opened cage #2.

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TROPHY 20
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Range Amplifier,
Batclaw

Stand on the wooden platform south of the Trophy #1. Take out the Cryptographic
Sequencer and use it to remotely hack into the control panel on the wall #2.

Approach the hacking mini-game and create the password #1. You can grab the Trophy from
the cage using the Batclaw #2.

TROPHY 21
Gadgets used: Explosive Gel, Freeze Blast
Notice This Trophy is obtained together with two others, i.e. #16 and #26. You can learn
how to obtain all of them in the description of Trophy 16.

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TROPHY 22
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier

Approach the Trophy from the west. Stand by the big gate on the lower platform and look for
a control panel into which you can hack using the Cryptographic Sequencer #1. Approach
the mini-game and create the password #2.

Use the newly unlocked passage by choosing the northern tunnel #1. Enter the car found
there, head east and eventually you will find the Trophy #2.

TROPHY 23
Gadgets used: Cryptographic Sequencer, Line Launcher + Tightrope
Notice This Trophy is obtained together with two others, i.e. #13 and #18. You can learn
how to obtain all of them in the description of Trophy 13.

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TROPHY 24

Approach the Trophy from the east to find a small hole #1. Crouch and walk through it to
find the secret #2.

TROPHY 25
Gadgets used: Line Launcher

Approach the Trophy from the east. Make sure youre on the upper ledge, equip the Line
Launcher and shoot at the western wall #1. After reaching the new area, you will be able to
pick up the Trophy #2. Notice! If you begin on the lower level, you can use the Grapnel Gun
to reach the eastern ledge, or the one with the Trophy at once.

TROPHY 26
Gadgets used: Explosive Gel, Freeze Blast
Notice This Trophy is obtained together with two others, i.e. #21 and #26. You can learn
how to obtain all of them in the description of Trophy 16.

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Batman: Arkham City Game Guide 448 / 618

Riddles

RIDDLE 1 This Killer was collared, but is he now on the loose?


Gadgets used: Line Launcher, Explosive Gel

Approach the area from the east. Make sure that youre on the upper ledge, equip the Line
Launcher and shoot at the western wall in the distance #1. Wait for Batman to reach the
destination #2.

After reaching the western ledge, turn on the Detective Mode thanks to which you should
note that the floor here can be destroyed #1. Equip the Explosive Gel, spray and detonate it.
You can jump to the lower room #2.

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Completing the above actions will let you reach Killer Crocs hideout (screen above). Scan it.

RIDDLE 2 This question can only be answered from an unusual perspective. Can you
get yourself there?

Approach the area from the east, entering one of the cars #1. Afterwards turn to the north
and activate the Detective Mode thanks to which you will find the partial solution of the
riddle #2.

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The question mark you have found is a reflection, so as you have probably guessed you will
have to turn around and examine the windows in the southern part of the wagon. Stand so
that you can put the dot and the proper part of the question mark in one frame (screen
above).

RIDDLE 3 BOARD at drive-time? I'm not going to broadcast any more clues!

Search the platform (lower level) for a Vicki Vale billboard (screen above) and scan it.

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RIDDLE 4 Coming back from the dead is cheating on any day of the week.

Find a Solomon Grundy graffiti on the wall (screen above) and scan it.

RIDDLE 5 It's vacation time. Where shall I go? Somewhere venomous?

Find the Santa Prisca poster on the northern wall of the main station room (screen above)
and scan it.

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Joker teeth

TEETH
Gadgets used: Batarang

Theres a total of twelve Joker Teeth inside the subway tunnels and destroying all of them
will let you solve as much as four Riddles (three per each). Each time you find one (S on the
attached map), prepare a normal Batarang and throw at it. Dont worry if you miss for the
first time, as the Teeth wont leave the designated area.

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Batman: Arkham City Game Guide 453 / 618

Catwoman trophies

TROPHY 1

The Trophy is hidden in one of the rooms on the upper level of the subway station #1 #2.

TROPHY 2

After reaching the area marked as the Trophy location, look up #1 and use the Ceiling Climb
skill by pressing RB to stick onto the metal construction #2.

Head west, reaching the area where you will be able to climb onto the upper ledge by
pressing A #1. Afterwards return east, thanks to which you will come across the secret youre
looking for #2.

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Batman: Arkham City Game Guide 454 / 618

TROPHY 3

The Trophy youre looking for can be found above the locked gate dividing the tunnels from
the main subway station #1, but luckily you dont need to call Batman for help. Instead, use
the Ceiling Climb skill by pressing RB and collect the Trophy #2.

TROPHY 4

The trophy is below the balcony #1, so start off by jumping onto one of the balustrades #2.

Press the right trigger and A at the same time, which should result in Catwoman sticking
onto the balcony #1. Now just approach and collect the Trophy #2.

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Batman: Arkham City Game Guide 455 / 618

TROPHY 5

The Trophy is hanging from the roof. Start off west #1 of its location and use the Ceiling
Climb skill by press RB to stick onto the metal construction. Collect the secret #2.

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Batman: Arkham City Game Guide 456 / 618

Bowery
Location info & maps

Location info
The Bowery remains an open district of Arkham City throughout the whole game. Its
northern part and the Museum area are more or less safe, as you will mostly come across
weakly equipped inmates. You should however stay cautious while exploring the subway
entrance area and the roofs of higher buildings, as usually they are patrolled by groups of
armed enemies.

The only area of the Bowery you cant access at the beginning is the Arkham City Processing
Center (screen above). Its found in the eastern part of the district and is becomes unlocked
only after completing the Gain access to Wonder Tower main mission.

LOCATION STATISTICS:
Batman Trophies 39
Riddles 11
TYGER cameras 12 (4 challenges) + 1 camera Relay HUB
Catwoman Trophies 5

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Batman: Arkham City Game Guide 457 / 618

Location map

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Batman: Arkham City Game Guide 458 / 618

Batman trophies (01-09)

TROPHY 1
Gadgets used: Explosive Gel

This puzzle is far more complicated than it might seem at first, so carefully complete the
successive moves. Ignore the pressure plate for now and jump over the small fence #1 to
reach three interactive question marks. Equip the Explosive Gel and spray it on each of them
#2. Dont however detonate the charges yet.

Now return to the Trophy cage and stand on the pressure plate #1. Note that by doing so you
have lit only the middle question mark #2.

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Batman: Arkham City Game Guide 459 / 618

Zoom in on the middle question mark (by pressing the right analog stick) #1 and only
afterwards press the RB button to detonate. By doing so you should cause only the middle
one to explode. The left question mark should be the next one to lit #2.

Just like before, zoom in and detonate only the left charge #1. The question mark on the
right will be the last on to activate #2.

This time you dont need to zoom in, but only detonate the last charge in a traditional way
#1. Afterwards you will be able to collect the Trophy from the open cage #2.

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Batman: Arkham City Game Guide 460 / 618

TROPHY 2
Gadgets used: Batclaw

Search for a horse statue nearby the northern Museum entrance #1. The Trophy is on the
animals back and is best grabbed with the Claw #2.

TROPHY 3
Gadgets used: Batclaw

Examine the pillars north of the Museum, reaching it with the help of the Grapnel Gun #1.
On top of one of them you will find the Trophy #2.

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Batman: Arkham City Game Guide 461 / 618

TROPHY 4
Gadgets used: Disruptor Mine Detonator, Explosive Gel

Approach the Trophy from the north-east side. Climb the fence #1, but dont jump down, as
theres a minefield below you. As a result choose the Disruptor and use it to destroy two
proximity mines closest to the left wall #2.

After detonating the mines, glide towards the spot where they were. The wall #1 there is
fragile, so spray Explosive Gel onto it. Detonate it and take the Trophy #2.

TROPHY 5
Gadgets used: Explosive Gel, Batarang

The puzzle connected with this Trophy #1 is quite complicated. If you turn on Detective
Mode, you should note that there are cables coming out of the secret cage #2, leading to two
question marks. The idea behind this riddle is switching them both off in a short period of
time.

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Batman: Arkham City Game Guide 462 / 618

Start off by heading to the question mark north of the Trophy cage #1. Equip the Explosive
Gel and spray it #2, but DONT detonate it at once.

Now head to the question mark east of the Trophy cage #1. Prepare the detonator and
activate the charge planted by the first question mark now #2. Note that therefore you have
activated a timer.

Quickly turn towards the second question mark and throw a Batarang at it (best done by
tapping the left trigger) #1. If you have made it quick enough, you will be able to take the
Trophy from the opened cage #2.

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Batman: Arkham City Game Guide 463 / 618

TROPHY 6
Gadgets used: Explosive Gel

Start exploring the corridors located below the main Museum entrance. On the lowest level
you should come across a destructible wall #1. Spray the Explosive Gel onto it and after
detonating enter the small room and pick up the Trophy #2.

TROPHY 7
Gadgets used: Remote Controlled Batarang

After reaching the destination, take some time to familiarise yourself with the puzzle. In order
to obtain the Trophy, you will have to hit the question mark in the south #1. Its however
impossible to do normally, as its behind a fence. Therefore head west, towards the roof of the
building #2.

As I have mentioned before, you should land on the roof west of the Trophys location #1 #2.
Turn towards it and equip the Remote Controlled Batarang.

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Batman: Arkham City Game Guide 464 / 618

Throw the Batarang, aiming at the ventilation shaft entrance found beside the Trophy cage
#1. Be sure to slow it down by pressing the left trigger to avoid hitting any environment
elements. The Batarang should eventually reach a small fenced area #2.

Press the left and right trigger at the same time to turn the Batarang around and afterwards
direct it towards the entrance to the left ventilation shaft #1. Be ready for a sharp turn left
#2.

Now you just need to lead the Batarang into hitting the question mark #1. Afterwards glide
back east and collect the Trophy from the opened cage #2.

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Batman: Arkham City Game Guide 465 / 618

TROPHY 8
Gadgets used: Remote Electrical Charge, Freeze Blast, Batclaw

After reaching the Arkham City Processing Center, use the Electrical Charge to open the
nearby door #1. It will let you reach the partially flooded room #2.

Now equip the Freeze Blast and shoot it at the water to create an ice float #1. Carefully land
on it #2.

Turn south and find the interactive hatch. Equip the Batclaw and use it to open the hatch
#1. Afterwards use it again, this time to grab the Trophy from a distance #2.

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Batman: Arkham City Game Guide 466 / 618

TROPHY 9
Gadgets used: Line Launcher

In order to reach the Trophy, its best to start off north of the Museum building and search
for a balustrade which you can jump over and then reach the lower level #1. Here it will turn
out that the Trophy is inside a cage #2 and in order to open it you have to land on three
nearby pressure plates. The basic problem here is that you wont be able to touch any other
objects and ground elements.

Id suggest starting off by standing on the pressure plate south-west of the Trophy cage #1.
Equip the Line Launcher and turn towards the second pressure plate, east of your location
#2.

Shoot a line and right after starting the ride hold down the left trigger to slow down. You have
to let go of the line at the right moment and land on the second platform #1. Whats more,
you need to carry out the whole process perfectly, ass otherwise you will have start off from
the beginning. After landing, turn around and aim at the last pressure plate, located north-
west of the cage #2.

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Batman: Arkham City Game Guide 467 / 618

Just like before, you have to perfectly choose the moment to land on the plate #1. If you
perform everything according to plan, all three plates should deactivate. Take the Trophy
from the opened cage #2.

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Batman: Arkham City Game Guide 468 / 618

Batman trophies (10-21)

TROPHY 10
Used skills: Dive Bomb
Gadgets used: Batclaw

IT would be good to start off by taking a look around the area. Find a balustrade north of the
Museum building, which after jumping over lets you reach the lower level #1. If you then
head east, you should note that theres an electrified fence between you and the Trophy #2.
The idea behind this puzzle will be finding a way to fly above it.

Head back west and look for a large pillar whose top you can using the Grapnel Gun #1 #2.

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Batman: Arkham City Game Guide 469 / 618

Now turn east, jump off the edge and use the Dive Bomb by holding down the right trigger in
mid-air #1. The key to success here is letting go of the trigger at the right moment, together
with leaning out the left analog stick back #2. Try not to hit the ground and dont fly too low.

Now you just need to safely fly over the fence #1, landing only after reaching the previously
inaccessible area. Afterwards you can safely look for the Trophy #2. Notice! In order to leave
this are safely, make use of the crates which will let you jump over the fence.

TROPHY 11

The Trophy is on the lowest level, so look for a balustrade which you can jump over nearby it
#1. The secret is hidden beside one of the pillar #2.

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Batman: Arkham City Game Guide 470 / 618

TROPHY 12
Gadgets used: Batclaw

The Trophy can be found on the roof which is guarded by armed enemies, i.e. at the very top
of one of the pillars there #1 #2. Its best to catch it from a distance, with the help of the
Claw.

TROPHY 13
Gadgets used: Batclaw

Reach the balcony adjoining the Arkham City Processing Center entrance #1. Look up and
use the Claw to catch the Trophy attached to the wall here #2.

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Batman: Arkham City Game Guide 471 / 618

TROPHY 14
Gadgets used: Line Launcher

Now start exploring the corridors below the main Museum entrance #1. You should note that
one of the higher walls can be destroyed #2 and that will be your next objective.

Head east from where the Trophy is hidden. Stop on one of the higher ledges from which you
will have a direct view of the fragile wall #1 #2.

Equip the Line Launcher and shoot it at the wooden wall. After hitting it, Batman should
automatically break through #1. You can now collect the Trophy #2.

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Batman: Arkham City Game Guide 472 / 618

TROPHY 15
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier, Batclaw

Approach the Trophy from the north, reaching a large TYGER gate #1. Take out the
Cryptographic Sequencer and use it on the control panel on the left #2.

Approach the hacking mini-game and create the password #1. Note that the gate is partially
open now, so crouch and head to the other side. Equip the Batclaw and grab the Trophy
attached to the ceiling #2.

TROPHY 16
Gadgets used: Batclaw

Approach the Trophy from the south. Stand in front of the one-way mirror and break through
it. Curiously, you dont need to use the Explosive Gel here, as jumping will be enough #1.
After reaching the seemingly inaccessible room, equip the Batclaw and use it to grab the
Trophy attached to the ceiling #2.

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Batman: Arkham City Game Guide 473 / 618

TROPHY 17
Gadgets used: Line Launcher + Tightrope, Batarang

Start off by standing on the pressure plate #1. This puzzle is more difficult than it might
seem at first, as you cant use neither Batarang nor the Explosive Gel to switch off the
question marks. As a result equip the Line Launcher and shoot at the fragment of the wall
between the two interactive question marks #2.

Start riding the line and after a short while press RB to make Batman jump onto the line #1.
Using this skill, get to the big cage inside of which the question marks are #2.

Now equip the Batarang and throw it into the left question mark #1. Note that it has led to
the grates behind your back to raise #2, but you shouldnt trouble yourself with it now.

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Batman: Arkham City Game Guide 474 / 618

Once again use the Batarang, this time aiming at the question mark on the right #1.
Afterwards collect the Trophy #2.

TROPHY 18
Gadgets used: Cryptographic Sequencer

After reaching the area where the Trophy is hidden, equip the Cryptographic Sequencer and
use it on the right control panel #1. Solve the mini-game and create the password #2.
Afterwards collect the Trophy.

TROPHY 19
Gadgets used: Remote Electrical Charge

Approach the Trophy from the west. Equip the Remote Electrical Charge and shoot at the
engine above the locked door #1. Quickly slide underneath to reach the small room and
collect the Trophy #2.

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Batman: Arkham City Game Guide 475 / 618

TROPHY 20
Gadgets used: Line Launcher

Stand on one of the higher platforms, directly west of where the Trophy is #1. Turn on the
Detective Mode, thanks to which you should note that you can destroy the nearby wooden
wall #2.

Next, use the Line Launcher, aiming at the wall and destroying it upon contact #1.
Afterwards collect the Trophy #2.

TROPHY 21

This Trophy is easily accessible. Get onto the roof of the Museum and search for the
collectible #1 #2.

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Batman: Arkham City Game Guide 476 / 618

Batman trophies (22-30)

TROPHY 22
Gadgets used: Remote Electrical Charge

After reaching the destination, take some time to familiarize yourself with the assumptions of
this puzzle. You will have to push the sphere from the starting point to the hole (screen
above). In order to do that, you will have to make use of the two electromagnets and the
pressure plate.

Start off by standing on the pressure plate #1. Equip the Remote Electrical Charge and shoot
at the left electromagnet (the one beside the exit hole) #2

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Batman: Arkham City Game Guide 477 / 618

Push the sphere left and note that is has stopped by the blockade #1. As a result, shoot at
the second magnet in the distance #2.

This time the sphere should roll to the upper part of the steel construction #1. Get off the
pressure plate, thanks to which some of the gates will move and therefore change the
configuration of the labyrinth #2.

Aim at the left magnet and make the sphere move towards you #1. It should hit the grate, so
get back onto the pressure plat #2.

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Batman: Arkham City Game Guide 478 / 618

Shoot at the left magnet and make the sphere move slightly to the right #1. Once again get
off the plate to unlock the final part of the labyrinth #2.

Now you just need to push the sphere to the exit #1. Shooting the electromagnet on the left
should be enough, but if the situation requires it you can also use the upper one. Afterwards
approach the hole and collect the Trophy from the sphere #2.

TROPHY 23
Used skills: Dive Bomb
Gadgets used: Line Launcher

In order to unlock the Trophy you will have to interact with three pressure plates without
touching any other environment elements or the ground. Start off by heading south-west of
the cage, finding the pressure plate on the upper roof #1 #2. Of course stand on it to begin
the whole process.

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Batman: Arkham City Game Guide 479 / 618

Jump off the ledge and glide towards the second plate found north of here #1, helping
yourself with the Dive Bomb (activated by holding down the right trigger in mid-air) #2.

After successfully landing, turn towards the last pressure plate. Its located nearby the
Trophy cage, i.e. north-east from here #1. Equip the Line Launcher and shoot at the wall
behind the pressure plate #2.

Right after beginning the ride, hold down the left trigger to slow down the whole process. You
have to land on the last plate at the right moment #1 and you cant let go of the line too late,
as Batman will miss the plate and you will have to begin everything from the beginning. If
you manage to touch all three plates without any mistakes, you will be of course able to
collect the Trophy #2.

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Batman: Arkham City Game Guide 480 / 618

TROPHY 24
Gadgets used: Batclaw, Explosive Gel

Approach the Trophy from the north. Instead of using the door, equip the Grapnel Gun and
reach the upper balcony #1. Locate a destructible wall there #2 and make use of the
Explosive Gel. Pick up the Trophy.

TROPHY 25
Gadgets used: Remote Electrical Charge

Start off south-west of where the Trophy is, jumping over the fence. Now look for a locked
door #1. Equip the Remote Electrical Charge and shoot with it into the engine. Crouch, enter
the small room and pick up the Trophy #2.

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Batman: Arkham City Game Guide 481 / 618

TROPHY 26

Stand on the pressure plate located west of the Trophy #1. Note that it has led to the grate
blocking access to the secret to temporarily raise. Head towards them and perform a slide #2
before the time runs out. Pick up the Trophy. Leave the area in the same way, without
worrying about the grates now.

TROPHY 27
Gadgets used: Batarang, Batclaw

The Trophy cage is found below the big bridge #1 and you should start off by reaching the
monorail track #2. Get ready for a rather complicated puzzle which will require you to turn
off six nearby interactive question marks in a short period of time.

Stand opposite to the group of three question marks #1. Equip a standard Batarang and get
ready to throw three of them #2 by tapping the left trigger.

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Batman: Arkham City Game Guide 482 / 618

After throwing the Batarangs, quickly turn around as you wont have too much time for
hitting the three other question marks #1. Just like before, use the quick throw by tapping
the left trigger. If you manage to do it within the time limit, all the question marks should
deactivate. Look up and grab the Trophy using the Batclaw #2.

TROPHY 28
Gadgets used: Freeze Blast

Approach the Trophy from the west. Take out the Freeze Blast and use it to seal the pipe
from which steam is coming out #1. Gain momentum and perform a slide #2 to reach the
secret.

TROPHY 29
Gadgets used: Cryptographic Sequencer

Find the stairs leading onto the upper platform of the monorail #1. After getting there,
approach the train car, equip the Cryptographic Sequencer and use it on the control panel
#2.

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Batman: Arkham City Game Guide 483 / 618

Approach the hacking mini-game and create the password #1. Afterwards enter the car and
pick up the Trophy #2.

TROPHY 30
Gadgets used: Explosive Gel

Approach the Trophy from the east. Find a destructible wall #1 and spray Explosive Gel onto
it. After a successful detonation, enter the small room and pick up the Trophy #2.

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Batman: Arkham City Game Guide 484 / 618

Batman trophies (31-39)

TROPHY 31
Gadgets used: Cryptographic Sequencer

Use the Cryptographic Sequencer on the local control panel #1. Approach the hacking mini-
game and create the password #2. Afterwards collect the Trophy from the spot previously
blocked by grates.

TROPHY 32
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier, Batclaw

Jump down onto the lower level and stand north of the Trophy. Equip the Cryptographic
Sequencer and interact with the control panel #1. Approach the mini-game and create the
password #2.

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Batman: Arkham City Game Guide 485 / 618

Now you can use the passage leading into the small room #1. Turn right, look up and use the
Claw to grab the Trophy hanging from the ceiling #2.

TROPHY 33
Gadgets used: Explosive Gel

Ignore the guard tower and examine the area south of the Trophys location. There you
should find a boarded up passage which you have to destroy with the Explosive Gel #1 #2.

After detonating it, approach he newly unlocked ventilation shaft entrance #1 and use it.
Cross the shaft, reaching the exit soon enough. You should end up right next to the Trophy
#2.

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Batman: Arkham City Game Guide 486 / 618

TROPHY 34
Gadgets used: Batclaw

After reaching the Trophy, you should note that each time you approach it, the cage closes
#1. Stand far enough from it and grab the Trophy using the Claw #2.

TROPHY 35

Locating this Trophy isnt easy, as its inside a high car of the monorail #1. Stand on one of
the nearby vantage points and turn on the Detective Mode to note that the side wall of the
car can be destroyed #2.

Luckily you dont need to use any complicated tactics, as simply gliding towards it will be
enough #1. Make sure Batman hit the wall and afterwards pull up #2 or help yourself with
the Grapnel Gun, depending on the situation. Pick up the Trophy.

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Batman: Arkham City Game Guide 487 / 618

TROPHY 36
Gadgets used: Explosive Gel

Turn on the Detective Mode, thanks to which you will note that the wooden obstacle can be
destroyed with the Explosive Gel #1. Afterwards pick up the Trophy #2.

TROPHY 37

Approach the Trophy from the east and you should note that its hidden behind a fence #1.
Gain momentum and perform a slide #2, thanks to which you will be able to obtain it\.

TROPHY 38

Solving this puzzle is quite hard and it implies activating three pressure plates without
touching walls or the ground. Start off at the roof of the building (standing on the water tower
at best), directly east of the Trophy cage #1 #2.

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Batman: Arkham City Game Guide 488 / 618

Glide west. You need to head towards the pressure plate on the wall of the western building
#1. The key to success in this case is bouncing off the wall connecter with activating the
plate #2. In order to do that, you have to let go of the A button at the last moment and
quickly press X. Of course dont forget to press and hold A again after Batman bounces off, to
start gliding again.

Its important to bounce off the first plate in its upper part, so that you have an easier time
reaching the next one. Its on the wall of the eastern building #1, the one on which you began
the whole procedure. Just like before, you have to let go of A at the right moment and press X
instead #2.

Once again fly west, though the last pressure plate will be on the ground #1. A proper
landing will be rewarded with a possibility to collect the Trophy from the cage #2.

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Batman: Arkham City Game Guide 489 / 618

TROPHY 39
Gadgets used: Cryptographic Sequencer

Get onto the roof of the building and search for a control panel into which you can hack
using the Cryptographic Sequencer #1. Approach the mini-game and create the password #2.
Afterwards collect the Trophy from the cage.

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Batman: Arkham City Game Guide 490 / 618

Riddles

RIDDLE 1 My intellect towers above yours, Batman. I wonder if you'll ever solve this
riddle?

The official location of this riddle is very misleading, as you dont even have to be in the
Bowery. Its only important to scan the Wonder Tower (screen above), the highest building in
the whole Arkham City. If the game keeps telling you that the object is too far away, try
zooming in the view. Notice! Whether the Tower is untouched or already partially destroyed
doesnt matter, you can complete the riddle anyway.

RIDDLE 2 Arkham city is not a place for the rich or famous, Bruce Wayne never felt
so wanted.

Find the Bruce Wayne wanted posters (screen above) and scan them.

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RIDDLE 3 The feuding families always sit down to a good meal. Will there be a
massacre?

Find the entrance to the Maronis Italian restaurant (screen above) and scan it.

RIDDLE 4 You're a dummy if you don't try and buy one.

Find the entrance to the Magic and Props shop (screen above) and scan it.

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RIDDLE 5 Cowboy, trilby or bowler? Hats off to anyone brave enough to try one on.

Find the hats shop (screen above) and scan the entrance.

RIDDLE 6 Studies have shown that if you're not on your best behavior, you'll come
out crazy. How Strange?

Find the gate with the TYGER logo (screen above) and scan it. Its not important whether its
locked or partially raised.

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RIDDLE 7 Do you need to look SHARP to campaign for change?

Find the campaign billboard (screen above) and scan it.

RIDDLE 8 You don't want to be caught off-guard in this place, do you?

Get to the room with the hostage (from the south) and scan him (screen above).

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Batman: Arkham City Game Guide 494 / 618

RIDDLE 9 This question can only be answered from an unusual perspective. Can you
get yourself there?
Gadgets used: Remote Electrical Charge, Cryptographic Sequencer + Cryptographic
Sequencer Power Amplifier + Cryptographic Sequencer Range Amplifier

After reaching the Arkham City Processing Center entrance, use the REC to open the nearby
door #1. It will let you reach a partially flooded room. If you now turn towards the passage
through which you came here and turn on the Detective Mode, you should note an
incomplete question mark #2. In order to solve the riddle, you have to find the missing dot.

Stay on the balconies and approach the locked grate east of here. Equip the Cryptographic
Sequencer and use it on the control panel in the distance #1. Start hacking it and create the
password #2.

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Enter the newly unlocked room. Use the Detective Mode to find the missing dot. Afterwards
you will just have to stand properly, as shown on the two above screens. Remember that the
main part of the question mark and the dot have to create a whole.

RIDDLE 10 Was the writing on the wall from the moment you entered?

Get onto the balcony adjoining the Arkham City Processing Center (screen above).

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Examine the southern part of the balcony to find a plate informing of the date on which
Arkham City was opened. Zoom in on it (screen above) and scan it.

RIDDLE 11 You don't have to be crazy to shop here, do you?

Stand in front of the big gate (screen above).

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Zoom in on the JEZEBEL CENTER sign (screen above) and scan it.

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TYGER cameras

1 RELAY HUB
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier

Search the roof for a control panel that you can hack #1 and use the Cryptographic
Sequencer on it. Approach the hacking mini-game and create the password #2. Note that
therefore the locations of all 12 cameras in the Bowery have been added to the map.

CAMERAS
Gadgets used: Batarang

There is a total of twelve TYGER cams in the Bowery and destroying them will let you
complete a total of four riddles (three cameras per each). Each time you find a camera (K on
the attached map), prepare an ordinary Batarang and throw at it.

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Batman: Arkham City Game Guide 499 / 618

Catwoman trophies

TROPHY 1

The Trophy can be found below a big bridge #1. After getting there, use the Ceiling Climb
ability by pressing RB to stick onto the bridge. Now you just need to approach the Trophy #2.

TROPHY 2

The Trophy is found in a normally inaccessible area, so as a result Catwoman and Batman
will have to cooperate. You can perform the needed actions while obtaining Batmans Trophy
#20. Playing as the Bat, stand on one of the higher platforms directly west of where
Catwomans Trophy is #1. Turn on the Detective Mode, thanks to which you should note that
you can destroy the nearby wooden wall #2.

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Use the Line Launcher for that, shooting at the wall and destroying it upon contact #1.
Afterwards you can switch to Catwoman and reach the area unlocked by Batman #2.

Look up #1 and use the Ceiling Climb ability by pressing RB to stick onto the steel
construction. Afterwards stand on the grate and press A #2. It will let you reach the Trophy.

TROPHY 3

This Trophy can be reached very easily. Get onto the roof of the Museum and look around to
find the collectible (screen above).

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TROPHY 4

Start off on the balcony north-west of where the Trophy is #1 #2.

Jump onto the southernmost balcony, grabbing the balustrade #1. Afterwards you just need
to climb and pick up the Trophy #2.

TROPHY 5

This Trophy can be reached very easily. It can be found on the roof of the building (screen
above).

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Steel Mill
Location info & maps

Location info
Access to the Sionis Steel Mill is very limited. Right at the beginning of the game its
inaccessible and you can explore as part of the Access the Sionis Steel Mill through the main
chimney main mission. the chimney mentioned in the name of the mission can unfortunately
be used only once, as it will be blocked further into the game. In such situation, you will
have to choose between two other Steel Mill entrances.

The first option is using the southern entrance (screen above), leading into the Cooling
Tunnel D. Unfortunately, its always guarded by armed inmates. Additionally in order to be
able to safely navigate through the Steel Mill, you will need to have the Freeze Blast which
you receive after completing Defeat Mister Freeze.

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The second entrance can be found on the destroyed roof (screen above) and leads into Jokers
Office, adjoining the Loading Bay. Do note however, that this entrance is unlocked only after
completing the Defeat Joker main mission (second Steel Mill visit, as part of the main story).

LOCATION STATISTICS:
Batman Trophies 24
Riddles 7
Harley Heads 12 (4 challenges)
Catwoman Trophies 5

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Location map

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Batman trophies (01-15)

TROPHY 1
Gadgets used: Batclaw

Get inside the tunnel leading from the Waste Exchange to the Loading Bay. You need to find
the hatch #1 and open it with the Claw. Afterwards collect the Trophy #2.

TROPHY 2
Gadgets used: Batclaw

Stay on the upper floor (the one with the Loading Bay) and examine the northern wall. You
need to find the hatch #1 and open it with the Claw. Afterwards collect the Trophy #2.

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Batman: Arkham City Game Guide 506 / 618

TROPHY 3
Gadgets used: Batclaw, Explosive Gel

Start in the Assembly Line, standing south-west of where the Trophy is hidden. Look up and
search for a ledge which you can grab with the Grapnel Gun (screen above).

After reaching the upper ledge, equip the Explosive Gel and use it to destroy the wall above
the Jokers Funland neon sign #1. Afterwards collect the Trophy #2.

TROPHY 4
Gadgets used: Batclaw

Begin on the bridge north-east of where the Trophy is hidden #1 #2.

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Equip the Batclaw and shoot it at the ventilation shaft grate in the distance #1. Pull it out
and afterwards use the Grapnel Gun (or glide) to reach the shaft #2. Pull up, make a few
steps and collect the Trophy.

TROPHY 5
Gadgets used: Line Launcher, Cryptographic Sequencer

Stand south of the Trophy and equip the Line Launcher. Shoot it at the wall in front of you
#1 and wait for Batman to safely reach the new area. After landing, prepare the
Cryptographic Sequencer and use it on the nearby control panel #2.

Approach the hacking mini-game and create he password #1. Pick up the Trophy #2. Notice!
If you dont want to waste time on using the Line Launcher, you can use the Freeze Blast (ice
float) or hack the control panel remotely and use the Batclaw to grab the Trophy.

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Batman: Arkham City Game Guide 508 / 618

TROPHY 6
Gadgets used: Freeze Blast

Explore the are below the Loading Bay and stop north-east of the Trophy #1 #2.

Equip the Freeze Blast and use it to seal the pipe #1. Afterwards climb up and pick up the
Trophy #2.

TROPHY 7
Gadgets used: Batclaw

Get to the very bottom of the elevator shaft, which has been described in the Hot and Cold
walkthrough. After reaching the lowest level, look up and search for a ledge that you can
grab with the Grapnel Gun (not the one leading to the engine room!) #1. Use the gadget and
pick up the Trophy #2.

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Batman: Arkham City Game Guide 509 / 618

TROPHY 8

Examine the middle construction of the Smelting chamber and you should note that the
Trophy is hidden underneath it #1. Move away and start running into it #2.

Perform a slide at the proper moment #1 and note that you will have to grab the Trophy
during it #2. Luckily if you wont manage to do it the first time, you will be able to repeat the
whole process without any problems.

TROPHY 9
Gadgets used: Freeze Blast, Batclaw

Use the Freeze Blast (ice float) and Batclaw to move along the water #1. After reaching the
destination point, look up and grab the Trophy hanging from the ceiling with the Batclaw #2.
Notice! It would be good to hurry with it, before the ice float approaches the drill!

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Batman: Arkham City Game Guide 510 / 618

TROPHY 10
Gadgets used: Batclaw, Explosive Gel

Stand east of the secret and use the Grapnel Gun to reach the upper ledge #1. Here, take out
the explosive Gel and spray it onto the destructible wall #2. Enter the small area and pick up
the Trophy.

TROPHY 11
Gadgets used: Cryptographic Sequencer

Stand north of the Trophy and use the Cryptographic Sequencer on the nearby control panel
#1. Approach the mini-game and create the password #2. Afterwards collect the Trophy.

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Batman: Arkham City Game Guide 511 / 618

TROPHY 12
Gadgets used: Explosive Gel

Get to the very bottom of the elevator shaft, which has been described in the Hot and Cold
walkthrough. Stand south of the Trophy and look for a destructible floor fragment #1 #2.

After the detonation, jump into the newly created hole #1. Head north and soon enough you
will come across the Trophy #2.

TROPHY 13
Gadgets used: Batclaw

Start exploring the north-west part of the Smelting Chamber to find a shaft entrance #1 #2.
Cross it to the other side.

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After using the shaft, look up and find a spot where you can use the Grapnel Gun #1. It will
let you reach the upper ledge, on which the Trophy has been hidden #2.

TROPHY 14
Gadgets used: Freeze Blast, Batclaw

After reaching the ledge, use the Freeze Blast to create an ice float #1. Jump onto it, turn
east and look up to find a ledge which you can grab using the Grapnel Gun #2.

Using the Grapnel Gun should let you reach an otherwise inaccessible upper room #1.
Search for the Trophy there #2.

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Batman: Arkham City Game Guide 513 / 618

TROPHY 15
Gadgets used: Batarang, Batclaw

Get to the Boiler Room, which has been described in the Hot and Cold walkthrough. Stand in
front of the shooting range #1 #2.

Start using the Batarangs to destroy the penguins #1. After you destroy all of them, the
Trophy will appear on the line and you will have to grab it with the Batclaw #2.

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Batman trophies (16-24)

TROPHY 16
Gadgets used: Remote Electrical Charge, Batclaw

Start off in the main room of the Loading Bay, north of where the Trophy is. Equip the
Remote Electrical Charge and aim at the engine in the very middle of the room #1. Start
alternating between pressing RB and the right trigger, therefore sending opposite charges
and setting the big hook into motion #2.

You need to swing the hook enough for it to hit the big fan on the southern wall #1.
Afterwards you can use the hook to get there. You will find the Trophy right after reaching
the tunnel #2.

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TROPHY 17
Gadgets used: Remote Electrical Charge

Start off in the room north of the Trophy, to be precise in the area where the electric cars are
#1 #2.

Prepare the Remote Electrical Charge and shoot at the magnet beside the northern wall from
a safe distance #1. You need to cause it to attract the cars #2.

Go down, turn south and note that moving the cars has led to unlocking the ventilation shaft
entrance #1. Pull out the grate and enter the shaft #2.

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You need to reach the shaft exit #1. Go across the inactive assembly line and pick up the
Trophy in the corner #2.

TROPHY 18
Gadgets used: Batclaw

Examine the southern wall. Find the hatch which you can open with the Batclaw #1 and
afterwards use it again to grab the Trophy #2.

TROPHY 19
Gadgets used: Batclaw, Remote Controlled Batarang

Stat off nearby where the Trophy is hidden, searching for an interactive hatch #1. Use the
Batclaw and open it #2.

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Batman: Arkham City Game Guide 517 / 618

Now equip the Remote Controlled Batarang turn to the north and throw it at the balcony
above you #1. Afterwards make the Batarang fly towards the bridge #2. Notice if the
passage is blocked, you will first need to reach the bridge (from the west) and open the gate
using the Cryptographic Sequencer.

Turn the Batarang left, leading it into towards the area with electrical discharges #1. Fly
beside the discharges to electrify the Batarang and afterwards turn it around #2, once again
leading it towards the bridge. Its best to just press the left and right trigger to do it.

Now you need to return with the Batarang to the area in which Batman is, so turn south #1.
Now comes the hardest part, as you will have to fly the Batarang into the tunnel on the left,
accessible thanks to opening the hatch #2.

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Be ready for a sharp turn right #1, helping yourself by slowing down the Batarang (left
trigger). Eventually you should hit the fuse box at the end of the corridor #2.

Note that the grate that has been blocking access to the Trophy is now raised #1. Head there
and collect your prize #2.

TROPHY 20
Gadgets used: Explosive Gel

Get to the Boiler Room, which has been described in the Hot and Cold walkthrough. Stand
south of the Trophy and use the Explosive Gel to destroy the fragile wall fragment #1. Pick
up the Trophy #2.

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Batman: Arkham City Game Guide 519 / 618

TROPHY 21
Gadgets used: Remote Electrical Charge, Batclaw, Line Launcher

Start off in the main room of the Loading Bay, north-east of the Trophy. Equip the Remote
Electrical Charge and shoot at the engine in the very middle of the room #1. Now alternate
between pressing RB and the right trigger to send opposite charges and therefore set the
hook into motion #2.

You need to swing the hook enough for it to hit the big fan in the southern wall #1.
Afterwards use the Grapnel Gun to get there #2.

Head south and afterwards turn west, jumping into the hole #1. Approach the ledge, equip
the Line Launcher and shoot into the wall in the distance #2.

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Batman: Arkham City Game Guide 520 / 618

End the ride on the pressure plate #1. Afterwards collect the Trophy from the open cage #2.

TROPHY 22
Gadgets used: Remote Electrical Charge, Freeze Blast

Start off in the room east of the Trophy, inside the room with the electrical cars to be precise
#1 #2.

Prepare the Remote Electrical Charge and shoot at the magnet beside the northern wall from
a safe distance #1. You need to cause it to attract the cars #2.

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Afterwards go down and turn west to note that the passage leading to the collectible has been
unlocked #1. Use the Freeze Blast to seal the pipe. Afterwards crouch and head for the
Trophy #2.

TROPHY 23
Gadgets used: Remote Electrical Charge

The Trophy is found below the mine car #1 and unfortunately you cant collect it at once.
Prepare the Remote Electrical Charge and shoot at the electromagnet on the left #1.

Use the magnet to move the car #1, therefore unlocking access to the Trophy #2.

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Batman: Arkham City Game Guide 522 / 618

TROPHY 24
Gadgets used: Batarang, Line Launcher

Start off south of the Trophy, on the other side of the river. Locate the question mark which
you can hit with the Batarang #1 #2.

Note that hitting the question mark has led to the grate above him to raise. Equip the Line
Launcher and shoot there #1. After reaching the new ledge, turn left and pull out the
ventilation shaft grate #2.

Now you can enter the shaft #1 which will take you to where the Trophy is hidden #2.

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Batman: Arkham City Game Guide 523 / 618

Riddles

RIDDLE 1 They say the more things change the more they stay the same. Which
dummy said that?

Get inside Jokers office adjoining the Loading Bay and take a look around the area. You
need to scan the pregnancy test lying on the floor (screen above).

RIDDLE 2 What's a funnyman without his box of tricks?

Get to the Boiler Room, which has been described in the Hot and Cold walkthrough. Here
find the small box with items belonging to Joker (screen above) and scan it.

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Batman: Arkham City Game Guide 524 / 618

RIDDLE 3 Once assembled, do these two become one again?


Gadgets used: Remote Electrical Charge

Start off inside the Smelting Chamber, west of the riddle area #1 #2.

Head east. On your way, you will have to unlock two doors and in both cases you need to use
the Remote Electrical Charge #1 #2.

After reaching the destination, scan the Abramovici twins, sitting with their back onto you
(screen above). Notice! If for some reason they arent here, make sure that you have dealt
with each of the twins in the main story mode! It also worth noticing that if you dont want to
use the REC, you can also reach the twins whereabouts from the south, going through the
ventilation shaft.

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Batman: Arkham City Game Guide 525 / 618

RIDDLE 4 Surely someone was clowning around when they qualified this person?

Find Jokers photos and the Gotham University diploma (screen above) and scan them all in
one go.

RIDDLE 5 Do you really need to hammer it home? Everyone knows Harley is stupid.

Stand in front of one of Harley heads (no matter whether its already destroyed or not) and
scan it together with the hammer beside it (screen above).

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RIDDLE 6 This question can only be answered from an unusual perspective. Can you
get yourself there?

If you stand in the marked spot and turn on the Detective Mode, you should note an
incomplete question mark #1. In order to solve this riddle you need to find the missing part
and for that, head south #2.

After approaching the ledge, lower yourself (without letting go!) and use the Detective Mode to
find the missing dot. The exact spot has been shown on the two above screens. Remember to
place yourself in such a position that the main part of the question mark and the dot create a
whole.

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RIDDLE 7 Who can BOYLE and Freeze at the same time?

Find the Boyle Cryogenics banner (screen above) and scan it.

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Harley heads

HEADS
Gadgets used: Remote Electrical Charge

There is a total of twelve so-called Harley Heads inside the Sionis Steel Mill and destroying all
of them will let you complete four riddles (three heads per each). Each time you find a head
(H on the attached map), prepare the Remote Electrical Charge and aim at the heart.
Successfully hitting it should result in the device exploding. Notice! If you want to listen to
the short recordings beside each of the heads, be sure to make it before throwing the
Batarang!

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Catwoman trophies

TROPHY 1

The Trophy is found in an normally inaccessible room of the Steel Mill, so as a result a strict
cooperation of Catwoman and Batman is required here. You can perform the required actions
while obtaining Batmans Trophies #16 and #21. Playing as the Bat, head to the main room
of the Loading Bay, north of where the Trophy is. Equip the Remote Electrical Charge and
aim at the engine in the middle of the room #1. Start alternating between pressing RB and
the right trigger, sending out different charges and setting the big hook into motion #2.

You need to swing the hook enough for it to destroy the big fan on the southern wall #1.
Afterwards switch to Catwoman and head to the tunnel unlocked thanks to the hook #2.

Head south and afterwards turn west, jumping into the hole you come across #1. Stand by
the ledge and use the Ceiling Climb skill by pressing RB to stick onto the ceiling#2.

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Head west #1, remembering not to jump anywhere. After a few moment you should reach the
place where the Trophy has been hidden #2.

TROPHY 2

A locked gate guards access to the Trophy. As Catwoman cant hack into control panels,
Batman has to do it for her with the Cryptographic Sequencer #1. Its best to do it while
collecting Batmans Trophy #11. Change to Catwoman and collect the Trophy #2.

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TROPHY 3

Start off in the Assembly Line room, standing south of the Trophy. Look up and search for a
ledge which you can reach (screen above).

After getting onto the upper ledge, approach the interactive grate just beside #1. Press the
right trigger and the A button at once to open it and therefore use the Ceiling Climb skill #2.

Head towards the second grate and after getting there #1 press A. Doing so should result in
finding yourself right beside the Trophy #2.

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TROPHY 4

Take a look around for the Trophy which is attached to the balcony #1. Stand there and use
the Ceiling Climb ability by pressing RB to stick onto the ceiling #2. Afterwards collect the
Trophy.

TROPHY 5

After reaching the area where the Trophy is hidden, stop on the bridge #1. Approach the
ledge and press A to lower yourself #2.

Now use the Ceiling Climb skill by pressing the right trigger. It should result in Catwoman
sticking onto the bridge #1. Now you just need to approach the Trophy and collect it #2.

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Museum
Location info & maps

Location info
The access to the Museum is limited. At first exploring it is completely impossible, as the a
laser barrier is protecting access to the main rooms. It changes after completing the Disable
Penguins Final Communications Disruptor underground main mission.

The museum has two entrances. The more obvious option implies using the front door
(screen above), beside which theres always a small group of enemies. Choosing this entrance
guarantees access to most of the Museum rooms. During your first visit though, you will
have to use the Cryptographic Sequencer to unlock the door.

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The only exception is the Iceberg Lounge. Exploring the room is possible only after
completing the Defeat Penguin main mission. You unfortunately cant get there by choosing
the path leading to the torture chamber and as a result you will have to locate the northern
Museum entrance (screen above). Just like with the front door, you will have to defeat a
small group of inmates.

LOCATION STATISTICS:
Batman Trophies 23
Riddles 8
Penguins 12 (4 challenges)
Catwoman Trophies 5

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Location map

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Batman trophies (01-10)

TROPHY 1
Gadgets used: Explosive Gel, Batarang

Use the Explosive Gel on the hole north of the Trophy (Trophy Room) #1. After detonating it,
enter the small room and stand in front of the Trophy cage #2.

In order to solve this riddle, you have to throw three Batarangs by quickly tapping the left
trigger (dont hold it down!) in a short period of time #1. If you mange to switch off all three
question marks at the same time the cage will open #2.

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TROPHY 2
Gadgets used: Batclaw, Line Launcher

Take a look around north of the Trophy for a higher ledge which you can access using the
Grapnel Gun #1 #2.

After getting upstairs, turn around to the south and use the Line Launcher #1. Wait for the
ride during which Batman will automatically break through a couple obstacles to end #2.
You should land inside the Trophy room, so all thats left is just taking it.

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TROPHY 3
Gadgets used: Batclaw, Line Launcher

Start off north-west of the Trophys location, i.e. on the northern balcony adjoining the
passage leading to the War Room. Search for scaffoldings and reach its upper part using the
Grapnel Gun.

Now turn to the south-east, equip the Line Launcher and shoot into the wall on the other end
of the Torture Chamber #1. Right after the ride begins, hold down the left trigger to slow
down the process as you will have to change direction. Turn the camera left and shoot at the
ledge located in the north-east corner of the room #2.

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Patiently wait for Batman to reach the mentioned ledge #1. Carefully land on it and pick up
the Trophy #2.

TROPHY 4

Start exploring the lower level of the War Room and search for grates in the wall into which
you can jump #1. Inside one of such shafts, the Trophy has been hidden #2.

TROPHY 5
Gadgets used: Remote Electrical Charge

Stand by the locked gate north of the Trophy, equip the Remote Electrical Charge and shoot
at the engine #1. After the gate raises, enter the small room and collect the Trophy #2.

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TROPHY 6
Gadgets used: Explosive Gel

Explore the southern part of the upper floor of the Torture Chamber. You should find a
destructible wall fragment there #1 and you of course have to use the Explosive Gel.
Afterwards jump onto the crates, finding the Trophy on one of them #2.

TROPHY 7
Gadgets used: Remote Electrical Charge, Explosive Gel

Start off in the southern part of the Gladiator Pit, i.e. standing in front of the elevator #1. Use
the Electrical Charge to send the elevator up #2.

Note that you can now approach the wall on the right which has been previously covered by
the elevator #1 and destroy it with the Explosive Gel. Enter the newly unlocked area and
collect the Trophy #2.

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TROPHY 8
Gadgets used: Freeze Blast, Batclaw

Start off by reaching the balcony north of the Trophy #1 #2.

Prepare the Freeze Blast and aim at the fenced part of the tank #1, causing an ice float to be
created. Glide towards the ice and start pulling yourself towards the frozen Trophy by using
the grapple points. After you reach the Trophy, the game will let you pick it up #2.

TROPHY 9
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Range Amplifier,
Batclaw

Start exploring the lowest level of the War Room, taking a look around the Mammoth #1. You
should note a control panel on one of the walls #2 and you have to use the Cryptographic
Sequencer to remotely hack it.

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Create the password to solve the mini-game #1. Afterwards equip the Batclaw and grab the
Trophy attached to the wall using it #2.

TROPHY 10
Gadgets used: Remote Controlled Batarang

Start off in the central part of the Gladiator Pit and turn north. Take out the Remote
Controlled Batarang and throw it at the hole with discharges in front of you #1. Turn the
Batarang around after it gets electrified (making it fly towards Batman) #2.

Lead the Batarang onto the partially raised grate in the south-west part of the room #1. If for
some reasons its not raised, check out the walkthrough of Rescue remaining undercover
GCPD officers in the Museum to learn how to do it. After the Batarang flies beneath the grate,
turn it slightly right #2.

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Wait for the Batarang to reach the big water tanks and this time turn right #1. Afterwards
make it fly though the small hole #2.

Turn the Batarang right for the last time #1. You need to make it hit the fuse box #2.

Note that destroying the box has led to the middle (western) grate getting partially raised #1.
Slide underneath it and find the Trophy in the partially flooded room #2.

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Batman trophies (11-23)

TROPHY 11
Gadgets used: Grapnel Gun

Go to the main room with the dinosaur exhibit. Look up and look for the platform hanging
from the ceiling which you can grab with the Grapnel Gun #1. After reaching it, collect the
Trophy from the floor #2.

TROPHY 12
Gadgets used: Batclaw

Use the elevator to reach the higher level of the Gladiator Pit and afterwards examine the
western wall. Search for the hatch which can be opened with the Batclaw #1 and afterwards
use this gadget to catch from Trophy from afar #2.

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TROPHY 13
Gadgets used: Remote Electrical Charge, Batarang

Stand beside the locked gate north of the Trophy, equip the Remote Electrical Charge and
shoot at the engine #1. After the gate raises, crouch and get inside #2.

You will have to solve an easy puzzle requiring you to hit one of the question marks in the
moment it lights up. Completing this task will once again require using the Remote Electrical
Charge, though you could pretty well use the normal Batarang as well #1. In return for a well
timed throw, you will be rewarded with the opportunity to pick up the Trophy #2.

TROPHY 14
Gadgets used: Freeze Blast

Start exploring the lowest level of the War Room, the north-west corner to be precise. Find
the ventilation shaft entrance here #1. After crossing the shaft, turn right #2.

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Equip the Freeze Blast and shoot with it at the spot from which the steam is coming out #1
to seal the pipe. Afterwards move on and collect the Trophy #2.

TROPHY 15
Gadgets used: Cryptographic Sequencer

Examine the north-east corner of the War Room to find a locked gate #1. Equip the
Cryptographic Sequencer and use it on the control panel on the left #2.

Approach the mini-game and create the password #1. Afterwards enter the small storage and
pick up the Trophy #2.

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TROPHY 16
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Range Amplifier

Start off north of the objective, performing a slide underneath a partially opened gate #1.
Head south. Ignore the fact that the laser beams have caused the gate to locked and stand
beside it. Equip the Cryptographic Sequencer and use it on the control panel in the distance
#2.

Solve the mini-game by creating the proper password #1. Enter the southern room and
collect the Trophy #2.

TROPHY 17
Gadgets used: Remote Controlled Batarang

Begin in the middle part of the Gladiator Pit and turn north. Equip the Remote Controlled
Batarang and aim it at the hole with discharges in front of you #1. Throw the Batarang, but
turn it around right after it gets electrified (towards Batman) #2.

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Lead the Batarang onto the partially raised grate in the south-west part of the room #1. If for
some reasons its not raised, check out the walkthrough of Rescue remaining undercover
GCPD officers in the Museum to learn how to do it. After the Batarang flies beneath the grate,
turn it slightly right #2.

Wait for the Batarang to reach the large water tanks and this time turn it sharply right #1.
Afterwards make it fly through the small hole #2.

Turn the Batarang right for the last time #1. You need to make it hit the fuse box #2.

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Note that destroying the fuse box has led to the middle (western) grate to raise #1. Slide
underneath it and after reaching the partially flooded room turn right. Find the small window
on the northern wall #2 and jump through it #2.

Head north and afterwards turn right #1. After a few steps you will come across the Trophy
#2.

TROPHY 18
Gadgets used: Explosive Gel

Stand in the middle part of the War Room and head north-west. If its your first visit here,
you will have to use the Explosive Gel to blow up the wall #1. Otherwise, you will be able to
move on without any problems #2.

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Turn south. You need to use the use the entrance to the cage in which Mister Freeze was
held #1 and it will be possible only after finishing the Defeat Penguin main mission. after
getting inside, search for an open chest, inside of which is the Trophy #2.

TROPHY 19
Gadgets used: Batclaw

Start exploring the lowest level of the War Room. Look around the ceiling and you should
note that theres a big hole at once spot #1. Reach it with the Grapnel Gun and afterwards
pick up the Trophy #2.

TROPHY 20
Gadgets used: Disruptor Jam Firearm

Start off south-east of the Trophy, in the dinosaur room to be precise. Search the north-west
corner of the room to find a ventilation shaft entrance #1 #2.

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Go through the shaft, thanks to which you will find yourself south of the destination. Equip
the Disruptor and use in on the turret hanging from the ceiling #1, therefore blocking it. Now
you can head north and pick up the Trophy #2.

TROPHY 21
Gadgets used: Freeze Blast, Batclaw

If you intend to collect this Trophy during your first visit at the Museum, you just need to
jump down onto the fragile ice. Otherwise, you will need to pull a platform towards yourself
or use the Freeze Blast to create an ice float #1.Regardless of the chosen method, turn east
and find the hatch which you can open using the Claw #2. The Trophy is hidden inside.

TROPHY 22
Gadgets used: Explosive Gel, Freeze Blast

Stand in the middle part of the War Room and head north-west. If its your first visit, you will
have to use the Explosive Gel to blow up the wall #1. Otherwise, you will be able to move on
at once #2.

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Stop after reaching the north-west corner. In order to reach the Trophy, you need to have the
Freeze Blast. Shoot at the pipe from which steam is coming out #1 and seal it. Afterwards
crouch and reach the Trophy #2.

TROPHY 23
Gadgets used: Disruptor Mine Detonator

After reaching the destination, you should note that the gate is only partially raised and that
there are two proximity mines set below it #1. Take out the Disruptor and use it to detonate
them both #2.

Afterwards perform a slide underneath the gate #1. After reaching the new area, take a look
around for the Trophy #2.

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Riddles

RIDDLE 1 Was he framed? Or does it run in the family?

Find the painting hanging from the wall (screen above) and scan it.

RIDDLE 2 How do you protect yourself when it's raining bullets?

Stand beside one of the saved undercover officers (screen above) and scan him.

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RIDDLE 3 Have Joker's pets laughed themselves to death, or just eaten too much?

O your way to the main part of the War Room, find the hyena exhibit (screen above) and scan
it.

RIDDLE 4 Brothers in arms. Brother at war. Who's right? Who's... Left?


Gadgets used: Explosive Gel

Stand in the middle part of the War Room and head north-west. If its your first visit in this
location, you will have to use the Explosive Gel to blow up the wall #1. Otherwise, you will be
able to move on without any problems #2.

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Soon afterwards, turn south. You need to reach the place where you will note a Abramovici
brothers poster (screen above). Scan it to complete the riddle.

RIDDLE 5 This question can only be answered from an unusual perspective. Can you
get yourself there?

If you sail towards the spot marked by the game and turn on the Detective Mode, you should
note an incomplete question mark #1. In order to solve this riddle, you have to find the
missing dot. It has been painted on one of the pillars with grapple points, east of the question
mark #2.

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The place in which you have to scan has been presented on the two above screens.
Remember to place yourself so that the main part of the question mark and the dot create a
whole.

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RIDDLE 6 See no evil, hear no evil, speak no evil, or there will be explosives
consequences.

Explore the lower level of the War Room. Find the exhibit in its northern part (screen above)
and scan it.

RIDDLE 7 Who's in control here? The puppet or the puppeteer?

Find the puppet exhibit (screen above), approach it and press the red button to set it into
motion. Go back a bit and scan it.

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RIDDLE 8 Can anyone TOP the Penguin when it comes to the full VIP treatment?

Find Penguins pieces of clothing (mainly hats) in the Iceberg Lounge and scan them (screen
above).

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Penguins

PENGUINS
Gadgets used: Batarang

Inside the Museum, theres a total of twelve Penguins and destroying them all will let you
complete four challenges (three Penguins per each). Each time you find a Penguin (P on the
attached map), prepare a standard Batarang and throw at it.

Destroying the two Penguin inside the Gladiators Pit might be a bit more problematic. The
Penguin behind the electrified fence has to be destroyed using the Remote Controlled
Batarang (e.g. by flying through the hole with discharges and afterwards turning the
Batarang around) #1. The second Penguin can be found inside the cage and its best to
destroy it after reaching the upper floor of this room #2.

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Catwoman trophies

TROPHY 1

The Trophy can be found inside a normally closed room and therefore it requires a strict
cooperation between Catwoman and Batman. You can perform the needed actions while
collecting Batmans Trophy #5. Playing as the Bat, stand by the locked gate north of
Catwomans Trophy, equip the Remote Electrical Charge and shoot at the engine #1. Now
return here with Catwoman and use the unlocked passage #2.

After entering the small room, look up #1 and use the Ceiling Climb ability by pressing RB to
stick onto the metal construction. Find the interactive grate, move towards it #2 and press A.
Pick up the Trophy.

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TROPHY 2

Start off on the balcony south of the Trophy #1. Approach the ledge of the balcony and at the
same time press the right trigger and A, therefore activating the Ceiling Climb ability #2.

Now head north, reaching the interactive grate which you can open by pressing A #1.
Completing all those actions should lead you inside the big cage, where you will find the
Trophy #2.

TROPHY 3

Start off on the balcony south-east of the Trophy #1. Approach the ledge of the balcony and
at the same time press the right trigger and A, therefore activating the Ceiling Climb ability
#2.

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Batman: Arkham City Game Guide 562 / 618

Now head north, reaching an interactive grate which you can open by pressing A #1. Those
actions should cause you to get inside a big cage, in which a different Trophy of Catwoman
was. Look for a part of the ceiling which you can grab by pressing RB #2.

Start heading west #1. Soon afterwards you should reach the spot where the Trophy is #2.

TROPHY 4

The Trophy is on the roof of the big capsule inside if which you found Mister Freezes
costume playing as Batman #1 #2.

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TROPHY 5

The trophy is below the balcony #1. After reaching the destination, use the Ceiling Climb
ability by pressing RB to stick onto the ceiling #2. Afterwards just collect the Trophy #2.

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Batman: Arkham City Game Guide 564 / 618

Wonder City
Location info & maps

Location info
Access to the Wonder City is unfortunately highly limited. You cant reach it at all at first and
it changes only after starting Follow assassin using tracker device to locate Ras al Ghul. Its
also worth to notice that part of this location the Wonder Tower becomes accessible after
beginning Gain access to Wonder Tower. Moreover, its top level gets destroyed after
completing Climb the observation deck to stop Protocol 10, but luckily there arent any secrets
hidden there so you wont miss anything.

There are two main paths leading into Miracle Tower. The first is the door found on the main
subway station (screen above). You will probably use it for the first time during Follow
assassin using tracer device to locate Ras al Ghul, as soon after getting through it you have
to use the Line Launcher.

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The second passage leads through the Arkham City Process Center found in the Bowery
(screen above). The path gets unlocked for the first time during Gain access to Wonder Tower.

While were at it, its also worth to mention the elevator found in the Wonder Tower
Foundation, taking passengers onto the upper levels of the Tower (screen above). You can
use it for the first time during Climb the observation deck to stop Protocol 10, though if you
intend to return to it in the further part of the game you will have to once again solve two
hacking mini-games.

LOCATION STATISTICS:
Batman Trophies 25
Riddles 6
Demon Seals 12 (4 challenges)

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Location maps

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Batman trophies (01-12)

TROPHY 1
Gadgets used: Batclaw

Stand east of the Trophy, look up and use the Grapnel Gun to reach the upper ledge #1. Pick
up the Trophy #2.

TROPHY 2
Gadgets used: Line Launcher, Batclaw

Start off by the ledge, south-east of where the Trophy is #1. Shoot a line towards the western
wall. Right after the ride begins, hold down the left trigger to slow down the process. Turn the
camera right and be ready to change direction, aiming at the small platform in the north (not
into the big hole, where enemies have been) #2.

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Eventually you should reach a platform east of the Trophys location #1 #2.

Take a look around the western wall and you should note a hole which you can grab with the
Grapnel Gun #1. After reaching the small room, examine the ceiling. Use the Batclaw to grab
the collectible #2.

TROPHY 3
Gadgets used: Explosive Gel

Examine the eastern wall, finding a place where you can spray the Explosive Gel with the
Detective Mode #1. Detonate the charge and collect the Trophy #2.

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TROPHY 4
Gadgets used: Batarang

The Trophy is found inside a cage #1 and in order to open it you need to throw a Batarang
into the question mark above you #2. Notice! If theres a destructible wall here, it means that
you came for this Trophy too early. In such situation, wait until you complete Gain access to
Wonder Tower, as during it Batman will break through the wall into the library.

TROPHY 5

The Trophy is hidden inside the pram (screen above) left beside the street lamp.

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TROPHY 6
Gadgets used: Freeze Blast, Batclaw

Approach the Trophy from the north. Equip the Freeze Blast and look up to locate two pipes
that you can seal #1 #2.

Sealing the pipes will let you access the upper ledge, so grab the ledge with the Grapnel Gun
#1. After reaching the destination, collect the Trophy #2.

TROPHY 7
Gadgets used: Freeze Blast

The Trophy in the water, so stand beside the lower ledge, equip the Freeze Blast and use it to
create an ice raft #1. Afterwards glide there. If you have created the ice right next to the
Trophy, you will be able to collect it at once #2. Otherwise, help yourself with the Batclaw by
using it on the grapple points.

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TROPHY 8
Gadgets used: Freeze Blast, Batclaw

Stand by the ledge north of the Trophy #1. Equip the Freeze Blast an use it to create an ice
raft, as close to the southern wall as possible #2.

Now you of course need to glide towards the ice raft #1. After landing on it, look up and grab
the Trophy attached to the balcony #2 using the Batclaw.

TROPHY 9
Gadgets used: Batclaw, Line Launcher

Take a look around north of the Trophy to find an upper ledge which you can grab with the
Grapnel Gun #1. After getting upstairs #2, it will turn out that in order to obtain the Trophy,
you have to activate three pressure plates without touching any other environment elements
or the ground.

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Start off by standing on the pressure plate beside the cage #1. Equip the Line Launcher and
shoot at the northern wall #2, as thats where the second pressure plate is.

Start riding the line, but be ready for letting go at the proper moment, so that Batman
perfectly land on the second plate #1. You cant do it too late or too fast, as otherwise you will
have to begin the whole procedure from the beginning. Turn west and shoot at the wall
located behind the third pressure plate #2.

Just like before, you need to perfectly choose the moment to let go of the line #1. If you make
it, all three pressure plats should switch off. Return to the starting point to collect you prize
#2.

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TROPHY 10
Gadgets used: Disruptor Mine Detonator

Start off south-east of the Trophys location, beside the secret tunnel entrance to be precise
#1. As a reminder, you unlock this corridor for the first time during Locate the secret
entrance using the video data. Head west and afterwards north, stopping after reaching the
blocked passage #2.

Take out the Disruptor and use it to detonate the proximity mine on the ground #1. Only
afterwards perform a slide #2, thanks to which you will reach the area where the Trophy is\.

TROPHY 11
Gadgets used: Line Launcher

Stand by the ledge north-east of the Trophy #1 #2. Equip the Line Launcher.

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Fire a line at the western wall in the distance #1. Right after you begin the ride, hold down
the left trigger to slow down. Turn the camera left and be ready to change the direction,
aiming at the small southern ledge on which the Trophy is #2. Land on it and pick up the
collectible.

TROPHY 12
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier, Batclaw

Approach the Trophy from the north, using one of the barrow balconies to reach a locked
door. Equip the Cryptographic Sequencer and use it on the control panel on the left #1. Solve
the mini-game by creating the password #2.

Now open the door and go down the stairs #1. Look up and use the Batclaw to grab the
Trophy hanging from the ceiling #2.

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Batman trophies (13-25)

TROPHY 13
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Range Amplifier,
Batclaw

Stand on the ledge north of the Trophys location. If you zoom in, you should note that the
Trophy is inside a cage #1 and that in order to open it, you will have to break into the local
security system. Equip the Cryptographic Sequencer and use it to remotely hack the control
panel behind the fence #2.

Begin the hacking mini-game and create the password #1. Afterwards grab the Trophy
hanging from the wall with the Batclaw #2.

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TROPHY 14

Approach the Trophy from the west and you should note that its hidden beneath a building
#1. Stand in front of the small hole, gain momentum and slide underneath it #2, thanks to
which you will be able to collect it.

TROPHY 15
Gadgets used: Remote Electrical Charge

Start off east of the Trophys location. Equip the Remote Electrical Charge, approach the
large gate and send a charge towards the engine built into the floor #1. Afterwards head west
and collect the Trophy #2. Notice! Stay cautious, as while leaving this location you can get
unexpectedly attacked by an assassin.

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TROPHY 16
Gadgets used: Freeze Blast, Grapnel Boost

Head to the area where the Trophy is hidden and stand by the western ledge #1. Equip the
Freeze Blast and use it to create an ice raft, onto which you of course need to jump #2.

After landing on the ice, turn around and make sure youre west of the secret #1. Prepare the
Grapnel Gun and ait at the red ledge in the distance (zoom in if youre having troubles
locating it) #2.

Right after you launch off, use the Grapnel Boost by pressing A twice (and holding down the
button after the second time). That way you will gain more speed by catapulting Batman and
as a result he will break through a fragment of the ceiling #1 in which the Trophy was
hidden. Wait for Batman to land and use the Batclaw to grab the Trophy #2.

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TROPHY 17
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Power Amplifier

Search for a control panel nearby the Trophys location and hack it with the Cryptographic
Sequencer #1. Complete the mini-game by creating the password #2. Afterwards collect the
Trophy.

TROPHY 18
Gadgets used: Line Launcher

The Trophy is on a small ledge which you come across during one of the main story missions,
Gain access to Wonder Tower to be precise. If you didnt pick up the Trophy on the first run,
use the below description. Start off standing beside the ledge, west of the Trophys location
#1. Take out the Line Launcher and shoot at the southern wall #2.

Right after the ride starts, hold down the left trigger to slow down as you will have to change
direction. Turn the camera left and shoot at the ledge north-east from your current location
#1. After reaching it, pick up the Trophy #2.

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TROPHY 19
Gadgets used: Explosive Gel, Remote Controlled Batarang

Collecting this Trophy is unfortunately rather hard, as it implies performing a few not very
obvious actions. Start off east of the Trophys location, beside the secret tunnel entrance #1
#2. As a reminder, this corridor becomes unlocked for the first time during Locate the secret
entrance using the video data.

Head west, but dont turn right at once. Instead, blow up the wall with the Explosive Gel #1.
You will find a Trophy cage and establish that in order to open it, you will have to deactivate
the interactive question mark to which the cable is going #2.

Turn around, equip the Remote Controlled Batarang and throw it #1, causing it to fly out of
the secret passage. Afterwards turn it right, towards the south-west. It should not fly towards
the passage between the buildings #2.

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After reaching the street lamp, turn the Batarang slightly right #1 and afterwards a bit more
sharply. Eventually the Batarang should be flying towards the north #2.

You need to lead it into hitting the interactive question mark #1. It can be found directly west
of the Trophy #2, separated from the cage with a wall. Turn around once again and collect
the Trophy.

TROPHY 20

Soon after using the elevator to the upper levels of the Wonder Tower, you will have to go
round the whole construction using the cornices #1. Move north using this method and
afterwards west #2, WITHOUT jumping onto the ledge following which you could continue
the climb.

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Soon you should find yourself by the western wall of the building and here you need to move
south #1. It will let you reach a small ledge with the Trophy on it #2. Curiously, the ledge
adjoins the observation platform reached after getting out of the elevator.

TROPHY 21
Gadgets used: Explosive Gel, Line Launcher, Batclaw

Take some time to familiarise yourself with the situation. The Trophy is inside a cage in a
small room #1, which opens each time you get out. Therefore, you will have to grab the
Trophy from afar. Start off by spraying Explosive Gel onto the window in this room #2.

Get out of the room and head west, stopping after reaching the ledge #1. Shoot a line towards
the western wall. Right after beginning the ride, press the left trigger to slow things down.
Turn the camera right and be ready to change direction, aiming at the small northern
platform (not into the big hole inside of which enemies were) #2.

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Eventually you should reach a platform north-west of the Trophys location #1 #2.

Turn south-east, i.e. towards the Trophy. Equip the Batclaw and use it to grab the secret
(screen above), using the window destroyed by the explosion.

TROPHY 22

Explore the south-east corner of the Wonder Tower Foundation, its lowest level to be precise.
The Trophy can be found by one of the shafts built into the floor (screen above).

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TROPHY 23
Gadgets used: Batarang, Freeze Blast

Start off by reaching the small ledge located east of the Trophys location #1. Afterwards turn
west, take out the Batarang and use it to hit the Trophy hanging from the line #2.

Upon getting hit by the Batarang, the Trophy will fall down into the water. Equip the Freeze
Blast and create an ice float beside it #1. Now just glide there and collect your prize #2.

TROPHY 24
Gadgets used: Explosive Gel

Examine the western wall, finding a spot where you can spray the Explosive Gel using the
Detective Mode #1. Detonate the charge and collect the Trophy #2.

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TROPHY 25
Gadgets used: Batclaw

You need to start climbing the Wonder Tower, eventually reaching the spot where you use
the Grapnel Gun to get onto the metal construction #1. Head towards the northern wall of
the building and you should be able to find the Trophy without much problems #2.

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Riddles

RIDDLE 1 This question can only be answered from an unusual perspective. Can you
get yourself there?
Gadgets used: Batclaw

In order to solve this riddle, you will first have to start climbing the Wonder Tower. Stop after
reaching one of the higher levels, at the spot from which you can reach the second northern
extension arm #1. If you now turn around and activate the Detective Mode, you should note
an incomplete question mark painted on the tower #2.

Dont waste time on searching for the missing dot, as its impossible from this position.
Instead, use the Grapnel Gun to reach the upper floor (the one with the control panel) #1.
After getting there, turn around and stand by the ledge #2.

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You need to jump off the ledge and glide north. After flying a couple dozen meters, start
turning around and try to reach a position from which you will see the whole question mark
(screen above). Dont worry if you dont manage to do it on the first try, as you can always
return to the starting point and start all over again. Whats more, if Batman crashes against
something and falls down, the game will automatically return him onto one of the previous
ledges.

Notice! If you cant handle solving this riddle by gliding, you can always use the alternative
method implying standing on the mentioned northern extension arm #1 and afterwards
jumping off it (B button), trying to scan the question mark in mid-air #2.

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RIDDLE 2 Where can you get a wonderful view of the past?

Get onto the big terrace after riding the elevator to the upper level of the Tower and scan the
Gotham City painting (screen above).

RIDDLE 3 Crime is a global issue. You'll never stop it, Batman.

Stand beside the antique monument with a globe connected with the Wonder City (screen
above) and scan it.

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RIDDLE 4 Read all about it! Is this the sign of the Times?

Find the plate informing of the shutdown of Wonder City (screen above) and scan it.

RIDDLE 5 Wanted: Dead... and alive?

Find the overturned Solomon Grundy wanted poster (screen above) and scan it.

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RIDDLE 6 Do these demonic twins pose a threat?

Grab the twins statues in one frame (screen above) and scan it.

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Demon seals

SEALS
Gadgets used: Batclaw

There is a total of twelve Demon Seals in Wonder City and destroying them all will let you
complete four riddles (three seals pear each). Each time you find a Seal (P on the attached
map), use the Batclaw to grab it (screen above). Afterwards tap A and Batman will rip out the
Seal.

You might have some problems with finding three Seals on the upper level of the Wonder
Tower. The first one can be found right after using the elevator. Climb onto its roof and
search for a vertical shaft (screen above). You need to do it after heading onto the observation
deck.

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The second Seal can be found after reaching the southern observation deck. Just turn
around and look up (screen above).

The last Seal can be found and destroyed after beginning climbing, to be precise after
reaching the spot from which you can glide through a shaft for a short time and land on a
lower shelf. Do it and turn around (screen above).

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Physical challenges
Batman (01-23)

CHALLENGE 1 Glide continuously for over 150 meters (without using the Grapnel
Boost upgrade)

How to complete: Its a very simple challenge, as in order not to land too early, you need to
alternate between using the Dive bomb (holding the right trigger; screen above) and
ascending (leaning the left analog stick down). Just look out not to hit anything on your way.

CHALLENGE 2 Glide continuously for over 250 meters (Grapnel Boost upgrade
permitted)
How to complete: Curiously, you dont have to use the Boost at all, as you can pretty much
just use the tactic described in Challenge #1. If you however plan on using it (by tapping A
twice and holding it down after the second one), remember not to hit anything after
catapulting Batman (ledges, buildings etc..

CHALLENGE 3 Perform a vertical dive for over 50 meters


How to complete: The challenge of course corresponds to the Dive Bomb, activated by
pressing the right trigger in mid-air. In order to make sure that you can complete this
challenge, choose a roof of a very tall building, like the Church or Gotham Bank.

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CHALLENGE 4 Perform five consecutive line launches without touching the ground
How to complete: You can approach this challenge only after obtaining the Line Launcher.
The assumptions of this challenge arent very complicated, as you have probably come across
the need to change direction multiple times throughout the story mode. Just remember to
constantly use the ability to slow down (left rigger). Id also recommend completing this in
either Park Row or the Bowery, as you will have an easier time moving between the building.

CHALLENGE 5 Glide for 30 meters while maintaining a height of less than 5 meters
above the water

How to complete: You should approach this challenge in the Industrial District. Start off by
using the Dive Bomb (hold down the right trigger in mid-air) and flatten out at the very last
moment (by pulling the left analog stick back). Now just fly right above the water (screen
above) and you should complete the required 30 meters without any problems.

CHALLENGE 6 Achieve a x20 combat combo


How to complete: Its a pretty simple challenge. Remember not to take any longer breaks
between the attacks. The multiplier can be also easily increased by using the Beat Down
skill, that is first stunning the enemy with the cloak (B) and afterwards attacking him by
tapping X.

CHALLENGE 7 Use 3 Quickfire gadgets in one combat encounter


How to complete: The Quickfire is offered by, inter alia, Batclaw, Batarang, Batarang, Remote
Electrical Charge or Freeze Blast. Its important to use the shortcut each time (e.g. left trigger
+ B with the Electrical Charge), so without the process of manually aiming. Its also worth to
complete this challenge during a fight with a large enough group of inmates, so that you
dont run out of enemies before using the required amount of gadgets.

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CHALLENGE 8 Achieve a x5 variation bonus in one combat encounter


How to complete: This challenge shouldnt be especially hard. Start the fight with an aerial
attack and during the fight itself lead out different attack types (Stun, Beat down etc.), not
just the standard types and counters.

CHALLENGE 9 Aerial Attack off a stunned enemy into another (3 required)


How to complete: This challenge is easier than it might seem. Start off by stunning an enemy
with the cloak (B) and afterwards press A twice to run onto him. Dont wait for Batman to
jump above him, but quickly lean out the analog stick towards a different enemy and press
X. as a result Batman should bounce off the first enemy and attack the next one. Perform
this attack two more times.

CHALLENGE 10 Use the Slide to trip an enemy (3 required)


How to complete: This trivial challenge can be completed in a matter or second. Start
running at an enemy and press the right trigger to slide and trip him. Repeat this attack two
more times.

CHALLENGE 11 Perform a Beat Down to finish an enemy (5 required)


How to complete: Completing this challenge isnt very hard. During the fight, attack every
enemy but one, leaving him for the end. Once hes the only one left, stun him with the cloak
(B) and afterwards start tapping X, activating the Beat down. Repeat this four more times.

CHALLENGE 12 Counter an enemy projectile (3 required)

How to complete: The challenge doesnt correspond to the bullets fired from gun, but to items
that the inmates throw at Batman (e.g. small crates). Each time you note such an enemy,
wait for a counter icon to appear above the thrown item and press Y. Batman should grab
the item (screen above) and throw it back. Repeat this two more times.

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Batman: Arkham City Game Guide 596 / 618

CHALLENGE 13 Hit an explosive object with a Batarang before it is thrown

How to complete: You shouldnt have problems here. You need to fight a group of inmates, in
which one will try to throw a fire-extinguisher or a different explosive item at Batman. When
you note that someone is holding an explosive item, throw a Batarang at him (Quickfire, or
manually aiming at him) to cause a premature explosion (screen above).

CHALLENGE 14 Take out 2 enemies at once with the Glide Boost Attack

How to complete: You will need to have the Glide Boost Attack upgrade to complete this
challenge. Start on a vantage points or a roof, nearby a big group of enemies. Glide towards
at least two standing beside each other, at first pressing X to aim at one of the inmates and
afterwards the right trigger. A yellow icon should appear above the inmate and start filling up
(screen above). The icon must start glowing red, thanks to which the force will knock down
both enemies.

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Batman: Arkham City Game Guide 597 / 618

CHALLENGE 15 Use a Combo Batarang in combat (10 required)


How to complete: This simple challenge implies using the Batarang by tapping the left trigger
(without aiming). Do this move nine more time.

CHALLENGE 16 Perform a Batclaw Slam (5 required)

How to complete: Completing this challenge requires the Batclaw Slam upgrade. Aim at any
enemy and afterwards press the left trigger and Y at the same time. Its however not the end,
as after a given enemy get pulled towards Batman, you need to hit him by pressing X (screen
above). Repeat this four more times.

CHALLENGE 17 Use the Quickfire Remote Electrical Charge during a combo (5


Required)
How to complete: You can approach this challenge after obtaining the Remote Electrical
Charge. The Quickfire shortcut for this gadget is left trigger + B. It of course cannot be the
only attack in the combo, so perform at least one normal attack after using the gadget.
Repeat this four more times.

CHALLENGE 18 Use the Quickfire Explosive Gel during a combo (5 required)


How to complete: The Quickfire shortcut is left trigger + X. of course after planting the
charges you need to detonate them at the right moment, so that you hit the enemies. You
also need to make sure that its not the only attack in the combo. Repeat this four more
times.

CHALLENGE 19 Use the Quickfire Freeze Blast during a combo (5 required)


How to complete: You can approach this challenge only after unlocking the Freeze Blast. The
Quickfire shortcut for hits gadget is tapping the right trigger twice. You of course need to
make sure that its not the only attack, so attack at least one after using the gadget. Repeat
this four more times.

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Batman: Arkham City Game Guide 598 / 618

CHALLENGE 20 Use the Smoke Pellet to disorientate enemies into attacking each
other

How to complete: This challenge is best approached in a rather small room, surrounded by a
big group of enemies. Press Y to let out a smoke pellet and start running through the smoke
hoping that one of the enemies will try to attack you and hit his buddy instead. Luckily, its
much easier than it sounds.

CHALLENGE 21 Finish a fight with a Combo Batarang (3 required)


How to complete: Its a very simple challenge, requiring you only to knock out the last enemy
in a group with the Batarang. If the first Batarang attack causes him only to fall down, wait
until he gets up and try again. Repeat this two more times.

CHALLENGE 22 Use the Remote Electrical Charge to get an armed enemy to fire his
weapon and surprise at least one other nearby enemy
How to complete: Stand beside any group of armed enemies and make Batman doesnt get
noticed by them. Aim at one of the enemies with the Remote Electrical Charge and shoot at
him. The challenge will be completed if there as at least one other inmate beside him.

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Batman: Arkham City Game Guide 599 / 618

CHALLENGE 23 Use the Remote Electrical Charge to force an enemy to hit another
enemy (3 required)

How to complete: Start by locating a group of enemies with at least one equipped with a stun
stick. You can either shoot him from above or fight the group directly, focusing your
attention of that one enemy (screen above). In the latter case, you should of course use the
Quickfire option (left trigger + B). Repeat this two more times.

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Batman: Arkham City Game Guide 600 / 618

Batman (24-40)

CHALLENGE 24 Use the Remote Electrical Charge to blast one armored thug into any
other thug

How to complete: Find an armoured enemy (the type which you defeat using Beat Down,
screen above). Shoot at him with the Remote Electrical Charge and with some luck he will hit
another inmate while stunned.

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Batman: Arkham City Game Guide 601 / 618

CHALLENGE 25 Use the Freeze Cluster Grenade to immobilize three or more


henchmen at one time (Upgrade required)

How to complete: You can approach this challenge only after unlocking the Freeze Cluster
Grenade. Its worth to try this challenge in smaller areas, as the enemies dont have
anywhere to run. You can also search for a place where theyre standing beside each other
(screen above) and attack them by surprise.

CHALLENGE 26 Use the Freeze Blast to freeze an enemy then a Batarang to knock
them down
How to complete: You can approach this challenge only after unlocking the Freeze Blast.
Additional description seems needless, as the name says it all. Make sure not to attack the
enemy in any other way after freezing him, but use the Batarang at once.

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Batman: Arkham City Game Guide 602 / 618

CHALLENGE 27 Perform a Grapnel Boost Takedown

How to complete: You can approach this challenge only after unlocking the Grapnel Gun
Boost. Take a look around Park Row or the industrial District for a roof patrolled by armed
enemies. Provoke the enemies by showing yourself to them and wait for one of them to
approach the roof ledge (screen 1). Aim at that ledge with the Grapnel Gun and afterwards
use the Boost by pressing (and holding down) A twice. If you have done everything properly,
Batman wont catapult upon reaching the ledge, but automatically knock out the enemy
(screen 2).

CHALLENGE 28 Use the Reverse Batarang to knock down an enemy


How to complete: You can approach this challenge only after unlocking the Reverse
Batarang. Stand above a group of enemies, aim at one of them (left trigger) and hold down RB
until the aiming process finishes. Afterwards let go of RB and the Batarang will automatically
circle the enemy and knock him out from behind.

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Batman: Arkham City Game Guide 603 / 618

CHALLENGE 29 Kick an enemy while riding on the Line Launcher (3 required)

How to complete: You can approach this challenge after unlocking the Line Launcher. Stand
on the same level as the enemy you want to knock out and aim the line at him. After the ride
begins, make sure that Batman will hit him (its best if the inmate doesnt get alarmed too
soon; screen above). Repeat this two more times.

CHALLENGE 30 While riding on the Line Launcher towards an unaware enemy, use
the Takedown attack to drop down and knock them out

How to complete: You can approach this challenge only after unlocking the Line Launcher.
Stand on the same level as the enemy you want to knock out. Aim and fire the line. After the
ride begins, wait for Batman to get nearby the target (screen above) and press Y for a
knockout.

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Batman: Arkham City Game Guide 604 / 618

CHALLENGE 31 Catch a Remote Batarang


How to complete: this trivial challenge implies throwing a Batarang and making sure it
returns to Batman. You can perform a full turn or just turn the gadget around by pressing
the left and right trigger at the same time.

CHALLENGE 32 Fly a fully boosted Remote Batarang into a thug and send him flying
through the air
How to complete: Throw a Remote Controlled Batarang and hold down the right trigger to
make it fly faster. Lead it onto one of the enemies. The hit should be strong enough to send
him flying automatically, so you dont need to worry about hitting him at a specific angle.

CHALLENGE 33 Use the Freeze Blast to freeze an armed enemy before taking him out
How to complete: You can approach this challenge only after obtaining the Freeze Blast. Aim
at a single armed enemy, use the Freeze Blast and afterwards approach hi and press Y for a
knockout.

CHALLENGE 34 Use the Smoke Pellet to disorientate an armed enemy and follow up
with a Takedown

How to complete: Look for at least one armoured enemy and land beside him. Once Batman
get noticed, press Y to let out a smoke pellet, quickly approach the enemy from behind and
press U for a knockout (screen above).

CHALLENGE 35 Disarm an enemy using the Batclaw disarm (3 required)


How to complete: Completing this challenge requires the Batclaw disarm upgrade. Locate a
single armed enemy and after getting near enough, press the left trigger and Y. Repeat this
two more times afterwards.

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Batman: Arkham City Game Guide 605 / 618

CHALLENGE 36 Use the Disruptor to jam the gun of an armed enemy and then get
him to try and fire

How to complete: You can approach this challenge after unlocking the Disruptor and the
Jam Firearm upgrade. Locate a single armed enemy and equip the Disruptor. Press the left
trigger and then the right one and wait for the bar to fill up (screen above), informing that the
gun has been jammed. Jump down and stand in front of the enemy, so that he tries to shoot
Batman.

CHALLENGE 37 Use the Remote Electrical Charge to temporarily disable a backpack


Jammer device

How to complete: You can approach this challenge only after unlocking the Electrical Charge.
Additionally you will have to find a group of enemies with at least one jammer device (screen
above), the perfect place for that being the main subway station. Shoot a charge at the enemy
thanks to which the jammer will stop working for a while.

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Batman: Arkham City Game Guide 606 / 618

CHALLENGE 38 Take down an enemy using the Sonic Batarang


How to complete: You can approach this challenge only after unlocking the Sonic Batarang
and the Sonic Shock Batarang upgrade. Throw a Batarang and make it hit the floor or a wall
beside an enemys patrol route. Once an enemy gets beside the Batarang, press the left
trigger + RB to detonate the gadget.

CHALLENGE 39 Perform an Inverted Takedown from a Vantage Point

How to complete: Its a very simple challenge which you will probably complete during the
main story. You need to reach one of the rooms in which you need to act from the shadows
and with vantage points. Reach one of such points, wait for a guard to get beneath you and
press Y for a Inverted Takedown (screen above).

CHALLENGE 40 Perform a Knockout Smash (5 required)


How to complete: Completing this challenge shouldnt be hard. Approach any enemy from
behind, helping yourself by crouching down if you need to. After getting beside him press Y
for a silent takedown. Repeat this four more times.

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Batman: Arkham City Game Guide 607 / 618

Catwoman

CHALLENGE 1 Use Caltrops to stun an enemy (3 required)


How to complete: This challenge isnt particularly hard, it only implies using one of
Catwomans gadgets. With the Caltrops, its worth to use Quickfire option activated by
pressing the left trigger and B.

CHALLENGE 2 Perform a Special Combo Whiplash and Special Combo Whip Trip in
one combo flow
How to complete: You can approach this challenge only after unlocking the Special Combo
Whiplash (A+X) Special Combo Whip Trip (A+B). afterwards locate a large group of enemies
(e.g. inmates standing beside the Courthouse) and attack them, aiming for a high multiplier.
After gaining a high enough value, activate one of the above skills. Quickly start attacking
again so that the multiplier doesnt reset and soon afterwards activate the second skill.

CHALLENGE 3 Complete one Claw Climb using at least 8 separate leaps without
missing the timing for a single jump

How to complete: The challenge is a bit harder than it might seem at first, as the jumps need
to be performed at a perfect pace. Luckily the game informs you each time if the jump was
ideal, or too late or fast. After a few attempts you should master the climbing enough and
you will just have to find one of the highest buildings in Arkham City (e.g. the Gotham Bank
screen above). It will let you perform at least 8 jumps before reaching the top of the
building.

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Batman: Arkham City Game Guide 608 / 618

CHALLENGE 4 Perform a Pounce attack (3 required)

How to complete: Its a very simple challenge, implying attacking the enemy from above. You
will be informed of the possibility to do it by a claw icon appearing above his head (screen
above) and then you will have to just press X. Repeat this move two more times.

CHALLENGE 5 Use the Quickfire Whip attack during combat (3 required)


How to complete: This challenge isnt particularly hard, you pretty much just need to test one
of Catwomans gadgets. Its worth to use the Quickfire option, either by pressing the left
trigger or the left trigger + Y combination (disarm).

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Batman: Arkham City Game Guide 609 / 618

Riddler's Revenge
12B

Combat maps
140B

The overall rules of the challenge maps havent changed since the first game. Id definitely
recommend approaching them at the end, i.e. after completing the main story mode, side
missions and finding all the secrets. Theres a total of 12 maps, though you need to complete
them separately with each character. Batman and Catwoman are available from the
beginning, through you can also buy Robin and Nightwing DLCs. Each of the maps lets you
obtain three medals bronze, silver and gold. Which medal you get depends on the amount
of points you have at the end of the third round (more information in the table below) and if
you want to max out your score, you should remember about:

Gaining and keeping high multipliers as a result you need to have a very good
understanding of a given characters fighting mechanics, reducing the probability of
accidentally breaking the combo because of a failed or too slow attack attempt.
Using a wide variety of attacks apart from standard attacks and counters, you
should also use other types (like Beat Down or Ultra Stun for Batman). The same goes
for special attacks, which usually require you to press two buttons.
Using the available gadgets its worth to use each gadget at least once each round. Of
course you need to remember the Quickfire shortcuts, so that you dont have to
manually equip them each time.
Avoiding getting damaged most of all remember to perform counters, though you
should also look out for enemies with firearms, stun sticks, shields and other elite
enemy types. An universal method is evading often, as well as jumping over enemies.
Finishing off downed enemies you should use this option only by the end of the
round, thanks to which you wont get attacked by an enemy while trying to finish off
his buddy.

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Batman: Arkham City Game Guide 610 / 618

LIST OF MAPS

NAME GOLD SILVER BRONZE

Blind Justice 24000 points 12000 points 6000 points


Survival of the Fittest 32000 points 16000 points 8000 points
Rooftop Rumble 32000 points 16000 points 8000 points
Hells Gate 32000 points 16000 points 8000 points
Funhouse Brawl 60000 points 30000 points 15000 points

Prison Riot 32000 points 16000 points 8000 points


Blind Justice (Extreme) 32000 points 16000 points 8000 points
Survival of the Fittest (Extreme) 60000 points 30000 points 15000 points
Rooftop Rumble (Extreme) 40000 points 20000 points 10000 points
Hells Gate (Extreme) 48000 points 24000 points 12000 points

Funhouse Brawl (Extreme) 60000 points 30000 points 15000 points


Prison Riot (Extreme) 48000 points 24000 points 12000 points

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Batman: Arkham City Game Guide 611 / 618

Predator maps
14B

The overall rules of the challenge maps havent changed since the first game. Id definitely
recommend approaching them at the end, i.e. after completing the main story mode, side
missions and finding all the secrets. Theres a total of 12 maps, though you need to complete
them separately with each character.
The further part of the walkthrough included the two characters available in the basic game,
i.e. Batman and Catwoman. Each of them has their individual mission, though played on the
same maps. Id recommend first completing the ones for Batman, as even the Extreme
versions will be easier than those of Catwoman. There are three missions on each map, each
with a bigger description in the tables below. Remember to first familiarise yourself with the
maps and missions, aiming at completing the map as fast as possible. As a side note,
remember that even after completing every mission on a given map, you will still need to
eliminate the enemies to finish the challenge.

LIST OF MAPS BATMAN

NAME CHALLENGES DESCRIPTION


Meltdown Mayhem 1) Smoke Detector You need to use a smoke pellet after Batman
gets noticed and afterwards use the fact that the local enemies have
been blinded and approach one of them from behind and knock him
out.
2) Mind Your Head You need to throw a Batarang at an enemy and
afterwards quickly approach him and finish him off before he can get
up.
3) Shock Tactics you need to hit one of the armed guards with an
Electric Charge, causing his gun to fire and therefore scare the one
beside him. Of course you should attack groups of two or more, as
only then you will succeed.
Police Brutality 1) Blast Zone Spray the Explosive Gel on one of the destructible
walls, wait for a guard to reach it and detonate the charge.
2) Knockout Smash Approach the enemy from behind. Start off by
pressing Y to silently take him out and afterwards X to finish him off
fast (instead of waiting until his body is laid onto the ground).
3) Window Pain Stand beside one of the windows, wait for one of
the guards to appear on the other side and attack him by surprise (Y
button).
Natural Selection 1) Weapon Jam Use the Disruptor with the Jam Firearm to block
the weapon of one of the guards. Afterwards, let him see you so that
he tries to shoot you.
2) Aerial Assault Attack an enemy from above, at best by gliding off

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Batman: Arkham City Game Guide 612 / 618

one of the vantage points. After knocking him down, quickly finish
him off.
3) Friends Fly Free Use the Grapnel Gun to grab the bridge
connecting the upper balconies. Dont however climb up, instead
keep hanging from the ledge. Wait for two guards to get beside you
and attack them by surprise (Y) to throw them both through the
balustrade.
End of the Line 1) Kick Off Stand on the roof of one of the subway cars on the
station. Wait for an enemy to appear on the opposite car, aim at him
with the Line Launcher and start the ride, kicking him and therefore
throwing down to the ground.
2) Scare Tactics You need to scare at least one enemy, for example
by using the Smoke Pellet or Electrical Charge. You need to act fast,
appearing in front of your target by surprise. Therefore you can glide
or jump out of the ground shaft.
3) Freeze Frame Use the Freeze Blast to freeze an armed enemy
and afterwards knock him out (Y).
Lost City 1) Grate Moves You need to hide in the ground shaft, wait for an
enemy to get above Batman and perform a surprise attack (Y).
2) Fall Guy Stand on the lowest balcony and wait for a guard to
appear on one of the higher balconies (or the ones adjoining the
elevator). Grab him with the Batclaw and push over the balustrade.
3) Breaking and Entering You need to stand beside one of the
wooden walls, wait for an enemy to appear on the other side
(Detective Mode will come in handy here) and take him out (Y).
Top of the World 1) Fire Hazard Wait for an enemy to stand beside one of the fire
extinguishers on the lower level. Throw a Batarang at the
extinguisher and afterwards quickly approach the blinded enemy.
Get behind his back and take him down (Y).
2) Confiscated Weapon Approach one of the armed enemies. Use
the Batclaw with the Disarm upgrade to pull the gun out of his
hands. Afterwards, once the disarmed guard is pulled towards you,
press X for a knockout.
3) Mined Your Step Dont eliminate the guard with proximity mines
prematurely. Instead, wait for him to plant at least one. Afterwards
you need to wait for an enemy to approach it and detonate the mine
by using the Disruptor with the Mine Detonator upgrade.
Meltdown Mayhem 1) Armor Piercing You need to eliminate the armoured enemy as
(Extreme) the first one. Luckily its very easy and doesnt require you to use
Beat Down, as you only need to wait for him to get beneath one of
the vantage points and use the Inverted Takedown on him.
2) Bringing Down the Roof Spray the Explosive Gel on a
destructible wall fragment. Wait for an enemy to enter the room
below and detonate the charge.
3) Venting Anger Hide inside one of the side ventilation shafts, wait
for an enemy to appear and attack him by surprise (Y). Curiously,

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Batman: Arkham City Game Guide 613 / 618

you dont need to worry about opening the grate as Batman will
break through it automatically while leading out the attack.
Police Brutality 1) Don't Touch That Dial Neutralise the enemy with the Jammer as
(Extreme) the last one. Therefore it means that throughout this level you wont
be able to use the Detective Mode.
2) Feet First Stand on the balustrade of one of the higher balconies,
wait for a guard to appear beneath you and perform a surprise
attack on him (Y). You should of course wait and deal with one of the
last enemies using this method, as Batman can be easily spotted by
others.
3) Smash and Grab Locate the vantage point with a glass ceiling
fragment beneath it. Wait for a guard to appear in the room on the
very bottom and perform a Inverted Takedown, breaking through the
glass.

Natural Selection 1) Boom Box Spray the Explosive Gel beside the crate from which
(Extreme) enemies can take weapons. Afterwards alert one of the guards (e.g.
by showing yourself or using the Sonic Batarang), therefore making
him head for a gun. Stand in a place from which you have a god view
on him and detonate the charge as he tries to get the weapon.
2) Chaos Theory Stand on one of the vantage points, wait for an
enemy with thermal vision goggles to appear beneath it and quickly
perform an Inverted Takedown on him (Y), before he manages to
scan the point.
3) Deep Impact Stand on one of the vantage points and wait for at
least two enemies to stand beside each other on the lowest level.
Jump down and hold the right trigger to activate the Dive Bomb. Try
to land beside the enemies and press B when Batman touches
ground to create a Shock Wave. Notice you will need the Shock
Wave Attack to perform the last step.
End of the Line 1) Perpetual Motion Start off on one of the higher balconies of the
(Extreme) subway station, focusing your attention on the enemy who uses the
ladder from time to time. Stand beside the ladder and prepare to use
the Electrical Charge. You need to do it when the guard almost
finished climbing onto the balcony youre on.
2) What Goes Up Check out the hints regarding the above (1st)
challenge, as you can complete them both at the same time.
3) Don't Touch That Dial You need to neutralise the enemy with the
Jammer as the last one. That means not being able to use the
Detective Mode throughout the whole level.
Lost City (Extreme) 1) Bullet Proof You need to eliminate all the guards without getting
damaged. Therefore you should complete the whole stage without
getting noticed by anyone.
2) Switch Hitter This mission is quite hard and Id recommend
trying to complete it on the highest balconies, the one adjoining the
elevator. The idea behind this challenge is firing a line towards an
enemy, hitting him while riding the line AND afterwards changing
direction and doing the same with yet another inmate. You should

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Batman: Arkham City Game Guide 614 / 618

probably take some time to prepare the whole thing and also make
things easier by freezing one of the enemies beforehand.
3) High Speed Impact Begin on one of the vantage points and equip
the Remote Controlled Batarang. Aim at one of the enemies one the
higher balconies, the one standing beside the balustrade to be
precise. Throw the Batarang and make sure to speed it up by holding
the right trigger. The enemy you hit should get sent flying and fly
over the balustrade, but in case he doesnt, wait for him to fully
recover and quickly throw another Batarang.

Top of the World 1) Fists of Fury You need to use Beat Down to eliminate one of the
(Extreme) enemies (you execute it by pressing B and afterwards tapping X). Its
best to do it with the last enemy, therefore ending the level.
2) Human Cannonball Wait for the enemies to stand beside each
other and try to attack them by surprise, using the Remote Electrical
Charge. Shoot at the enemy with the armour and with some luck he
will fall into his buddies.
3) Cold War You need to use the Freeze Cluster to freeze at least
three guards at the same time. For obvious reasons you should try
doing it in the beginning part of the level, making use of the fact the
enemies gather in one place.

LIST OF MAPS CATWOMAN

NAME CHALLENGES DESCRIPTION

Meltdown Mayhem 1) Whipped Up Use the Ceiling Climb ability and grab onto the
bottom of the metal balconies. Place yourself in such a place that
you have an enemy above you (use the Thief Vision) and attack him
with the whip by pressing Y (its also equivalent to getting onto the
balcony which he was patrolling).
2) Silence is Golden You need to silently approach an enemy from
behind and silently take him down by pressing Y.
3) Break Your Fall start off on one of the roofs of vantage points.
Wait for an enemy beside which a claws icon will appear to get
beneath you. Press X and afterwards quickly approach him and
finish off.
Police Brutality 1) Whip Into Shape Attack the guard using the whip, at best by
tapping the left trigger. After the enemy triples over, approach and
finish him off.
2) Scare Tactics Scare at least one enemy by attacking him with
the whip and disappearing or letting him find the body of a fellow
inmate. You need to act fast and appear by an enemy by surprise, so
wait for him beside a corner or jump out of a ground shaft.
3) Hit and Run You need to attack an armed enemy with standard
(X) attack. As its not a very effective method, you should probably do
it with the last enemy standing.

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Batman: Arkham City Game Guide 615 / 618

Natural Selection 1) Cat Nap Use the Ceiling Climb skill to as the name implies
grab onto one of the ceilings. Wait for an enemy to appear beneath
you and press Y to take him out.
2) Grate Moves You need to hide inside a ground shaft, wait for an
enemy to appear above Catwoman and attack him by surprise (Y)
3) Have a Nice Trip Start following an enemy. After getting near
enough to him, start running and press the right trigger to perform a
slide. Quickly approach him and finish him off.
End of the Line 1) Bola'd Over You need to throw Bolas at an enemy (Quickfire with
left trigger + X) and finish him off after he falls over. As the action
can alert the other guards, you should use this method to eliminate
one of the last enemies.
2) Over the Ledge Head onto the upper balconies, jumping over the
balustrade at any place you like. Keep hanging and wait for a guard
to get beside you. Attack him by surprise (Y), causing him to fall over
the balustrade.
3) Breaking and Entering You need to stand beside one of the
wooden walls, wait for an enemy to appear on the other side (Thief
Vision can come in handy here) and knock him out (Y).
Lost City 1) Caltrop Trip Throw the caltrop (the Quickfire shortcut is left
trigger + B) at a spot patrolled by the enemy. Wait for one of the
guards to appear here and after he steps onto the caltrops, approach
him from behind and knock out (Y).
2) Round the Bend Begin on the upper balconies, standing by the
stairs leading onto the lower level. Press A to hide behind a corner by
sticking onto the balustrade. Wait until an enemy appears and go up
the stairs and press Y for a takedown.
3) Pouncer Begin on one of the vantage points. Wait for the enemy
beside which a claws icon appears to get beneath you. Press X and
afterwards approach him and finish him off.
Top of the World 1) Gun Thief You need to use the Whip Disarm skill by approach
him and using the left trigger + Y combination.
2) Have a Nice Trip Start following an enemy. After getting near
enough to him, start running and press the right trigger to perform a
slide. Quickly approach him and finish him off.
3) Feet First Stand on the balustrade of one of the higher balconies,
wait for a guard to appear beneath you and perform a surprise
attack on him (Y). You should of course wait and deal with one of the
last enemies using this method, as Batman can be easily spotted by
others.
Meltdown Mayhem 1) Lone Gunman Use the Ceiling Climb ability and grab onto the
(Extreme) bottom of the metal balconies. Place yourself in such a place that
you have an enemy sniper above you (use the Thief Vision) and
attack him with the whip by pressing Y (its also equivalent to getting
onto the balcony which he was patrolling)..
2) Grate Moves You need to hide in the ground shaft, wait for an

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Batman: Arkham City Game Guide 616 / 618

enemy to get above Batman and perform a surprise attack (Y).


3) Window Pain Stand beside one of the windows, wait for one of
the guards to appear on the other side and attack him by surprise (Y
button).

Police Brutality 1) Gun Thief You need to use the Whip Disarm skill by approach
(Extreme) him and using the left trigger + Y combination.
2) Knockout Smash Approach the enemy from behind. Start off by
pressing Y to silently take him out and afterwards X to finish him off
fast (instead of waiting until his body is laid onto the ground).
3) Bullet Proof You need to eliminate all the guards without getting
damaged. Therefore you should complete the whole stage without
getting noticed by anyone.
Natural Selection 1) Cat Fight You need to use Beat Down to eliminate an armoured
(Extreme) enemy. The bad news that the inmate were talking about is also a
sniper, so you cant leave him for the end. As a result you should
wait for the enemies to get away from the bridge with the sniper,
quickly approach him from behind and use Beat Down (press B and
afterwards start tapping X).
2) Breaking and Entering You need to stand beside one of the
wooden walls, wait for an enemy to appear on the other side
(Detective Mode will come in handy here) and take him out (Y).
3) Pouncer Begin on one of the vantage points. Wait for the enemy
beside which a claws icon appears to get beneath you. Press X and
afterwards approach him and finish him off.
End of the Line 1) Whip Into Shape Attack the guard using the whip, at best by
(Extreme) tapping the left trigger. After the enemy triples over, approach and
finish him off.
2) Friends Fly Free Head onto one of the two main bridges
connecting the upper balconies and jump over the balustrade.
Holding onto the ledge, wait for two enemy stand beside each other
and attack them by surprise (Y), throwing them both over the
balustrade.
3) Grate Moves You need to hide inside a ground shaft, wait for an
enemy to appear above Catwoman and attack him by surprise (Y).
Lost City (Extreme) 1) Whipped Up Use the Ceiling Climb ability and grab onto the
bottom of the metal balconies. Place yourself in such a place that
you have an enemy above you (use the Thief Vision) and attack him
with the whip by pressing Y (its also equivalent to getting onto the
balcony which he was patrolling).
2) Knockout Smash Approach the enemy from behind. Start off by
pressing Y to silently take him out and afterwards X to finish him off
fast (instead of waiting until his body is laid onto the ground).
3) Three Strikes You need to attack at least three different armed
enemies in direct combat with the standard attack (X). You should of
course get rid of each attacked guard at once and not run away after
the first hit. Its worth to take care of this mission at the end and

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Batman: Arkham City Game Guide 617 / 618

always choose lonely guards so that his buddies dont have time to
help him.
Top of the World 1) Cat Fight You need to use Beat Down (B and then tapping X) to
(Extreme) eliminate an armoured enemy. The enemy has a Jammer on his back
and you should leave him for the end, giving up on Detective Vision,
as it will let you complete mission 3 at the same time.
2) Caltrop Trip Throw the caltrop (the Quickfire shortcut is left
trigger + B) at a spot patrolled by the enemy. Wait for one of the
guards to appear here and after he steps onto the caltrops, approach
him from behind and knock out (Y).
3) Don't Touch That Dial Neutralise the enemy with the Jammer as
the last one. Therefore it means that throughout this level you wont
be able to use the Thief Vision.

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Batman: Arkham City Game Guide 618 / 618

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