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Enter the grating on the floor leading beneath the wall.
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With the new equipment on (and training complete if you felt like it) return to the rooftop building with the thugs inside. Although they are entirely optional, completing them all will allow you to earn yourself some Waynetech Points so it’s a good idea to give them a go. These are good to undertake for a refresher into the game’s controls for returning players or for learning the basics for newcomers. This unlocks the remaining five AR Training sequences ( ‘Summon, Eject and Glide’, ‘Fear Multi-Takedown’, ‘Predator Fundamentals’, ‘Throw Counter’ and ‘Grapnel Boost MKII’ ) on this rooftop. Head over to the marked location to retrieve a new Batsuit. Once both enemies have been dealt with, a short scene will play. Make sure that you return to a vantage point between takedowns to reconfirm the enemy locations! When they split up, drop down and sneak up behind each of them for a silent takedown. This will cause a pair of enemies to exit the sheltered area. We’ll want to do as the game suggests this time around and use Detective Mode to scout the area - there are five baddies and they are all inside the building here, and armed.įrom one of the vantage points, throw a Batarang into the rooftop to make a noise. As you arrive, you’ll find that Scarecrow’s men are guarding the antenna.Īt this point, the game will give you a quick tutorial on some of the basics of Predator sections – which entail taking down a group of armed enemies whilst remaining undetected. Head over to the next objective marker to the south. Objective: Use the antenna at the Falcone Shipping Yard ¶ Once the orange section reaches the top a scene will play. This introduces a mini-game of sorts - we need to rev the Batmobile’s engine by pumping the accelerate button so that the needle stays within the orange segment on the meter. Drive up the wall whiclst attached to the anchor point (right).įire your Power Winch at the panel and a small, blue meter will appear in the bottom right hand corner of the screen. Use Battle Mode to manouver across the rooftop (left). Speed up the ramp and then hit the Afterburner button to launch the Batmobile across the gap onto a nearby rooftop (don’t worry if you miss, it’s just a short trip back up to the ramp again). Now that the sign is gone, back a little further down the ramp we are on to get a run up. Once attached, drive backwards, away from the sign to pull it down. Enter the Batmobile’s battle mode and use the indicated button to fire your Power Winch at it. Objective: Power up the Panessa studios antenna ¶Īs soon as you regain control of the Batmobile, you’ll be facing a sign with an anchor point on it.
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Head over to the objective marker at ground level and either drive your Batmobile onto it, or stand on it and summon the Batmobile to trigger a brief scene showing the upgrade being fitted.
Batman arkham knight scarecrow movie#
Unfortunately, this won’t do much for us and we’ll have to find another way to utilise it.Īfter speaking with Lucius via the communicator, the Batmobile’s Power Winch upgrade will appear by the lighthouse just to the southeast of the movie studios. Once we reach the roof of the studios, interact with the circuit board that is marked with the objective indicator to attach a Remote Access Device. We’ll now need to make our way over to the Panessa Studios building over to the east of our current location. Use your Batclaw to grapple to get back up and through the hatch on the roof we entered from. Objective: Use the Panessa Studios antenna to pinpoint Scarecrow’s location. Use the computer console that appears in the middle of the room to continue. Use Detective Mode to find the retinal scanner (right). Head to the Clock Tower (left) and look for the secret door on the roof.