Batman has to reach further Penguin weapon caches and sabotage all of them.

At the end you have to arrest Penguin and free Nightwing.

This is so because you destroy the first cache during the main storyline.

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Each time, Batmen will be contacted byNightwing(you gotta have this mission selected as active).

After you listen to the conversation withNightwing, head towards thePanessa Studiosand find the van there.

From the inventory, select thedisruptorand use it to plant the tracking gadget on the van.

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After that, knock on the van’s tail gate, which makes thebanditsstart escaping.

you gotta continue, up until the moment where the vehicle reaches Penguin’s hideout.

It is located in theSionis Industries buildingin the South-eastern part ofBleake Island.

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Keep appropriate precautions, because the entrance is being protected with twoturrets.

Do not have a go at hack into them.

Instead, use theremote hacking deviceto get into the panel on the wall , which controls the main gate.

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After you lower the gate, use thebatmobile remote controland destroy both of the turrets.

you might now enter the building.

Locate a big elevator shaft here and reach the very top, using thegrapple.

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Here, find the switch that draws away the curtains under the glass roofing.

you’ve got the option to now leave the building.

Use thegrappleto make it over to its rooftop and walk onto its glass part.

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you should probably drop through the glass into the building and start fighting theopponentsin the main room.

After you win, enter the vault and use theexplosive gelover the weapon cache.

Leave, move the huge vault door and detonate the gel from a safe distance.

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ContactNightwingto learn that another van is inKingston.

This one is inDrescher, in the North-Western part of theFounders' Island.

The entrance to Penguin’s hideout is being guarded by a singlesniper.

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attempt to get him from the side, grab on to the balcony and perform astealth takedown.

After you have eliminated the sniper, enter the building.

Go into the vertical venting shaft to the right.

Batman: Arkham Knight

Sneak under the armed opponents (do not attack them yet!)

and exit after you get to the other side of the weakened wall.

Applyexplosive gelto that wall, return to the shaft and detonate the charge.

The explosion should knock out five opponents that have been standing at the wall.

As for the remaining two, it is best to get them by surprise, withfear takedowns.

Find another venting shaft under the ceiling.

You first need to rip off the grate so, use theclaw.

Only after you have gained access to the shaft, use thegrappleto get inside.

In the next room, there are seventeenbanditswhere three of them pack firearms.

Still before you dive in fighting, it is a good idea to use thedisruptorto render their guns useless.

Only then, start fighting.

You will be helped out byNightwing.

ContactNightwing, who gives you directions towards the van parked near theSalvation Bridge.

Use thedisruptorto plant the tracking gear and, after it starts escaping, follow it.

Penguin’s men go to sewage treatment plant inChinatownonBleake Island.

Approach the locked gate of the plant and contactAlfred, who suggests an alternative access route through the sewers.

Call the batmobile and follow the markings on the ground.

Stop by the blockades in the sewers and use the batmobile to eliminate theopponentshere.

After you have cleared the area, make it over, as Batman, to the upper left room.

There, you find a switch that lowers the blockades.

Drive the batmobile into the main hall and locate the catch on the right.

Use thehoiston it and back up the car to lift the grate.

Leave the batmobile here and reach, as Batman the newly-opened passageway.

After you get above thebandits, stand next to one of the grates.

It is best to start the fights withfear takedowns.

the ones with stun guns) require specific attacks.

After you have secured the area, enter the vault and applyexplosive gelto the weaponry.

end the vault door and blow up the weapons.

Soon, Batman will be contacted byPenguin, from whom you learn that he has captured Nightwing.

Listen to the conversation withAlfredand returns to the sewers.

Head toOtisburgonFounders' Island, because this is where Nightwing is being kept.

you’ve got the option to now jump into the shaft and head into the next room withopponents.

Locate the narrow passage into the neighboring room, thanks to which you will get above an operatingturret.

kill the turret with theremote hacking machine, run up to it and destroy it.

After the fight, enter the vault here.

Applyexplosive gelto the weapons.

After you exit the vault, you noticePenguinholdingNightwing.

There is no special action that you better perform here.

Just wait until you’re free to useteam attack.

After a short struggle, you’ve got the option to detonate the gel.

Finally, wait forPenguinto be thrown into the batmobile and take him back to theGCPD Police Station.

Handing thePenguinover to the police ends the mission.

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