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Now, it's time to hunt. Activate Detective Vision when prompted. You can take out the four guards in any order. First, remain up high until the guards have dispersed. Two will be facing the main group of hostages on the opposite side of the room. The others will take the side confessionals, each holding a hostage at gunpoint.
Batman will tell you how you can take them down as you approach each situation from above. Thin wooden paneling stand between you and him, but the Batman doesn't respect thin wood paneling. Approach the thug, and when prompted use the Takedown to reach through the wood. You can glide down atop the gantry, and when prompted, take him down. With the hostages secured, you can now continue to pursue the location of the sniper from earlier. Talk to the former hostages Including Aaron Cash, who some may remember from Arkham Asylum for some interesting info, then head back towards the entrance.
It's sealed off and under police guard, but you can duck into a side passage that leads to the ruined stairs that would have taken you to the top of the tower. After you make your way up the first ledge, look around for a Riddler Statue clinging against the wall, and use the Batclaw to snatch it. Then continue grappling up to the top of the tower. The sniper, it turns out, is just a rifle rigged to a remote controlled stand. Joker is nowhere to be found, except on the TV screens in the room.
He taunts your failure to actually locate him, and informs you that you have stepped into a booby-trap and begins a countdown. You're prompted to crash through one of the windows to escape. Joker has not only failed to kill the Batman, but he's also taunted him through a method that allows him to track his transmission signal to the abandoned Steel Mill in Arkham City. The terrain leading to the mill is a complex in many places, with the open see stretching off into the east. There are plenty of thugs walking around looking to get knocked unconscious, so help them to a night's rest and boost your experience points up a bit.
Your suit will occasionally pick up the ringing of a telephone. Use Detective Mode to isolate their location. If you pick it up before it stops ringing, you will be greeted by the voice of none other than Zsasz, starting the 'Cold Call Killer' questline. He has hostages, and has no compunction over killing them. He offers you a game with the chance of sparing their lives.
He will call another phone, somewhere else in Arkham, and you must get there before he hangs up and makes his kills. From there, you must try and trace the phone signal, while Zsasz rambles about the events that made him what he is.
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This can't be wrapped up immediately, but getting started early never hurts. The abandoned Krank Toy Factory in the southern part of the map serves as the temporary hideout of Bane, who somehow survived the events of Arkham Asylum, and is apparently in the city on a mission that should have little to do with his rivalry with Batman Containers full of TITAN are scattered throughout the city, and while Bane knows their location, he believes their destruction can be expedited with the help of Batman. The 'Fragile Alliance' is another questline you cannot finish right away, but getting started on it can lead to some good EXP.
Just be aware that the hunt for all the canisters that can be reached at this point of the game will take you to some of the roughest neighborhoods in Arkham City. Expect your combat and stealth skills to be tested here. You may also get notified of Augmented Reality Training that is available in this district. This is one of the more important sidequests in the game. Completing the AR Training will eventually give Batman the Grapnel Boost, an upgrade that allows him to grapple faster than usual to a target, at such speeds that you can be flung over the roof or ledge and into the air.
In this way, you can glide for as long as you are able to find grapple targets to pull you back into flight! The training itself can be frustratingly hard, but it makes travel much quicker. It will also make the 'Cold Call Killer' questline much easier to manage overall. In addition to the Riddler Statues, you can find Joker Balloons strewn about this part of the city. You may or may not have noticed by now, but there are security cameras mounted throughout the city.
A Batarang can destroy them, as well as provide more EXP. Once you decide to make your way to the steel mill, head towards the roof of the building, and grapple up to the top of the tallest chimney, and dive in. The mill, despite supposedly being abandoned, still has its smelters running at full steam. Batman will land atop a wire that spans the chimney, precariously over the molten metal. Look for a ledge you can glide to, then navigate forward until you reach a location that Batman claims will fry him if he tries to proceed. Use your Batclaw at that location, and look for a ring you can attach it to.
Pulling on it with the Batclaw will open a water reservoir that will help cool the molten metal below, enough that it is safe for Batman to drop down to the next ledge. You'll then need to hang from this ledge and shimmy until your reach another place you can climb up onto a damaged railing. Follow this railing and admire just how dangerous this is as it collapses into the molten metal , then turn to the right and leap to another railing. Get your Explosive Gel ready, and move onward, using Detective Vision to locate the weakened wall section.
Blast your way on out of that furnace, and get into some place a bit cooler! You drop into another room, with hidden passages you can take, all the while Harley Quinn addresses her audience of goons. There's a sealed hatch similar to that of the water reservoir from the furnace nearby.
Pry that open with your Batclaw, then use it again to pull another Riddler Statue to you. As you navigate the ducts, watch out for flame jets lining the tunnels, and time your moves to avoid being cooked. You will find that the only way to get to the goons is blocked off by steam, so look around for the controls, disable the steam vents, and proceed into another duct that will take you underneath the thugs. Use this opportunity to surprise them and knock one out right away. Harley locks the window leading to the Joker, and the fight's on!
These thugs aren't much different from ones you've fought outside, but they do tend to throw things at you, and there are enough things for them to throw around that this could be troublesome. The trick is to watch the thug who is about to throw for the Counter Icon to appear over their head, then wait for the throw itself to happen before actually pressing Counter. The timing can be tough, so if you're not confident about it, you can Freeflow combo into them before they make the toss and force them to drop their weapon.
Once you've taken out the trash, look for a door you can use to leave the small arena behind, and proceed through it. You'll hear guards in an adjacent room, and a quick look with Detective Vision reveals that they are armed.
The room where you observe this from has a conveyor belt, with controls you can Batarang to allow you access to the area beyond. From there, get your self the height advantage on the three men, and plot your takedowns. Silently take out the guard standing apart from the pair that are close to eachother, then Double Takedown the others. The door they guarded is locked, but Batman can easily bust through the glass if you Evade through it. Remember this trick, because in Predator room, like the one coming up, you can use this to get to unsuspecting guards, or just to make a lot of noise to attract attention.
Explore this area thoroughly, there are some statues you can and cannot reach at this point in the game, and it doesn't help to mark the ones you can't figure out. Grapple out of this room, and use your Detective Vision to seek out a wall to blast through, and into the next room. The doctor your friend back at the church informed you about is being held here, and every man in the room you need to get through is armed and dangerous.
You will need to take out all of the other guards in the room before you break into the room where the doctor is being held by one final guard.
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This room can be challenging if you get reckless with your takedowns. A good early start, however, will be a pair of guards that converse with eachother frequently. They start on the walkway near an office on the opposite side of the room from where the hostage is located.
Wait until they draw close, then drop in and perform a Double Takedown, and grapple out of there before the brief scuffle gets you spotted by other guards. From here on, it's a matter of using what you have available. Try to strike isolated guards, and always try to escape to vantage points without being seen as quickly as possible. If you're trying to attract guards in order to flank them via another route, using an Inverted Takedown to string up a guard from one of the vantage points is a sure fire way to panic the entire room and draw the guards away from their patrol routes.
It also makes them jumpy, and they will sometimes accidentally shoot eachother, or at noises they hear that aren't by you. Smoke Bombs are another good option. If you manage to group some guards together, you can toss a bomb in the middle of the group, and then leap down onto one victim, Ground Pound him, takedown a second, and grapple away all before the smoke clears.
However you decide to take out the guards, the last one must be the one in the hostage room. Creep up to it, and when the thug gets close to the glass, you'll be prompted to take him out. The doctor is safe! After learning some disturbing news about the Joker's condition, Batman fashions together the Remote Electrical Charge gun. The REC is a fantastic multipurpose gadget that allows you to open doors that require electricity, stun guards and even get them to shoot their allies , and help find Riddler Secrets.
With the REC, you'll find that the door out of the room has been welded shut, but now that you have the REC, that's not an issue. There's a sealed door elsewhere in the area that you can blast with the REC. Aim for the generator panel above the door, and shoot the charge indicated on the HUD that will open the door to allow passage. Following this route will help you flank the goons that tried to seal you in. After you beat some EXP out of them, continue back to the arena where you ambushed Harley's audience. You need to get into the office Harley fled to on the upper floor, but the way in looks locked tight.
Fortunately, there's a convenient crane the REC can power. Use the different charges it can fire to propel the hook into the clown face surrounding the locked window until you've ripped a way inside. Grapple up there, and prepare to confront Harley sends down another wave of goons, accompanied by a one-armed monstrosity of a man armed with a large sledgehammer and a lot of hate for the Caped Crusader.
Mister Hammer is slow enough that he's hardly an issue to evade. The real problem is that should he get close enough to you while fighting other thugs, his hammer swings can knock you out of anything you're doing and cause a lot of damage. Try to thin out the odds some. If you're quick with the REC, you can get Hammer to put some hurt on a few of his friends as he swings wildly from the electric charge. If you have the ability to summon a Bat Swarm, this can keep the other thugs stunned while you run around trying to end them. Explosive Gel is also a good way to knock out some lesser opponents, but it might be hard to set up without taking a couple licks in the process.
Generally, you want to take out the goons first, but Hammer will try to interfere, and will do so if you let him. Try to lure the goons away from him before pounding them. You cannot Counter hammer swings, but you can evade them, and this can put you in excellent position to score some hits on him, or to take down one of his cronies. Once Hammer is alone, it becomes a simple exercise of pounding away at him, and evading over him before he pounds you.
Batman will rapidly punch Hammer, but this can leave you vulnerable to swings. Anticipate and Evade over him early, and continue to pound away until Hammer is out cold. With Hammer out of the picture, grapple into the office with percent less boot to the head this time to confront Harley. After a sequence of events, Batman is knocked out cold, and if you have the Catwoman DLC, the action returns back to her. Catwoman's first order of business is to get to her safehouse in Arkham City, where she has equipment needed to stand a better chance against Poison Ivy, who apparently may be holding a grudge against Catwoman at this time.
Nothing can ever be easy, can it? A few things. First, for all of her agility in melee, Catwoman is overall less adept at navigating the city. Where as Batman can glide over the streets, Catwoman needs to rely on her own natural jumping ability and her whip to get around. She can scale buildings quickly Should you start picking fights and exploring on your own in search of Riddler Statues, bear in mind that your margin for error with her is considerably thinner. Third, there are Riddler Statues specific to Catwoman, 40 to be exact.
Finding them all is a real challenge, to say the least. Your best bet is to use your time as Batman in the story to locate everything and mark it on the map. Those map markings carry over to Catwoman's chapters. Once you get to the alley near the safehouse, switch on Catwoman's Thief Vision Detective Mode to spot any nearby inmates, and put them down the the delicious EXP. You'll also find a caged in walkway near the apartment that Catwoman can cling to the bottom of and ambush another set of guards from. With them out of the way, Thief Vision will reveal blue claw markings on the side of the building.
They will lead to her safehouse. She emerges a short time later with some new toys. Caltrops: These little deals can be used to slow down a rush of thugs before they get to you, making them perfect for ambushes.
Batman: Arkham City Riddler guide | GamesRadar+
You can toss them before or during a fight, making them excellent crowd control, and Catwoman herself doesn't suffer any penalty standing in them. Bolas: Slower than the Batarang, the Bolas still serve the function of momentarily taking an opponent out of the fight and maintaining a combo.
Quickfired Bolas can restrain opponents in the middle of a melee, a good move if they are fleeing towards a box full of guns. Poison Ivy's location will be marked on the map, and outside of any exploring you'd like to do, you have no real objectives outside of this. Still, it doesn't hurt to get in some fights as Catwoman, and you can bet that Arkham City will provide fights if you're looking. The extra EXP could go towards some armor upgrades that Catwoman sorely needs, assuming you manage to level up.
It's recommended you boost her resilience to melee attacks for the final battle of the chapter, as firearms are not necessarily a major issue unless you step into the parts of town closer to the Museum. Ivy's lair is in the north-eastern corner of the map, and difficult to miss as you close in, with all the plant life you can clearly see overtaking the building. There are guards on the rooftop of the building where the bridge leading to the lair begins, all armed with guns, but Catwoman can use her Whip while clinging to a ledge to set up Ledge Takedowns.
If things go south and you get spotted during this first takedown, waste no time whatsoever and get on the roof, using your whip to stun the remaining guards, and flowing your melee strikes between both.
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You can keep both guards off balance and off their triggers this way. If that doesn't work, you can take one guard out, then retreat, and try again from a more advantageous angle. With the guards down, prepare to cross the caged bridge to Ivy's lair. You'll be prompted to go underneath the cage to bypass a locked gate, and once you pass, get back inside the cage, and push on through the front door to a very upset plant-lady-hybrid-thing. Boss Battle: Poison Ivy's Personal Guard Ivy knocks Catwoman down to the bottom of a series of platforms, summoning forth a small group of victims of her manipulative abilities.
The entire guide has been supplemented with a list of the achievements available in the game. To help you navigate, in this guide, there have also been included detailed maps of Arkham, and the other main locations. The action takes place on the Christmas Eve's night and it concentrates on the dealing with evil-doers hired by the man named the Black Mask.
A lot of space in this guide has been devoted to elaboration on the criminals, thanks to which putting them back behind the bars is not going to be that demanding. Guide contains : pages, images, 6 maps and annotated illustrations. Batman: Arkham Origins features an expanded Gotham City and introduces an original prequel storyline occurring several years before the events of Batman: Arkham Asylum and Batman: Arkham City. As the story unfolds, witness identities being formed and key relationships being forged. Recommended: Core i5 2.