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Start by gliding in the direction of the previous button. Here, you need to glide into the right tunnel and make it through the center of it, while staying away from its sharp edges.
After you do that, take another turn, while gliding, and reach safely the last green button. Just like you did previously, you need to walk onto the pressure plate, as Batman, and see the panel with the flashing bulbs.
Switch to Catwoman and reach the capsule shown in the above screenshot, where the right key is. After you remove another part of the collar, switch back to Batman and return to the surface.
All logos and images are copyrighted by their respective owners. Eject Batman, towards the first button. Turn right- in mid-air and glide towards the second button.
Glide through the tunnel and do not touch the edges. Come out of the Batmobile and drive through the new opening. Step on the Pressure Pad to lower the water level and drive the Batmobile to the right side to the Number 2.
Once again, shoot the Power Winch at the anchor point above and lower the Batmobile above the water. Keep on moving to the left side until the opening is over the weakened wall which you need to destroy using the Heavy Cannon.
Come out of the Batmobile and glide inside the hole to step on another pressure pad and lower water to another level followed by taking on four metallic humanoids.
Head back inside the Batmobile and drive until you see the spinning blades right next to you and drive up the wall. Come out of the Batmobile, glide inside the hole, and jump on the pressure pad to spawn a couple of Gun Turrets which you need to destroy using Batmobile Remote.
Lastly, step on the pressure pad at the bottom of the pit and acquire the key:. In order to solve this puzzle, have Batman stand on the pressure pad on the right side and have Catwoman climb the ceiling in order to reach another pressure pad inside the next room.
Try and memorize the path and move the second character to the particular spot. Another important thing to consider is that the dot of the question mark represents the start.
Keep up with the back and forth movement until both characters reach the pressure pad which throws in another wave of metallic humanoids. Head inside the final cave to find another race with new obstacles.
You need to complete each lap within the allotted time limit to complete the challenge. And remember to use the Immobilizer to get rid of the obstacles.
Complete the race to find the key:. Head inside the Final Exam Door and go past the first room to find the puzzle. Inside the room, you will find 5 x 5 pressure pads with a row of generators at the end of each row.
You can fire the Remote Electrical Charge at a generator placed next to an opening to either repel or attract the row of pads in front of it — a full row of pads does not move.
Another important thing to note is that you cannot walk onto the pressure pads and must drop down from the ceiling using Catwoman. You can solve the final puzzles in more than one ways, read on to know how to solve all three puzzles in the room in order to acquire the final key:.
Puzzle 2 — Lasers at A1 and D3. Puzzle 3 — Lasers at C5 and E5. After completing the final puzzles, Riddler will appear in a mech along with his red and blue humanoids.
There is no point in fighting him directly so focus on the humanoids in the area and avoid the green laser at all costs.
Once again, do note that you need to fight the red humanoids with Catwoman and blue humanoids with Batman. Stepping on it will activate a block, but driving over the larger red panel further up will deactivate it.
Therefore, drive up, and activate the block under the ramp to make it stay, and then exit the Batmobile and walk to the green panel, and use the Remote Control to drive across to the other side.
Rejoin the Batmobile and activate blocks to lower the ramp all the way down, and lock it in place. Drive off the ramp and quickly activate the block on the far side to land on.
Power the winch hook to light up the panel below to find the right key. As Catwoman orient yourself next to the chair, and look for the far left key on the row closest to you.
Return to the Pinkey Orphanage where you will be blocked by a puzzle. In order to open up the gate, you'll need to solve a new riddle This one doesn't count towards the overall collectibles.
To solve it, hit the switches to rotate the green blocks to form a question mark facing down, and look on the outer rim mirror to find the dot.
After solving the riddle, meet up with Catwoman to explore a new door that has opened up. Inside you'll find two seperate areas, one with a red switch and one with a blue switch.
Put Batman on the blue one and Catwoman on Red, then notice the flashing numbers on the wall between them. The numbers one character sees represent the order in which the character on the other side must hit the targets.
Looking at Catwoman's numbers, Batman must hit the targets in the following order: After both sides are done, the Riddler will again unleash his Riddler Bots against you, thankfully letting you team up to defeat them fairly fast, and then be rewarded with another key for Catwoman.
Travel to the Elliott Memorial Hospital to find the entrance to the next race track - the Crushonator. As the name implies, there's several blocks that will come down hard, and you can't always control them.
As the race begins, open the first blockade and veer to the left so you can raise the second blockade without getting crushed. You'll need to alternate doing this several times before the next section, where rows of blocks will descend at an even pace, learn the timing and drive around them to get past to the next section.
Here, you'll have to raise one blockade, and find the diminishing safe ground before raising the next section. The final section will have more crushing blocks in a line, so again learn the timing to avoid driving under them, and stick the outsides when you can.
After all three laps are completed, activate the panel to find the right key. As Catwoman, stand by the chair and pick out the second key from the right on the first row.
There's not too much Batmobile to play around with - instead it's all about ejecting from the Batmobile. Give yourself a boost with the increased eject upgrade, and drive up to the very edge before ejecting, and glide to the opposite wall.
Next, you'll need to drive up again before ejecting, then swing a hard right turn to hit the opposite wall farther along. Finally, you'll need to perform it once more, make the hard right, and then make another right to travel through a very dicey corridor - making sure to glide perfectly still - then take a right out of the corridor and glide down to the last panel.
Return to the main panel to show which key for Catwoman is the right one. As Catwoman, head to the chair and look for the key at the second to the right along the row closest to you.
Return once more to the Orphanage and meet up with Catwoman, then enter the new door marked Intro to Physics. Here you will have to solve the classic "Guide the electrical charge to it's destination by moving pipes" puzzle, but with a twist.
Each of the three pads is pressure sensitive, and will only move the pipe up as far as the weight being applied to the panel. For reference, Catwoman weighs enough to send a pipe to the bottom line, Batman weighs enough to send the pipe to the middle line, and both standing on the pad wil raise the pipe all the way up.
To guide the charge all the way, have Catwoman stand on the middle panel, and Batman on the left, and then start the charge. After the charge passes through the first movable pipe, move Batman to the far right, but not on the panel just yet.
After the charge passes through the middle pipe, move Catwoman to the far right panel. When it goes through the bottom, have Batman join Catwoman on the panel to catch the charge going back.
Then have Batman stand on the middle panel, and move Catwoman to the far left panel. After the charge passes the middle, move Batman to join Catwoman on the left to watch the charge finish it's course.
The room isn't finished quite yet, as the floor leading to the key is electrfied, requiring one character to stand on the panel nearby as the other goes to retrieve key.
Before they can, more Riddler Bots burst into the arena, only this time they have different colors: For all intents and purposes, only Batman can attack and block the blue ones, and only Catwoman can block and harm the red ones.
Since one character needs to be standing on the raised panel, you will need to tag team out whenever there are bots of another color that need to be wiped out by your teammate.
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