Prima Games eGuides Batman: Arkham Knight eGuide

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Batman: Arkham Knight eGuide AR Challenges Batmobile Combat Challenges

[22] Natural Selection

Wage war amongst the weeds. With Mambas and Diamondbacks in the field you’ll need to be fast and on target if you want to survive. Mix up Secondary Weapon usage to earn bonus points.

Unlock Requirements After Chapter 3 progress
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Score 2500 points Score 5000 points Score 10000 points

Enemies can spawn in from every side, and the sloped center gives enemies who congregate there a raised firing position.

This landscaped area by the Botanical Gardens is host to a different mix of hostile drones. Here you’ll fight Diamondbacks, Rattler tanks enhanced with turret armor, and Mambas, which deploy a missile pod rather than a dumbfire cannon. The Diamondbacks complicate things because you can’t simply take them out in one turret shot, unless you score a Perfect Critical from the front, in their exposed rectangular sighting light. They’re also vulnerable if you happen to get shots in on their turrets from the sides or back, where they’re not heavily armored. Otherwise, they’ll take two turret shots to take down, while you continue to dodge everything trying to destroy the Batmobile. The WayneTech Upgrades to speed up Heavy Turret reload speed can be quite helpful here.

A Mamba lock-on demands your attention. Get the Mamba in your six and then shoot its payload out of the air.

Mambas complicate things by locking on to the Batmobile and launching guided missiles. These vehicles take a few seconds to lock on before firing, and the Batcomputer displays the lock-on in progress by directing you toward the offending Mamba. You can destroy the Mamba to interrupt the firing process. If you don’t destroy the Mamba in time, you can shoot the incoming missile out of the air with the Vulcan Gun.

Continue to dodge enemy fire and anti-air incoming missiles, keeping your tank Combo and Secondary Weapon energy flowing.