πŸ”₯ CCC: Batman: Arkham Knight Guide/Walkthrough - Riddler's Revenge

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Riddler's Revenge - Batman Arkham Knight Wiki Guide - IGN

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You know the one where you're suppost to eject and touch the pressure plate on the wall. I'm ejecting, but I can't reach it, I even upgraded the Batmobile so I.


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Casino Riddler Challenge issue. I'm having an issue hitting the vault door. No matter how fast I go and start gliding, Batman just glides below.


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Jul 7, - Batman Arkham Knight: Riddlers Trial Beneath Gotham Casino, Riddler Trial.


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You know the one where you're suppost to eject and touch the pressure plate on the wall. I'm ejecting, but I can't reach it, I even upgraded the Batmobile so I.


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Riddler's Revenge is a side quest and part of Gotham's Most Wanted in Once defeated, you'll be able to take on the first trial, if you haven't done it earlier Drive the Batmobile to the Gotham Casino in Northern Miagani.


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Drive the Batmobile towards the barrier at the end and then eject, entering a glide when you reach the peak of your ascent. Remembering where safe trigger points are located will get you through this. Sound easy? The objective here as the Riddler states is to guide an electric charge through the maze of pipes to it's destination. This may take a few attempts to emerge triumphant. 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. Head back to the Orphanage on Miagani Island and rejoin Catwoman inside. When you do, the electrified floor will deactivate, allowing Catwoman to approach the key container. Nope, you have to solve a riddle first to reach her. The main issue here is moving the car into a safe position to trigger the next obstacle without crushing yourself. 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. When the elevator comes to a halt, drive out to obtain a code which allows you to interact with objects in these riddles. Throw batarangs at the dots of the lit question marks to rotate the layers. When you complete your third lap, eject from the Batmobile and stand on the pressure pad near the start line. Stop the Batmobile just past the small Riddler pressure pad and eject out of it. After a brief one sided chat with Catwoman, enter the Numeracy door. 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. Drive or glide your way across the City to arrive at the Orphanage where Catwoman is waiting. So be careful about the timed obstacles as they can lead to a very squishy death. This time, some of the obstacles will be under your control, while others won't be. The main thing here is memorization. After that is a brief timed squasher, followed by a large triggered obstacle. 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. Following the diagram, it is on the side closest to the Riddler screen in the orphanage. The first one is fairly easy and acts as a practice for the others. This shape unlike the first, is easy to work out the location of the key in. 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. Hazards in the course will be a blue green colour or red. The second wave has four reds and two blues, so take control of Catwoman again to engage them.{/INSERTKEYS}{/PARAGRAPH} 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. 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. The first course is pretty easy overall and a good tutorial for getting used to your new Batmobile. Yeah, didn't think so. Unlike the previous ones, these are colour coded to show which character can attack them safely blue for Batman, red for Catwoman. 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. Drive across town and into the waiting Riddler-vator to hear the usual mocking welcome message. The Riddler will inform you of the rules to his little party if you deign to listen. Note the metal floor panels underfoot as they will shortly be electrified later in the puzzle. It may take a few tries I definitely took a few before you are finally able to slam into the troublesome pad. Pressing the button again will make the red hazard reappear and the blue green one vanish. You'll spot three Riddler pressure pads on the walls around the room. 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. 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. 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. 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. 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. 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. 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. 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. Another set of timed squashers similar to the one just before is next, followed by another large triggered obstacle with the grey tiles. So pressing B the first time may make a red hazard vanish and a blue green one appear further ahead. Is it just me or is that ladybug with the eyes in the entry hallway creepy as hell? 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. Why is this useful? When you descend into this trial, you'll find yourself at the start of another race course. You'll see two pressure pads on opposite sides of the room. When she does, a swarm of Riddler bots will emerge from the walls. One straight ahead, one around the corner to the right and another on the wall behind everything on the left side. 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. Make sure the riddle blockade is extended from the opposite wall it should be unless you've activated it again after the crossing. One key down, more to go. Hope your racing reflexes are ready once more for another course of death defying mayhem. Make sure to pick the one closest to the Riddler's screen in the Orphanage and you should be fine. When complete, the question mark shape should face towards the wire mesh as in the top of the question mark should face this way. 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 Looks like he wants to have another battle of wits to show you that he is your intellectual superior. Swap to battle mode and glide up the ramp to the left of the board, crossing over the thin narrow bridge. On the far wall, you'll see a series of tubes with three pressure pads on the floor in front of them. And they only get harder. 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. 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. Collect it as Catwoman to finish off this Riddle. You will need to use this ability in rapid succession as you pass obstacles to remove the next one in your path. Once that's over, you can leave the orphanage as Batman. 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. 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. Time your activation carefully so you don't fall through the gaps and cross to the other side. This one has a smallish section of grey tiles you can safely trigger the obstacle from, so look for it. 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. 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. One down, many more to go folks. 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. After the brief conversation, enter the glowing door to the intro to physics room. Think of this 'puzzle' as an obstacle race. That's the practice over, now it's on to the real deal where some skill is required. Unfortunately, things aren't as simple as just waltzing in and finding her. 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. Round the corner for another grey tiles obstacle and then multiple timed crushers you will have to dodge past to survive. 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. Once you have, the wire mesh will be raised and you can join Catwoman inside. {PARAGRAPH}{INSERTKEYS}Welcome to the Riddler's revenge folks. 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. The nearby door will shoot open, allowing you through to a more open area beyond with a set of bollards blocking your path. These swaps need to be timed carefully to prevent the reappearing hazards from destroying the Batmobile. You'll also notice that the question mark is missing it's dot and is unable to be scanned at this point. Walk over to the key cabinet afterwards as Catwoman and obtain your next key. In the initial section, you will need to circle around to the sides where there are no tiles before activating the next obstacle. Just keep attempting it until the track is engraved into your mind and you should get through it.