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As Catwoman, stand by the chair and pick out the second key from the right on the first row. Give yourself a boost with the increased eject upgrade, and drive up to the very edge before ejecting, and glide to the opposite wall.
Return to the main panel to show which key for Catwoman is the right one. As Catwoman, head to the chair and look for the key at the second to the right along the row closest to you.
Return once more to the Orphanage and meet up with Catwoman, then enter the new door marked Intro to Physics. Each of the three pads is pressure sensitive, and will only move the pipe up as far as the weight being applied to the panel.
For reference, Catwoman weighs enough to send a pipe to the bottom line, Batman weighs enough to send the pipe to the middle line, and both standing on the pad wil raise the pipe all the way up.
To guide the charge all the way, have Catwoman stand on the middle panel, and Batman on the left, and then start the charge.
After the charge passes through the first movable pipe, move Batman to the far right, but not on the panel just yet.
After the charge passes through the middle pipe, move Catwoman to the far right panel. When it goes through the bottom, have Batman join Catwoman on the panel to catch the charge going back.
Then have Batman stand on the middle panel, and move Catwoman to the far left panel. Before they can, more Riddler Bots burst into the arena, only this time they have different colors: For all intents and purposes, only Batman can attack and block the blue ones, and only Catwoman can block and harm the red ones.
Since one character needs to be standing on the raised panel, you will need to tag team out whenever there are bots of another color that need to be wiped out by your teammate.
They will come in a few waves, so be sure to be ready to tap the prompt to switch partners when you need to swap out. When you arrive in the room, note the three sections around the central drain, marked 1, 2, and 3.
Once the Riddler has drained the pool somewhat, use the Batmobile Winch on the hook point above Section 1, and slowly rappel down with the Batmobile until you reach the first part of the moveable cylinder.
While hooked up, try to drive left, and instead the cylinder will rotate. Keep rotating until you arrive in the "reserved parking", then look across to the other side to see a hole has opened up.
Eject and glide through to activate the first switch, lowering the drain further. Go back to the Batmobile and pull yourself up, and then get to the winch point at Section 2.
Drive down to the second rotating cylinder part, and move to the side until you once again reach the reseved parking slot, and look across to find a sealed wall you can blast, and glide through it.
A few Riddler Bots will appear along an electric floor, so back up and take them down with help from the Batmobile. With the drain lowered further, head back up, and go back to Section 1.
Lower yourself down to the second rotating section this time, and move left as far as you can until you reach the reserved parking spot again, and drive back up.
Now go to Section 3, and drop down the now opened path all the way to the final row, and align the cylinder so that you can fly through the circle on the opposite side.
Stand on the switch, and make note of the red glow in the chamber. As Catwoman, stand by the chair, and then look for the key on the second to the right in the middle row to find the correct key.
Back at the Orphanage once more, find Catwoman and enter the new door marked Advanced Deathtraps. Once again, there are two seperate sections for each character, one that only Catwoman can get to by jumping to the ceiling.
Once both characters stand on their panels, the floor will become electrified leading to another panel on the other side of the room. Your only clue will be the large boad at the end of each room, with a lighted dot.
That means whatever Catwoman sees on her panel is the path Batman should take, and vice-versa. As you continue slowly along the path, more lights will be revealed for the other character.
Eventuallt the panel will start rotating, making it harder to figure out your location. The correct path for both characters is as follows:.
Since you have both characters in the fight now, you can swap between them at will to take on whoever you need to. You can also use the Dual-Takedown attack to take out a Bot regardless of its color.
Drive the Batmobile over to the ferry terminal on Miagani Island to find the final race course - Condamned. This race will require expert timing and speed in order to pass, so try and memorize every trap and turn.
Right through the gate, take a right or left and then off a ramp. Here you will need to avoid spinning blades the red or white ones are the only ones you can disable.
Then you must drive along the wall while disabling blockades to get to the other side, and disable more spinning traps. Either avoid or disable the traps along teh next section as you drive across the ceiling, and then quickly disable blockades as you go past.
The next lap has more spinning traps, requiring better turning, and better timing for the moving traps. Note which traps you can disable and which ones you need to avoid to make things easier.
On the loop, hang to the right side all the way through. When you go over the loop, hang to the left this time and watch for the traps that pop up, then then finally watch for the falling blocks and time their stomping until the very end.
Unlock the panel and switch to Catwoman to find the right key. Head back and step on the pressure plate with Batman — the green light is, as always, most important.
Switch over to controlling Catwoman and interact with the pedestal that matches the green light to continue. Is it a little BEAR for your tastes?
Scan the bear together with the neon sign above the Krank Co. Toys building entrance screen above. Centre the camera on the Zeus statue above the Gotham City Olympus neon sign screen above and scan it.
Can you get yourself there? Stand as seen in the screen above and scan. In order to fins the solution of this riddle, you will first have to reach the underground police parking.
Start off north of the destination point, standing by the edge of the police building 1 2. Glide south, towards the wooden construction nearby the water 1.
Batman should automatically break through the wall upon hitting it 2. Pull up if necessary and afterwards head south, stopping after reaching the flooded part of the parking lot 1.
Prepare the Line Launcher and shoot at the wall in the distance 2. The riddle is rather untypical, as it requires you to scan an area beyond Arkham City, to the east of Amusement Mile to be precise.
Get onto the roof of the GCPD building and look for an island visible in the distance. Batman trophies Amusement Mile - Batman: Ride the elevator inside the garage down until you exit into another puzzle chamber.
The first pressure plate is located directly across the gap at the end of the short road. Register This is for Premium users only Why not join us today?
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