Try to hide in between their shots while you take them out, and build up your combo meter to take them out instantly. When the drones are gone, you'll need to find a new way in to find the workers in the building. Start by checking out the enemies watching you from the Loading Dock window, and eject from the Batmobile to crash in through the windows.
Among the 6 enemies here is a Combat Medic, who will try to revive fallen militia after you've knocked them out. Make him your number one priority, and try leading him towards an environmental takedown to take him out of the fight early. Search the back wall for a sealed up portion and blow it open with some Explosive Gel. You'll be blocked by several gas vents however, so to find a way around, use the Remote Batmobile controls.
Notice the large pipe with the winch on it below Batman's position? Pull it out to get rid of the gad, and Batman will find the next worker. Another one is close by, but you'll have to head down first. Blow up the floor on the far side of the room with more Explosive Gel to drop down into a room with more gas vents. Luckily this room also has a control panel to open shutters next to Batman, conveniently giving the Batmobile room to fire on a sealed up wall.
Blast it open and pull the pipe from the wall to give Batman a way through to the next worker. At the end of the hall, you'll find an elevator shaft with a wall panel Batman can rewire to open the door to the shaft.
However, the elevator isn't coming - so make the Batmobile bring it up instead. Using the remote controls, Grab onto the elevator's counterweight and put the car in reverse to pull the elevator up to the top where Batman can climb in, then slowly lower the elevator all way down by driving forward. Once out of the elevator you'll find the last remaining worker alive! Grapple up into the ceiling crawlspace and give them a nice surprise as you drop down into the next room. Your foes will include both a Combat Medic and sword wielding Experts - so again try and make the medic your primary target as you take out the 10 bad guys.
Talk to the surviving worker and follow him back to the elevator, then pull it back up again with the Batmobile's help.
As you leave the elevator, the Arkham Knight will return in his vehicle flanked by several drones, Rattlers included. Focus your fire on the land drones first before turning your attention to the chopper. Since the Arkham Knight isn't actually in the cockpit, your free to engage with your 60mm cannon. The chopper will alternate launching missiles to the ground - so look for their trajectory on the ground to avoid them, and watch for the chopper's fly bys as it spits missiles out left and right.
The Chopper will also seek to lock on to you with armor piercing missiles, so when you here the alert, switch to your rapid fire Vulcan Gun to take the missiles out before they launch in to you. Hit him with your best shots when he's stationary on either side, and switch to your Vulcan Gun to attack when he's moving rapidly across the arena.
With enough firepower and smart dodging use your dodge thrusters constantly! Once you get back inside Ace Chemicals, it's time for find Scarecrow and stop him. Since the entrances to the main building are sealed - you'll have to make your own. Blast the brick wall with the ACE sign on it to make a new path, and use the crane controls once more to lower the ramp onto the main road put it just above the Keep Clear letters and drive the Batmobile into the new path.
Drive down the road and take out the two drones waiting for you, then continue on until you reach a sealed door. Eject out of the Batmobile and fly above the door to find two enemies flanked by a rotating sentry turret.
These things are impossible to deal with head on, so instead grapple into a wall grate and slide down below to get under the militia guards, then preform a Fear takedown while the sentry gun isn't looking.
Quickly walk over and disable the sentry turret, then find a nearby panel to break to open the doors. Drive down deeper into the plant until you find yet another sealed door, and grapple above to find a large number of militia waiting for you. There's a whopping twenty of them to contend with, including two medics - but there's also an abundance of objects you can use for environmental takedowns, which are especially useful when used on the medics. When the thugs have been beaten, use the nearby panel to let the Batmobile in about 5 feet to another locked door.
Use the Batmobile to eject over the spikes and into the Mixing Chamber, where the Scarecrow waits. This segment has 8 armed militia types patrolling the chamber, with several of them tasked with moving tanks of fear toxin to and fro.
This is both a blessing and a curse, as you can watch their movements to plan an ambush, as long as you aren't ambushed by an ill-timed thug running by with a tank. You'll also find one sentry gun in a corner of the room, so make sure to either give it a wide berth, or silently disable it when nobody is around to catch you in the act.
When all foes have been dealt with, enter the chamber to confront Scarecrow. Following the events that transpire, you'll have to start trying to contain the impending reaction by moving large tanks of neutralizing agents into their designated receptacles on the far side of the room. Use the lights on the top to gauge how fast you are going, and if you see red flashing, lay off the movements and let it reset.
When you get to the final tank, pull it out to find that Scarecrow's fear toxin is manifesting itself in very interesting ways. Quite suddenly, you'll be playing the role of Jim Gordon, as he arrives as a deserted Panessa Studios some time in the not-to-distant past.
Head down the stairs to the main entrance to Panessa Studios and try to open the door - which surprisingly recognizes your voice. Enter the door and go down the elevator to a very odd looking chamber. In film In video games In amusement parks In children's books. Freeze: SubZero. The Batman Adventures Mad Love. Facebook Page. Hidden categories: Pages with broken file links Groups pop Parameter noimage in use Comics navigational boxes purge.
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