Guide for Batman: Arkham City (2024)

Table of Contents
BATMAN CATWOMAN ROBIN NIGHTWING

To really master this game you are going to need to fully understand how to utilize each character (assuming you have downloaded any or all of the accessible DLC). Each has a different load out of gadgets but at their core the gameplay is the same. As a general rule, use Strike (X), Counter (Y), and Evade (A, A) to get around groups of enemies while saving combos for specialized henchmen. All characters have an instant takedown combo by pressing B+Y so be sure to take advantage of it when it becomes available. Armoured henchmen take the most work to take out so make them your top priority once your instant takedown becomes available. Batman has a special Disarm and Destroy takedown (X+Y) that is extremely useful for taking shielded and tazer enemies out of the equation as well. If you just make sure to keep jumping around while continually striking opponents and keeping an eye out for chances to counter or use your special takedowns, you'll be just fine. Here are some guidelines on how to use the gadgets of different characters, though you can pass by the last few characters if you do not have DLC at your disposal.

I cannot emphasise enough how important it is to learn how to using combat correctly and not just mash the X button. The reason behind this is that the X button will only get you so far, and certain enemy types require different combos to find their weak spots. The other reason is that when you finally face the combat challenges if you have learnt how to do the combos you will find this so much easier. Unfortunately if you can't master the combat you will struggle to get all of the achievements but practice really does make perfect, don't get disheartened and use the first play through to perfect your skills.

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BATMAN

As the protagonist of this game you will probably be spending approximately 80% of your time as the Caped Crusader. Batman can get his hands on a total of 11 gadgets in the game and has the best version of Predator Vision of any character as he is able to discern between armed and unarmed hostiles, can see the number of remaining local hostiles and their mental states, and can identify grates, explosive walls, and the like. Having so many finishers and gadgets at his disposal means that he can have lots of variation in combat and lots of flexibility in Predator challenges. This flexibility has its drawbacks as Predator challenges will require more specific means of knocking out enemies than other characters. Batman is also the only character who can perform an inverted takedown by crouching on a vantage point and pressing Y when an enemy is below you.

Batarang (Down on the D-pad; tap LT to quickfire): The staple of Batman's arsenal is also the gadget that most people tend to overlook. In combat the Batarang can be used to knock an enemy to the floor if they are already dazed or unaware and can activate switches. Throwing them at the ground can also create a distraction in Predator situations, though throwing them from a vantage point will often make enemies examine where the noise came from.

Sonic Batarang (Down twice on the D-pad): When thrown, the Sonic Batarang emits a signal that interferes with the suicide collar of nearby thugs, distracting them from their patrol pattern and causing them to investigate the Batarang. It requires a short recharge period after each use.

Sonic Shock Batarang (RB): This upgrade to the Sonic Batarang allows the player to detonate a Sonic Batarang after impact by pressing RB, which will knock out enemies in close proximity to the device. If the Batarang is detonated, it cannot be used again in that area. It is important to note that if the detonation occurs in a Predator challenge, the Sonic Batarang cannot be used again until the challenge is reset.

Remote-controlled Batarang (Lower right location on the D-pad): This Batarang can be controlled by Batman after being thrown. It is useful for distractions or takedowns that require a higher level of precision than usual Batarangs allow.

Remote Electrical Charge (Right on the D-pad; LT+B to quickfire): This weapon fires an electrically charged projectile which, as well as knocking thugs flat on their backs, is incredibly handy when fighting Lieutenants. It is also the only gadget able to destroy the collectible Harley Quinn heads.

Disruptor (Right twice on the D-pad): The Disruptor has the ability to disable a thug's weapon without him knowing. It has two charges, and can disable two weapons before having to recharge. Please note that the Disruptor will not recharge in Predator challenges.

Freeze Blast (Upper right on the D-pad; RT RT to quickfire): The Freeze Blast is a thrown item that temporarily freezes enemies in a small block of ice. These enemies can then be taken down with a one-button combo. The Freeze Blast also has the ability to block the path of steam escaping from pipes, which is useful when searching for Riddler Trophies.

Batclaw (Up on the D-pad; LT+Y to quickfire): Another staple of Batman's inventory.

This gadget is, at its most basic level, an ice grenade. It freezes groups of enemies in their tracks, immobilizing them. However, frozen enemies are still able to fire their weapons, so be wary.

CATWOMAN

If you have a new copy of the game, or have purchased her DLC you will play Catwoman through your main story as well as having to complete a number of medals in challenges. Catwoman is significantly weaker than Batman, and has less gadgets. If you have primarily been playing with Batman she can be quite tough to get used to, but she is still a very tough character once you get used to her weaknesses. Unlike Batman who can grapple to vantage points easily, Catwoman has to do this in a number of leaps making her sometimes feel cumbersome and awkward, but for taking out enemies quickly she can run behind enemies without alerting them, so there are pros and cons.

Catwoman has her own version of Batman's Detective mode, "Thief Vision", and quite frankly it's pretty useless in comparison. Thief vision will not analyise the area effectively and does not differentiate between armed and unarmed thugs making planning of an area tougher.

Catwoman is more agile than Batman, and because her combat sequences are faster this does take some skill to perfect them. Catwoman can only do a normal takedown, and two special takedowns, she does not possess any special disarm takedown, she also has the same basic attacks as Batman, except she uses a whip for special takedowns.

Catwoman has 3 gadgets:

Whip - similar to the Batclaw

Caltrops - To use the Caltrops hold LT and B, this throws the gadget on the floor over a small area. Any enemies walking into the Caltrops may trip up and become dazed.

Bolas - To use the Bolas press LT and X, these are almost identical to Batarangs, but are a lot faster.

You will see several pink/red Riddlers trophies scattered through the world and these can only be picked up by Catwoman, but can be tagged at any point with Batman to allow you to pick them up later. As Catwoman you can still pick up the green Riddler trophies.

Robin and Nightwing are only available if you have purchased the relevant DLC, both character write-ups are credited to Arcane Insanity.

ROBIN

Robin is seemingly a poor man’s Batman, and although his detective mode is fairly good, he lacks certain abilities that Batman has, namely he cannot Grapnel boost, use the gliding dive bomb for continual gliding or complete inverted takedowns, that said he is still a competent character and with some practise he is easy to master.

These are Robin's gadgets:
- Smoke Pellet
- Explosive Gel
- Shuriken (Batarang)
- Remote Shuriken (Remote Batarang)

Snap Flash
A type of grenade that cannot be thrown but instead has to be tagged to an enemy, Robin carries 3 of these and once tagged to an enemy can be detonated whenever you desire with RB. Once detonated it will stun the enemy it's tagged to and any other nearby enemies. To tag an enemy hold LT then press RT when next to an enemy. If you sneak up behind an enemy you can tag him without him realising you are there. It can also be tagged to a stunned enemy, or if you tag an enemy then render him unconscious you effectively have a mine that will stun people if you detonate it when they are in the mines vicinity. You cannot tag an enemy who is already unconscious. All tagged snap flashes will have a glowing red aura around them visible only to you whilst in detective mode.

Zip Kick
Allows you to traverse the terrain in the same way as the Batclaw. When fired at an enemy you will propel yourself towards them and render them stunned. With enough distance it can be used to knock an enemy off an edge, or with a bit of luck a walkway. It will not work on armoured enemies.

Bullet Shield
It can block bullets from the front but after absorbing a bit of damage will need to recharge. It can also be used to stun an enemy, knock him off an edge, or with a bit of luck a walkway. To bring up your shield hold LT, to hit an enemy press RT whilst holding LT. The shield bash will not work on an armoured enemy.

Robin's detective mode is essentially the same as Batman's, however it does nor reveal enemy data such as their mental state. Also mines are easily avoided with Robin as they glow with a red aura whilst in detective mode.

Robin can glide, perform a glide attack, and a drop attack. As well as the usual stun, beat down and so on, He lacks the ability however to perform an inverted takedown.

These are Robin's special combo moves:

A+X
Performs an area effect attack using his staff.

A+B
Grabs a single enemy by an arm and a leg, swings them around and throws them, can damage enemies hit by the body.

B+Y
Performs a standard takedown, the animation of which is contextual.

NIGHTWING

What can I say about Nightwing, not alot really except he doesn't possess gliding abilities.

Nightwing's Gadgets:
- Batclaw
- Line Launcher
- Disruptor
- Wing Ding

Escrima Sticks
A projectile that can ricochet off of surfaces and around corners to knock over up to 3 non armoured enemies who are close together. It sounds better than it is and is lacking in practical application.

Wrist Dart
Unequivocally the most powerful gadget of any character. Manually aim a dart at an enemy, it will stun whoever it hits, if you get a head shot it is an instant knockout! You can zoom in by clicking the right analogue stick. There is some sway when aiming to compensate for the ridiculous power. Did I mention this takes out armoured enemies? And did I also mention you start with 3 of these babies?! Take your time and make each one count.

Electrical Attack
Can be used on the floor or from a vantage point. LT aims an impact zone on the ground, RT will make Nightwing slam his electrified escrima sticks in to said impact zone, sending enemies flying. It has a big radius and is more powerful if used at a great height. From a vantage point it is used to stun multiple enemies and get a takedown or 2 before retreating. At ground level it can be used to sneak up behind enemies and knock them off of walkways.

Nightwing's detective mode is similar to Catwoman's but with a visor view and built in sonar, which again sounds better than it is. He cannot glide or perform an inverted takedown. He has a drop attack, pounce attack, and is very agile.

Combat

Nightwing's special combo moves

A+X
Performs an area effect attack using his escrima sticks.

A+B
Touches the tips of his escrima sticks together creating an electrical current in all directions, stunning just about everyone. Not only does this move look bad ass, it also has a lot of useful practical applications.

B+Y
Performs a standard takedown, the animation of which is contextual.

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Guide for Batman: Arkham City (2024)
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