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

Batman: Arkham Knight Game Guide & Walkthrough

Free iOS App iPhone & Ipad Download Game Guide PDF, ePUB & iBooks
Table of Contents
Batman: Arkham Knight - Secret - Arkham Knight HQ
Batman: Arkham Knight - Secret - Arkham Knight HQ
Trophy 1
The trophy is under a long table. You only have to crouch in order to get it - you won't need any gadgets.
Trophy 2
In order to gain access to the trophy you must solve a very enjoyable riddle. The objective here is to keep using a remote hacking device on the board to find pairs of identical icons. You don't have to race against time and you won't be penalized for too many attempts. Once you've cleared the board grab the trophy with your batclaw.
Trophy 3
The trophy is in an area which you can access without any problems. Check near the plants.
Trophy 4
Use a remote hacking device on a panel. In order to solve a riddle in the new room you must activate the generator (remote electric charge) and start guiding the charges through the tubes. Use batarangs on the question marks to move the tubes and to ensure that the charges reach their destination (hit both question marks at the same time near the end). Once you've solved the puzzle grab the trophy with your batclaw.
Trophy 5
Hack into a security console using the remoter hacking device. Use the same gadget in the new room in order to temporarily disable the right sentry turret. You must now use a voice synthesizer and order Riddler's robot to go and sabotage the left sentry turret. Once this is done stand on a pressure plate and grab a trophy using the batclaw.
Trophy 6
Explore the lower floor. The trophy is attached to a wall close to the ceiling and you must use a batclaw to grab it from a distance.
Riddle 1
Explore the southern part of the Arkham Knight's main base. You must scan a yellow room that's filled with bugs.
Trophy 7
The trophy is in a sphere located inside a large square box. In order to solve this riddle you must start using the remote electrical charge on the left generator. This will result in the big box turning around and your objective is to guide the sphere to a round exit in one of the corners. Once this has been accomplished to get the trophy.
Trophy 8
The trophy is in a what might seem to be an inaccessible part of the western side of the base. In order to reach it you must an explosive gel on a nearby weakened wall.
Riddle 2
Explore the western part of the Arkham Knight's main base. You must locate a board with some pictures - it's near weapons crates.
Trophy 9
Begin in the central area of the main base and jump inside the ventilation shafts. Use the shafts and then small corridors to get to the trophy and grab it using your batclaw.
Trophy 10
The trophy is on the first level of the shaft. Once you've arrived here approach a table located near a large schematic of the shaft and pick up the collectible.
Trophy 11
Use the remote hacking device on the panel - the password is SEMICONDUCTORS. You must solve a puzzle in the next room. Start off by using a remote electrical charge on the generator. You must now keep using the batarangs to hit the question mark and to move the tubes when the charge is in a right position. The objective is to make the charge reach the cage with the trophy. Finish off by using your batclaw.
Trophy 12
Throw a batarang at a question mark to activate the mechanism. You must now wait until a circle appears on the monitor screen with the green question mark. Throw a batarang a little earlier so that you'll time your move perfectly. Repeat this twice (the difficulty level will increase) and use a batclaw to grab the trophy from a cage.
Trophy 13
You must guide a sphere with a trophy through a large metal construction. Keep using aremote hacking device to start/stop metal objects and a batarang to change the direction in which they're rotating. In both cases you have to be careful so that the sphere doesn't fall to one of the sides, because you'll have to retry. Once the sphere has reached a green exit go get the trophy.
Trophy 15
The trophy is in a room in the eastern part of level four. Find a ventilation shaft to the north-west of the trophy and use it. Once you've reached the room start using your remote electrical charge on the generator. The objective of this puzzle is to rotate the metal structure so that the sphere inside it makes its way to a green hole (thankfully it's not that difficult). Once that has happened go get the trophy.
Riddle 3
Explore the southern area of level 4 of the shaft. You must locate and scan a display with rabbit costumes.
Trophy 16
This trophy is displayed on the map on level five, but this misleading, because you must begin in the southern area of level four (near the display with rabbit costumes). Find a small elevator shaft here and jump inside. The trophy is at the bottom of this shaft.
Trophy 17
Reach the north-eastern part of level four and enter an elevator. Use a remote electrical charge on a generator in order to move the elevator to an upper floor. There's a weakened wall here and you must destroy it using an explosive gel. The trophy is behind this wall.
Trophy 18
The trophy can be found on the ground right next to the elevator used to travel between levels four and five.
Trophy 19
The trophy is on the roof of a small lounge bar found in the northern part of level five. Use a batclaw to grab it from a distance.
Trophy 20
Get to the sentry turret on level 5, hack it (remote hacking device) and step on a pressure plate. Throw a remote controlled batarang inside a ventilation shaft and hit a green question mark. Throw another batarang. This time you must electrify it and then navigate it so that it hits a fuse box near the turret. You may now go collect the trophy.
Trophy 21
Use a small elevator shaft on level 5 (the one near a sentry turret - sabotage it or destroy it) to reach this area. You must use a remote hacking device here on a security panel and input the UNDERNEATH password. Enter a new room, check the glass floor and locate a new panel below you. Hack it as well. You may now use your batclaw to grab the trophy.
Enlarge this Map

Map of Arkham Knight HQ | Collectibles - Arkham Knight HQ Batman: AK Guide

Key points of Batman: Arkham Knight - Secret - Arkham Knight HQ

Riddler trophies

Riddles

Breakable objects

Bomb rioters

1 Trophy 1
The trophy is under a long table. You only have to crouch in order to get it - you won't need any gadgets.

2 Trophy 2
In order to gain access to the trophy you must solve a very enjoyable riddle. The objective here is to keep using a remote hacking device on the board to find pairs of identical icons. You don't have to race against time and you won't be penalized for too many attempts. Once you've cleared the board grab the trophy with your batclaw.

3 Trophy 3
The trophy is in an area which you can access without any problems. Check near the plants.

4 Trophy 4
Use a remote hacking device on a panel. In order to solve a riddle in the new room you must activate the generator (remote electric charge) and start guiding the charges through the tubes. Use batarangs on the question marks to move the tubes and to ensure that the charges reach their destination (hit both question marks at the same time near the end). Once you've solved the puzzle grab the trophy with your batclaw.

5 Trophy 5
Hack into a security console using the remoter hacking device. Use the same gadget in the new room in order to temporarily disable the right sentry turret. You must now use a voice synthesizer and order Riddler's robot to go and sabotage the left sentry turret. Once this is done stand on a pressure plate and grab a trophy using the batclaw.

6 Trophy 6
Explore the lower floor. The trophy is attached to a wall close to the ceiling and you must use a batclaw to grab it from a distance.

1 Riddle 1
Explore the southern part of the Arkham Knight's main base. You must scan a yellow room that's filled with bugs.

7 Trophy 7
The trophy is in a sphere located inside a large square box. In order to solve this riddle you must start using the remote electrical charge on the left generator. This will result in the big box turning around and your objective is to guide the sphere to a round exit in one of the corners. Once this has been accomplished to get the trophy.

8 Trophy 8
The trophy is in a what might seem to be an inaccessible part of the western side of the base. In order to reach it you must an explosive gel on a nearby weakened wall.

2 Riddle 2
Explore the western part of the Arkham Knight's main base. You must locate a board with some pictures - it's near weapons crates.

9 Trophy 9
Begin in the central area of the main base and jump inside the ventilation shafts. Use the shafts and then small corridors to get to the trophy and grab it using your batclaw.

10 Trophy 10
The trophy is on the first level of the shaft. Once you've arrived here approach a table located near a large schematic of the shaft and pick up the collectible.

11 Trophy 11
Use the remote hacking device on the panel - the password is SEMICONDUCTORS. You must solve a puzzle in the next room. Start off by using a remote electrical charge on the generator. You must now keep using the batarangs to hit the question mark and to move the tubes when the charge is in a right position. The objective is to make the charge reach the cage with the trophy. Finish off by using your batclaw.

12 Trophy 12
Throw a batarang at a question mark to activate the mechanism. You must now wait until a circle appears on the monitor screen with the green question mark. Throw a batarang a little earlier so that you'll time your move perfectly. Repeat this twice (the difficulty level will increase) and use a batclaw to grab the trophy from a cage.

13 Trophy 13
You must guide a sphere with a trophy through a large metal construction. Keep using aremote hacking device to start/stop metal objects and a batarang to change the direction in which they're rotating. In both cases you have to be careful so that the sphere doesn't fall to one of the sides, because you'll have to retry. Once the sphere has reached a green exit go get the trophy.

14 Trophy 14
Use the batmobile's power winch on a hitch found on level two and lower the vehicle to a vertical pressure plate on level three. You must now start using the batmobile's cannon to hit question marks and to help the moving spheres to reach a green hole at the bottom of the metal structure. The puzzle will be solved if you guide three spheres in one go so must show a lot of precision and reflex. Once you've succeeded exit the car and use your batclaw on a trophy.

15 Trophy 15
The trophy is in a room in the eastern part of level four. Find a ventilation shaft to the north-west of the trophy and use it. Once you've reached the room start using your remote electrical charge on the generator. The objective of this puzzle is to rotate the metal structure so that the sphere inside it makes its way to a green hole (thankfully it's not that difficult). Once that has happened go get the trophy.

3 Riddle 3
Explore the southern area of level 4 of the shaft. You must locate and scan a display with rabbit costumes.

16 Trophy 16
This trophy is displayed on the map on level five, but this misleading, because you must begin in the southern area of level four (near the display with rabbit costumes). Find a small elevator shaft here and jump inside. The trophy is at the bottom of this shaft.

17 Trophy 17
Reach the north-eastern part of level four and enter an elevator. Use a remote electrical charge on a generator in order to move the elevator to an upper floor. There's a weakened wall here and you must destroy it using an explosive gel. The trophy is behind this wall.

18 Trophy 18
The trophy can be found on the ground right next to the elevator used to travel between levels four and five.

19 Trophy 19
The trophy is on the roof of a small lounge bar found in the northern part of level five. Use a batclaw to grab it from a distance.

20 Trophy 20
Get to the sentry turret on level 5, hack it (remote hacking device) and step on a pressure plate. Throw a remote controlled batarang inside a ventilation shaft and hit a green question mark. Throw another batarang. This time you must electrify it and then navigate it so that it hits a fuse box near the turret. You may now go collect the trophy.

21 Trophy 21
Use a small elevator shaft on level 5 (the one near a sentry turret - sabotage it or destroy it) to reach this area. You must use a remote hacking device here on a security panel and input the UNDERNEATH password. Enter a new room, check the glass floor and locate a new panel below you. Hack it as well. You may now use your batclaw to grab the trophy.

The above screenshot presents the map of Arkham Knight's Headquarters underneath the Founders' Island. Initially, this location is inaccessible to you and you can explore it later into the main storyline. It is then that Batman unlocks all of the levels of the shaft and finally visit the headquarters. It is best to explore this area thoroughly only after you complete the main storyline.

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