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Batman: Arkham Knight eGuide
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Contents

  • Enemies
    • Foot Soldiers
      • Overview
      • Standard Enemies
      • Enemy Lieutenants
      • Riddler Robots
    • Vehicles and Drones
      • Overview
      • Joyriding Rioters
      • Armored Vehicle
      • Militia APC
      • Rattler Drone
      • Cobra Drone
      • Mamba Drone
      • Diamondback Drone
      • Dragon Drone
      • Python Drone
      • Serpent Drone
      • Twin Rattler Drone
      • Boa Sentry Drone
  • Most Wanted Side Missions
    • Overview
    • Armored and Dangerous
    • Campaign for Disarmament
    • Creature of the Night
    • Friend in Need
    • Gotham on Fire
    • Gunrunner
    • Heir to the Cowl
    • Lamb to the Slaughter
    • The Line of Duty
    • Occupy Gotham
    • Own the Roads
    • The Perfect Crime
    • Riddler's Revenge
    • Two-Faced Bandit
  • Achievements, Trophies, and Unlocks
    • Overview
    • Achievements and Trophies
    • Most Wanted Side Missions
    • Riddler's Revenge Related
    • AR Challenge Related
    • Batmobile Stunts
    • Miscellaneous Batman Stunts
    • AR Challenges
    • Character Bios
    • Showcase Character Models
    • Showcase Vehicle Models
    • Concept Art
    • Gotham City Stories
    • Riddler Grids and Audio Tapes
      • Overview
      • Bleake Island Grids
      • Miagani Island Grids
      • Founders' Island Grids
      • Airships Grids
      • Studios Grids
      • Hideout Grids
  • Waynetech Arsenal
    • Gadgets
    • Upgrades
    • Better XP Through Combos
    • Standard Movement
    • Standard Combat
    • Standard Batmobile Components
    • Batmobile Components Initially Unavailable
    • Close Combat Upgrades
    • Batsuit Upgrades
    • Tech Gadget Upgrades
    • Skill Gadget Upgrades
    • Batmobile Pursuit Mode Upgrades
    • Batmobile Battle Mode Upgrades
  • AR Challenges
    • Overview
    • AR Challenge Locations
    • Tutorial Challenges
      • [1] Throw Counter
      • [2] Fear Multi-Takedown
      • [3] Predator Fundamentals
      • [4] Grapnel Boost MK II
      • [5] Summon, Eject & Glide
      • [6] Weapon Energy Diagnostics
    • Combat Challenges
      • [7] Combo Master
      • [8] Tower Defense
      • [9] Azrael's Atonement
      • [10] Gotham Knights
    • Predator Challenges
      • [11] Smash and Grab
      • [12] Terminal Velocity
      • [13] Revive and Shine
      • [14] Under the Pale Moonlight
    • Batmobile Race Challenges
      • [15] Midnight Fury TT
      • [16] City Heat TT
      • [17] Crushonator
      • [18] Condamned
      • [19] Mental Blocked
    • Batmobile Combat Challenges
      • [20] Untouchable
      • [21] One Man Army
      • [22] Natural Selection
      • [23] Slumdog Billionaire
    • Batmobile Hybrid Challenges
      • [24] Seek and Destroy
      • [25] Knight Time Strike
      • [26] Road Rage
      • [27] Big Game Hunter
      • [28] David & Goliath
      • [29] Drone Zone
  • Collectibles
    • Overview
    • Trophies and Puzzle Trophies
    • Riddles
    • Destructibles
    • Uncovering Riddler Challenge Locations
    • Solving Puzzles
    • Bleake Island Militia Shield Destructibles
    • Bleake Island Riddles
    • Bleake Island Riddler Trophies
    • Bleake Island Riddler Puzzle Trophies
    • Miagani Island Militia Shield Destructibles
    • Miagani Island Riddles
    • Miagani Island Riddler Trophies
    • Miagani Island Riddler Puzzle Trophies
    • Founders' Island Destructibles
    • Founders' Island Riddles
    • Founders' Island Riddler Trophies
    • Founders' Island Riddler Puzzle Trophies
    • Airships Insect Crate Destructibles
    • Airships Riddles
    • Airships Riddler Trophies
    • Studios Jack in the Box Destructibles
    • Studios Riddles
    • Studios Riddler Trophies
    • Hideout Spider Drone Destructibles
    • Hideout Riddles
    • Hideout Riddler Trophies
  • Game Play
    • Introduction
    • Difficulty Settings
    • Game Completion
    • New Game Plus and Knightmare Difficulty
    • Gameplay
    • Display
    • Choosing Objectives
    • Detective Mode
    • The Batmobile
    • Gadgets
    • Combat Scenarios
    • Predator Scenarios
  • Story Mode
    • Introduction
    • Chapter 1: Its Going to Be a Long Night
    • Chapter 2: Patience is a Virtue
    • Chapter 3: It is Dangerous Out There
    • Chapter 4: Prey That No Longer Fears You
    • Chapter 5: Tonight Ends With Gotham's Fall
    • Chapter 6: Some Kind of Bat Trick
    • Chapter 7: Nature Always Wins
    • Chapter 8: Crippled by Fear
    • Chapter 9: The Die is Cast

Batman: Arkham Knight Guide › Story Mode

Chapter 2: Patience is a Virtue

The Chapter at a Glance

OBJECTIVES

Rendezvous with Gordon

 Rescue the Missing ACE Chemicals Workers

 Use the Access Terminal

 Scan the ACE Chemicals Plant

 Escort the ACE Chemicals Worker to Gordon

 Rescue the Remaining ACE Chemicals Workers

 Escort the ACE Chemicals Worker to Gordon

 Stop Scarecrow from Blowing Up ACE Chemicals

 Escape ACE Chemicals

NEW AR CHALLENGES

None

AVAILABLE SIDE MISSIONS

None

Rendezvous with Gordon at the ACE Chemicals Plant

Located on the northwest corner of Bleake Island, a bridge leads out to the ACE Chemicals plant. Commissioner Gordon awaits Batman’s arrival along with a group of officers. A skeleton crew of workers remains inside.

Rescue the Missing ACE Chemicals Workers to Get Information on Scarecrow

After a brief confrontation with the Arkham Knight, grapple to the top of the gate ahead, where Batman checks in with Oracle.

Arkham Knight

Real Name Unknown

Occupation Military Commander

Based In Unknown

Eye Color Unknown

Hair Color Unknown

Height 6Ft.

Weight 200 Lbs

First AppearanceBatman: Arkham Knight [June, 2015]

Attributes

-Expert knowledge of Batman’s tactics and fighting style

-Highly skilled military tactician

-Robotically synthesized voice

Besides the discovery of a militia training facility in South America, virtually nothing is known of the Arkham Knight until his arrival in Gotham where he quickly earned himself a fearless reputation amongst the city’s leading criminals.

Working together with Scarecrow, he has sworn to kill Batman and will stop at nothing until he is dead.

Use the Access Terminal to Retrieve the Workers’ Personal ID Frequencies

A nearby terminal should allow Batman to retrieve personal ID frequencies of the workers, which would allow them to be tracked. Activate Detective Mode and survey the situation below. Five armed soldiers guard the area, so stealth is in order. The hostiles are spread out, so getting behind each one for a Silent Takedown is relatively simple. Take out the left two first, followed by the right guy who wanders. Drop into the floor grate, approach the terminal, and eliminate the final two with one takedown. Use the computer to obtain the ID codes for the five personnel.

Vent Chutes

In predator scenarios such as this, vertical vents often give Batman quick access to floor grates. Found on walls or rooftops, you can slide down directly into the floor. From there, grapple back up to the roof or perch. Use the grapnel to access a vent on a wall.

Unconscious Victims

Unconscious bodies left behind are often discovered by hostiles, followed by a thorough investigation of the surrounding area. As the number of enemies goes up in predator situations, the likelihood of this increases. Moving away from your victims to avoid being found is often a good idea, but with the Fear Multi-Takedown you can quickly dispose of a small group of investigating thugs.

Scan the ACE Chemicals Plant to Pinpoint the Location of the Missing Workers

A high Vantage Point is required to scan the plant. Grapple and climb to the very top of the main building ahead, above the ACE Chemicals sign. Once deployed, the BatScanner slowly circles around the facility. Move the target around until a signal is displayed. Hold the Run button to analyze it and reveal a worker’s location. Continue this process until you’ve found all five.

Glide down to the roof (or glide-kick into the roof when the diamond symbol is present) of the small building next to the front gate. Use a Fear Multi-Takedown on one of the hostiles below and continue the combo until all five guys are unconscious. Unfortunately, the hostage has been killed. Step over to the gate release that hangs between two windows and throw the switch to open the main gates.

Environment Takedowns

Items with a blue outline can be used in an Environment Takedown. With a highlighted hostile nearby, press Strike + Run to perform special takedowns with overhead lights, electric panels, and more.

Select the Batmobile Remote, fire the Power Winch at the anchor point ahead, and pull the road back to create a ramp. Hit the Afterburner and jump through the gate, where three Rattler Drones and a Diamondback Drone await. Take care of them with the Heavy Cannon, avoiding incoming attacks with the Dodge Thrusters.

These tanks are heavily armored, but still manageable with the Batmobile’s 60mm Heavy Cannon. Two or three direct hits take one down. The Diamondback fires a spread of three rockets at a time, requiring Batman to be ready with the Dodge Thrusters.

Approach another anchor point next to the main building. Use the Power Winch to open the gate follow the path up a level, and spot the worker to the northeast. Drive the Batmobile through the railing, pipes, and barricades to the circular structure. Knock out the three soldiers and continue around to the backside. Take down the wall with the Power Winch and eliminate the hostiles inside. Enter a door in the far-right corner to reach a chained up hostage.

The Arkham Knight shows up with a handful of soldiers, confident that they have Batman right where they want him. Select the Batmobile Remote and knock down all of the hostiles as the boss grapples away. With the guns knocked out of their hands, take them all down with some melee attacks.

Batmobile Assisted Takedown

When parked nearby, the Batmobile can assist in melee combat. An icon on the left side of the HUD signifies that the Batmobile Assisted Takedown is available. Press the Strike + Run buttons to knock your target in the air as the vehicle fires a shot at the foe.

Escort the ACE Chemicals Worker to Gordon on the Bridge

Free the hostage, hop into the Batmobile, and take the worker to Gordon just outside the main gate.

Rescue the Remaining ACE Chemicals Workers to Get Information on Scarecrow

Head back into the facility, drive up the ramp, and exit the vehicle. Grapple up to the crane platform above, where six hostiles hang out. Make the two armed-thugs a priority while taking them all down. Four combat experts take their place. Counter their acrobatic sword attacks and finish them off before accessing the crane controls.

The controls are listed in the lower-right corner of the screen. The crane can be moved, rotated, and lowered. Move the ramp toward the Batmobile and set it down on the edge of the upper level. Select the Batmobile Remote and jump the gap with the help of the Afterburner. Turn right and drive toward the Loading Dock.

Six Rattlers and two Diamondback Drones block the path. Concentrate on the stronger two first, as their triple shot is tougher to avoid. Deploy the Missile Barrage when available and eliminate the tanks with the Heavy Cannon.

Face toward the Loading Dock at the back of the area. With a diamond target on the window above, eject from the Batmobile to perform a Glide Kick through the glass. Five soldiers and a Medic are housed inside. Defeat the group, select the Explosive Gel, and spray it onto the weak wall in the back of the room. A gas leak blocks your way. Use the Batmobile remote and winch the exposed pipe below the Loading Dock to stop the leak. Once the way is clear you find another deceased worker.

Medics

Medics start appearing in many of the predator and combat fights from now on. They wear white and have the ability to pick up a total of three downed enemies. Make these guys a priority or you'll have to take down some thugs multiple times. Eventually, you can purchase an upgrade that allows Batman to disable the Medic’s ability to heal.

A weak section of the floor ahead can be destroyed, allowing access to the lower floor. Gas leaks block the path to the next worker. Place Explosive Gel on the wall in the back of the room and detonate it to reveal a pipe. Pull the cover off the electric panel on the front wall to raise the adjacent shutter. This gives line of sight to the Batmobile. Switch to the Batmobile, fire the Power Winch at the exposed pipe, and pull it apart to stop the leaks. Duck under the opening ahead to find a third dead worker.

Continue forward and pull the cover off the box on the left wall. This opens a gate to the outside. Select the Batmobile Remote and drive the vehicle to the opening, where bollards restrict admission. Take down the weak wall inside with the Heavy Cannon and then fire the Power Winch. Move backward until an elevator appears ahead and reaches its highest point. Leave the winch attached and climb inside the elevator. Take control of the vehicle and push forward to lower Batman.

Just ahead you can see the final hostage, along with 11 hostiles. Move around to the right and grapple into a small opening in the ceiling. Crouch and move through the short access until you reach a big fan. Pull the vent cover off the left wall and crawl inside for a better view of the enemy. Six soldiers join three combat experts and a medic. Line up for a Fear Multi-Takedown and drop in on the thugs. Take down the entire crew and then talk to the worker.

Return to the elevator, take control of the Batmobile, and pull all the way back to free the hostage. As Batman hops in to the car, three Rattler Drones, two Diamondbacks, and a Gunship show up. Avoid the barrage of attacks while picking off the tanks. With the ground drones out of the way, release the Missile Barrage at the chopper and focus the Vulcan Gun on it. Stay on the move as it deploys numerous projectiles your way. Continue to deplete its health, indicated by the bar in the upper-right corner of the HUD.

The Gunship is an unmanned chopper with three deadly attacks: guided missiles, a cluster attack, and a single rocket. The latter is a quick shot that displays a circle on the ground at the point of impact. A red indicator means that the Batmobile is within range of the blast. Dodge away to avoid taking damage. As the fight goes along, more rockets are fired in quick succession, so do not let your guarddown.

Watch out for the big clusters of rockets as they are launched across the width of the area. Stay on the move, using the Dodge Thrusters to escape an imminent strike.

A beep indicates an incoming guided missile. Quickly target these projectiles as they are released from the ship and knock them out of the air with the Vulcan Gun.

Escort the ACE Chemicals Worker to Gordon on the Bridge

After downing the Gunship, look to the east to find the exit blocked and a switch on the nearby wall, which raises and lowers the adjacent platform. Drive onto this platform, exit the Batmobile, and push the button. Hop back into the vehicle and deliver the survivor to Commissioner Gordon just outside the main gate.

Stop Scarecrow from Blowing Up ACE Chemicals

With the survivors safe and sound, it's time to go after Scarecrow, who readies his bomb deep inside the plant. Back in the facility, valuable information from Oracle gives Batman an idea on how to get inside. Fire the Heavy Cannon at the cursor on the building ahead. Be sure the car is outside the “Keep Clear” area, eject into the air, and grapple to the crane platform. Take control of the machine and position the ramp inside the rectangle so that it faces the new hole in the wall. Use it to launch the Batmobile into the plant.

Drive around the corner and destroy the two Diamondback Drones at the bottom of the hill. Eject from the car, and grapple to the ledge above the gate. On the other side, two soldiers and a Militia Sentry Gun mean certain death if taken on directly. Instead, swing into one of the vents on the side to get into the floor. Once the turret swings away from the soldiers, perform a Fear Multi-Takedown on them, and drop back into the floor grate. With the gun pointing away, get in close and destroy it. Find the emergency gate release on the nearby wall and use it to open the gates.

Call the Batmobile and move further inside, where another gate blocks progress. Twenty unarmed hostiles, including two Medics, occupy the area on the other side. Lamps, electric boxes, and fans provide several opportunities for Environment Takedowns. Focus attention on the healers first as the group is disposed of with melee attacks, counters, and takedowns. Return to the gate, pull the cover off the gate release, and hop into the automobile once available.

Spikes above the next gate do not allow for the grapnel, so eject from the cockpit and glide over them. Inside the mixing chamber, you can see Scarecrow in the central room with eight armed soldiers spread around the outside. A few Sentry Guns also guard the area.

You must take care of the eight hostiles before going after the boss. Beams offer Vantage Points through much of the area. Just below the starting point, two Sentry Guns guard the gate. The right wing is mostly closed in with glass ceilings, allowing for takedowns from above, though the noise does make others aware of your location. Take cover at the corners for Silent Takedowns on unsuspecting foes. Move away from your victims as other soldiers discover them.

On the opposite side of the chamber, a beam runs above two stationary hostiles. Eliminate them with a silent, double takedown. A Fear-Multi Takedown can be used on them, but quickly leave the area as the noise attracts attention. The remaining wing is guarded by a single Sentry Gun, which is easily accessed from the floor gate. Use the wall vents to move between the upper and lower levels.

Once the soldiers have been taken care of, enter the central chamber through the door on the backside to confront Scarecrow. Approach the Chamber Control Terminal in the middle of the room and use it to prepare the neutralizing agent. Four canisters of the agent appear to the right. Collect one, slowly pulling back on the move controls, since it is extremely volatile. Moving too quickly causes it to explode, ending the game. On the other side of the chamber, two pairs of receptacles are ready for deployment of the agent. Carefully move over to one and insert the canister, lightly pressing forward to avoid an explosion. Do this with all four containers to reduce the blast radius.

Steady Does It

Lights around the outside of the neutralizing agent canisters indicate the safeness of the chemical as Batman moves them. Green lights mean that you can speed up while red signifies it will explode if you do not slow down.

During a flashback, the player controls Commissioner Gordon as he is dropped off at the Panessa Studios landing pad. Walk into the VIP elevator ahead and press the button to ride it down to the hideout. Talk to the four prisoners to find out what's going on there.

Christina Bell

Real Name Christina Bell

Occupation Executive Director, Queen Industries

Based In Star City

Eye Color Blue

Hair Color Brown

Height 5 Ft. 9In.

Weight 145 Lbs

First AppearanceBatman: Arkham Knight [June, 2015]

Attributes

-Expert business acumen

-Violent obsession with Batman

-Highly unpredictable

After a successful career in finance, Christina recently joined the board of directors at Queen Industries in Star City.

During a blood transfusion following a miscarriage, Christina was exposed to Joker’s Titan-infected blood. On returning to work, she took a knife to a board meeting and brutally murdered 11 senior executives, carving smiles on her victims’ faces.

Christina has adopted several facets of Joker’s personality, notably his obsession with Batman.

Albert King

Real Name Albert King

Occupation Heavyweight Boxer

Based In Gotham City

Eye Color Brown

Hair Color Black

Height 6 Ft. 7In.

Weight 284 Lbs

First AppearanceBatman: Arkham Knight [June, 2015]

Attributes

-Highly proficient fighter

-Superhuman strength

-Uncontrollable rage

Albert King aka The Gotham Goliath is a legendary prizefighter with the most consecutive knockouts since records began.

Days before his testimonial fight, King checked into Gotham General for a routine procedure, only to become infected with Joker’s mutated blood.

Hospitalizing his entire family in a fit of rage, King appears to have taken on the more violent and sadistic aspects of Joker’s personality.

Henry Adams

Real Name Henry Adams

Occupation Principal/Teacher

Based In Gotham City

Eye Color Blue

Hair Color White (formerlyblond)

Height 5 Ft. 9In.

Weight 160 Lbs

First AppearanceBatman: Arkham Knight [June, 2015]

Attributes

-Principal of McCallum Academy

-Professor of biology

Highly respected principal of the esteemed McCallum Academy, Henry Adams was exposed to Joker’s blood during a routine treatment at Gotham General.

Displaying none of the symptoms experienced by the other victims, Henry’s immunity could be the key to developing a cure. Though initially cooperative, Henry’s patience is wearing thin, and he’s desperate to return home to his family.

Johnny Charisma

Real Name Jonathan Browne

Occupation Singer

Based In Gotham City

Eye Color Green

Hair Color Brown

Height 5 Ft. 10In.

Weight 172 Lbs

First AppearanceBatman: Arkham Knight [June, 2015]

Attributes

-Trained vocalist

-Narcissist

-Baritone

Jonathan Browne, aka Johnny Charisma, made a name for himself on the cabaret circuit before hitting the bigtime when he was discovered by a national talent show.

Charisma is no stranger to controversy with a string of drug offenses and a DUI, but his assault on a groupie was uncharacteristically violent.

Since his infection, Charisma has been displaying signs of megalomania, with his behavior echoing the sadistic showmanship of The Joker.

Escape ACE Chemicals

Select the Batmobile Remote, fire the Power Winch at the anchor point ahead, and pull down the side of the chamber. Enter the car and drive out of the plant onto the bridge as the facility collapses.

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