-= BATMAN ARKHAM KNIGHT =- W A L K T H R O U G H AUTHOR: PAUL MICHAEL (VHAYSTE®) CONTACT: [email protected] http://www.facebook.com/pages/vhayste/110018722374948 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ NOTE: THIS WALKTHROUGH COVERS THE MAIN STORY MISSIONS ONLY. FOR MOST WANTED MISSIONS, ALL RIDDLER TROPHY LOCATIONS, AND OTHER COLLECTIBLES, YOU CAN FOLLOW THE LINK BELOW. SCREENSHOTS AND VIDEOS AVAILABLE +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Illustrated online version of the guide is available below http://www.supercheats.com/batman-arkham-knight/walkthrough/ ===================== [ C O P Y R I G H T ] ===================== .---------------------------------------------------------------------. | This document is copyrighted to me, Vhayste®. 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Requests for posting this faq to other websites aside from| | the ones the author originally contributed to still needs to be | | emailed to the author first. Expect a prompt response whenever | | possible. | '---------------------------------------------------------------------' ============================================== T A B L E OF C O N T E N T S ============================================== 0001 ------------ City of Fear 0002 ------------ Scarecrow's Safehouse 0003A ----------- GCPD 0003B ----------- Tower Activations 0004A ----------- Ace Chemicals 1 0004B ----------- Ace Chemicals 2 0004C ----------- Ace Chemicals 3 0005 ----------- Tracing Oracle 0006 ----------- Crash Site Investigation 0007 ----------- Stirring the Drone Nest 0008 ----------- Penguin Hunt 0009A ----------- Stagg Airship Alpha 0009B ----------- Stagg Airship Beta 00010 ----------- Counter-Toxin 00011 ----------- Defense Grid 00012 ----------- Harley's Jokers 00013 ----------- Sea of Fear 00014 ----------- Ancient Root 00015 ----------- Cloudburst 00016 ----------- The Shaft 00017 ----------- Tunnel Bat 00018 ----------- Arkham Knight 00019 ----------- Oracle's Rescue 00020 ----------- GCPD Assault 00021 ----------- The Dark Knight's Fall ============================== ===== 0001 City of Fear ====== ============================== For the first part, you have to keep pressing X or just tilt the left stick to incinerate Joker's corpse. (Or if you're curious, you can pause the incineration and check out his partially burned face. After a few scenes, you'll be in control of Officer Owen. Walk towards the corner booth and talk to the smoking customer. During this nightmare sequence, just pull the trigger and the cutscene will end. You'll now be able to control Batman. You have to meet Commissioner Gordon on the rooftop of the GCPD. You can glide towards the target and use your grappling hook to gain height again and glide once more. Continue doing this until you reach the rooftop. After the cutscene, Batman will contact Oracle and ask for the location of the missing officer. Once you've reached the area, engage the thugs and defeat them. Talk to the police officer to rescue him. After the scene, press L1 to "even the odds". Once you're inside the Batmobile, pursue the military vehicle. One of the thugs will be firing RPGs on you but you don't have to worry about it. Keep following the vehicle and fire your immobilizer rounds until you're able to shut them down. Once the vehicle is totaled, exit the Batmobile and interrogate the driver. ============================== == 0002 Scarecrow's Safehouse ============================== Once you've uploaded the toxin sample for Oracle to check, you now need to investigate Scarecrow's safehouse. Make your way to the rooftop and take down the guards outside. Continue to the glass roof and position yourself for a takedown. After taking out all the guards, approach the gas chamber for a scene. After the scene, you'll be cornered by the militia outside the building. Press the down DPAD to remote control the Batmobile in battle mode. Six unmanned tanks will arrive in the area. You have to engage these and destroy them using the Batmobile's weapons. You'll know when they're about to fire so make sure to stay away from their line of sight. After destroying all of them, position the Batmobile in the highlighted spot to continue with the story. Drive to the marked location and touch the icon to start the Weapon Energy Diagnostics. Follow the Batcomputer's instructions to complete the diagnostics and Batmobile weapons training. Once you're done with the training, head to the next location and engage the unmanned tanks. Use what you learned in the previous weapons diagnostics to take them out. After all tanks are dealt with, the objective will be complete and the next one will be given. AR Challenges will also become available afterward. ============================== ======== 0003 GCPD =========== ============================== Drive to GCPD to deliver Poison Ivy to detention. You can talk to the officers in the precinct or check out the evidence archive from various Batman villains. To continue with the story, head to the front desk to talk to Gordon and Cash. Mission Select will be available from hereon. If you want to continue hunting down Scarecrow, select the green exclamation point in the Mission Select screen. After tackling the currently available missions in the city, you can now select the main mission. Head to the clocktower and enter the through the rooftop. Now press Up in the DPAD then interact with the statue in the bookshelf. Interact with the computer afterward. ============================== == 0003B Tower Activations === ============================== Once the cutscene is finished, leave the Clocktower from the rooftop again and head towards the movie studio. Find the marked spot then interact with it. Now head to the marked location and call in the Batmobile there. The Batwing will deliver the Power Winch and install it on the car. Now you can use it to pull obstacles out of the way of the Batmobile. Now get near the edge of the road where you're at and fire the Power Winch to get rid of the station sigh. Once clear, reverse a bit then hit the afterburner to jump over to the rooftop. Find the protruding metal on the rooftop and pull it again using the Power Winch. Back up then hit the afterburner again to use the raised roof as a ramp. Now navigate through the next part of the roof while on Battle Mode and blow up the obstacles along the way. Work your way around the roof until you find another spot where you can fire the Power Winch. Once secured, deliberately drive the Batmobile off the roof and climb on the wall on the next rooftop. Detact the winch and head to the generator. Attach the Batmobile to the generator using the winch and carefully rev the engine so that the needle in the lower right is within the orange bar. Once done, your objective will be updated. You can't use the Batmobile for now so you have to head to the next location through the roofs. Once you're in the location, step on the rooftop and enter Detective Mode to evaluate the threats and the hostage below. Find a vantage point to stalk your prey from above. Grapple on the nearby ledge then swing to the other one right across so you can see the entrance. Select the Batarang from your equipment and hit the target to draw the enemies out. Once they're out, you can take them out silently one by one. After clearing the guards outside, Batman will call in his new Batsuit. Head to the marked location and open the capsule to get it. Lucious will walk you through the new Batsuit's features. Lucius will also enable five Training AR challenges. Complete all of them to earn Tech Points you can use to upgrade your arsenal. Follow this link for the videos of these challenges. Once you're done with all the simulations, use the tech points you earned to upgrade your gear, weapons, gadgets, Batmobile and more. Now you have to defeat the three gunmen inside the building. Enter one of the grates, get into position under the floor then use the Multi-Fear Takedown you just practiced. After taking them out, rescue the captured detective and interact with the console inside. After the scene, leave the building and Batman will throw the Batscanner in the air. Now you have to triangulate the location of Scarecrow's toxin factory. Move the tower pointers to Ace Chemical located in the upper right corner of the screen and let the towers sit on there until your objective is updated. ============================== === 0004A Ace Chemicals 1 === ============================== Head to the location and talk to Gordon. After the cutscene, find your way inside the facility. Enter Detective Mode once you're able and scan the area of threats. The security terminal you have to access will be highlighted in your screen. You have to make your way there but first, it will be better to take out the guards silently to make your job easier. After knocking out the guards, access the terminal. You have to make your way to the highest vantage point in the area – the top of the Ace Chemicals building. While the batscanner is airborne, move the cursor until you feel that the controller is vibrating. Now press and hold X to scan the spot. You need to locate all five workers to complete this section. First things first; you have to bring the Batmobile inside to help you rescue the workers. First, you need to lower the gate. Find the Security Office near the gate and clear the room of unarmed guards. Unfortunately, the worker you'll find inside is already deceased. Pull the gate release lever and take control of your Batmobile. While controlling the Batmobile, use the power winch to pull the destroyed part of the bridge and boost it over the improvised ramp. Destroy all the tanks inside then clear the path. Now you can rescue one of the nearby hostages. This guy is located in the room in the separate platform in the corner of the compound. Guide your Batmobile in Battle Mode across the pipes and use the power winch to take down the door. Neutralize the guards and enter the room where the hostage is located to trigger a scene. Now after Arkham Knight's entrance and while he's talking on the phone, select the Remote Control for your Batmobile and fire the riot suppressor rounds to encapacitate the soldiers. Use your cursor to designate targets. If a soldier flies through the glass, you have to finish off the remaining soldiers by melee combat. Now free off the second hostage. Enter the Batmobile and bring the hostage back to Commissioner Gordon. ============================== === 0004B Ace Chemicals 2 === ============================== Now head back inside. You need to make a path for the Batmobile so you have to clear the platform above the crane to access the controls. After clearing the initial wave of guards, you have to deal with some sort of elite melee soldiers. Defeat them and control the crane. Position the crane so you can use it as a ramp. Cross the gap to reach the next area with the Batmobile. Now you have to clear the next courtyard of enemy tank drones. Aim for their turrets and use the thrust-evade to quickly get out of their line of sight. Once the courtyard is cleared, find the gas valve under the Loading Dock room and pull it using the power winch. Clear the Loading Dock room and place some explosive gel on the wall beside the pipe. Continue forth and find the next deceased hostage. Continue forth and use the explosive gel on the floor. Get to a safe distance and blow it up. Now drop down and rewire the electric box nearby. This will open a window which will allow your Batmobile to fire its power winch. Now blow the next wall and pull the valve on the pipe. Once done, turn to the left and you'll find one of the workers again. Continue forth and rewire the electric box again near the hatch to open it. Control the Batmobile once again and blow up the cracked wall. Attach the power winch and pull the elevator as far as the Batmobile can. Release the remote control, have Batman crawl inside the elevator through the opening in front of the Batmobile. Control the Batmobile again and have it lower the elevator to the very bottom. You'll find the hostage inside and a lot of unarmed guards. Use your grappling hook to access the vent on the ceiling and make your way through until you find another grate that you can remove. Head further inside until you can get into a vantage point where you can trigger a Fear Multi-takedown. By default, you can only take out three of them via Fear and the remaining guards, you have to dispatch them using conventional melee combat. After taking out the guards, free the hostage. Head back to the elevator and take control of the Batmobile again to pull it up. Exit the elevator and another scene will trigger. Now you'll have to deal with another wave of tank drones and an attack helicopter. Take out the drones first then deal with the chopper. Use the thrust-evade to avoid its missile volley then make sure to fire the vulcan fire whenever your main gun is reloading. Later on the chopper will fire homing missiles. Use your vulcan fire to destroy them before they completely lock on to the Batmobile. After defeating chopper, park the Batmobile on the lift and disembark. Activate the elevator controls nearby to raise the lift and allow the Batmobile to cross. Now deliver the hostage to the police and head back inside the compound once more. ============================== === 0004C Ace Chemicals 3 === ============================== Blow up the wall of the main building then exit the Batmobile. Get on top of the crane controls above and position the crane so the Batmobile can use it as a ramp again. Once inside, follow the road and take out the bots along the way. Once you've reached another gate, exit the Batmobile and use the grapple hook to reach the ledge above. The best way to quickly take out these two guards is via Fear Multi-takedown. Swing to the pipe above the sentry then you can enter through one of the vents on both sides of the room. This will take you under the floor where you can get beneath the guards and take them out. Quickly use your grappling hook to get out of the sentry's detection range and get near the sentry until you get a prompt to destroy it. Rewire the electric box to open the gate and ride your tank again. When you reach another gate, climb up the ledge and drop down near the electric box below without making a scene. After rewiring and opening the gate, the enemies will be alerted to ride your vehicle again and start shooting at the spooked enemies. Disembark the Batmobile and finish off the remaining enemies on foot. Make use of the Batmobile and environment takedown options in this area. Once clear, enter the batmobile again and use the eject-glide function to get over the gate of the mixing chamber. Silently take down one of the guards and destroy the sentries if you want. Now you have to clear the mixing chamber and take down all the guards to prevent them from loading the chemicals. Once cleared, enter the main chamber to find Scarecrow. After the scene, access the terminal to prepare the neutralizing agent. The four tubes containing the neutralizing agents must be carried to the other holes where you can insert them. Take note that these chemicals are highly volatile so you have to keep an eye on the color indicators while moving it. You also have to be very careful when inserting them in to the holes. After getting the fourth tube, a cutscene will trigger. You'll now be controlling Commissioner Gordon. Head inside the elevator and operate it. Speak to all the prisoners until a cutscene triggers. After the scene, switch control to your Batmobile and use the power winch to pull the side of the chamber. Ride the Batmobile and escape the place. ============================== === 0005 Tracing Oracle === ============================== Head to the GCPD and talk to Gordon. You now have to escort his vehicle to the Clock Tower. Shortly after leaving the GCPD, militia vehicles will pursue Gordon. Follow them and take out the pursuers. Once done, Gordon will enter your Batmobile. Now head to the Clocktower and defeat all the tank drones guarding the roads. After reaching the Clock Tower, get to the rooftop. However, you need to defeat the guards there first before you can safely enter it. Stalk the guards and defeat them all. Once done, enter the Clock Tower. Watch the scene and just look around as the hallucination remains strong. Look around until you can see the wheelchair on the floor. Pick it up to start the cutscene. After the scene, access the Batcomputer's interface. Review the CCTV videos. Select the video in the upper right-hand corner and rewind it. You should see the Arkham Knight and Barbara being carried by one of the militia soldiers. Select that cell to scan it. Then forward the footage and scan the vehicle where Barbara was taken to update your objective. Shutdown the Batcomputer and leave the Clocktower. Enter the Batmobile and park it on the highlighted space. Use the vehicle's Forensics Scanner to track the route of the militia vehicle. Keep following the tracks and you'll eventually see a militia aircraft plant a bomb on the road. Leave the Batmobile and investigate it on foot. After talking to Alfred, you'll learn about the tank drones sent to stop you. You have to defend the spot until the virus is successfully uploaded. Once done, use the Batmobile's power winch to pull the bomb and trigger a controlled explosion. This will unlock the "Campaign for Disarmament" mission. Continue following the tracks until you reach the bridge. Now you have to explore the next island on foot to find the militia access point. Once there, you have to take out all the guards and access their computer. Once done, head back to the bridge and get in the Batmobile. There's a large drone force on the bridge, including ones that fires homing missiles. Take out the smaller ones first then destory the missiles fired towards you with your vulcan cannon. Once done, resume following the tracks using the Batmobile's forensic scanner. ===================================== === 0006 Crash Site Investigation === ===================================== You may encounter more drones in this area so destroy them as you encounter them. Keep following the tracks until you find the crashed vehicle. Get close to it on foot and examine it using the Evidence Scanner. Examine the door handle to reconstruct the scene about the crash. Next, you have to find the body of the driver who was thrown out of the windshield. Examine the body then go back to the vehicle and examine the passenger seat next. During the reconstruction, you'll see the door flying off a distance. Find it near the river and scan it once more. Backtrack to the crash site and playback the reconstruction and see where Oracle landed. Scan the broken wooden pallets there. More scenes will be added to the reconstruction. Now scan where the bullet landed on the ground. With the reconstruction almost complete, it's quite evident that the Arkham Knight carrier her away. Rewind the reconstruction and you'll see her throwing something to the side near the wooden crates while she's crawling away. Scan that evidence to update your objective. This will add two more side missions in your list. (Gotham on Fire and Heir to the Cowl) You can check out these missions and continue with the main objective once ready. Head to the top ledge of the Wayne Tower and enter it. You can check out some of Lucius's prototypes. Use the computer to track down the location of the Arkham Knight. Lucius will also offer you an upgrade for your Batmobile. Choose the upgrade you want then head to the Miagani Tunnel Network. ==================================== === 0007 Stirring the Drone Nest === ==================================== Head to the Grand Avenue area and take out all 12 militia drone tanks. Once done, head to the tunnel entrance and wait for Alfred to lower the door. Continue forth to find another closed gate. Use the power winch to pull the large ventilation fan above. Eject-glide to the hole and enter it. Place the explosive gels on the boarded doorways and blast them. Remove the vent cover and go through the vent. Once you reach the other side, fire the Line Launcher to reach the other end of the room. Enter Detective Mode to see the button. Select your Remote Batarang and use it to push the power button in the enclosed room. Once the gate to the right opens, use the Line Launcher again to conveniently get to the next ledge. Continue forth. Use the Line launcher once again to reach the ledge across the vent fan, then throw your Remote Batarang to the hole and steer it to hit the power button. Once the gate is opened, go through it once again using the Line Launcher. Continue forth, turn to the right and you'll find a Riddler Trophy in the rubble. Swing to the metal beam in the tunnel then continue hopping from beam to beam until you see a vent where you can enter near the locked gate. Continue to the control room and exit the grate. After the cutscene, you have to defeat a brute. Use beatdowns to take these large guys down. More enemies will pour in. Use the environment takedowns, counterattacks, and any special combos/weapons you have to survive. Once you defeated most enemies, a drone tank will block the doorway and will start shooting inside. Go to its blind side to the right and finish off all enemies. Now rewire the electric box to lower the Gate. Bring in the Batmobile and start destroying the tanks. Once done, continue to the next closed gate and open it. The enemies will attempt to escape, pursue them and eliminate the convoy's escorts using Immobilizer rounds. Continue chasing the APC then interrogate the driver of the APC. While interrogating him, press R2 to intimidate the poor ******* and make him spill his beans. Head to the marked location in Grand Avenue to receive the Batmobile upgrade you selected from Lucius a while ago. You'll get the chance to try this new upgrade since the militia will send a bunch of tanks towards you. After destroying all the tanks, Alfred will give you an update. You'll also get a new Mission (Armored and Dangerous) ========================== === 0008 Penguin Hunt === ========================== Head to the Ferry Terminal and go to the rooftop to meet with Nightwing. You'll also receive the Disruptor. Shoot the weapons crate and sabotage the ammo of the two thugs below. After doing so, go down and knock them all out. Next, fire the Disruptor's tracker ammo on the van and knock on back to spook the guys. Now you can go to the rooftops and follow the vehicle. Continue stalking them until they lead you to Penguin's base. Once there, clear the roof of enemies and sentry guns. Head inside and find a hatch on the floor that you can go through. You'll find Penguin there and his thugs. Find a vent on either side and slide down under the floor. Get behind Penguin and grab him. Counter any attempts of his goons to attack you from behind. After the interrogation, Nightwing will appear to your rescue. Beat all the thugs out with his help. Once the room is cleared, enter the vault and place some explosive gel on the explosives then shut the vault door. Detonate the blast gel to complete the objective. This will also unlock the Gunrunner missions. Leave the hideout from the roof only to find more goons waiting outside with sentries deployed. Stay up in the metal beams then take control of your Batmobile. Conveniently, there's a parking building in front of the hideout. Drive your vehicle to the top floor to have a clear shot at the militia. Destroy the sentries and take out all militia soldiers. ================================= === 0009A Stagg Airship Alpha === ================================= When you're ready, head to Founder's Island and go to the tower where the airship is moored. Be careful of the enemy choppers flying around since they'll shoot you if they spot you. Once you reached the location, you'll have to clear out the guards to access the terminal and disable the AA guns pointed at the airship. Your priority also is to take out the guard with the specialized equipment that can detect your Detective Mode. Once the militia's taking care of, access the terminal and put some explosive gel to disable the watchtower. Next, head to the nearby Wayne International Plaza's rooftop to get the Remote Hacking Device. From the tower glide to the top of the airship and enter it through the service hatch on the top. Enter Detective Mode and find the control panel. Use the RHD to manipulate it and open the hatch. Once inside, drop down a level below then open the grate. Crawl inside and you'll find a Riddler Trophy. Hack the security console with your RHD to remove the gate and access the Trophy. Get to the lower level and near the guards. Use the RHD to download the codes from the soldier's handheld so you can hijack the controls of the drone. Incapacitate the guards. Next, find the security panel beside the airship stability controls. Hack it to open the gate. Head to the stability controls and override it. Tilt the airship forward to force the large metal crate to move and clear the hatch where you need to next. Next, find the security panel beside the airship stability controls. Hack it to open the gate. Head to the stability controls and override it. Tilt the airship forward to force the large metal crate to move and clear the hatch where you need to next. After going down the hatch, tilt the ship again to the left to clear the path for you. There's another Riddler Trophy you can get here as well. Hack the Riddler Terminal nearby to release the ball containing the trophy. Now you have to access the stability controls again and guide the ball through the series of tubes and openings below. Drop down, collect the trophy then remote control the magnetic crate using your RHD. Deactivate the magnet, tilt the ship to the right. Disconnect from the stability controls so you can remove the grate to the left of the doorway containing yet another Riddler Trophy. Rreactivate the magnet then tilt the airship again to the left. This should clear a path for you. Continue inside and you'll find yet another Riddler Trophy. Stand on the pressure plate to light up the green question mark then throw your remote batarang. Go through the opening in the metal mesh and hit the dot on the question mark so you can get the trophy. When ready, press R1 to pull yourself up but a dual-blade wielding militia will be waiting for you there. Evade his strikes then perform a beatdown to take him out. After that, hack the door controls using the RHD. You'll find Stagg in the large hall below. There's a lot of soldiers there though they don't have weapons, they have a dual-blade brute with them. Keep an eye to your surrounding build combos, counterattack, and use your environment beatdowns. Keep an eye against charging opponents. Save the brute for last since you can't concentrate taking it down with all the enemies surrounding you. Talk to Stagg to continue with the scene. You'll hallucinate once more so just keep fighting off the entities and struggle until you snap out of it. Override the stability controls then you have to tilt and reactivate/deactivate the magnetic locks of the metal crates below to clear you a path. First get near the grate beside the stability control pedestal. Activate the first crate to the left then tilt the ship so the grate to the right clears the way. Activate its magnetic lock afterward. Enter the grate then continue along the path. Now deactivate the lock of the next crate blocking your way then tilt the ship to the left. Next, place some explosive gel on the wall to the right and blast it. Now tilt the ship again to the right so the crates will go through the space behind the newly opened doorway. Turn to the left then enter the grate there. Follow it to reach a Riddler Trophy. Leave the grate then move out of the way then tilt the ship to the left first, lock the next crate, then tilt the ship to the right again. This should clear your path past that doorway. Continue forth and lock the next crate to the right. Tilt the ship to the left to clear the path. Continue to the end of the path and exit the grate. There's another riddler trophy inside the airlock chamber. Don't mind it for now since we're going to retrieve it in a short while. Continue upstairs and unlock the door ahead by hacking the console using the RHD. Pull yourself up to the hatch above then continue to the right. Go up the ledge before the large hatch then turn around to find another Riddler Trophy. You need the three Batarang skill before you can target all three question marks and hit them at the same time. Moving on, you can't go through the biometric locked main hatch. Instead, on the same ledge facing the Riddler Trophy, look up to find a vent where you can go through to reach the Research Lab. Now you have to clear the whole area first of guards. Once again, there's another specialist soldier that can detect you if you stay in Detective Mode for a long time. Not to mention a drone. Swing to the metal beam so you can get in range and hack the flying drone. Once you alert the enemies, they'll be smart enough to throw mines on vantage points. Fortunately, you can also use your RHD to trigger some objects in the area to create distractions. Separate the guys and take them out as you please to clear the area. Once cleared, access the computer and you have to replay the CCTV footage to check any surface Stagg probably touched so Batman can reconstruct the prints. First look in the top left video and replay it. Pause the footage when he touched the floor in the 11:57 mark and select that cell to scan it. Next, play the top right video and review the footage to the 23:03 mark then scan him touching the floor again. Next, review the lower left video and go to the 37:44 mark to find him touching the wall. Finally, check the last video and play it to the 46.99 mark and scan it. Once done, you have to find the four locations to scan his fingerprints. Enter detective mode on the locations to use the Evidence Scanner. All of them are found near your position, on the floor behind you, on the stairs, at the base of the stairs and the large door to the left. After getting the full set of fingerprints, you can now take control of Stagg's computer. Once the second airship's auto-turrets are dealt with, you can now freely go through the main door. One of cages holding a monkey in the far side of the research lab has a riddler mark. Hack the console with your RHD to remove the cover and reveal the monkey. Take note that the monkey will go towards your direction so stand near the pressure pad, hit the dot to remove the barricade and let the monkey go to the pressure pad on the other side of the cage. This will remove the cover of the Riddler Trophy on the ceiling. Use the Bat Claw to get it. You can find another Riddler Trophy under the deck where you accessed Stagg's computer. Hack the console with your RHD to remove the cover. Like the other monkey, you have to guide the monkey on the two pressure pads within 5 seconds of each other. Keep hitting the question mark's dot to raise the grates and clear the path to the pressure pads. After making the monkey step on the pressure pads quickly, the trophy is yours. Backtrack to the cargo hold and you'll find more enemies waiting there, including one that can carry an electrical charge and medics. Make the latter your priority target and avoid confronting the electrical guy for now. After defeating them, Lucius will call again and will ask you to pick another upgrade for your car. When ready, hack the console on the cargo hold to open the loading hatch. Press square to glide kick the window of the second airship. ================================ === 0009B Stagg Airship Beta === ================================ Defeat all enemies then blast the boarded wall near the glass window. Activate the airship stability controls in the end of the room. Tilt the ship fully to the left then tilt it fully to the right until you hear a large crate breaking a glass door. Do it one more time to create a pathway for you. Go through the broken doorway and turn left. There's a riddler trophy here behind the locked crate but just press and hold the UP DPAD to take note of its location and add it to your map. Continue further to left where you can blast another wall. You'll find yet another Riddler Puzzle you need to solve to get the trophy.First, move all crates to the left. Get inside one of the open cages then grapple through the grate above. Now move all the crates to the left and lock the rightmost crate. Tilt the ship to the right this time to remove the crate obstructing the way. Enter the grate and collect the trophy in the bottom. Backtrack to the main path and continue forth. You can access Stagg's research notes from the computer terminals along the way. There's another Riddler Trophy behind a cell along the way. Ignore it for now and continue forth. In the end of the corridor, you'll find yet another access terminal. Use Stagg's handprint to gain access and open the cell behind you containing the Riddler Trophy. Backtrack and collect it. Now continue to the next large room. There's a lot of guards in this place, including a mini-gunner Brute. Batman will advise to save the brute for last since taking him down will attract a lot of attention. Get up in a vantage point and plan your approaches. It will be helpful to lay down some explosive gels on the main pathways and also taking out the guards out of sight. Take note that if the enemies notice that their numbers are dropping, they'll be more alert and will search in pairs. Use your RHD to trigger some the hackable gadgets. Better yet, use your Disruptor to disable their guns, especially the mini-gun. It will help you'll put the explosive gels near the bodies so you can detonate them and disable whoever checks them out. Prioritize taking out the roving guards as well especially if you want to keep a low profile. Once you have left the mini-gunner alone, keep striking him and use counter-attacks to evade his attacks. Keep pummeling him until you knock him out. Once done, you're free to explore the area. There are more Riddler Trophies here that we can collect. One of the trophies is placed near your starting point. Hack the console with your RHD to reveal the monkey cages inside. Now hit the dot on the question mark again with your batarang to operate the pressure pads and guide the monkeys there to get the trophy. Another trophy requires placing two more chimps on the pressure pads. This is located under the cell where Stagg is hidden. Use the Batclaw to retrieve it. There's another one on the lower deck that's located behind a voice-locked room. Press and Hold the UP DPAD to mark its location and leave it for now. Also, there's another trophy located in a boarded up room with three unpowered generators. Just mark their locations for now. Once you're done, head to Stagg and talk to him. Head through the door and takedown one of the Scarecrows. When you have control, beatdown all the guards and keep beating them until you trigger another cutscene. Now you have to leave the airship and save Oracle. Head to the Scarecrow's hideout in Chinatown and go down to the chamber to watch a cutscene. =========================== === 00010 Counter-Toxin === =========================== After the scene, head to the QCPD lockup. You'll find the militia and thugs you sent there while you're completing some of the missions. Continue inside and talk to Ivy. You now need to head to the Botanical Gardens as instructed by Ivy. Also, Bleake Island will have another threats like airborne quadcopters, a militia watchtower, and explosive devices you haven't disarmed yet. On your way out, Cash wil stop you because of the new tank the militia has deployed. Exit the QCPD on foot and stalk the Cobra drone up close to find a weakness. Once examined, call in the Batmobile and engage the tank. You have to target the exhaust port behind the main turret. Get out of the tank's range and call in the Batmobile. Sneak behind the tank and destroy its rear exhaust to instantly destroy it. After destroying the Cobra, you have to head to the clocktower facility to get the Batmobile's second upgrade. Follow the marked location and park the Batmobile on the hidden garage to receive the upgrade. Once done, bring Ivy to the Botanical Gardens in Miagani Islands. You'll encounter three more Cobra tanks on your way. You have to sneak on them and destroy them all before you can continue. Use the Radar on the lower right hand corner of your screen to know their heading and location. Just sneak on them and when you get detected, use your speed to leave their range. Once cleared, continue forth to the Botanical Gardens. After the scene, your mission list will be updated, including a new one. (Two-Faced Bandit) When you're ready to continue with the main story, head to the parking garage of Wayne Tower. Park the Batmobile on the marked spot but you'll have to deal with the drones that breached the area first. After destroying all drones, park on the spot to get the Batmobile's Sonar upgrade. An army of drones will be deployed in the area again. Use the Sonar pulse to track down the ancient root system. Take out the enemy drones as you make your way towards the center of the roots. When you find the center of the root, press and hold your Sonar pulse to wake up the plant. The militia will send a unit to shoot the plant. You have to deal with them to protect the plant. Fortunately, none of them are armed though they have a specialist that can give their allies temporary electric charges outside their armor. Use the Batclaw to short these charges. After eliminating all the guards, the objective will be complete and new intel about your ongoing missions will be available. ========================== === 00011 Defense Grid === ========================== When ready, head back to Bleake Island and go to the movie studios to scout Arkham Knight's forces. Enter the elevator in the Wayne Movie Studios and go to the Quarantine Cells. Interact with the Batcomputer to update your mission objective. Now head to Founders' Island to find the relay drone. Once you found the drone, glide towards it and land on top of it to get the piece that you can use to upgrade your RHD. Equip your RHD and hack the nearby helicopter drone. Now head to the first radar and destroy it using your Explosive Gel before the drone regains its original function. Now head to the next radar on top of Lex Corp. You have to defeat all the guards on the surface first before you can head inside where the radar's console is kept. After defeating all militia guards, rewire the console nearby and open the door downstairs. The room has sentry guns as well. Use your RHD to temporarily blind them. Destroy both of them then destroy the radar controls. Now you have to destroy the long-range missile launcher. Head there are clear all the guards. You can't destroy the missile launcher as is so you have to lower its shields first from the control room. Enter the room and access the computer. Now you have to remotely control the Batmobile and take out all the cobra tanks standing in your way. You have to carefully sneak around the patrolling Cobras and wait until you get a full lock-on before firing. Once you destroyed all Cobra tanks, follow the GPS line to reach a ramp. Use the Power Winch to pull it up. Just in time, Arkham Knight and his strike force will arrive in the control room. Once you're in control, use the Fear Multi-takedown to defeat several targets immediately. After the cutscene, defeat all enemies in the control room afterward. Access the computer again then the control will switch to the Batmobile. Pull the ramp as far as you can to lift it up. Back up a bit then use your afterburner to gain more speed for the ramp. Once you've reached the ramp, go up and destroy the missile launcher. Take note that the launcher will still fire missiles towards you so use your main and secondary guns to destroy the homing missiles and keep firing at the launcher until it is destroyed. Once done, you're free to call in the Batmobile in the district. New mission intel will become available as well. ============================= === 00012 Harley's Jokers === ============================= When you're ready to move on to the story, head to the Clocktower and use the batcomputer. Once the objective is updated, exit the clocktower and head to the movie studio. The entrance is guarded by Harley Quinn's thugs. Eliminate them and attempt to open the elevator. Since Harley changed the voiceprint access, Batman will employ the Voice Synthesizer. You have to manually adjust the modulation and pitch to mimic Harley Quinn's voice. Once completed, verify the accuracy to save the sample. Now open the door using the synthesizer. Harley's men will secure the rooftop once more. You have to clear the rooftop once again but this time, you can manipulate Harley's men to go to the direction you want using the synthesizer. You can deliberately lure them to explosive traps then trigger them remotely using the RHD.There's a mini-gunner among the enemies so make sure you use the Disruptor to disable the mini-gun. Like the last time, you have to save the mini-gunner for last since you have to make a series of successful counterattacks to disable him. Once you got rid of the enemies on the roof, enter the elevator. After exiting the elevator, take out the enemy with the riot shield then use the voice synthesizer to open the gate. Join Robin and take out the thugs. After beating them all up, one of the thugs will remain conscious. Get near him and interrogate him. After checking out the batcomputer, you'll learn the locations of the infected inside the movie studio. You have three sets to visit. Robin will check these locations out with you. Walk straight to Stage B first since it's the one unlocked at the moment. Open the door and take out all the thugs. Head to the next door and continue until you get blocked by a mini-gunner. Get to a vantage point and swing behind him. Then, creep up behind the mini-gunner to execute a double-team takedown. Continue to the next room to reach the horror set. Work with Robin to effectively take out opponents and faster. You can also take advantage ofd the dual team takedown to instantly incapacitate mini-gunners. Just sneak behind one and call in Robin to execute it. After clearing all the goons inside the set, head to the room where Christina Bell is hiding then kick it open. Christina will be clawing off Robin's face so press the Counter button to stop her assault. After knocking her out, leave the set and Robin will take Christina back to the quarantine cell. Go to Stage A first. Use the voice synthesizer to convince one of the thugs to open the gate for you. Beat them up then continue forth. Open the security gate and "rescue" Jason Todd to trigger a cutscene. After the scene, Robin will arrive. Continue forth and you'll have to fight Albert King. He's no ordinary brute; he hits fast and hard. Avoid him if you see him releasing punches like crazy. What you need to do is to build your combo meter, perform a special dual team attack against him. During the dual team takedown sequence, you have to strike fast and press the counter button to continue the combo. This is the only way to deal heavy damage against him. No need to save him for last; use the abundant enemies to build your meter and execute as many dual team takedowns as needed. After taking him down, Batman will call Alfred to request for another car upgrade. Finally, head to Stage C to look for Johnny Charisma. There's a mini-gunner guarding the gate so don't go there. Find an opening to a vent and follow it until it leads you to an empty room with a worn wall. Place and explosive gel there, get back to the vent and use the voice synthesizer to order the mini-gunner to check out the wall. Once he's near, detonate it to instantly knock him down. Open the security gate and continue forth. The wall across the main door hides a Riddler Trophy. Ignore it for now and open the next door. Remove the sheet from the body to trigger another cutscene. Robin will regroup with you afterward. Continue inside Stage C and examine the keypad. After receiving the camera feed from Henry, you have to review the footage to learn the passcode. Concentrate on the cell with Johnny's reflection on the mirror and zoom there. Or just simply enter the code 0539. Enter the room and approach Johnny. You'll be controlling Robin to disarm the bomb. Make sure that Johnny doesn't see you doing it or he'll blow himself up with you. Move Robin when Johnny/Joker is facing away. After disarming all the bombs, you have to sneak behind Johnny and perform a takedown. Attempt to leave the stage to receive a call from Henry. Head back to the cells and you'll find Harley Quinn's men gathered behind the locked gate. Find a grate and use the Voice Synthesizer from under the floor and order one of the men to open the gate. Harley will appear, unfoiling your trick but Robin will arrive and trigger a cutscene. While Harley is having a monologue while walking around Robin, wait for her to walk right in front of the opening on the floor then perform a dual team takedown. Eliminate the remaining thugs. Pick up Harley Quinn and bring her back to the cells. A cutscene will trigger. After that, head to the cell and enter it. Just look away and again through the window to trigger Joker's appearance. Once you're out, approach the Jason Todd for yet another cutscene from the Joker. After Joker lets you out again, look away and Robin will reappear and call you to enter the cell. Get near him and press the Counter button to shove him inside instead. Once done, you'll be able to pick up the new upgrade for your Batmobile. Exit the movie studio and you'll discover that the Arkham Knight has re-established the threat level in all districts, adding more drones, watchtowers, checkpoints, and explosive devices. But first, head to the objective point to pick up the Batmobile's new upgrade. Also, a new mission will be available (Friend in Need). New intels will also be available for Heir to the Cowl and Gunrunner missions. ========================= === 00013 Sea of Fear === ========================= When you're ready, head to the source of the seismic activity. After the cutscene, help Poison Ivy repel the militia forces deployed to destroy her. Eliminate the first wave of enemies and the Arkham Knight will send a battalion of Cobra Tanks. Like before, you have to sneak behind these until you get a lock-on and destroy them instantly. Once clear, go to Poison Ivy's location and talk to her. After the cutscene, you'll have to find Stagg in the airship and find question him about a way to defeat the Cloudburst Tank. After reaching the airship, defeat the militia guards posted in the destroyed tip of the airship. After clearing them up, you have to manually synthesize his voice print in order to access the locked up doors in the airship. After successfully synthesizing his voice, continue inside the airship. You have to deal the militia inside too before moving forth. Once you cleared the lab, head to Stagg's cage and enter Detective Mode to follow his fingerprint trail. Once you find him under the floor, pull him out to get a Nimbus Cell. Now you can leave the airship and find a way to repair the Batmobile. Head back to the marked location and press to dive to the toxic cloud. You have to carefully remove the Batmobile's power core and replace one of its cells with the Nimbus. A rioter will attack you so you have to counter it quickly. Now carefully return the power drive back to the Batmobile and wait until Batman crawls inside the Batmobile. Now, head to Founder's Island and trace the root which is located under the Divinity Church. Since the Batmobile's sonar is can't reach the root's core, you have to head to Port Adams next to find an alternate way to go underground. Defeat the militia drones here to continue with your objective. ========================== === 00014 Ancient Root === ========================== Find a ramp and use it to get inside the port yard. More drones are waiting for you inside so take them all out as well. Find the freight elevator and remove the cover using the power winch. Power up the controls by revving your engine. Once you've reached the lower ground, run along the tunnel walls to get past the obstacles. Continue forth until you reach a closed gate. Leave the Batmobile and enter the grate. Go through it and use your RHD to temporarily blind the drone. There's a stationary drone on the right side alcove and a roving one nearby. If you have bought the Disruptor upgrade that will destroy any drones that detects you, it will be useful here as well. Behind the drone in the right is a Riddler Trophy you can pick up easily. Continue forth, and destroy/blind the roving drone and continue until you see the control room. Grapple on the overhead metal beams and find a way inside the room to open the gate. You'll be remotely controlling the Batmobile. Use it to destroy the drones along the way. Once clear, unlock the second security gate and continue forth. Lower the cargo ramp on foot and use that as a ramp for the Batmobile to run on. You'll encounter yet another gate. Back up a bit then speed up to run on the tunnel wall past the gate and the broken part of the road. Once you see the cargo loading bay of the tunnel, position the Batmobile on the other end of the ramp. Exit the vehicle and find another control room where you can lock the cargo ramp. Also, on top of that control room is another riddler's trophy. Now use the cargo ramp to get past the flooded part of the tunnel. Continue along the path and use your sonar blasts to track the root. Upon reaching the core, hold your sonar blast to wake it up. ======================== === 00015 Cloudburst === ======================== Once the giant tree has been woken up, you have to defend it against an army of drones. Ivy will help you but she can only target enemies in the church's courtyard. Try to bring the fight there but remember to move around to avoid getting surrounded. Once done, you have to face off Arkham Knight and his Cloudburst tank. The Cloudburst tank is surrounded by Cobra Tanks. If you haven't purchased some of the high-tier Batmobile weapon upgrades, it's a good idea to do so now. First, take out the Cobra Tank escorts. Next, you have to do a hit-and-run to disable coolants first in the four sides of the tank. Don't get too close or the tank will detect you. Like the cobra tanks, you have to get near and get a clean lock-on to successfully destroy the coolant. Everytime the tank detects you, you have to exit Battle Mode and do your best to lose the tank's detection, even if it means going through tight alleys and corners. Repeat the process until the tank overheats after destroying all marked targets. Now the weakpoint of the tank will be revealed. You can go head-to-head against the tank now but you have to strike on the weakpoint in order to deal damage. You also have to keep firing your vulcan cannon to get rid of the homing missiles and you have to be careful of the area damage the tank can cause from its main armament. After the cutscene and pummeling the Knight, you have to check on Ivy next. Head to her location to investigate. Once the cutscene is over, the city will be cleared of the toxin and more AR Challenges will become available. You also have to head to GCPD to continue with the story. If you have more unfinished missions, new intel will be available for them. When you're ready, return to GCPD and talk to Sgt McAllister in the Communications room. Next, head to the evidence room to get another gadget: the REC (Remote Electrical Charge) device. Leave GCPD and head to the marked location. ======================= === 00016 The Shaft === ======================= Once you've reached the location, find a manhole nearby and enter it. Use the REC to disable the generator and allow you to get past the flooded corridor. Once you're out of the water, reactivate the generator to lower the gate and allow you to continue forth. Grapple to the vent and you'll be under the floor with a lot of armed militia. Switch to your voice synthesizer and order one of the militia personnel to open the gate. Switch control to your Batmobile and incapacitate all the guards. Switch to Batman once cleared and rewire the fuse box to open the gate. Switch to the Batmobile again and target the weak wall in front. Use Batman again this time and grapple on the metal beam in the middle of the ventilation shaft and swing again to the next ledge to activate the lever and lower the barricade that will allow the Batmobile to get in. Attach the power winch and slow lower the Batmobile down the wall. Look up and you'll find another damaged wall. Destroy it with a blast. As Batman, grapple in the middle beam again and grapple to the newly opened hole. Turn around and you'll see a Riddler Trophy on the workbench. Equip the REC again and start shooting electrical charges on the generator to power down the fan. Now enter the Batmobile and lower it further. Shoot the next cracked wall across the shaft and shoot the militia guards. Eject-glide to it and find a vent to the elevator shaft. Grapple to it and stand on top of the unpowered elevator. Use your REC to power it up. Shoot it twice so it goes down two levels. Now blast the cracked wall with your explosive gel. Two guards with stun sticks are waiting for you. Quickfire your REC (L2 + circle) to temporarily stun them and remove their sticks. Finish them off and pull down the lever to open the gate. You'll find the next generator but it's behind a thick glass wall. Ignore it for now and make your way to the next corridor. Grapple on the next ledge and use your REC to power up the generator and electrocute the militia guards standing on the puddle. Pull the lever down in the end of the corridor then enter the next elevator. Press R1 while using your REC to make the elevator go up. Blast the next wall to reveal another Riddler Trophy. Now make the elevator gown as far as it goes. Climb out and enter the alcove beside it then make the elevator go up so you can go down the shaft. Grapple the next ledge and enter the grate. There's a bunch of militias there so before diving in, make the proper preparations like sabotaging the medics' resuscitating packs and the ammo crates. The militia leader is also wearing an explosive vest so make your way behind him and disarm the vest from behind the sheets. You have to engage the remaining militia on hand-to-hand combat. After defeating them, use the fusebox nearby and continue to the shaft again. Drop down to the ground below and enter the opening. This path is guarded by a sentry drone. Use your RHD to temporarily blind it then quickly get on the elevator shaft across it. Grapple on ledge above and you'll reach the next generator. Overload it with REC and you should be able to lower the Batmobile. Attach the power winch to any of the four available hooks and pull it to the left so that the drill platform goes down. After reaching the bottom, destroy the cracked wall and destroy the sentry gun in front of the elevator shaft so Batman can go down safely. ======================= === 00017 Tunnel Bat=== ======================= Enter the Batmobile and this time, raise the drilling platform again so that the Batmobile can reach the elevated tunnel. Use the fuse on foot to lower the gate and continue forth in the Batmobile. After a short while, the Arkham Knight will appear with a drilling tank. You don't have any way of facing him head-on so escape further into the tunnels. You'll eventually reach a tunnel maze. What you need to do is lure the Arkham Knight in the dead-end tunnels with red markers. You need to drive fast and carefully as you go through these tunnels. This is the only way to damage the Knight's vehicle. The Arkham's Knight vehicle doesn't appear on radar so you have to gauge the distance as displayed in your screen. You can also lure him in by shoot at him when you're already facing the tunnel you'll lure him to. After depleting his tank's HP, Alfred will be able to disable the lock on the door. Head there and use the power winch to remove the ventilation shaft's cover. Get under the shaft and eject-glide yourself, watching in mute horror as your precious Batmobile gets shredded to pieces. =========================== === 00018 Arkham Knight === =========================== Grapple to the next ledge to find another Riddler Trophy across the ledge. Just take note of its location for now then continue forth until you reach Gordon's location. Position yourself under the grate so you can perform an optimal Fear Multi-takedown. Eliminate the other guards to attempt and Gordon to trigger a cutscene. The Arkham Knight has taken position on a vantage point so you can't grapple out of his view. You have to carefully sneak towards him and take him by surprise. After catching him, he'll change positions and will call in reinforcements. You have to take them out one by one or by Fear Multi-takedown if needed. There's a riddler trophy under the middle table in the bar area as well. The Arkham Knight will be controlling the drone so you have to sabotage it with your Disruptor. After eliminating the guards, get near the Arkham Knight using the grates on the floor. There's also another free Riddler Trophy located directly under where he is positioned. Grapple on the vantage point where he is at to lower his HP. After that, he'll lock you up. You need to escape the enclosed area or you'll get smothered with gas. There's an opening on the gate itself. Use it to escape. In the third phase of this battle, you have to face another wave of his militia guards. These guards have optic deflection armor, meaning your Detective Mode won't be able to see them and you have to rely on your eyes. Once done, sneak up to Arkham Knight once again to lower his HP. Finally, you'll have to deal with him, his drone, and his sentry guns. Use your RHD to blind and get behind them, just make sure Arkham Knight's not aiming on you. There's also another Riddler Trophy right under his vantage point as well. This is quite easy compared to the other phases of this battle so you shouldn't have problems sneaking past the turrets and the drone. After getting him off guard, a cutscene will trigger. Once done, free Gordon. Another cutscene will take place and you have to deal with more militia guards once more. After defeating them, join with Gordon and take the elevator. Watch the next cutscenes. ============================= === 00019 Oracle's Rescue === ============================= After the cutscene, you'll be surrounded by tank drones. Don't worry, you can call in the all-new Batmobile and take out these wave of drones. Once cleared, bring Barbara to the Batmobile and bring her to GCPD. Once done, you have to head to the Clock Tower to stop the militia from completely messing up the server room. Also, more outposts and will become available on each island. Head to the clocktower and get to a vantage point a distance away from the building. You'll find the militia guarding the premises with snipers overlooking from the nearby buildings. Systematically eliminate them as you go, starting from the unguarded snipers. Once you're done cleaning up, access the control console and use it to reconnect Oracle to the mainframe. After that, you'll get a new mission. (Lamb to the Slaughter) ========================== === 00020 GCPD Assault === ========================== Head back to GCPD and talk to Oracle. After that, exit to the garage and you'll find two militia APCs coming right in. You can actually enter your Batmobile and easily take out the enemies easily by running them over or shooting them with the non-lethal rounds. Otherwise, you can just give them the old fashioned beating. Once cleared, use the Batmobile and use the winch to remove the ventilation fan. Grapple there and make your way out. You'll see a large enemy force surrounding the building. Head to the generator outside but you'll discover that it is destroyed. Make your way to the garage door entrance and squeeze inside. Do it fast or the drones outside will detect and attack you. On the road leading to the garage, you'll find more militia along the way. Defeat them then power up the generators. Now you can call in your Batmobile and engage the drones outside. Oracle will be able to help by hijacking some of the drones as well. Shoot the targets that will be highlighted to trigger explosions and EMP blasts. Later on, Cobra drones will join the battle. Prioritize them and Mamba missile launchers to give you much needed breathing space. After destroying all drones, Scarecrow's militia will drop foot soldiers on the rooftop. Head there and engage them to battle. You can use Oracle-assisted environment takedowns but it's better if you'll be able to use them against hardened targets like Brutes. After defeating the first wave, another wave of militia soldiers will arrive, including two brutes equipped with different weapons. Use Oracle's assisted takedowns as well and take note that your REC can give you much needed space by stunning enemies for a few seconds. After getting rid of the threats in GCPD, you have to go to the movie studio next. Also, all the remaining explosive devices and outposts will become available in all islands in the city. ==================================== === 00021 The Dark Knight's Fall === ==================================== Once you're ready, head to the movie studio. Use the elevator from the rooftop and check up the quaratine cell. After Joker stops his monologue, Scarecrow will call you. Leave the building using the elevator and head to the next location afterward. Enter the building and surrender your utility belt and gadgets. Enter the back of the truck next. After the cutscene, climb over the fence, check out the doors, and pay respects to the bodies on the ground. You'll have to beat up the Jokers afterward. Finish him off and continue with the cutscene. Now you have to control Joker in the (Joker)mobile(?) and kill all enemies. Once you've built enough energy, unleash your barrage of missiles to kill everyone in the room. Leave the car and kill everyone you meet along the way. Continue forth until you reach the last door. After several cutscenes, you'll be in control of the Joker again. Activate the flashlight and continue along the corridor. Continue moving along until you reach a chapel. Talk to Harley and turn around to find a new doorway. Blast your way through and keep destroying the items in the enclosed room to continue. Once you reached a yard, keep destroying the batman statues until the "real" batman kicks you down. Destroy the wall to reveal the light, then pull the exit lever in the end of the walkway. Once you've gained control of the Batman, pummel Joker and perform a takedown to force him to the cage. Land a lot of strikes on him to kick him inside and seal him completely. After more cutscenes, the story mission will be complete. Scarecrow will be delivered to the GCPD. To activate the Knightfall protocol, you have to capture all of Gotham's most wanted. The longest and most daunting task to finish is Riddler's since he has a lot of trophies to collect and riddles to solve. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ NOTE: THIS WALKTHROUGH COVERS THE MAIN STORY MISSIONS ONLY. FOR MOST WANTED MISSIONS, ALL RIDDLER TROPHY LOCATIONS, AND OTHER COLLECTIBLES, YOU CAN FOLLOW THE LINK BELOW. SCREENSHOTS AND VIDEOS AVAILABLE +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Illustrated online version of the guide is available below http://www.supercheats.com/batman-arkham-knight/walkthrough/ AUTHOR: PAUL MICHAEL (VHAYSTE®) CONTACT: [email protected] http://www.facebook.com/pages/vhayste/110018722374948 ALL RIGHTS RESERVED