Field Report: Batman Arkham City - Harley Quinn's Revenge | Shacknews
Harley Quinn's Revenge, a downloadable addition to the main game. The DLC takes place "weeks after" the end of the game, and follows Robin as he heads. Batman Arkham City returns with the Harley Quinn's Revenge dlc. and shield bash against the thug at the end of his bullet shield tutorial. Batman: Arkham City - Harley Quinns Revenge Walkthrough. Climb down the stairs and turn right at the end, then enter through the door. There's a group of.
Well, this applies to most of the villains; Joker has his Comedic Sociopathy though his mooks are somehow still loyal anyway. Riddler can't stop being an Insufferable Genius even to his hired help. Hugo Strange is so dispassionate he doesn't really care one way or the other about his men. Penguin's got a more down-to-earth "fail me and I'll throw a temper tantrum and maybe kill you" line of thinking—he's actually so bad that his are the only minions to immediately jump ship after their boss is taken down.
His henchmen are clearly loyal, and he seems to have a "campaign" to take over Arkham City. He does have his Batman starts the game with most of the gadgets he had in the previous game, and obtains several more gadgets and upgrades in the main story. However, many of those gadgets only get a tutorial when they become needed.
The only gadgets he never gets a replacement for are the multi-batarang and the multi-batclaw the former is no longer strictly necessary since Batman can spam Batarangs one after another now, although the latter had a Red Herringappearing in the Hugo Strange trailer.
Also, a Freeflow Focused Batarang seems to throw multiple Batarangs at once. Also Lampshaded and Justified; when he requests a piece of equipment he had in the last game, Alfred snarks that he should consider a bigger belt. Batman said he had one, but it was too bulky. And seeing as he can have the Batwing drop off gear anywhere in Gotham, it isn't really necessary. This old gadget is the Line Launcher, which isn't as useful for most outdoor activities when you can glide around and the insides of most buildings should be little more than hallways.
Poison Ivy, Harley's new outfit bares her midriff as her previous one did, and Talia al Ghul. Wall takedowns, window takedowns, floor takedowns, vent cover takedowns and grate takedowns. Appropriately played entirely straight in one of the sidequests. Joker pulled one by poisoning Batman in the first place. If Batman himself was never in any danger, Talia wouldn't have attacked Harley.
Also there's no way that Joker would know that Batman would start succumbing to the poison while underground instead while gliding or engaged with enemies. Batman Grabs a Gun: While he doesn't actually use a firearm, Batman does resort to using lethal force on two different bosses.
The first is Solomon Grundywho can't be stopped by anything less, and the second is Clayfacewho's immune to all of Batman's conventional tactics.
Other than some of the enemies in the game, Harley Quinn also whacks Batman with a baseball bat when Joker ambushes him, even dropping the trope name. In the intro scenes, Bruce Wayne rocks back and forth in a chair he's been tied to, and then escapes from his bonds once he and it topples to the ground. Two-Face seems to be one of these - half of the time. Unlike most of the other crime bosses we encounter in Arkham City he seems to be relatively fair, reasonable and concerned with keeping the morale of his underlings up.
He's also one of the few bosses that we hear who for the most part doesn't try to 'encourage' his mooks to do his bidding by threatening various painful deaths upon them if they screw up.
The Bat-computer even notes that he's approaching his campaign for dominance in Arkham City as if it were a political campaign - a classic trait of writing Two-Face lies in remembering his good side is Harvey Dent, District Attorney. An essential part of politics is buttering up the people you depend upon Talia and Catwoman for Batman, though they'd no doubt fight to the death over deciding who's more Veronica than the other.
Most of the major villains spend the game jockeying for the Big Bad position. Strange and the Joker more or less serve as the two main Big Bads in the story. Most of the stuff you end up having to do relates to thwarting either one of their plots. Big Brother Is Watching: The prequel comic shows Batman was only able to slip into and out of Arkham City once.
In-game, there are security cameras everywhere, which must be destroyed to satisfy Riddler Challenges. The inmates will even comment they find the fact they are constantly watched creepy. While not exactly a castle, Penguin's Museum and the Iceberg Lounge have been remodeled to serve as Penguin's headquarters. Both areas are quite fancy, and the Museum itself is massive and a somewhat haunting location. Returns from Asylum as Penguin and Joker have their own supplies of Titan and give it to some of their henchmen to add some heavy muscle to their gangs.
Batman saves the day. Unfortunately, Talia is dead for nowCatwoman's apartment got bombed by Two-Face, it's left unclear whether any of the people Joker poisoned can be saved though the DLC later clarifies they wereand Batman actually intended to save the Joker, despite the latter's evil nature, and failed. Not even the brief prospect of losing Tim gets him to open up - he just grapples away, leaving a very concerned Gordon in his wake. Even walled-off, broken freeways and all, Arkham City makes no sense from a civic planning point of view.
Freeways come and go into what was once the islet, branch off to the GCPD and the Steel Mill with about twenty feet's notice. The alleys and streets in Crime Alley and the Bowery which are on a lower level from the interstates and have their own dead ends and secret corners. And fully half the map is subsumed, the victim of an in-universe earthquake prior to the game's events. As with the first game, you will take the long way around to get where you're going.
Except in the Courthouse. Black and White Morality: As far as the prisoners are concerned, the subtitles helpfully divide them between "inmates" and "political prisoners". Most of the inmates will fight Batman even if they were saved by him seconds agowhile political prisoners never attack.
Occasionally, inmates will run into a corner and cower when they see Batman, though this usually doesn't happen with the inmates who are part of one of the villains' gangs. Black Dude Dies First: With the Precinct 13 cops: The first and only death of the 10 man squad, Officer Best, was a black man.
Blasting It Out of Their Hands: How the upgraded quick-fire Batclaw Disarm works yanks weapons out of the hands of enemies. Blood from the Mouth: Batman starts coughing up blood when the disease starts to affect him. Like Arkham Asylum, Arkham City has a ton of bloodless violence, except for Batman's aforementioned coughing up blood and Hugo Strange's death.
Batman Arkham City Harley Quinn's Revenge Walkthrough
Blown Across the Room: Hitting an armored henchman with the REC will result in this, and getting him to collide with another thug is a Riddler challenge.
Body Armor as Hit Points: Played straight with the Armor upgrades you can get, which extend your life bar. Interestingly, they are two separate life bars which protect against either melee or gunfire attacks, so you take damage from your normal health bar if you get hit by a baseball bat with 0 Combat Armor, but full Ballistic Armor.
Joker uses this trope in order to get the drop on Batman early on. Though it's later revealed to be more complicated.
In order to keep up appearances while he's sick, Joker has Clayface stand in for him at several points. The one you thought was the real Joker was actually Clayface, while the apparent Body Double was the real Joker. By the end of the game, Joker is a coughing, disease-ravaged wreck sporting a disgusting rash and he can barely stand. Solomon Grundy's body is eventually set on fire and burned by the electric currents powering him during the course of his boss fight. He's constantly releasing supernaturally huge maggots.
Plus, by the final stage of his boss fight, his ribcage is exposed. When we first find Mr. Freeze, he's not in his suitand he does not look well. Like someone undergoing chemo. Plus the coolant device plugged into his chest. His fingers look badly frostbitten.
Run down the crane and jump towards the platform where a sniper is standing, then press RB to grapple on the side of the platform.
Get behind the sniper and take him out. Jump down and glide to the building roof on the Northwest direction of the platform that you're standing on and press RB when the prompt appears. You need to get to the tall building on the left side of the one you're gliding towards. From there you can jump down the Northeast side of the tower and glide all the way to the mission marker on the steel mill.
Batman: Arkham City - Harley Quinn''s Revenge Walkthrough Text Only Version
Once you get on the bridge, head for the hole at the end of it and drop down. Turn left and you'll find a door, open it to enter the mill. After entering the mill, head forward then turn right and drop down on the lower floor.
Silent takedown whichever goon is closest to you, then knockout the rest of them.Batman Arkham Knight - HARLEY QUINN - Complete Walkthrough Gameplay & Ending (PS4)
Just like with Robin you can do a beating on the armored guys by pressing B then spamming X. Also be careful not to let the goons take guns from the crates at the side.
You'll hear a gun being cocked when one of them takes a gun. Immediately head for that goon and beat him up to make him drop the gun. Once you've taken care of the goons, climb up the stairs that leads to the officer and press the switch at the right hand side of the officer. Wait for him to recover then talk to him. After talking to the officer head for the center of the room and press RB to get back to the upper floor. Now backtrack outside the mill and onto the bridge. You'll find a group of goons below the bridge on the right side.
Throw a Smoke Pellet at them and drop kick one of them, then take out as many as you can before the smoke clears. Clean up the rest if there are any left standing. After defeating the goons activate your Detective Mode and get near the radio.
You'll hear Gordon talking from it and Batman will inform you that it belongs to a cop. Batman will then create a crime scene. Point towards one of the glowing splatters on the floor and hold A to scan it. Now you'll have to follow these so keep your Detective Mode active. Turn around and press RB to get on top of the entrance arc. Now drop down on the opposite side and silent takedown the 2 goons that are guarding the entrance. Turn left at the first corner and follow the splatters up the van and towards the next side.
Make your way through the area and silent takedown any enemy you encounter. Follow the blood splatters all the way to the next area until you get to the tunnel with 2 burning cars at the end. Approach the cars then press RB to climb up on top of the building. Look down and quietly drop down beside the 2 goons, then do a double takedown on them.
Continue following the splatters until you reach the end of it. When you do, crouch down and enter the gate then do a double takedown on the first 2 goons and interrogate the last one. After getting the needed information from the goon, go back outside and use your grapple to climb up the second building on the left side. From there glide a little to the Northeast and use your grapple to get on the roof in that direction. Then jump off the North end of the roof and grapple towards the broken red pipe in front of the building you're on.
Walk along the beam on top of the pipe and head for the platform at the end of it. Keep walking until you reach the end of the beam and grapple to get up on the platform, then knockout the sniper. Turn east and jump off the railing and use your grapple to get on the walkway at the building on the east side of where you are.
Then from there glide north east and grapple towards the building with the sniper and take him out. Now glide and grapple towards the tower on the north side and take out the last of the snipers. After taking out the snipers, head down the building on at the center of the area where the snipers were pointing the lasers and interrogate the goon that's glowing white to get the first code. From where you got the first code grapple your way to the east and you'll find the second goon who has the code.
He's down on ground level, so get down there and start beating the crap out of the goons except the one who has the code, you must not knock him out. After taking the second code grapple back to the rooftops and head southwest.
The next group will have guns that's why I left them for last. Watch them from the nearby roof and glide down once they split up into each of the corners. Take care of the two on the left side first by doing a silent takedown. Then beat up the last goon and interrogate the goon who has the last code. Once you have the code head back to the security door earlier which is to the south. Equip the Cryptographic Sequencer and start turning both of your analog sticks. Unfortunately the codes are random so you'll need to solve it on your own.
The best indicator is the strength of the controller vibration, stronger means closer to the right code. After opening the gate move forward and enter through the only door. Inside you'll find a group of goons, get behind one and knock him out, then take care of the rest of the goons.
Once you've gotten rid of the goons, head down and enter the door on the left side of the stairs.
Inside you can't proceed through the door on the right, so approach the wall in front of the door you used to get in the room and use the Explosive Gel on it. Equip and fire the Line Launcher towards the opposite side of the room, then press LT and aim it around the corner towards the right side. Climb up the stairs and enter the warehouse. Climb up the stairs all the way to the second landing and get inside the vent, then remove the cover, climb out and drop down on the left side.
Hide behind the railing and wait for the first sniper to start walking towards you and pause at the end. When he does get behind him and take him down silently. After taking him out, walk all the way to the walkway at the back and knockout the sniper there, then do the same for the last sniper.
Head further down the walkway where the last sniper was and take down the guards that are patrolling on the lower walkway. Finally drop down on the ground floor and knockout the last goon, then free the officer to start the cutscene. Shipyard II - Robin Head in through the door in front of you with the sign "Shrine of Joker" then turn left and use the Bullet Shield to get past the steam pipe.
Beat up the goons that are guarding the door, then head inside and you'll find Batman. Inside the shrine examine the panel on the left side of the altar, then head to the right side and exit through the door. Approach the goon from behind and do a silent takedown, then take care of the other one and step on top of the metal grate on the floor by the door.
Proceed forward and enter the vent on the right side wall. Exit our the door on the opposite side of the vent and hide behind the crate. Equip your Shuriken and throw it at the sniper, then charge towards him and take him down. Now head out the door on the right side and knockout the goons that will come at you. After taking them out head for the door on the opposite side and leave through it. Head down the stairs and grapple onto the roof on the left side.
Look up and grapple towards the platform where the sniper is standing and take him down.
- Batman: Arkham City - Harley Quinns Revenge Walkthrough Shipyard - Robin
- Batman: Arkham City - Harley Quinn''s Revenge Walkthrough Text Only Version
- Field Report: Batman Arkham City - Harley Quinn's Revenge
Drop down on the left side of the platform and head down to where the hostage is. Wait for the goon to move towards the right, then follow behind him and take him out. Make your way around the back of where Harley is standing and wait for the goon to pass by, then get behind him and take him out.
Grapple up the posts on the walls, then move to the one on the opposite side and wait for the goon to enter the building, then drop down behind him and take him out. This is one of the major difference between Batman and Robin, he can't do the inversed take down that Batman does. Making him a little harder in terms of sneaking around.
With only 2 goons left, you should start attacking Harley.
Batman: Arkham City - Harley Quinns Revenge Walkthrough Shipyard - Robin
Wait for her to be alone and away from the goons and do a glide kick on her and start putting in some damage. You should attack her when there's only 2 goons left, since no matter how many times you knockout the last 2 replacements will always take their place. Harley always shouts for the goons every time you hit her, so when you feel like the goons are closing in grapple back to the posts and hide until she's alone again.