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Batman: Arkham Knight Game Guide & Walkthrough by gamepressure.com

Batman: Arkham Knight Game Guide & Walkthrough

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Table of Contents
Batman: Arkham Knight - Secrets - Founders' Island
Batman: Arkham Knight - Secrets - Founders' Island
Trophy 1
The trophy is in all-accessible area on top of a lighthouse. You can collect it without having to use any gadgets.
Trophy 2
The trophy is inside a building by the water and you can't directly access it because of a weakened wall. Start off on a higher vantage point and glide towards the weakened wall in order to destroy it. You may take the secret.
Trophy 3
Use the batmobile's power winch to unlock entrance to a room where you'll be solving the puzzle (use a grappling hook to get there). Step on a green pressure plate and then activate the batmobile remote to deattach the power winch. You may now use the line launcher to avoid all of the red pressure plates. The trophy is inside an opened cage to the left.
Trophy 4
The trophy is inside the Trade House building. Locate a weakened wall to the left of the main entrance to this building. Start gliding towards it with a plan of breaking through the wall to get to the secret.
Trophy 5
The trophy is inside one of the ruined buildings near the water. You can collect it without using any gadgets.
Trophy 6
You can't reach the batmobile until you've destroyed one of the military checkpoints. Find a generator and charge it using the batmobile's power winch. Exit the batmobile and use the voice synthesizer on Riddler's robot. Order the robot to move to the right and to step on a pressure plate. You may now grab the trophy with your batclaw.
Trophy 7
Find a cage with a trophy in an underground area and read the coordinates [2147, 1492]. Follow these coordinates to a large platform connecting two skyscrapers. Stand on a pressure plate to begin a race - you only have 30 seconds to go back. Jump through the roof, dive and level the flight at a correct moment. Glide towards the entrance to the underground area and turn right twice. Use a grappling hook to reach the ledge with a trophy.
Trophy 8
Reach the large skeleton building with a Gotham City Trains neon sign. The trophy is one of the floors of this building and it's accessible to everyone.
Trophy 9
The trophy is on a roof of a skyscraper and you can obtain it without using any gadgets.
Trophy 10
Find a pulsating sign, activate the forensics scaner of the batmobile and start following the question marks. They will lead you to a hatch and you must use your grappling hook on it. Enter the batmobile again and start following the question marks for the second time. You must get to a round green sign. Destroy it to uncover the trophy.
Trophy 11
The trophy is inside a small cage and there's one of Riddler's robot nearby. Use the voice synthesizer from a safe distance (the robot can't see Batman, because it'll want to attack him) to order the robot to move to the right pressure plate. Place Batman on the left pressure plate and use a batclaw to grab the trophy from a distance.
Trophy 12
The trophy is under a huge steel ramp. You can collect it without having to use any gadgets.
Trophy 13
The trophy is in a locked cage on the wall. Reach this area with a batmobile and use its power winch on an interactive panel. Pull out this panel to uncover three question marks. Exit the batmobile and throw three batarangs at the question marks (use the shortcut for using the batarangs). Finally use a batclaw to grab the trophy.
Trophy 14
Use the remote electrical charge on a generator near the water to unlock an entrance to a building. Here you must throw a batarang at a question mark to block a nearby sentry turret. Collect a trophy and notice that Riddler's robots have appeared. Throw a remote controlled batarang at the question mark. Once the robots have been destroyed use the remote batarang again to block the turret's line of sight.
Trophy 15
The trophy is in an area which you can access without any problems. You'll find it near a mattress and a flaming barrel.
Trophy 16
Find a hitch and use the batmobile's power winch. Pull out a fragment of the wall and head inside the building. There's a cage with a tropy here. Stand on a pressure plate and grab the trophy with a batclaw. This action will trigger a trap and you must act quickly to prevent being crushed. Use the batmobile remote and pull out the wall for the second time (with the help of a power winch).
Trophy 17
The trophy is on one of the floors of the building and you can obtain it without using any of Batman's gadgets.
Trophy 18
You can't reach the batmobile until you've destroyed one of the military checkpoints. The collectible is inside a building, behind a weakened wall. You must stop the batmobile about a 100 meters away from the trophy and find a good spot to see the wall. Destroy it with the car's weapons and go get the item.
Trophy 19
Find a pulsating sign, activate the forensics scaner of the batmobile and start following the question marks. They will lead you to a building under construction. Use your power winch on a nearby ramp in order to raise it and then perform a jump towards the building (make sure to use the boost!). Once you've done the jump get to the top level of the building and find a round green sign. Destroy this part of the wall to uncover the trophy.
Trophy 20
Find a room with robots in the underground area. Use your voice synthesizer on one of the robots and order it to stand on a pressure plate. Go to the newly unlocked door with your batmobile and destroy a weakened wall. You may now enter the building and use a ventilation shaft to reach the room with robots. Destroy all the machines and grab the trophy with a batclaw.
Trophy 21
The trophy is inside the skyscraper and in order to reach it you must destroy a weakened wall. You can't get to the platform with the collectible in your batmobile, but you can begin firing from one of the lower levels (you'll be about 150 meters away from your target).
Trophy 22
Read the [2456, 2663] coordinates when you get to the cage with the trophy. They will lead you to the southern wall of the GCPD Lockup in Bleake Island. Use a power winch there to turn on a generator. You will now have to race against time - you only have 40 seconds to get back to the cage. Make sure to use grapnel boost along the way (on the Lady of Gotham statue and on a crane) so that you'll make it before the time limit expires.
Trophy 24
In order to solve this riddle you must guide a sphere containing a trophy so that it reaches the lower left exit of the labirynth. You must be using a remote electrical charge on the generators (drawing the sphere) and a power winch on the interactive objects (moving the generator horizontally and vertically). Once the sphere has reached the exit leave the batmobile and approach it to collect the reward.
Trophy 25
The trophy has been placed on the ground near the water reservoir and you can pick it up without using gadgets.
Trophy 26
The trophy is inside a building and in order to get to it you must break through a weakened wall. Locate this wall and glide towards it.
Trophy 27
The trophy is on one of the floors of the ruined building. You can collect it without having to rely on gadgets.
Trophy 28
The trophy is inside a small building located near the entrance to port Adams.
Trophy 29
Find a cage in the port with a large group of Riddler's robots. Start using a voice synthesizer to send the robots to stand under a nearby container (they can't see you!). Each time a group of 2-3 robots will find its way to their destination use a batarang on the green question mark to crush tem. Get rid of all the robots and then collect the trophy from the cage.
Trophy 30
Find a cage with the trophy and read the [3258, 2136] coordinates. They will guide you to a large metal structure in the Miagani Island. Find a pressure plate at the top of the tower and step on it to begin a race - you only have 40 seconds to return for the collectible. Make sure to use a grapnel boost along the way (look for antennas, cranes and large buildings). Use a batclaw immediately after you've landed near the trophy.
Trophy 31
Find a large cage with the trophy and start pulling out metal objects using a power winch. They will be sliding back in so you must hurry. After you've pulled out all three objects leave the care and throw a remote controlled batarang. Fly to a hole in the cage found to the right and cross other gaps in order to hit a question mark. You may now enter the cage and pick up the collectible.
Trophy 32
The trophy is on a large metal platform near the water. You can take it without using additional gadgets.
Riddle 1
Check under the airships, near the water. You should be able to find three bandits murdered and left for display by a serial killer.
Riddle 2
Get to the roof in the designated area and turn west so that you'll be facing the water. Locate a manor in the distance - zoom in the view on it and perform a scan.
Riddle 3
Find a manhole on the street and use it to reach the underground areas. Here you must examine the ceiling - you'll find an interactive ledge which you can reach using a grappling hook. Enter a room with a calendar on the wall and perform a scan.
Riddle 4
Explore the underground areas. Listen to the environment and use the sounds to help you find a gate which you can climb. There's a door leading to a nearby building and you must use it. Stop after reaching a very small area with a poster and a lot of candles - scan these objects.
Riddle 5
Check the underground areas to locate a church and a small graveyard. Inspect all of the walls of the church to find a Saint Dumas tomb. This is what you must scan.
Riddle 6
Check all of the walls of the designated skyscraper. You must find and scan a large Goth Corp logo.
Riddle 7
This is a very simple riddle. Get to the Penguin's destroyed residence and scan the Cobblepot Manor sign found above the main entrance.
Riddle 8
Reach the area of the port with a lot of containers. Find an opened upper container and head inside. Here you must use a batclaw to open the crate. Finish the riddle by scanning the contents of the crate.
Trophy 33
Find the Pretty Dolls Parlor. You can visit this location assuming you've completed The Perfect Crime side mission. Check one of the corridors near the entrance to find a shaft. Use it and then disperse explosive gel on a weakened wall. You may now enter a room with the trophy.
Riddle 9
Find the Pretty Dolls Parlor. You can visit this location assuming you've completed The Perfect Crime side mission. Go to the main room where you've fought Professor Pyg and scan a poster with an invitation to a circus act (it's located to the right of the entrance).
Enlarge this Map

Map of Founders' Island | Collectibles - Founders' Island Batman: AK Guide

Key points of Batman: Arkham Knight - Secrets - Founders' Island

Riddler trophies

Riddles

Breakable objects

1 Trophy 1
The trophy is in all-accessible area on top of a lighthouse. You can collect it without having to use any gadgets.

2 Trophy 2
The trophy is inside a building by the water and you can't directly access it because of a weakened wall. Start off on a higher vantage point and glide towards the weakened wall in order to destroy it. You may take the secret.

3 Trophy 3
Use the batmobile's power winch to unlock entrance to a room where you'll be solving the puzzle (use a grappling hook to get there). Step on a green pressure plate and then activate the batmobile remote to deattach the power winch. You may now use the line launcher to avoid all of the red pressure plates. The trophy is inside an opened cage to the left.

4 Trophy 4
The trophy is inside the Trade House building. Locate a weakened wall to the left of the main entrance to this building. Start gliding towards it with a plan of breaking through the wall to get to the secret.

5 Trophy 5
The trophy is inside one of the ruined buildings near the water. You can collect it without using any gadgets.

6 Trophy 6
You can't reach the batmobile until you've destroyed one of the military checkpoints. Find a generator and charge it using the batmobile's power winch. Exit the batmobile and use the voice synthesizer on Riddler's robot. Order the robot to move to the right and to step on a pressure plate. You may now grab the trophy with your batclaw.

7 Trophy 7
Find a cage with a trophy in an underground area and read the coordinates [2147, 1492]. Follow these coordinates to a large platform connecting two skyscrapers. Stand on a pressure plate to begin a race - you only have 30 seconds to go back. Jump through the roof, dive and level the flight at a correct moment. Glide towards the entrance to the underground area and turn right twice. Use a grappling hook to reach the ledge with a trophy.

8 Trophy 8
Reach the large skeleton building with a Gotham City Trains neon sign. The trophy is one of the floors of this building and it's accessible to everyone.

9 Trophy 9
The trophy is on a roof of a skyscraper and you can obtain it without using any gadgets.

10 Trophy 10
Find a pulsating sign, activate the forensics scaner of the batmobile and start following the question marks. They will lead you to a hatch and you must use your grappling hook on it. Enter the batmobile again and start following the question marks for the second time. You must get to a round green sign. Destroy it to uncover the trophy.

11 Trophy 11
The trophy is inside a small cage and there's one of Riddler's robot nearby. Use the voice synthesizer from a safe distance (the robot can't see Batman, because it'll want to attack him) to order the robot to move to the right pressure plate. Place Batman on the left pressure plate and use a batclaw to grab the trophy from a distance.

12 Trophy 12
The trophy is under a huge steel ramp. You can collect it without having to use any gadgets.

13 Trophy 13
The trophy is in a locked cage on the wall. Reach this area with a batmobile and use its power winch on an interactive panel. Pull out this panel to uncover three question marks. Exit the batmobile and throw three batarangs at the question marks (use the shortcut for using the batarangs). Finally use a batclaw to grab the trophy.

14 Trophy 14
Use the remote electrical charge on a generator near the water to unlock an entrance to a building. Here you must throw a batarang at a question mark to block a nearby sentry turret. Collect a trophy and notice that Riddler's robots have appeared. Throw a remote controlled batarang at the question mark. Once the robots have been destroyed use the remote batarang again to block the turret's line of sight.

15 Trophy 15
The trophy is in an area which you can access without any problems. You'll find it near a mattress and a flaming barrel.

16 Trophy 16
Find a hitch and use the batmobile's power winch. Pull out a fragment of the wall and head inside the building. There's a cage with a tropy here. Stand on a pressure plate and grab the trophy with a batclaw. This action will trigger a trap and you must act quickly to prevent being crushed. Use the batmobile remote and pull out the wall for the second time (with the help of a power winch).

17 Trophy 17
The trophy is on one of the floors of the building and you can obtain it without using any of Batman's gadgets.

18 Trophy 18
You can't reach the batmobile until you've destroyed one of the military checkpoints. The collectible is inside a building, behind a weakened wall. You must stop the batmobile about a 100 meters away from the trophy and find a good spot to see the wall. Destroy it with the car's weapons and go get the item.

19 Trophy 19
Find a pulsating sign, activate the forensics scaner of the batmobile and start following the question marks. They will lead you to a building under construction. Use your power winch on a nearby ramp in order to raise it and then perform a jump towards the building (make sure to use the boost!). Once you've done the jump get to the top level of the building and find a round green sign. Destroy this part of the wall to uncover the trophy.

20 Trophy 20
Find a room with robots in the underground area. Use your voice synthesizer on one of the robots and order it to stand on a pressure plate. Go to the newly unlocked door with your batmobile and destroy a weakened wall. You may now enter the building and use a ventilation shaft to reach the room with robots. Destroy all the machines and grab the trophy with a batclaw.

21 Trophy 21
The trophy is inside the skyscraper and in order to reach it you must destroy a weakened wall. You can't get to the platform with the collectible in your batmobile, but you can begin firing from one of the lower levels (you'll be about 150 meters away from your target).

22 Trophy 22
Read the [2456, 2663] coordinates when you get to the cage with the trophy. They will lead you to the southern wall of the GCPD Lockup in Bleake Island. Use a power winch there to turn on a generator. You will now have to race against time - you only have 40 seconds to get back to the cage. Make sure to use grapnel boost along the way (on the Lady of Gotham statue and on a crane) so that you'll make it before the time limit expires.

23 Trophy 23
Go to the roof and find a cage with Riddler's robot. Begin by hacking a sentry turret using a remote hacking device. Once this is done start using your voice synthesizer to guide the robot through the labirynth and to the trophy (the robot can't see you!). Hack the sentry turret again (it only lasts 30 seconds) before you start issuing new orders. Once the robot has left the electrified cage attack it and get the trophy.

24 Trophy 24
In order to solve this riddle you must guide a sphere containing a trophy so that it reaches the lower left exit of the labirynth. You must be using a remote electrical charge on the generators (drawing the sphere) and a power winch on the interactive objects (moving the generator horizontally and vertically). Once the sphere has reached the exit leave the batmobile and approach it to collect the reward.

25 Trophy 25
The trophy has been placed on the ground near the water reservoir and you can pick it up without using gadgets.

26 Trophy 26
The trophy is inside a building and in order to get to it you must break through a weakened wall. Locate this wall and glide towards it.

27 Trophy 27
The trophy is on one of the floors of the ruined building. You can collect it without having to rely on gadgets.

28 Trophy 28
The trophy is inside a small building located near the entrance to port Adams.

29 Trophy 29
Find a cage in the port with a large group of Riddler's robots. Start using a voice synthesizer to send the robots to stand under a nearby container (they can't see you!). Each time a group of 2-3 robots will find its way to their destination use a batarang on the green question mark to crush tem. Get rid of all the robots and then collect the trophy from the cage.

30 Trophy 30
Find a cage with the trophy and read the [3258, 2136] coordinates. They will guide you to a large metal structure in the Miagani Island. Find a pressure plate at the top of the tower and step on it to begin a race - you only have 40 seconds to return for the collectible. Make sure to use a grapnel boost along the way (look for antennas, cranes and large buildings). Use a batclaw immediately after you've landed near the trophy.

31 Trophy 31
Find a large cage with the trophy and start pulling out metal objects using a power winch. They will be sliding back in so you must hurry. After you've pulled out all three objects leave the care and throw a remote controlled batarang. Fly to a hole in the cage found to the right and cross other gaps in order to hit a question mark. You may now enter the cage and pick up the collectible.

32 Trophy 32
The trophy is on a large metal platform near the water. You can take it without using additional gadgets.

1 Riddle 1
Check under the airships, near the water. You should be able to find three bandits murdered and left for display by a serial killer.

2 Riddle 2
Get to the roof in the designated area and turn west so that you'll be facing the water. Locate a manor in the distance - zoom in the view on it and perform a scan.

3 Riddle 3
Find a manhole on the street and use it to reach the underground areas. Here you must examine the ceiling - you'll find an interactive ledge which you can reach using a grappling hook. Enter a room with a calendar on the wall and perform a scan.

4 Riddle 4
Explore the underground areas. Listen to the environment and use the sounds to help you find a gate which you can climb. There's a door leading to a nearby building and you must use it. Stop after reaching a very small area with a poster and a lot of candles - scan these objects.

5 Riddle 5
Check the underground areas to locate a church and a small graveyard. Inspect all of the walls of the church to find a Saint Dumas tomb. This is what you must scan.

6 Riddle 6
Check all of the walls of the designated skyscraper. You must find and scan a large Goth Corp logo.

7 Riddle 7
This is a very simple riddle. Get to the Penguin's destroyed residence and scan the Cobblepot Manor sign found above the main entrance.

8 Riddle 8
Reach the area of the port with a lot of containers. Find an opened upper container and head inside. Here you must use a batclaw to open the crate. Finish the riddle by scanning the contents of the crate.

33 Trophy 33
Find the Pretty Dolls Parlor. You can visit this location assuming you've completed The Perfect Crime side mission. Check one of the corridors near the entrance to find a shaft. Use it and then disperse explosive gel on a weakened wall. You may now enter a room with the trophy.

9 Riddle 9
Find the Pretty Dolls Parlor. You can visit this location assuming you've completed The Perfect Crime side mission. Go to the main room where you've fought Professor Pyg and scan a poster with an invitation to a circus act (it's located to the right of the entrance).

The above screenshot presents the map of Founders' Island, i.e. one of the three main areas within Gotham city. You can visit the isle since the beginning of the game. What you can find there, among others, are Arkham Knight Headquarters and metro tunnels. Apart from that, you can examine two Stagg Blimps. All of the additional areas have their own maps that you can find in separate chapters of this guide.

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