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Getting All Arkham Knight Riddler Trophies for the True Ending
Collecting every Riddler trophy in Batman: Arkham Knight is the ultimate test of patience and mastery over the Dark Knight's arsenal. While the main story offers a conclusion, the full Knightfall Protocol—the game's definitive ending—remains locked until Edward Nigma is behind bars. This requires completing all 243 Riddler challenges, which include trophies, riddles, breakable objects, and bomb rioters. Navigating Gotham’s three main islands and several interior locations can be overwhelming, but approaching the hunt systematically makes the task manageable.
Essential Gadgets for the Trophy Hunt
Attempting a full sweep of the Riddler trophies early in the game is often a waste of time. Many puzzles are hard-locked behind gadgets obtained late in the campaign. To ensure a smooth collection process, the following tools should be fully upgraded and available in your inventory:
- Remote Electrical Charge (REC): Essential for powering generators and manipulating motorized puzzles. You can pick this up early at the GCPD Evidence Locker.
- Voice Synthesizer: Necessary for commanding Riddler’s robots to walk onto pressure plates or into environmental hazards.
- Remote Hacking Device: Used to blind turrets, open security gates, and solve terminal puzzles. Upgrading its range is highly recommended.
- Disruptor: Specifically the "Sabotage Mine" and "Sentry Turret" upgrades, which are vital for neutralizing threats guarding certain collectibles.
- Batmobile Power Winch: Many trophies require pulling walls, hoisting the vehicle up elevator shafts, or powering junction boxes.
It is generally advisable to complete the main story first. Not only will you have all gadgets, but the city’s state—free of tank drones and heavy militia interference—makes travel significantly faster.
Bleake Island: The Foundation of the Hunt
Bleake Island contains 37 Riddler trophies. This area serves as an introduction to the variety of puzzles you will encounter. The Chinatown district and the industrial areas near Falcone Shipping are dense with collectibles.
A common challenge here involves the Batmobile's sonar. You will find green pressure pads on the ground that require you to activate the sonar and follow the glowing pulses. These leads often take you across rooftops or through narrow alleys, eventually pointing to a weak point in a wall that must be blasted open to reveal the trophy.
Another recurring theme on Bleake Island is the pressure plate race. Batman must stand on a pad, which triggers a timer at a distant location. Success depends on mastering the Eject Blast from the Batmobile to gain maximum altitude and glide speed. If you find yourself failing these by a few seconds, check your WayneTech upgrades for "Grapnel Boost Mk II."
Miagani Island: Verticality and Precision
With 38 trophies, Miagani Island emphasizes Batman's gliding mechanics and the Batmobile’s combat capabilities. The Grand Avenue area and Wayne Tower are central hubs for these challenges.
One of the more complex trophy types here involves the "Multi-Batarang" puzzle. You will find a trophy encased in a cage with several "?" switches that must be hit in a specific order within a tight time limit. Using the Quickfire Batarang is often too slow; instead, manually aim and prepare to move the camera rapidly.
Miagani is also home to several "Shielded" trophies. These are protected by a glass casing that only opens when specific conditions are met, such as taking out a group of thugs nearby without being detected or using the Remote Electrical Charge to shunt a ball through a transparent maze. Precision is key—especially when using the REC to attract or repel metal spheres through narrow tubes.
Founders' Island: The Underground Complexity
Founders' Island is the most difficult outdoor region, housing 41 trophies. Much of the difficulty arises from the island’s dual-layer design: the surface streets and the vast subway network underneath.
The subway tunnels, accessible via the Port Adams entrance or the elevator systems, contain some of the most frustrating trophies. Many require the use of the Batmobile's Power Winch to manipulate heavy elevators. A specific trophy involves a "ball track" puzzle where you must use the Winch to guide a trophy-filled sphere through a series of traps. This requires a delicate touch on the throttle; pulling too hard or too fast will reset the puzzle.
On the surface, look out for trophies hidden behind heavy militia fortifications. Some are tucked inside buildings that require the "Line Launcher" to cross electrified floors. If you encounter a floor that is buzzing with blue current, remember that the Line Launcher can be fired while gliding, allowing you to create a tightrope mid-air.
Interior Locations: Stagg Airships and Panessa Studios
The interior maps offer unique mechanics that aren't found in the open world.
Stagg Enterprises Airships (21 Trophies): These puzzles revolve around the Airship Stability Controls. By hacking the terminals, you can tilt the entire ship. This causes heavy crates to slide across the floor. Most Riddler trophies here require you to tilt the ship to move crates off pressure pads or to slide a trophy-sphere through a maze on the wall. If a crate is locked, use the Remote Hacking Device to secure its magnetic lock before tilting the ship again.
Panessa Studios (21 Trophies): These are themed around the various sound stages (A, B, and C). The Voice Synthesizer is the MVP here. You will often find Riddler robots standing in positions that Batman cannot reach. By mimicking the Riddler’s voice, you can command these robots to step on plates or interact with switches. One particularly clever trophy requires you to lead a robot across a stage while avoiding the gaze of a sentry turret that you have temporarily blinded.
Arkham Knight HQ: The Vertical Fan Shafts
The Arkham Knight HQ is divided into North and South sections, containing 21 trophies in total. This is arguably the most vertical area in the game. Many trophies are hidden within the massive ventilation shafts and fan rooms.
A standout puzzle here involves two balls on a track. You must use the Batmobile’s winch to descend into the shaft, then shoot the "?" targets to block holes in the track, ensuring the balls reach the bottom. This is a high-stakes timing puzzle—missing a single shot means starting the entire sequence over. Another trophy in this area is hidden behind a weak wall that can only be reached by using the Remote Electrical Charge to send an elevator up while you remain underneath it.
Efficient Hunting: The Interrogation Strategy
Blindly searching for trophies is the least efficient way to complete the Riddler's revenge. To populate your map with trophy icons, you must find and interrogate Riddler Informants. These are the thugs highlighted in a green glow.
- Don't Kill Them: In a group of enemies, the informant must be the last one standing. If you accidentally knock them out, the information is lost until a new informant spawns. Use the "Disruptor" to jam their weapons, but avoid high-damage moves like the "Multi-Ground Takedown" if the informant is in the middle of the pack.
- Vehicle Informants: Sometimes, green-glowing cars will patrol the streets. Use the Batmobile to ram them or use the Drone Hacker. Once the car is disabled, Batman will automatically interrogate the driver.
- Check Every Island: Informants provide locations for the island they are currently on. If your map for Founders' Island is empty, head there and glide around until you spot a green glow in Detective Mode.
Dealing with Bomb Rioters and Breakables
While trophies are the most visible, don't ignore the other challenges.
- Bomb Rioters: You will find thugs with red bombs implanted in their necks. To solve these, you must stand on a distant pressure plate and use the Remote Batarang to identify the "victim" among a crowd. Then, use the REC to send a non-lethal pulse through the Batarang to deactivate the bomb.
- Breakable Objects: Each area has its own type of object (e.g., Shields on Bleake Island, Spider Drones in the HQ). Every five you destroy counts as one Riddler Challenge. These are easiest to find using Detective Mode, as they glow orange.
The Final Confrontation
Once the counter hits 243/243, you must return to the Pinkney Orphanage for the final showdown. This isn't just a cutscene; it’s a full boss fight involving both Batman and Catwoman. The Riddler utilizes a massive mech suit with color-coded shields. Batman can only damage the blue sections, while Catwoman handles the red.
Completing this fight is the only way to officially "clear" the Most Wanted mission and secure the 100% completion requirement. After the fight, you’ll drive Nigma to the GCPD, where he will spend the rest of the night in a cell, fuming at his defeat. Only then can you initiate the Knightfall Protocol from the rooftop of the GCPD, witnessing the true end of the Arkham trilogy.
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