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First Available: Chapter 3 after receiving first upgrade for Batmobile Main Objective: Find and neutralize all of the militia’s APCs Location: Random, 3 on each island Most Wanted Villain: N/A Reward: 9 Upgrade Points, 1 per immobilized APC |
Find and Neutralize All of the Militia’s APCs
The Arkham Knight mobilizes his senior command throughout the city in armored personnel carriers. Nine APCs in all, three on each island, must be tracked and immobilized to complete the mission.
Alfred informs Batman of this development just after the Batmobile receives its first upgrade in Chapter 3. The APCs do not spawn at specific locations, but instead appear near the Batmobile when the side mission is selected—assuming all three have not been immobilized on the current island.
The following table shows specific details about the APCs and escorts for all nine chases. They always appear in this order, no matter which island they are found on.
■ APC Speed – The speed at which the APC travels, rated from 1 to 4, where 4 is the fastest.
■ Of Escorts – Number of Military Vehicles escorting the APC. Beyond the third APC, reinforcements appear when an escort is taken out. The number of SUVs in reserve is given within the parenthesis. In other words add the first number with the reserve number for the total Escorts possible.
■ Fire Type – The Escorts are either equipped with a rocket launcher or a double rocket pod.
■ Rocket Fire Rate – The speed at which the APC fires rockets at Batman, where 3 is the slowest.
Armored and Dangerous Most Wanted
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
|---|---|---|---|---|---|---|---|---|---|
|
APC Speed (1-4) |
1 |
1 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
|
# Of Escorts (Reserve) |
3 |
3 |
0 |
3(1) |
3(1) |
3(2) |
3(3) |
3(4) |
3(5) |
|
Fire Type |
RPG |
RPG |
RPG |
RPG |
Double Rocket Pod |
Double Rocket Pod |
Double Rocket Pod |
Double Rocket Pod |
Double Rocket Pod |
|
Rocket Fire Rate |
3 |
3 |
3 |
5 |
5 |
5 |
7 |
7 |
9 |
When you’re first informed of a nearby APC, the vehicle’s health is shown in the upper-right corner of the HUD. Just below the health meter, the number of remaining escorts is shown. Signal strength is just above the radar. Signal Decaying means that the carrier is too far away. The orange meter decreases from the left to right. Once it depletes completely, the signal is lost and must be found again.
Signal Lock signifies that the militia truck is fairly close. A full green bar is shown when it is next to the Batmobile, decreasing as it moves further away.
Starting with the third APC, it fires rockets at the Batmobile. The Military Vehicles have rocket launchers. Watch out for incoming projectiles, weaving back and forth to avoid taking damage.
Immobilize, Side Swipe, or run directly into the vehicles to take them out. The Batmobile Ram Charge upgrade is very useful here. The objective is to take down the APC in front, but XP is earned for each SUV eliminated along the way. After the lead vehicle takes a few hits, it crashes, earning a WayneTech Upgrade Point each time.