Drop down to the ground and hide behind the launcher's east-facing side. This places you directly above the missile launcher. Grapple onto the highest of the three beams to the east and drop carefully drop down to the lowest one. More problematically, one enemy carries a signal scanner, meaning that you'll need to keep your Detective Mode sessions brief if you don't want to be found. There are eight hostiles in the area below your feet - and all of them are armed. Once you're in position, activate Detective Mode. Aim to land on highest point of the building, overlooking the missile launcher to the east if you can - that way, you'll be able to assess the route ahead without fear of being disturbed. That just leaves the island's long range missile launcher to deal with, so hop off the building and sail on over to the next waypoint marker. You've only got 15 seconds to reach the radar control panel below before the sentry gun comes back online - so quickly leap over the railing to the north, turn around when you touch down, then run along the corridor to safety.ĭestroy both sentry guns from behind, then smear Explosive Gel on the control panel. There are two sentry guns in the corridor below, so use your upgraded Remote Hacking Device to disable the gun facing north. Next, return to the centre of the rooftop and peer through the grating underfoot. Interact with it to open the doors below. When the area is safe, look west and locate the fuse box on the wall. You'll spot nine hostiles stood on the rooftop nearby - four soldiers, four Combat Experts and one Brute. Look down (engaging Detective Mode if it helps) and examine the area below. Regrettably, Arkham Knight's goons know that you're on the way now, so you can expect more resistance this time around. Next locate the waypoint marker on the second tower and grapple over, coming to a rest at the top of the large yellow crane. That leaves one radio tower to go.ĭestroy the Arkham Knight's radio network (2/2) Detonate the gel, then swiftly make your escape before the drone's coverage is restored. You've got 60 seconds before its radar comes back online, so grapple over to the main tower as quickly as possible.Īpproach the radio control panel in the centre of the area and smother it with Explosive Gel. Follow the on-screen prompts and use your upgraded Remote Hacking Device to disable the drone scanning the area. Your first target lies immediately to the west. You'll find it very handy once your quest to disable Arkham Knight's radio towers is properly under way.ĭestroy the Arkham Knight's radio network (1/2) enabling you to temporarily "blind" drones in your immediate vicinity. You now have access to the Remote Hacking Device's Drone Hacker ability. When you're close enough, drop onto its shell and steal the device inside. Grapple on up to any of the taller towers in the area then carefully glide on down to the drone. You'll need to find a way to reach the drone in order to rip out its relay chip and proceed. Cross the river and continue toward the waypoint marker.Īs you near the waypoint marker, you'll notice that it's actually tracking a flying drone. You'll soon learn that the bridge to Founders' Island has been raised, forcing you to do the remainder of the journey on foot. You can expect an increased militia presence as you tear through the streets, so be ready to take out any drones that cross your path. Next, follow the waypoint marker toward Founders' Island. Jump down to ground level and then board the Batmobile. When you're ready to continue, ride the elevator back up to the roof and make your way outside. Looks like you're going to need to take them out! Arkham Knight is. Unfortunately, that's far too dangerous while his radio towers and missile launcher are still active in the area. You'll need to deploy the Batwing over Founders' Island if you plan to locate Arkham Knight's Cloudburst. Glide onto the relay drone and examine it Finally, activate the Batcomputer to continue. Once you locate the VIP elevator, head inside and ride down to the quarantine zone. Leave your vehicle, then grapple up the rocks and onto the building rooftop. Board the Batmobile, follow the waypoint back to the movie studio and park up when you reach the ground marker. With Alfred's diagnostics now complete, it's time to see find out more about Arkham Knight's defences.
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