MOST WANTED: Riddler's Revenge (In progress)
Last Known Location (South-East Bleake Island) – Riddler Racing
Welcome to the Riddler's revenge folks. Roll into the marked garage in the Batmobile and descend into the depths of the Earth as Eddie Nigma aka the Riddler informs you of his fiendish plans… well, slightly annoying plans maybe. Looks like he wants to have another battle of wits to show you that he is your intellectual superior. When the elevator comes to a halt, drive out to obtain a code which allows you to interact with objects in these riddles. The Riddler will inform you of the rules to his little party if you deign to listen. You can begin at any time by pressing B/ Circle.
The nearby door will shoot open, allowing you through to a more open area beyond with a set of bollards blocking your path. Think of this 'puzzle' as an obstacle race. The only difference is that you control/ can adjust the obstacles. Hazards in the course will be a blue green colour or red. Tapping the B/ Circle button will alternately adjust these obstacles. So pressing B the first time may make a red hazard vanish and a blue green one appear further ahead. Pressing the button again will make the red hazard reappear and the blue green one vanish.
Why is this useful? You will need to use this ability in rapid succession as you pass obstacles to remove the next one in your path. These swaps need to be timed carefully to prevent the reappearing hazards from destroying the Batmobile. Don't worry if this sounds complicated at first, do a couple of drives around the Riddler's track and you'll get the hang of it. The first course is pretty easy overall and a good tutorial for getting used to your new Batmobile.
Once you have completed the laps successfully, Eddie will send you on your way revealing the real intentions of the course as you ascend the elevator shaft. One down, many more to go folks. And they only get harder.
Chinatown – Balancing Act
Objective: Defeat Riddler and rescue Catwoman
Objective: Complete Riddler's trial in Chinatown
Drive across town and into the waiting Riddler-vator to hear the usual mocking welcome message. At the bottom, roll out of the elevator and follow the tunnel until another Riddler message flashes into life, informing you of the goal of this puzzle: providing power to a board next to the screen Riddler is talking from. Swap to battle mode and glide up the ramp to the left of the board, crossing over the thin narrow bridge. Stop the Batmobile just past the small Riddler pressure pad and eject out of it.
Once Batman is out of the Batmobile, walk him over to the small pressure pad and then have him take remote control of the Batmobile. The tilting platform should be locked in place (if it isn't, you'll need to adjust Batman to make sure it is), allowing you to drive the Batmobile up it to the ledge above. From this vantage point, you'll see two Riddler barriers you can interact with to make a path across the gap to the other side of the room.
Time your activation carefully so you don't fall through the gaps and cross to the other side. Drop down on to the second tilting platform and then reverse so that it tilts backwards and you roll onto a small ledge next to it. Make sure the riddle blockade is extended from the opposite wall (it should be unless you've activated it again after the crossing). Back up against the wall as much as you can and then floor the accelerator and trigger the afterburner to make it across the gap to the far side.
Carefully move around the path to find a grab point for the power winch which provides power to the elevator you are on when you rev the engine. After descending in the elevator, resume control of Batman once again and move him over to the pressure plate in front of the Riddler screen to light up the board showing the key location for Catwoman in the orphanage. Following the diagram, it is on the side closest to the Riddler screen in the orphanage. One key down, more to go.
Pinkney Orphanage – Numeracy 101
Objective: Return to the Orphanage and complete "Numeracy 101"
Drive or glide your way across the City to arrive at the Orphanage where Catwoman is waiting. Unfortunately, things aren't as simple as just waltzing in and finding her. Nope, you have to solve a riddle first to reach her. Most people will be able to immediately guess what is meant when the Riddler says the word "reflection" but finding something this relates to may not be so obvious on first glance. Look carefully at the circular panel in the center of the room to see that it is in fact, pieces of a question mark shape.
Note that the three question marks on the wire mesh leading deeper into the orphanage have lit up as well, acting as switches for each ring of the central panel. Throw batarangs at the dots of the lit question marks to rotate the layers. When complete, the question mark shape should face towards the wire mesh (as in the top of the question mark should face this way). You'll also notice that the question mark is missing it's dot and is unable to be scanned at this point.
You need to stand in a specific spot (about a meter away and slightly to the right of the bottom of the question mark) where you can use the reflection of a light as the missing dot and scan in the complete question mark. Once you have, the wire mesh will be raised and you can join Catwoman inside. After a brief one sided chat with Catwoman, enter the Numeracy 101 door.
You'll see two pressure pads on opposite sides of the room. Stand Batman on the blue one (this colour is used to represent him from now on by the Riddler, while red is used for Catwoman) and Catwoman on the other. When the cage walls come down around you, you will spot a number sequence that appears above the lit question marks in front of you. This sequence shows the order in which you will need to hit the question marks for the character on the other side of the bars (I.e. the sequence you can see as Batman needs to be entered by Catwoman).
After completing this simple task, you will need to deal with a swarm of simple Riddler bot enemies (they act similarly to basic thugs), just pound away at them and they will soon disintegrate. Walk over to the key cabinet afterwards as Catwoman and obtain your next key. Once that's over, you can leave the orphanage as Batman.
Elliot Memorial Hospital – Crushonator
Objective: Complete Riddler's trial beneath Elliot Memorial Hospital
Hope your racing reflexes are ready once more for another course of death defying mayhem. When you descend into this trial, you'll find yourself at the start of another race course.
- Lap one – 1:39
- Lap two – 1:29
- Lap three – 1:19
This time, some of the obstacles will be under your control, while others won't be. So be careful about the timed obstacles as they can lead to a very squishy death. The main issue here is moving the car into a safe position to trigger the next obstacle without crushing yourself. Use the first lap or two to memorize the positions where you can trigger these changes (don't remain on the red glowing tiles or you will die when you flip the obstacles).
In the initial section, you will need to circle around to the sides where there are no tiles before activating the next obstacle. After that is a brief timed squasher, followed by a large triggered obstacle. This one has a smallish section of grey tiles you can safely trigger the obstacle from, so look for it. Another set of timed squashers (similar to the one just before) is next, followed by another large triggered obstacle with the grey tiles.
Round the corner for another grey tiles obstacle and then multiple timed crushers you will have to dodge past to survive. The main thing here is memorization. Remembering where safe trigger points are located will get you through this. Just keep attempting it until the track is engraved into your mind and you should get through it.
When you complete your third lap, eject from the Batmobile and stand on the pressure pad near the start line. This shape (unlike the first, is easy to work out the location of the key in. Collect it as Catwoman to finish off this Riddle.
Gotham Casino – Flight School
Objective: Complete Riddler's trial beneath Gotham Casino
After another elevator ride and the inevitable condescension from the Riddler, you'll roll out a little way to a small area with watery streams below. You'll spot three Riddler pressure pads on the walls around the room. One straight ahead, one around the corner to the right and another on the wall behind everything on the left side. The idea here is to use your Batmobile's eject to gain height and momentum and then glide your way to the wall mounted pressure pads. Sound easy? Yeah, didn't think so.
The first one is fairly easy and acts as a practice for the others. Drive the Batmobile towards the barrier at the end and then eject, entering a glide when you reach the peak of your ascent. From here aim your floating form towards the pad on the wall ahead and adjust your flight path (using the RS) so that you slam into it. That's the practice over, now it's on to the real deal where some skill is required.
The second pad (to the right) is far trickier as you need to eject, then immediately enter a glide and make a sweeping turn around the corner without colliding or losing too much height or else you won't be high enough to connect with the pad at the far end. It may take a few tries (I definitely took a few) before you are finally able to slam into the troublesome pad.
The last pad requires to to perfect the turn from the last pad, losing little to no height by the time you reach it's position so you can enter the tube to the right of the second pressure pad. This will take you across to the other side of the room where the third and final pad is waiting for you to connect with it. This may take a few attempts to emerge triumphant.
After the final pad is pressed, return to the board near the entrance and step on the (now lit) pad there to light it up for the usual Catwoman key selection malarky. Make sure to pick the one closest to the Riddler's screen in the Orphanage and you should be fine.
Pinkney Orphanage – Intro To Physics
Objective: Return to the Orphanage to complete "Intro to Physics"
Head back to the Orphanage on Miagani Island and rejoin Catwoman inside. Is it just me or is that ladybug with the eyes in the entry hallway creepy as hell? After the brief conversation, enter the glowing door to the intro to physics room. Note the metal floor panels underfoot (as they will shortly be electrified later in the puzzle). On the far wall, you'll see a series of tubes with three pressure pads on the floor in front of them.
The objective here (as the Riddler states) is to guide an electric charge through the maze of pipes to it's destination. To do this, Catwoman and/ or Batman will need to stand on the pressure plates to move pipes into the path of the oncoming charge so it can cross the gaps successfully.
- Batman on first pad
- Catwoman on second pad
- Batman and Catwoman on third pad
- Catwoman on third pad
- Batman on second pad
- Batman and Catwoman on first pad
After successfully guiding the spark to the end of the pipe, the Riddler pad that was unlit before will light up and you'll be able to step on it as Batman. When you do, the electrified floor will deactivate, allowing Catwoman to approach the key container. When she does, a swarm of Riddler bots will emerge from the walls. Unlike the previous ones, these are colour coded to show which character can attack them safely (blue for Batman, red for Catwoman).
Remember that counters won't work against the opposing colour robots, so focus on your dodges to avoid their attacks. In the inital wave there will only be one blue Riddler bot, so you should be able to easily dodge him while disposing of the others, bringing in the bat to deal the final blow. The second wave has four reds and two blues, so take control of Catwoman again to engage them.
If you manage to string enough hits together, you'll be able to perform a team combo to instantly take a bot out. Once the mechanical minions are disposed of, retrieve the key from the container with Catwoman to move a step closer towards the end of this sidequest chain.
Divinity Church – Drain Pain
Drive to the marked area and roll into the waiting garage/ elevator. As usual on the way down the Riddler will mock you and insult your intelligence. Yawn. When the elevator stops, you'll find yourself facing a massive circular drain full of water. Riddler will demonstrate what you need to do in order to complete this challenge by lowering the water level and removing the bollards blocking the drain. This will reveal the first puzzle solving area. Remain inside the Batmobile, activate battle mode to spin yourself around and use the Power Winch on the grab point overhead.
The idea here is to rappel down the side of the drain in the Batmobile (avoiding the whirling blades) and then spin the tyres of the Batmobile left or right using the movement controls to move the spinning rings on the wall of the drain so that you end up with the ones marked 'reserved' (with a bat symbol) are locked into place underneath you. Once in place, they will automatically slide into place and not move further into the blades, so don't worry about that.
Now that the first ring is locked, drive the Batmobile back up the wall and eject Batman out onto solid ground. From the top of the drain, you should be able to see a circular opening ringed in green on the far side of the drain. Glide across the gap into the hole on the opposite side and stand on the pressure plate to lower the water further, revealing the second ring.
Return to the top of the drain and look at the areas to the left and right to spot the numbers two and three underneath grab points. The ring you just completed was number one, so drive the Batmobile over to the grab point next to the number two. This time you'll need to rappel further down to the second ring and move it further, but overall it is the same process. Before winching yourself up however, turn the turret to look at the newly appeared circular entrance across from you. You'll see it is blocked by a cracked wall you can blast away with a single cannon shot.
Once again, grind your way back up the wall and exit the Batmobile. This time however, there is a hazard inside the hole on the far wall. An electric floor will be set up just inside. So you will need to enter with speed and/ or near the top point of the circular entry to glide past it without taking damage. While the electric plate isn't instantly lethal, it will damage you making the upcoming fight harder to survive.
When you step onto the pressure plate, Riddler bots will spawn from the electric floor area and attack. Thankfully they are all Batman's colour, meaning you can freely bash the ever-loving crap out of them without getting shocked. The downside is the area is small and the electric floor is still active, so your attacks may move you onto it. Be very careful about this as the cheap damage can make you lose the fight.
Once the Riddler bots are scrap, the electric panels will deactivate making it easy to reach the egress. Grapple back up to the top of the drain yet again. This time, you will need to do some prep work before you can use grab point number three. Move the Batmobile over to grab point two and rotate the ring so that the path over at point three is clear (you should be able to rotate the turret to check). Once it is, roll back up the wall and attach yourself to point three.
Power Winch down three and move the wall to open the final hole. Bring the Batmobile back up yet again and glide across into the hole. Pressing the panel will spawn two sentry turrets at the entrance of this hole. Remote control the Batmobile to take them out (or take one out so you can hack the other). Finally, glide down to the bottom of the now free of water drain to stand on a pressure pad. As usual you'll have to work out a board to reveal the key Catwoman should take in the orphanage. Phew, that puzzle was very aptly named.
Pinkney Orphanage – Advanced Deathtraps
Return to the orphanage and meet up with Catwoman in the usual place on the tiled floor. After a brief chat approach the lit door to the new room and tromp inside. To begin with, Batman will need to stand on a pressure switch in the corner of the room. Swap to Catwoman and use her ceiling climb ability to move through the now open gap into the next room and stand on this pressure plate.
For this puzzle, the entire floor looks electrified, but a path for each character is safe. This path however, appears in stages so you will need to repeatedly swap characters to make more of the path appear/ become safe. On the opposite wall for each is a set of light-bulbs that display the safe path for the other character. As a character progresses, the lights on their wall will light up more, revealing more of the path for the other character.
This puzzle is a matter of following the path and swapping between characters to reveal more of the path. Partway through the lights showing the path will spin, which is more of an annoyance than anything. Once they are both done, the wall will drop and there will be bots to fight. Once they are gone, a key will show up for Catwoman. A simple puzzle, but it can be annoying if you aren't good at spacial/ memory puzzles. If you are really having trouble, watch the video and/ or draw up a grid and copy the path onto it so you don't have to watch the rotating boards.
Ranelagh Ferry Terminal – Condamned
Race time. Good luck. You are going to need it. Well, I suppose I can elaborate a bit. This is the culmination of all of your driving skills. The track is difficult and you are given just a little bit over enough time to get through (so you can stuff up a total of once and still pass. Yay). One of the key things to spot here is the colour differentiation between certain Riddler objects. The whirling blades can have three colours, red, a blue green and a more vibrant green.
Objects that are red or the blue green can be manipulated by pressing the B/ Circle button. Keep this in mind as you rumble around the track. The course will also (as expected) get progressively harder with the final lap being the worst. In the final lap, the Riddler will take control of his devices (which makes no difference really as the hazard movements are timed not random). However the deathtraps become much more dangerous and harder to avoid.
I hope you've refined your driving skills to a razor edge as you are going to need them to defeat this 'riddle.' There isn't much I can do for you, it's a matter of skill and reaction time. How is this a riddle anyway?
Pinkney Orphanage – Final Exam
Notes for this: Catwoman can climb (via the roof) into the pit and step on the boxes (pressure pads on the boxes) to stop them from moving. Boxes can be pushed or pulled by shooting them with the REC gun. The goal is to move the gaps into position underneath the lasers that appear. Blades will come at you after each completed puzzle. Stand where there is no blade and she will duck underneath the pole.
It is safe for Catwoman to drop down into a gap when the blades move, to avoid being hit by blades with no effort. Blades will move along the pole (after the second is completed) thus changing which rows are safe for Catwoman to stand on. After the third, the blades will not stop moving but will continue to slice across the whole room, the exit is on the roof where you came in from. Assuming lasers and gaps are in same position each time.
Pinkney Orphanage – Riddler Boss Battle
After you re-enter the orphanage with your 243 completed riddles, approach the podium with a question mark to begin the final fight against the riddler. After the customary mocking you expect from the Riddler, the energy cube around him will vanish and a swarm of riddler-bots will emerge from the ground of the arena. Initially the bots will all be set to the blue colour (allowing you to attack them freely). However, Riddler has a few little surprises to make the fight more difficult:
Smackdown – When you get very close to the Riddler, he will join his large robot's fists together and slam them down towards you, dealing significant damage. Avoid getting too close or quickly dodge away to avoid this.
Optic laser – Riddler will pull back his large robot's arm for half a second and then thrust it forward, firing a large green beam in a line from where he is facing. Deals significant damage. Dodge to the side to avoid this attack.
Colour change beam – This is the real kick in the teeth attack. This swaps his smaller riddler-bots colours from red to blue or from blue to red. Thus making life rather complicated for you.
In the beginning things will be fine, until he begins using his colour change beam liberally on his minions. The idea here is to get rid of all the blue ones you can (ignoring and avoiding the red riddler-bots) until only red ones remain. This will trigger the appearance of Catwoman, allowing you to continue the fight. Quickly tear through the remaining bots until only the Riddler remains. When all the lesser bots are destroyed, the Riddler will hunch down and begin summoning additional riddler-bots. Use this time to observe the colour of the screen in front of the Riddler and attack him in the face with the relevant character (blue for Batman, red for Catwoman).
After taking about a third of his health in damage, he will stand up again and a second wave will appear. Continue the alternating character beatings and team takedowns until the Riddler is alone once again, then check the screen and beat his face. This will repeat for a third time before his health is finally exhausted and you can bring an end to his fiendish plans (243 riddles? I'll show you 243 riddles, damn you!). Deliver him back to the GCPD lockup to finally put an end to this sidequest.