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Batman Arkham Knight
Strategy Guide

First Published: 23-07-2015 / 00:00 GMT
Last Updated: 18-03-2018 / 11:49 GMT
Version: 1.0 (????) 17-10-2018 / 23:31 GMT

Batman Arkham Knight Strategy Guide Download PDF

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Armoured and Dangerous

Armoured and Dangerous

Armoured and Dangerous

This is a fairly straightforward side-mission that takes place over a long period of time. Essentially, you’ll occasionally locate through exploration, or be told about the location of a militia APC which we will then need to find and take out. There are three APCs to be found on each of the three islands.

Once you have the location information, the side-mission will become accessible from the side-quest menu. If you set this side-mission as your active objective, an objective marker will appear on the map. When this does appear you will need to make your way over to that location as quickly as possible before the signal decay meter (on the right of the screen) disappears or you’ll need to go again.

As with most of the chase sequences in the main campaign, each of these APCs will fire RPGs at us intermittently. As such, watch out for the holographic lines that appear (this indicates its firing line) and avoid them as you pursue the car. They will also call in back up as the chase proceeds, so be ready to shunt and side-swipe other vehicles and avoid their incoming fire too whilst focusing on the APC.

You'll need to take out several escort vehicles (left) before eliminating the APC (right).

As you progress through the APCs, the chases will become increasingly difficult with faster APCs requiring better driving to keep up with, twin weaponry attached and of course additional enemy vehicles. You’ll need to hit each APC with anywhere between 5-10 shots from the Batmobile’s Immobiliser in order to bring it to a halt.

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