B  A  T  M  A  N
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                                            /   K  N  I  G  H  T
                                           /

             Title:    Batman Arkham Knight
             System:   PlayStation 4
             Type:     Spoiler-Free Walkthrough
             Version:  1.5
             Author:   Adam3k3
             Revision: Decmber 22, 2015


                FAQ Copyright (c) 2015 Adam Cooper

        For contact details, please see Contacts section.


Table of Contents

1. About this Guide...................[100]
1-1. Copyright and License
2-1. Version History
3-1. FAQ Explained

2. Spoiler-Free Walkthrough...........[200]
Before you start
The City
Even the Odds
Ace Chemicals
The Clock Tower
The Streets
Grand Avenue Station
The Orphanage
Miagani Island
Bristol
Grand Avenue
Stagg’s Airships
Research Laboratory
China Town
GCPD
Botanical Gardens
Wayne Tower
Miagani Island
Movie Studio
Founder’s Island
Clock Tower
Movie Studios
i. Christina Bell
ii. Albert King
iii. Charisma
Quarantine Cells
Miagani Island
Interrogate Simon Stagg
Underground
The Church Yard
Bleake Island
Excavator Tunnels
The Arkham Knight
The Clock Tower
GCPD
The Cauldron
Scarecrow

3. Closing............................[300]
1-3. Contacts
2-3. Special Thanks

Use "CTRL+F" to Search the FAQ by section code or title.


-+-+-+ 100: About this Guide -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

The Latest version of this FAQ and all of my work is always available
on GameFaqs.

http://www.gamefaqs.com/users/Adam3k3/contributions/faqs


-+-+-+ Copyright and License

This FAQ is Copyright (c) 2015 Adam Cooper, and released under the terms of
the Creative Commons Attribution NonCommercial, No Derivatives License.

This License enables you to distribute this FAQ provided it remains in
its full form, unchanged and full credit is given. Publishing it under
your name on websites or otherwise is prohibiting. You may not use this
work for commercial purposes. For any reuse or distribution, you must make
clear to others the license terms of this work along with the notice in the
availability section.

All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.

[3] http://creativecommons.org/licenses/by-nc-nd/3.0


-+-+-+ Version History

Version 1.5 Decmber 22, 2015

Fixed a few spoilers
Added more info
Added Controls
Added Upgrades
Added Gadgets
Corrected Gramer and spelling mistakes


Version 1.00 July 22, 2015

FAQ complete.


-+-+-+ FAQ Explained

This is a spoiler free walkthrough; I will try to provide you with
as much information on the main walkthrough without spoiling any
story related surprises.

This FAQ assumes you are already familiar with the controls and the
fighting mechanics so I won’t focus on that. I will be skipping the
side missions and only cover the main story. Good luck.


-+-+-+ 200: Spoiler-Free Walkthrough -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Before you start

Always select the main story (Middle up) when presented with a story/side
mission selection. Upgrade the Batmobile’s armor to the max as most of the
hard fights will be done using the Batmobile.


Controls

/ \      Counter
[ ]      Strike
O       Cap stun
X       Run / Glide

Up       Detective mode
Right    Mission select
Left     AR challenges
Down     Gadget select

L1       Enter / Call Batmobile
L2       Hold: Aim gadget / Tap: Quickfire Batarang

R1       Grapple
R2       Crouch

Trackpad WayneTech


Combat

The combat is simple yet hard to master. Upon successful hitting three
enemies in a row without taking damage, you will advance into a free
flow mode with a single punch temporary knocking enemies down. The combo
meter will appear indicating the number of useful hits. Should you fail
to deliver the next attack, the combo meter will reset to zero and you
will have to start all over again.

You can also stall the matter timer by performing dodging moves or special
attacks in order to give yourself time planning your next attack. Larger
enemies and bosses will require different methods of attack and may be
immune from the normal attacks. Upgrading your attacks is a good idea to
increase power and even new moves.


Predator Rooms

Predator Rooms are areas that can be found both in story mode and in
challenge mode where you need to perform certain tasks while taking
out armed and unarmed thugs. These challenges are mostly done using
stealth and speed as well as certain gadgets. Getting spotted in predator
challenges is not recommended as it will most likely alert enemies and
make it harder. Story predator challenges don't require any objectives
except that you take out all enemies so no pressure.


Upgrades

Fighting enemies and completing missions gives you points that can be used to
unlock moves and upgrade the Batmobile. Some of the moves can only be unlocked
or upgraded after unlocking the previous one. Doing AR challenges will
increase your points speeding up the process for an upgrade availability.

Once you have enough points for an upgrade, a text will flash prompting you to
do so. Click the trackpad to access the upgrade screen. There are six
categorize to upgrade within.

Gadget Tech      20 upgrades

Unlocking cool new gadgets to use on enemies or make your movements faster.


Gadget Skills    13 upgrades

For better using the Gadgets adding new/quicker ways to use them.


Combat           16 upgrades

Upgrade your combos and extra moves allowing more damage in combat.


Batsuit          15 upgrades

Upgrading your bat suit allows you to take more damage from both punches
and guns. An important category to upgrade.


Batmobile        10 upgrades

Upgrading the tools and power of your car. Highly recommended as many of
the game's battles will be on the road.


Batmobile Weapons 9 upgrades

Upgrade the Batmobile's weapons power for more damage as well as new tricks.


Concentrate on leveling up your Batmobile's armor as well as weapon power as
a priority followed by the Batsuit armor upgrade against weapons.


Gadgets

A quick explanation on Gadgets found in this game.

Grapple Gun

The most used gadget in the game. Using the grappling gun, you can launch
yourself from point to points like buildings and rooftops. You will also
be using it in predator rooms to hide from view or initiate takedowns. Use
it when gliding to keep yourself from hitting the ground.


Batarangs

Use Batarangs to temporary knock out enemies or draw attention. You can also
hit some switches depending on the story. Quick throwing Batarangs during
battles will give you time to breathe and plan your next attack as affected
enemies will be temporarily knocked out.


Smoke Pellets

Use it when under fire to blind the attackers giving yourself a chance to
hide. Throwing it at enemies will blind them for a small time allowing you
to perform a silent takedown.


Freeze Grenades

Temporary freeze the enemies. Some will still be able to use their guns
so be careful. Useful to slow down the action in intense battles giving
yourself a chance to plan your attacks.


Line Launcher

Used to zip yourself in a straight line from point to point. You can divert
your destination in the middle of the zip to another direction. Useful to
travel between gaps. Can also be used as an attack or takedown.


REC Gun

Zip your enemies in battle and open electric doors or generators.


Cryptographic Sequencer

Used to hack terminals opening doors or disabling mounted weapons.


Batclaw

Useful for pulling enemies slamming them afterwards. Also used to pull
objects in story mode.


Disruptor

Used to disable enemies weapons for some time. You have 3 shots before the
weapon needs to recharge.


Voice Synthesizer

Mimics the targeted enemy voice to fool the thugs into following orders.


Explosive Gel

Spray and detonate for a small explosion knocking out enemies and clearing
paths in story mode.

--------------------------
Spoiler-Free Walkthrough  \----------------------------------------------------

Move to the back of the coffee shop and talk to the smoking person.

Struggle around until a cut sense.


The City

Glide to the marked point.

After finishing the talk, make your way to the crime scene.

Take care of the thugs and rescue the officer.


Even the Odds

Follow and attack the military vehicle.

Integrate the injured driver.

Drive to the marked location and get on top of the building.

Smash through and take out the thugs.

Take Ivy to the GCPD.

Take out the drones on the way.

Drive to the marked location and take out the other drones.

Get to GCPD.

Talk to Gordon near the big monitor.

Drive to the marked location.

Enter the Clock Tower from the top.

Use detective mode and activate the head statu.

Use the computer.

Zip Yourself out and get to the marked location.

Attach the remote access.

Get to the marked area and call in the Batmobile.

Fire the Power Winch to make a ramp. Get up and navigate to the marked
 point to power the generator. Use the Battle Mode to drive carefully.

Rev the engine and balance it with the green meter on the bottom right
 display all the way up.

Get to the marked area.

Get on the vantage point. Throw a Batarang on the door to get the attention
 of the thugs and draw them outside.

Stealthy take care of the two thugs.

Get the suit upgrade.

Complete the training if you want or,

Enter through the shaft on the left and exit taking the thugs out
 using fear takedowns.

Use the electric panel.

Pinpoint the next location.

Get to the marked location.


Ace Chemicals

Zip yourself to the marked location.

Stealthly take out the militiamen.

Get to the security booth and use the computer.

Get to the top marked position and scan for the five hostages locations.

Get to the lover moving platform and take care of all the thugs.

You can use the controls to lower and position this platform to
 make a ramp.

Glide into the marked both bellow.

smash in and take out everyone. Take a look at the dead body and use the
 panel to open the gate for the Batmobile.

Get the Batmobile inside and take care of the drones.

Fire the Oower Winch on the gate to open the way.

Carefully drive on the narrow path to the marked location.

Take out the guards on the way.

Fire the Power Winch and take down the wall.

Take out the guards.

Rescue the hostage inside.

Use the Batmobile to take out some of the militia.

Finish off the rest and rescue the hostage.

Get the hostage to safety by dropping him to the other side of the
 bridge. Get back.

Get to the upper level and use the controls on the moving platform
 to make a ramp that will enable the Batmobile to get to the other side.

Get through the loading dock and take out the drones.

Get below the loading dock upper cabin and glide kick inside taking
 out everyone.

Use the explosive gel to blast off the weak wall and continue toward
 another hostage.

Blow Up the weak ground using explosive gel and drop down.

Use the electric panel.

Blow Up the weak wall.

Fire the Power Winch and destroy the pipe.

Repeat the same with the pipe below the Loading Dock room.

Get down and to the next area with yet another hostage.

Use the electric panel near the end.

Use the Batmobile to blow up the wall then use the Power Winch to bring
 up the elevator.

Get in and use the Batmobile to lower you all the way down.

Move forward and ip yourself into the upper shaft.

Make your way across another shaft and drop down taking everyone out.

Rescue the hostage and get back to the elevator. The doors should be
 open now.

Use the Batmobile to bring you to the upper level.

Take out all of the ground drones first while watching out for missiles
 and targeted bombs. Once the ground drones are out, keep moving while
 firing on the flying helicopter type drone until its out. Use the time
 when its reloading and staying still to concentrate fire and deal as much
 damage as possible.

Drop the hostage to across the bridge and return.

Blow up the marked wall then use the upper controls to position the
 ramp so the Batmobile can get inside.

Take out the drones inside.

Zip up and into the shaft.

Exit when the sentry gun is pointing away and fear takedown the two guards.

Get behind the gun and destroy it.

Use the power panel to open the gate.

Drive to the next gate, exit gliding across the wall into a bunch
 of militiamen.

Take everyone out starting with the medics. Use Environment attacks.

Use the electric panel near the gate to open it.

Exit the Batmobile gliding across the wall into the mixing chamber.

Stealthly, take out everyone.

Enter the chamber.

Use the computer inside.

You need to carefully take out four canisters, one at a time and insert
 them into the proper place across the room. Do this four times. Walk
 slowly and take/push them slowly.

Get inside the elevator, get down and walk toward the cells.

Check out all of the cells.

Use the Power Winch to rip the glass wall open.

Get in the Batmobile and drive away to safety.

Get to the GCPD taking out drones in your way.

Talk to Gordon.

Follow Gordon and deal with the three militia cars.

Let Gordon get into the Batmobile.

Get to the Clock Tower taking out drones in your way.

Try to get in. Get to the roof.


The Clock Tower

After dealing with the thugs, zip yourself up on top of the clock tower
 and enter.

After the scene is over, look at Barbara while your back is facing the door.

After a few seconds, turn around and face the wall. Get close to the wall.

Wait till the conversation is over and take a walk around the entire room.

Walk to the wheelchair and pick it up.

Use the centered computer to locate the car used to kidnap her. The car
 footage should be on the Clock Tower’s main entrance view.

Zip yourself out by aiming at the roof.


The Streets

Dropdown and enter the Batmobile.

Drive to the marked area near the Clock Tower entrance.

Use the forensics scanner to track the route.

Keep following the route until you come to a strange object.

Get out and investigate the object.

Drone fight. Make sure not to drive off the restricted areas as you
 will blow up everything. If you managed to cross the area by accident,
 a timer will count down so get back in fast.

When the battle is done, fire the power winch into bomb.

Rev the engine while balancing the green thing on the bottom right
 meter until the bomb explodes.

Continue following the trail.


Grand Avenue Station

Make your way to the Grand Avenue Station by gliding.

Stealthily take out all of the militia thugs.

Use the terminal to lower the bridges.

Make your way to the Orphanage.


The Orphanage

Take out the thugs, except for the glowing one as you need to
 interrogate him when everyone else is down.

Enter the orphanage.

Make your way to Catwomen.

Destroy all of the robots.

Get back all the way to your parked car.


Miagani Island

Take care of all the drones.

Continue following the trail.

Take out the drones in your way if they spotted you.

Examine the scene and investigate the evidence.

Make your way to the Wayne Tower.

Activate the statue head by the books.

Use the computer behind the desk.

Select an upgrade.

Make your way to the marked location.


Bristol

Once near the Miagani Tunnel, call in the Batmobile and engage the drones.


Grand Avenue

Once the battle is over, park in the designated area and the door will open.

Upon reaching another blast door, fire the power winch into the fan above
 and drive back to break it.

Go through the fan hole and keep moving breaking the plywood in the next
 two rooms until you reach a ventilation shaft.

Use the line launcher to get across the big fan.

Use the remote controlled batarang to activate the switch.

Zip line to the new opened room.

In the next room, use the remote controlled batarang again to activate
 another switch.

Double zip yourself to the now opened area,
(Zip to the middle of the room then zip again in the other direction).

Make your way forward until you reach an opening beneath with militia
 all over the place.

Zip yourself onto the rail, turn around and continue zipping till the end
 of the tunnel.

Zip into the shaft in the wall.

Make your way into the room with no enemies and exit.

After the scene, counter the thug and beat him down.

Take care of all militiamen.

A tank will block the exit, stay away from its range of fire.

Use the electric panel to open the big gate outside.

Use the Batmobile remotely. Blast the wooden gate and take care of all the
 drones including the tank that is blocking the exit.

Get in the Batmobile and ride to the next closed gate.

Exit the Batmobile and use the electric panel to open the gate.

Chase the main armored wagon taking out other militia vehicles on your way.

Exit the Batmobile and interrogate the solder.


Grande Avenue

Make your way to the Grande Avenue for a Batmobile upgrade.

 Clear the area of any drones.

Make your way to the marked rooftop to meet Nightwing.

Use the disruptor on the weapons crate and two thugs.

Drop down and take care of the thugs.

Tag the truck using the disrupture. Knock on the truck to spoke them.

Stay on the rooftops and glide following the truck to the secret hideout.

Secure the area around the gate. The door is locked.

Take care of the thugs guarding the rooftop. Use sneak takedowns.

Drop down and take a look at the thugs below.

Slidedown using the ventilation shaft across the place.

Make your way beneath the Penguin and interrogate him while countering the
 attacking thugs.

Throw Penguin on the two gunmen and take care of the rest with the help
 of Nightwing.

Destroy Penguin’s weapons cache by spraying it with the explosive gel,
 closing the vault and detonating the cache.

Zip up and exit the way you came using the ladder.

Zip yourself up and let malita fire.

Remotely control the Batmobile and drive it up to the last floor of the
 car park.

Destroy the two guns and all the remaining malita.


Stagg’s Airships

Make your way to the marked watch tower.

Take out all of the guards. Make sure not to use detective mode for
 too long, as you will give away your location.

Take out the central command point by using explosive gel.

Collect the remote hacking device from Wayne Plaza.

Get on top of the marked airship and enter through the service hatch
 after hacking it open (Use detective mode to locate the hacking panel).

Enter through the ventilation shaft.

Go down through another shaft below.

Hack the drone and use it against the guards.

Hack the panel on the left (next room) to open the door.

Override airship stability controls using the remote hacking device
 on the control panel.

Tilt the Airship to move the crate on top of the hatch. Enter.

Again, move the obstacle ahead to gain accuse to the area ahead.

Unlock the carte bellow to make it movable, move it aside by tilting
 the airship, lock it again and move the other crate aside to make way.
 Enter ahead and zip yourself up.

Take care of the blade thug and hack the panel near the gate.

Dropdown and take out all of the militia thugs in the room.

Talk to Simon Stagg.

Beat everyone in the room.

Hack the panel and open the gate that leads outside. Try to jump out.

Override ships stability controls again using the panel.

Hack and move the crates bellow you to open the path. Lock the ones that
 you don’t want to move as you solve this little puzzle. Get down through
 the hatch.

Exit through the hatch on the other side and make your way to the panel
 on the second floor.

Hack it and go through.

Zip yourself up.


Research Laboratory

Zip to the upper level and again through the ventilation shaft above.

Take out everyone in the room.

Use the computer on the upper level.

Use the monitor to locate Stagg’s fingerprints. You need four in total.
 Roll the footage in each screen to locate the moment he touches something.
 Zoom in and scan it for location.

Scan the room using the detective mode for the four fingerprints.
(You will know if you leave the designated are as the detective mode
 will change from evidence scanner into a normal mode).

Go back to the upper level computer you just used and use it again.

Zip up and exit through the bionic gate. You now have the needed access.

Make your way to the marked area. Hack the panel and drop down.

Take out all of the militiamen and watch out from the electric thug.
(You will need to discharge him before any attack).

Select an upgrade for the Batmobile.

Hack and open the gate. Glide attack into the other airship.

Take care of every militia thug.

Use the explosive gel on the broken wall to revile a path.

Override airship stability using the panel.

Tilt the airship so that the crate breaks the glass enabling you to enter.

Scan the riddle trophy location and continue walking beside the locked
 experiment chambers.

Use the computer at the end of the corridor.

Go through the bionic gate into the next room.

Take out everyone except the minigunner, leave him until last.
(To take him out, stun him, punch, dodge and repeat punching and
 dodging. You can also take him out by exploding a generator/unstable
 material as he walks by).

Talk to caged Simon Stagg.

Exit through the bionic door to the right side of the cage.

Takedown any of the scarecrows.

Take out everyone in the room.

Make your way to the safe house, marked for you.


China Town

Dropdown inside and watch the cut scene.

Go back to the GCPD to meet Ivy.
(Call in the Batmobile to enter the bulding).


GCPD

Drive outside of GCPD.


Botanical Gardens

Scan the cobra tank from all sides (Stay on top and out of sight).

Get back into the Batmobile and destroy the cobra drone by getting
 behind it and firing when you get a full lock on.

Drive to the clock tower for a Batmobile upgrade.

Take Ivy to Botanical Gardens.

Take out the Cobra drones.

Get to the Wayne Tower.


Wayne Tower

Park in the marked area and prepare for battle.

Take out the drones. Watch out for the incoming missiles.


Miagani Island

Use the Batmobile Sonar to locate Ivy’s plant. When you reach on
 top of it, hold the scan button to and release to trigger a powerful
 shock. (The roots are not underground).

Fight off the militiamen on the roof. Take out the medics first as
 they can resurrect fallen enemies.

Head to the Movie Studio.


Movie Studio

Use the computer in the center of the room.

Make your way to the marked drone and drop down on it to scan it.


Founder’s Island

Hack the drone next to the radar.

Destroy the radar.

Make your way to the other radar. Disable the drone, fight the militia
 guarding it and destroy it. (Use the electric panel to open the shutter
 bellow. Hack the gun and get to the radar).

Make your way to the marked area.

Take out all of the militiamen.

Lower the barriers protecting the missile launcher by accessing
 the computer on the top floor.

Get the Batmbile on top of the marked construction building.

Take out the cobra drones on your way.

When you reach the ramp, fire the winch and rise the ramp so you
 can boost yourself to the other side.

Use the Fear Multi-Takedown and fight off remaining militiamen.

Use the computer again.

Get the Batmboile on top of the building and destroy the
 missile launcher. Watch out for incoming missiles.

Make your way to the marked area.


Clock Tower.

Enter the Clock Tower.

Use the statue head to activate the room.

Use the computer.

Make your way to the Movie Studios.


Movie Studios

Beat up the thugs near the entrance and try to enter.

Use the Voice Synthesizer to duplicate Harley’s voice and open the gate.

Take out all of the thugs’ around. Use Fear Takedowns when possible and
 deal with the big guy later. (Use the Voice Synthesizer to command the
 thugs around, one at a time).

Use the Aerial Attack to take care of the thug.

Use the Voice Synthesizer to unlock the gate.

Take out all of the thugs.

You need to bring back all the escaped Infected back to their cells,
this FAQ will do it in the following order:


i. Christina Bell in the Hunted House set.

Continue going forward and into stage B.

Take care of thugs inside.

Use the Vantage Points to get behind the gunman and take him down once
 you get close from behind.

Get inside the next room.

Take out all of the thugs by calling in Robin for takedowns.

Counter the attacks.


ii. Albert King in the Wild West.

Head back to Stage A.

Get under the floor and use the Voice Synthesizer to order a thug
 to open the gate.

Exit and take out the thugs.

Hit the switch to open the gate and rescue the man in the wheelchair.

Head into the next room and take out all of the thugs and Albert King.

(Beat up thugs to fill the dual meter located top right. Once it’s full,
Dual Team Takedown Albert and beat him countering his attacks. It will
take a couple of takedowns to finish him off).


iii. Charisma on the Sound Stage.

Head back and select a car upgrade.

Head to Stage C.

Zip into the upper ventilation shaft and make your way to the room
 at the end.

Spray the explosive gel on the weak wall.

Use the Voice Synthesizer to lure the gunman forward.

Blow the wall.

Go through the next door and remove the Sheet on the hanging man.

Go through the door into the next room.

Watch the CCTV footage to unlock the door using the keypad. Look at
 the mirror to get keys pressed after 0. Remember, they are reversed
 in the mirror.

Use Robin to disarm the booms. Move while Charisma is not facing you.
 He’s vision is not so sharp but still be careful There are 5 bombs to
 be disabled. Hide behind objects if you’re about to be exposed.

Take down Charisma from behind once you’re done with the bombs.

Head back to the Exit.

Hide under the floor again and use the Voice Synthesizer on a
 thug to open the gate.

Wait till Harley gets near you and use the Dual Team Takedown.

Take out the rest of the thugs.

Pickup Harley and head back to the cells.


Quarantine Cells

Enter the Cell.

Watch the cut scene.

Counter Robin.

Exit the Movie Studios.

Get to the marked location and call the Batmobile.

Get inside for an upgrade.


Miagani Island

Head to the marked location.


Work with Poison Ivy to defeat the militia forces

Take out the drones.

Use stealth to take out the cobra tanks.

Park I the marked area and head for Ivy on the upper ground.


Interrogate Simon Stagg

Make your way to the airship. Be careful of the gas, stay on top.

Take down the thugs onboard.
( Aerial Attack Into Beat Down is necessary for the special thug).

Use the Voice Synthesizer to unlock the door.

Take out all of the thugs in this room. Deal with the drone controller
 thugs first if you can to make it little easier.

Get to the marked platform and start scanning and following the
 hand prints.

Exit the airship.

As soon as you do, disable the flying drone by using the remote hacking tool.

Head back to the Batmobile.

Slowly remove the Power Cell. If you move it too fast it will hang, let
 go for a short time and try again.

Slowly push the Nimbus Power Cell into the Batmobile. Same applies as
 you did before.

Drive away.


Use the sonar to locate another Ivy plant.

Drive to the marked are and use the sonar to locate the plant Ivy will
 guide if you get near.

Once you reach the grave yard, you then will have to go underground.

Drive to the marked area.

Take out all of the drones including the flying ones.

Drive to the marked point, open the container and use the engine
 to move down.


Underground

Drive over the obstacles until you reach a blocked wall.

Exit the Batmobile, enter through the grate and exit on the other side.
 Before exiting, disable the drone, move forward and disable the next one
 as soon as the old one timer runs out. Never disable another drone while
 the time is still active on the ones before.

Right before the four tanks at the end, zip yourself to the upper rail
 and glide into the control room to open the gate.

Use the Batmobile to take care of the drone tanks up to your location.

Use the power panel to open the next gate and get back into the Batmobile.

Zip into the upper room and release the Cargo Ramp.

Use it to get to the next area.

Drive around the obstacles until you reach another ramp.

Lower the ramp by accessing the controls in the upper room. Balance
 the ramp to gain access to the next area.

Exit the Batmovile and get to the higher ground. Call in the Batmbile
 again and continue.

Dropdown to the marked area and use the sonar to release the plant.


The Church Yard

The hardest part of the entire game. Stay close to the church yard and
 start taking out drones. Use the special multi attack once your fill your
 meter. Ivy will help you taking out some of the drones. The important thing
 is to watch out for the rockets coming toward you. Take care of the rockets
 firing drones. The flying drones can go down easily and are no big threat;
 however they are annoying and should be dealt with when you can. Upgrade the
 Batmobile’s armor if you can.


Bleake Island

Drive to the marked location.

Take care of the cobra tanks. Remember, you need to use stealth and take
 your time as one mistake and you will have to start over. Watch out for
 the Knight’s tank. Hide when it’s not safe to fight.

Once you take care of the cobra tanks, carefully scan the Cloudburst Tank
 and fire away. Immediately drive away as fast as possible and keep driving
 until the Tank cools down and loose its speed.  Hiding is pointless at this
 point. Be careful not to trap yourself.

Once the Tank’s main weapon  is disabled, concentrate fire and watch out
 for the coming rockets by firing at them and constantly moving to not get
 hit.

Punch the Knight.

Head back to Ivy’s location.

Head to the GCPD. Use the Batmobile to open the main gate.

Talk to the police officer working on the computer.

Drive to the marked location.

Enter underground through the hatch.

Disable the generator using the electric charge, cross to the other
 side and repower it.

Go through the shaft.

Use the Voice Synthesizer and command one of them militia to open the gate.

Control the Batmobile remotely to take out all the militiamen.

Use the power panel to open the gate.

Blow up the weak wall using the Batmobile.

Use the panel inside to open the way for the Batmobile.

Use the Power Winch to hang from the ceiling and get down.

Bow up the upper wall to open the entrance to a new room.

Use the Remote Electrical Charge to overload the generator.

Lower the Batmobile and blow up the weak wall.

Enter the new room, zip yourself to the next one with the elevator.

Use the Remote Electrical Charge to lower the evaluator.

Spray and detonate the explosive gel on the weak wall.

Use the quick Electrical Charge to disarm the thugs. Take them out.

Use the electric panel to pen the door.

Get into the room with XX and zip yourself into the next area with
 thugs bellow.

Electrocute the generator to shock the thugs.

Use the panel to open the door to the elevator.

Use the Remote Electrical Charge on top of the elevator to get down.

Get up onto the platform and use the Remote Electrical Charge again to
 bring the elevator up opening the way for you to get down.

Drop down, zip up and open the shaft.

Walk up behind the projector wall, drop down and take the leader out from
 behind.

Use the electric panel.

Head forward, drop down and enter the room with a machinegun. Disable
 it and zip yourself up.

Overload the generator.

Lower the Batmobile onto the platform.

Fire the Power Winch into the hock and lower the platform. Once the
 hock breaks, fire it into the other one and continue all the way to
 the bottom.

Once the Batmobile is down, drive into the room with the machinegun
 and destroy it allowing Batman to get down.

Fire the Power Winch to bring the platform little up, fire on the weak
 wall and drive forward.

Use the electric panel to open the gate. Drive forward.


Excavator Tunnels

Drive over the obstacles and into the next area.

Drive away fast over the obstacles again and into another area.

In this maze shaped tunnel, there are three ways that lead into
 explosives. Each way is filled with obstacles that you need to
 drive over reaching the explosives and into the maze again.

 Before entering any of the three driveways, draw the Arkham Knight’s
 attention by firing at him in order for him to follow you.

Once done, drive to the marked location; the final open tunnel.

Exit the Batmobile.

Zip yourself up and exit the shaft taking out the thugs.

Rescue Gordon.


The Arkham Knight

You have to fight him by simply sneaking up and zipping yourself to his
 vantage point. You need to do it three times in three different areas.
 The first one is easy, the next two are little trickier since he has thugs
 watching you but nothing serious.

 Take your time and sneak behind the thugs and take them out. Once all of
 them are out, sneak under the Arkham Knight and zip yourself into him.

Rescue Gordon and move forward.

Take care of the thugs and enter the elevator.

Once the cut sense is over, take out all of the drones.

Put Barbara in the Batmobie.

Drive her to the GCPD.


The Clock Tower

Get to the Clock Tower.

Stealthily take out the thugs around the building.

Reach the top floor and use the control console. Enter the Clock Tower
 through the roof and lock everything.

Head back to GCPD and talk to Barbara.


GCPD

Take out the thugs in the GCPD parking.

Use the Batmabile’s Power Wich to tear the fan open.

Go through and into and out of the shafts.

Zip yourself up and continue.

Hack the flying drone guarding the jammed garage and enter through it.

Take out the thugs.

Power up the backup generators (Electric shocking them).

Get into the Batmobile and drive outside.

Battle time; Use the multi attack once you get the chance and watch out
 for Oracle’s hacked drone to shoot. There is also an easier way: Once you
 have taken out a few of the drones, head to the driveway next to the GCPD
 Prisoner Detention Gate. Take down a drone and hide their forcing them to
 come one after another giving you more time and less attacks. You will need
 to get out from time to time as they will continue to fire and take down the
 building.


The Cauldron

Get out and zip yourself into the marked area.

Take care of thugs taking out the medics first.

Another set of thugs will arrive. Again take out the medics as they will
 begin to resurrect the fallen thugs. An easier way is to die because the
 thugs you took care of before the new batch will not respawn giving less
 use for the new medics.

Head back to the Movie Studios and into the cells.

Head to the marked place under the bridge.


Scarecrow

Surrender your belt and enter the van.

Pay your respects and fight the thugs (Use takedowns).

Kill everyone using the Batmbile.

Keep navigating in First Person until you reach the courtyard.

Keep destroying the Batman statues.

Keep beating and pushing the enemy  near the cell until the Takedown prompt
 appears. Now beat him into the cell.


Congratulations, you have completed the main story. You have unlocked the
first ending. In order to unlock the other ending, you need to finish at
least seven most wanted side missions. To unlock the final ending, you will
need to clear all side missions including finding and solving all the riddles.


-+-+-+ 300: Closing -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

-+-+-+ Contacts

I may be contacted any time via my email, Twitter or Blog. Just make
sure to properly mention the subject. I welcome questions, contributions,
corrections, requests or anything else.

E-mail: adam3k3[at]gmail[dot]com
Twitter: @Adam3k3
Website: http://adam3k3.com
Facebook: https://www.facebook.com/adam3k3
YouTube Channel: http://www.youtube.com/user/Adam3k3


-+-+-+ Special Thanks

All websites that are hosting my FAQs.
You for reading this FAQ.


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