Monday, April 5, 2021

The Riddler Final Exam

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  • Batman: Arkham Knight Riddler Missions Guide – How To Beat Condamned

    Move the two gaps down to the top row farthest from the lazersthen have catwoman stand on the column between the two lazers as you pull the remaining panel to the left. Now swap the gap in the middle to the bottom where the lazer is, and repeat the process to swap the gap at the top left to the bottom, and the puzzle will be complete. He'lll begin attacking as he summons colored Riddler Bots to the fight. He will be behind a shield the whole time, alternating between changing the colors on robots, and charing up a large green beam you'll need to dodge. However, when all other robots are defeated, he'll instead insist batman arkham knight final exam equipment you are not yet ready to face him until you have solved all of his Riddlesfound every Riddler Trophy, destroyed every Breakable Object, and save every Bomb Rioter.
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    Arkham Knight History Jane Doe. Anne Carver. When she meets Warren in Arkham Asylum, he tries to bribe her to transfer him to a minimum security prison due to the abuse he is taking from the other inmates. However, he is unaware that his psychiatrist is Jane Doe. She had already destroyed Dr. Carver's paperwork and half-heartedly agrees to Warren's demands. During this time, Jeremiah Arkham the second Black Mask knows about Jane's activities and orders her to drive Warren even more insane. Jeremiah's reasoning for this is later revealed that he lost his pension due to Warren's corrupt business practices at his brokerage firm.
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    Jane would eventually capture Warren and place him in Mr. Freeze's subzero temperature cell and locks it to ensure that he won't escape. Related Searches.
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    Five to fight with the titans. They win the battle and also manage to take over the Titan Tower. Plot The super-villain training academy known as H. Academy presents three of its finest cadets for their first mission. The H. Headmistress gives a demonstration of the powers of Jinx, Gizmo and Mammoth to one of the organization's clients — the mysterious mercenary known only as Slade. Slade decides that for their final exam, they need to fulfill one simple task — destroy the Teen Titans. At Titans Tower, the teenage superheroes engage in their everyday lives. Cyborg and Beast Boy argue about the location of the remote control. Robin and Starfire have a discussion about lightspeed travel while the curmudgeon Raven grimaces perpetually. After finding their refrigerator was full of with blue, furry food, the Titans decide to go into town for pizza. While at the pizza parlor, they are set upon by the three students of the H.
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    E Academy. The battle is fairly one-sided, Cyborg is knocked out early as he has a rocket attached to his back and is sent flying, Starfire rushes after him, taking them both out. Robin, Raven and Beast Boy put up a spirited yet futile fight as they are well defeated by the H. Robin is knocked into a sewer and presumed missing, Beast Boy and Raven manage to escape back to the tower. Cyborg and Starfire return but are dismayed, Starfire especially, to hear of the defeat and Robin's disappearance. Having soundly defeated the Titans, the H. They arrive just as the Titans return home and the fight is quick and decisive. Jinx hurls a wave of magic that sends the remaining Titans flying away from the tower. Claiming it as their new home, they immediately begin renovating the Tower, transforming it into a giant letter "H".
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    Gizmo has Cyborg's right arm mounted on the wall as a victory trophy. Jinx moves into Raven's room and tries on Raven's cloak, while Mammoth gorges himself on the strange blue food that he finds in the refrigerator. Back on the mainland, Robin appears and rejoins the group. He comes up with a plan to take back the Tower. Cyborg is still remotely linked to his missing limb, and activates an electronic eye in one of its fingers. The Teen Titans return, determined to taking back their home.
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    They engage in a fight with the young supervillains and manage to succeed in defeating them. Robin grabs Gizmo by the neck and interrogates him, forcing him to reveal the person responsible for setting up these attacks on the Titans. Gizmo sneers and drops the name "Slade". Robin has no idea who Slade is, but is anxious to find out. Later, back at his hidden subterranean lair, Slade watches footage of the H. He is pleased to know that the Titans received his "message". As the Titans send the H. Cyborg still cannot find the TV remote but soon realizes that it has actually been placed in its proper location. Raven is irritated that somebody was in her room, citing that "Nobody goes into my room". Beast Boy suffers the most traumatic revelation as he discovers that all of his compact disks have been categorized alphabetically.
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    If you haven't already been directed to get it during the Main Story, you can find it at any time just by heading to the GCPD's Evidence Locker and finding it in a glass case - and break it to take it. Return once again to the Orphanage and enter the last room marked Final Exam. In the room beyond the key, you'll spot a lazer coming from the ceiling and rows of green panels with generators along the walls. There are two holes in the floor, and you will need to manipulate the panels by moving them with an REC blast to a generator on that row or column to push or pull and move the gap around. You will also need to further manipulate pulling panels by having Catwoman climb over the ceiling and stand on a panel to lock it in place.
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    To start, have Catwoman stand on a panel adjacent to the one with a lazer, and make sure that a hole is on the same row or column, then push or pull the panels to create a hole for the lazer. As you do, quickly run back to the edge as Catwoman and jump to the ceiling - The Riddler will activate moving buzz saws that can be a pain to dodge. Now the Riddler will have two lazers active, so again use Catwoman to create a space for making a gap that the lazer can go into the pit, do it for both lazers, and the run back to the ceiling again before the buzz saws come out. The last segment will have two lazers just one space apart on the bottom row. Move the two gaps down to the top row farthest from the lazers , then have catwoman stand on the column between the two lazers as you pull the remaining panel to the left. Now swap the gap in the middle to the bottom where the lazer is, and repeat the process to swap the gap at the top left to the bottom, and the puzzle will be complete.
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    As you try and leave with Catwoman, the Riddler will finally make his appearance in a mech suit designed for the occasion. He'lll begin attacking as he summons colored Riddler Bots to the fight. He will be behind a shield the whole time, alternating between changing the colors on robots, and charing up a large green beam you'll need to dodge. However, when all other robots are defeated, he'll instead insist that you are not yet ready to face him until you have solved all of his Riddles , found every Riddler Trophy, destroyed every Breakable Object, and save every Bomb Rioter. Riddler Boss Fight.
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    If you haven't already been directed to get it during the Main Story, you can find it at any time just by heading to the GCPD's Evidence Locker and finding it in a glass case - and break it to take it. Return once again to the Orphanage and enter the last room marked Final Exam. In the room beyond the key, you'll spot a lazer coming from the ceiling and rows of green panels with generators along the walls. There are two holes in the floor, and you will need to manipulate the panels by moving them with an REC blast to a generator on that row or column to push or pull and move the gap around. You will also need to further manipulate pulling panels by having Catwoman climb over the ceiling and stand on a panel to lock it in place. To start, have Catwoman stand on a panel adjacent to the one with a lazer, and make sure that a hole is on the same row or column, then push or pull the panels to create a hole for the lazer.
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    As you do, quickly run back to the edge as Catwoman and jump to the ceiling - The Riddler will activate moving buzz saws that can be a pain to dodge. Now the Riddler will have two lazers active, so again use Catwoman to create a space for making a gap that the lazer can go into the pit, do it for both lazers, and the run back to the ceiling again before the buzz saws come out. The last segment will have two lazers just one space apart on the bottom row. Move the two gaps down to the top row farthest from the lazers , then have catwoman stand on the column between the two lazers as you pull the remaining panel to the left. Now swap the gap in the middle to the bottom where the lazer is, and repeat the process to swap the gap at the top left to the bottom, and the puzzle will be complete. As you try and leave with Catwoman, the Riddler will finally make his appearance in a mech suit designed for the occasion. He'lll begin attacking as he summons colored Riddler Bots to the fight.
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    He will be behind a shield the whole time, alternating between changing the colors on robots, and charing up a large green beam you'll need to dodge. However, when all other robots are defeated, he'll instead insist that you are not yet ready to face him until you have solved all of his Riddles , found every Riddler Trophy, destroyed every Breakable Object, and save every Bomb Rioter. Riddler Boss Fight.
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    Batman and Catwoman on third pad Catwoman on third pad Batman and Catwoman on first pad 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. When you do, the electrified floor will deactivate, allowing Catwoman to approach the key container. When she does, a swarm of Riddler bots will emerge from the walls.
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    Unlike the previous ones, these are colour coded to show which character can attack them safely blue for Batman, red for Catwoman. 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.
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    This will reveal the first puzzle solving area. Remain inside the Batmobile, activate battle mode to spin yourself around and use the Power Winch on the grab point overhead. The idea here is to rappel down the side of the drain in the Batmobile avoiding the whirling blades and then spin the tyres of the Batmobile left or right using the movement controls to move the spinning rings on the wall of the drain so that you end up with the ones marked 'reserved' with a bat symbol are locked into place underneath you. Once in place, they will automatically slide into place and not move further into the blades, so don't worry about that. Now that the first ring is locked, drive the Batmobile back up the wall and eject Batman out onto solid ground. From the top of the drain, you should be able to see a circular opening ringed in green on the far side of the drain.
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    Glide across the gap into the hole on the opposite side and stand on the pressure plate to lower the water further, revealing the second ring. Return to the top of the drain and look at the areas to the left and right to spot the numbers two and three underneath grab points. The ring you just completed was number one, so drive the Batmobile over to the grab point next to the number two. This time you'll need to rappel further down to the second ring and move it further, but overall it is the same process. Before winching yourself up however, turn the turret to look at the newly appeared circular entrance across from you. You'll see it is blocked by a cracked wall you can blast away with a single cannon shot. Once again, grind your way back up the wall and exit the Batmobile. This time however, there is a hazard inside the hole on the far wall.
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    An electric floor will be set up just inside. While the electric plate isn't instantly lethal, it will damage you making the upcoming fight harder to survive. When you step onto the pressure plate, Riddler bots will spawn from the electric floor area and attack. Thankfully they are all Batman's colour, meaning you can freely bash the ever-loving crap out of them without getting shocked. The downside is the area is small and the electric floor is still active, so your attacks may move you onto it. Be very careful about this as the cheap damage can make you lose the fight.
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    Once the Riddler bots are scrap, the electric panels will deactivate making it easy to reach the egress. Grapple back up to the top of the drain yet again. This time, you will need to do some prep work before you can use grab point number three. Move the Batmobile over to grab point two and rotate the ring so that the path over at point three is clear you should be able to rotate the turret to check. Once it is, roll back up the wall and attach yourself to point three. Power Winch down three and move the wall to open the final hole. Bring the Batmobile back up yet again and glide across into the hole. Pressing the panel will spawn two sentry turrets at the entrance of this hole. Remote control the Batmobile to take them out or take one out so you can hack the other. Finally, glide down to the bottom of the now free of water drain to stand on a pressure pad.
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    As usual you'll have to work out a board to reveal the key Catwoman should take in the orphanage. Phew, that puzzle was very aptly named. Pinkney Orphanage - Advanced Deathtraps Return to the orphanage and meet up with Catwoman in the usual place on the tiled floor. After a brief chat approach the lit door to the new room and tromp inside. To begin with, Batman will need to stand on a pressure switch in the corner of the room. Swap to Catwoman and use her ceiling climb ability to move through the now open gap into the next room and stand on this pressure plate. For this puzzle, the entire floor looks electrified, but a path for each character is safe. On the opposite wall for each is a set of light-bulbs that display the safe path for the other character. As a character progresses, the lights on their wall will light up more, revealing more of the path for the other character.
  • Batman Arkham Knight - Riddler's Revenge Quest Trial (10/10) Final Exam

    This puzzle is a matter of following the path and swapping between characters to reveal more of the path. Partway through the lights showing the path will spin, which is more of an annoyance than anything. Once they are both done, the wall will drop and there will be bots to fight. Once they are gone, a key will show up for Catwoman. Ranelagh Ferry Terminal - Condamned Race time. Good luck. You are going to need it. Well, I suppose I can elaborate a bit. This is the culmination of all of your driving skills. The track is difficult and you are given just a little bit over enough time to get through so you can stuff up a total of once and still pass. One of the key things to spot here is the colour differentiation between certain Riddler objects. The whirling blades can have three colours, red, a blue green and a more vibrant green. Keep this in mind as you rumble around the track.
  • Batman Arkham Knight Riddler Final Exam

    The course will also as expected get progressively harder with the final lap being the worst. In the final lap, the Riddler will take control of his devices which makes no difference really as the hazard movements are timed not random. However the deathtraps become much more dangerous and harder to avoid. I hope you've refined your driving skills to a razor edge as you are going to need them to defeat this 'riddle. How is this a riddle anyway? Pinkney Orphanage - Final Exam Notes for this: Catwoman can climb via the roof into the pit and step on the boxes pressure pads on the boxes to stop them from moving.
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    Boxes can be pushed or pulled by shooting them with the REC gun. The goal is to move the gaps into position underneath the lasers that appear. Blades will come at you after each completed puzzle. Stand where there is no blade and she will duck underneath the pole. It is safe for Catwoman to drop down into a gap when the blades move, to avoid being hit by blades with no effort. Blades will move along the pole after the second is completed thus changing which rows are safe for Catwoman to stand on.
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    After the third, the blades will not stop moving but will continue to slice across the whole room, the exit is on the roof where you came in from. Assuming lasers and gaps are in same position each time. Pinkney Orphanage - Riddler Boss Battle After you re-enter the orphanage with your completed riddles, approach the podium with a question mark to begin the final fight against the riddler. After the customary mocking you expect from the Riddler, the energy cube around him will vanish and a swarm of riddler-bots will emerge from the ground of the arena. Initially the bots will all be set to the blue colour allowing you to attack them freely. However, Riddler has a few little surprises to make the fight more difficult: Smackdown - When you get very close to the Riddler, he will join his large robot's fists together and slam them down towards you, dealing significant damage.
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    Avoid getting too close or quickly dodge away to avoid this. Optic laser - Riddler will pull back his large robot's arm for half a second and then thrust it forward, firing a large green beam in a line from where he is facing. Deals significant damage. Dodge to the side to avoid this attack. Colour change beam - This is the real kick in the teeth attack. This swaps his smaller riddler-bots colours from red to blue or from blue to red. Thus making life rather complicated for you. In the beginning things will be fine, until he begins using his colour change beam liberally on his minions. The idea here is to get rid of all the blue ones you can ignoring and avoiding the red riddler-bots until only red ones remain. This will trigger the appearance of Catwoman, allowing you to continue the fight. Quickly tear through the remaining bots until only the Riddler remains.
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    When all the lesser bots are destroyed, the Riddler will hunch down and begin summoning additional riddler-bots. Use this time to observe the colour of the screen in front of the Riddler and attack him in the face with the relevant character blue for Batman, red for Catwoman. After taking about a third of his health in damage, he will stand up again and a second wave will appear. Continue the alternating character beatings and team takedowns until the Riddler is alone once again, then check the screen and beat his face. This will repeat for a third time before his health is finally exhausted and you can bring an end to his fiendish plans riddles? I'll show you riddles, damn you!
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    While Batman is definitely over these by now, a hero must do what a hero must do to save those in danger. Since you need to complete the previous races to reach this point, by now you should be expecting a few things. Well, that might not be the best idea. But be warned, the third lap of this circuit is like nothing you have ever seen before. The Riddler can no longer stand idly by and watch Batman succeed. He will take control of all the courses traps, disabling your use of the Riddler blockade activation, forcing you to avoid every single danger on the course as opposed to having any element of your own control.
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    As you begin the race, activate the red Riddler blockade in front of you as well as the blue Riddler blockade to the left of you and proceed forwards through the opening. This is a good opportunity to practice your swerving. Dodge around these death traps and proceed forward. First a blue one. Then a red one. After that there will be some more Riddler pillars you can disperse by activating the Riddler blockade, but for these, you can also use this as an opportunity to practice swerving around them. Once you get by all of those, you have completed the first lap of the race.
  • RIDDLER "FINAL EXAM" :: Batman™: Arkham Knight General Discussions

    The second lap starts off easy again. Activate two Riddler blockade walls in a row and proceed forward. Swerve around the Riddler death pillars. Activate the Riddler blockades when you cross the wall horizontally also remembering the Riddler pillar at the end. After that, swerve around another Riddler pillar maze and avoid the long string of them on the left side of the road. Then just activate the last pillar wall followed by the rest of the Riddler blockade walls as you travel across the second wall horizontally and cross the finish line. Once you begin this lap, head through the passage on the right, being careful to time your movement so that you are not crushed by the dropping ceiling block. Then immediately cut across to your left, swerving around the Riddler pillars, and again being careful not to get crushed by the dropping ceiling block. Swerve around a long onslaught of Riddler pillars in front of you and proceed horizontally across the wall. Now that there are no Riddler blockades to activate, drive up above the first wall and then immediately down beneath the second wall.

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