Inside you'll find an assassin lecturing a group of 4 thugs that they seem to be initiating into the order. These teeth run the risk of making carnival goers smile. Fire the REC device with  to power up the generator and take them all down. Remember that while you have to charge your combo to x8 to get your first combo takedown, further combo takedowns only require an additional x5, so long as your combo doesn't get broken. Note that you don't have to get 3 stars on Scarecrow's Nightmare 1 to unlock this. I will also try to provide videos of every challenge, so you can watch how I did it if you're feeling like you're generally not understanding something. There's a weak wooden wall at the end of the hall. Then press  to exit back to the four camera view and continue advancing the footage. Enter through the roof, then activate the Clocktower computers from the Shakespeare bust on the bookshelf if necessary, then use the computer to dig into Michael Lanes dating profile and other inappropriate personal information. To do so, grapple up to the high platforms around the tall smoke stack in the center of the park, then glide down until you're over the striker platform, and hold to dive down and land on the platform with extreme force. 18 � Trophy 18The trophy can be found on the ground right next to the elevator used to travel between levels four and five. 9 armed enemies. A guide to the video game includes information on in-game maps, equipment and survival gear, crafting and resources, and tips for dangerous encounters. Challenge you want and make your way to it on the map to do the challenge. You'll see his body, lying in the morgue. There is also an exploding generator at the bottom that can be used to take down enemies who come to check on the fallen enemy. When all 3 silly piggies are within range, detonate the Jack-in-the-Box with  to take out all three instantly. If you miss the counter, you can still interrogate the goon, but you have to wait several seconds before attacking or countering him. Batman's REC gadget is quite effective, as are his freeze grenades. Use the Batclaw to dissipate the charge and turn him back into a normal enemy. Follow the room and experience Joker's nightmares. Batman: Arkham Knight is a 2015 action-adventure video game developed by Rocksteady Studios. This makes the fights last much longer than you're probably used to for the number of enemies you'll be fighting. Walk across the shaft and find another room coming off the shaft on the other side. 2 medics. Poison Ivy will help out, crushing drones at random with her vines, but will nag at you constantly if you get too far from the church. Make a right turn, and there is another switch on the wall. However, it's very difficult to take down Joker without taking Harley Quinn out of commission first. Alternately, shooting them with the REC device +  will overload their stun sticks, knocking them down and rendering the stun sticks useless for several seconds. Mamba:  This is a small drone with a large turret. You'll likely have to complete two of these combos to KO Croc. After gliding through the rings you need to avoid touching the ground by using a combination of grapnel boosts and gliding for 60 seconds to earn your Waynetech point. again to enter the door, and once inside enter the elevator and press  again at the button to activate the elevator. A counter attack stops the enemy attack, and usually attacks them in return. He's often not at a safe distance, but who cares? You get another 3 Waynetech points for this one off mission. There's a hanging walkway above you with a single unarmed enemy standing guard. The scanner will reveal a set of tire tracks moving away from the clocktower. Pat close attention to the number of enemies, however. Sorry, that's something else. Press  near the entrance to enter the Clocktower. This is the longest individual DLC mission. There are a couple of extra options for taking down the armored blade brute in this fight. This leaves only a single enemy, who should be no threat. Listen to Arkham Knight then when ready activate the Remote Batmobile gadget and fire the Riot Suppressor with R2. If something interrupts you and stops the scanner, just press  again to start the scanner and continue following the tracks from where you left off. Whichever one you pick is the wrong one, and a cutscene ensues with Scarecrow gassing you with more delicious fear toxin. Continue down the path to an open room full of soldiers and drones. Remember to use a freeze grenade to keep the brute out of the fight while you deal with the other enemies, and try to build up your combo to break the stun sticks using +  as soon as possible. At the end of each area there will be a fight where Nightwing will help out. Use explosive gel to break through the weak cement wall, then follow the linear path forward past a couple of minor obstacles until you find a deep hole. In both cases you have to be careful so that the sphere doesn't fall to one of the sides, because you'll have to retry. Return to that side of the building at ground level and grapple up to the railing, holding  so you don't climb over the rail, then you can initiate a fear takedown and follow that up with a takedown on the shield brute to weaken him. • Bruce Wayne Character Bio — How To Unlock: Already available from the start of the game. Climb up into the shaft through. Their attacks are much quicker than a regular enemy. Follow the markers to Bleake Island, where Batman will have Alfred raise the bridges to the area to make sure Arkham Knight can't retreat with the Cloudburst. Mambas should be your top priority. They'll take themselves down trying to revive their fallen allies. It should be an easy task to stalk them and take them down one at a time. Grapple up to the vantage point on the far side of the room. You can then press +  to do an instant takedown on an enemy, pushing them into the environmental hazard to shock and incapacitate them. Unlike normal enemies, Joker won't drop this knife if you knock him down, stun him, etc. The object is to hit the green fish with batarangs, while avoiding hitting the red fish. You are immune to almost all attacks during a redirect. Enemies may knock down other enemies behind them as they fly backwards. If the meter ever gets completely empty you'll lose your lock on the vehicle and have to restart the mission by asking Alfred to re-mark the location of the APC from the side mission wheel. A possible solution to this problem might be to use the ramp in checkpoint number 3 from the Own the Roads campaign to jump back over to Bleake Island. Freeze will put an end to the fight, and you'll witness the tragic conclusion to this story. You earn another Waynetech point for this challenge. Try to get at least 2 of the combat specialists. The camera will rotate to give you a clear view of the charging enemy. You just have to finish. Joker will counter your attack and take a swipe at you with his dagger, and you'll catch his arm. Use your remote hacking device on the crane console in front of you, then use  ← to move the walkway all the way to the left. At this point, as long as you're climbing along the ceiling, you won't be noticed by any goons. At this point, several more Firefighters become available to rescue for The Line of Duty side quest. When the wavelength gets wider, hold  to analyze the area to mark a hostage in your HUD. Take him out first so you can see. This is Robin's version of the batarang and is identical to the batarang. I'd suggest the EMP pulse if you chose the drone hack from before. Go through the gate and turn right, then grapple  up to the platform above you and start making your way up some stairs along the outside of the room, while Robin and Batgirl chat reluctantly over the intercom. After a few moments he'll throw you off and call another wave of robots. There's nothing you can do about them yet. Find the commander to disable the checkpoint. They're a powerful tool that can freeze enemies in place, and can be used in combat with the hotkey , . Is another Manbat on the loose? 2 combat specialists, 4 unarmed guards. After the meeting at the GCPD you must escort Gordon to the clocktower. When the team meter fills, you can press  for a team takedown, switching characters and instantly taking down an enemy. There are four switches, and you have to hit them in the right order. Swing the vantage point above the drone controller and drop down behind him with , then walk up behind him for a silent takedown . Unlock: Execute 3 throw counters in a single combo. After the barrier, beware the hole in the floor. There is currently a bug in Google Chrome that prevents the table of contents links in gamefaqs guides from working properly. The elevator has no power. When a fear multi-takedown is possible, guards in range will be highlighted in yellow. For Batman: Arkham Knight on the PlayStation 4, a GameFAQs message board topic titled 'Emp riddler trophy'. In Addition to the collectibles, there are still more secrets to discover in Seagate Amusement Park. You'll now be standing safely between the two sentry guns and can disable them each in turn by walking up behind them and pressing . Clear out the drones and then drive onto the bat symbol on the ground (parking in the parking spot labeled Bruce Wayne Chairman) to receive your sonar upgrade. Enter the building from the bottom and follow the stairs up, then continue to the objective marker and use the computer on the lower levels to restore Oracle's computers access. The only way to get rid of these turrets is to clear the watchtowers of enemies and destroy the control panels that control the turrets. This will knock the enemy back and he will knock several other enemies to the ground, and it also counts as double the hits toward the combo meter. After you dispatch the Riddlerbots, a series of rotating saw blades will start moving across the room as Riddler tries to kill you with his traps. While it's possible to carefully sneak along and take these guys out, the correct way to take this checkpoint is to drive the Batmobile to the northwest side where you'll see a wall with an anchor point. Available: After interrogating the Arkham Knight's henchman and finding out about Penguin's involvement. Lure enemies towards anything that turns blue and use +  when they turn blue to do an environmental takedown in tandem with Oracle. After the charge passes the 1st green conduit, Batman should immediately run to pad 3. The campaign consists of numerous combat, predator, and traversal challenges, as well as its own collectibles and secrets, and culminates with a wonderful bossfight with Batgirl and Robin fighting Joker and Harley Quinn. Take the Batmobile to Founder's Island. This is another team fight, this time with Robin as your ally. Learn the techniques for getting close to enemies to do fear takedowns. An assassin's cowl and throwing dagger are placed in the evidence display in the West Wing. You can access the area above you with the bear statue through the grates on the ceiling by pressing  to go through a grate while hanging from the ceiling nearby. In order to solve this riddle you must start using the remote electrical charge on the left generator. First off, Joker carries a knife, and all of his melee attacks will be made with it. Press  again to move the red platform into place, drive over it, then press  once again while on the brown platform to extend the green platform, then drive over that as well. When you turn around there's another, and another and another. You don't need to aim. With both radar towers disabled, it's time to go after the missile launcher. Throw 3 batarangs that explode on impact, doing big damage and knocking all nearby enemies to the ground. In addition to the Batgirl campaign, there are several collectibles in this DLC, as well as a few hidden mini-games and secrets. There are 4 assassins, and 4 thugs. Information about Nightwing's controls can be found in the Gunrunner side mission. Exit the Hatch near where you found the last fingerprint to make your way back to the large area in the middle of the airship, and return to the end of the hall to the locked gate that you ignored on your way in. Disable the medics with the disruptor. You earn 3 more Waynetech points for your trouble. Knock on the back door of the van and the goons inside will open the door, then drive away in fear of the Batman. There are 7 unarmed hostiles behind the door. Use the batclaw to remove the vent cover high up on the wall, then grapple up into the vent to the next room. Nightwing fires an electric charge that stuns an enemy. On this page of our guide to Batman. When the fight starts out, concenentrate on taking out Harley Quinn. Attempting you train you for training missions is a bit redundant. Additionally, you have no armor upgrades, so you can't take as much punishment as you might be used to. They are sturdy enough to require multiple missiles to destroy, and they do not have a traditional weak spot to aim at for critical hits. If you have the weapon power, hacking one of the tanks should provide an easy distraction to let you get behind the other cobras. If you stay in psychosis mode for an extended period of time, Harley will begin to hear voices, and will have arguments with her alternate personality, the sane portion of her mind - Dr. Harleen Quinzel. Nightwing creates a jolt of electricity between his two escrima sticks that arcs out to all nearby enemies. 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