Gamer Guides logo

Guide Name: Batman Arkham Knight
First Published: 23-07-2015 / 00:00 GMT
Version: 1.0 (????) 17-08-2018 / 11:14 GMT

Batman Arkham Knight Strategy Guide

Show guide info ◀︎

Get a Gamer Guides Premium account:

Riddlers Revenge

Riddlers Revenge

Part 10 - Final Exam

The tenth part of the Most Wanted mission takes place back at Pinkney Orphanage (Again!). As per the norm, move through the area until you are reunited with Catwoman. Head on over and enter the newly lit up green door.

Note: You require the Remote Electrical Charge gadget to complete this puzzle. Depending on how far you are into the game, you may or may not have been prompted to grab it as yet. Fortunately we can grab it at any time – it is located in the ‘Evidence Room’ at the GCPD HQ inside a glass case that we can smash.

In the second room you’ll find a large floor puzzle covered in green ‘?’ tiles. On this puzzle floor you will see a pair of holes and a laser. Around the outside of the puzzle tiles, you will be able to make out a series of generators that we can activate with the Remote Electrical Charge gadget. We can use the primary fire to attract tiles to the generator activated or the secondary fire to repel the tiles.

Unfortunately, Batman cannot approach the area but can use the Remote Electrical Charge gadget from a distance. Catwoman on the other hand can climb onto the roof and drop down into the puzzle area where she can stand on tiles in here to keep certain tiles/rows of tiles in place as required.

The goal of the puzzles here is to move the tiles using Remote Electrical Charge in such a way as to allow the laser to fire into one of the holes in the puzzle floor.

I've labelled the generators A-E and 1-5 (5 omitted in the picture) to explain the puzzles below.

Note: As this room can be confusing to explain due to perspective, I’ll be giving directions based on Batman’s view onto the puzzle floor from the entry door side of the room as in the picture above. The generators on the opposite wall will be labelled from left to right as A to E and the generators along the right hand wall will be numbered 1 to 5 (with 1 being the furthest away and 5 being closest).

There are three different puzzles that you’ll need to undertake. Between each puzzle, as Catwoman you will need to dodge a series of saw blades that will move back and forth across the room, or simply get off the puzzle floor and grapple back up to the roof until they stop. You’ll find the solutions below.

Puzzle 1:

Puzzle one has a laser on the tile at D2. We need to manoeuvre the tiles so that this is firing into a hole in the puzzle floor.

  • Have Catwoman stand on tile E1 and use the **Remote Electrical Charge** repel function on Generator E.
Move Catwoman to tile C2 and use the **Remote Electrical Charge** attract function on Generator 2.

Puzzle 2:

The second puzzle has a pair of lasers which means double the fun! They are located at the tiles at E1 and B3. We need to manoeuvre the tiles so that the lasers are firing into each of the holes in the puzzle floor.

  • Use the **Remote Electrical Charge** repel function on Generator 1.
  • Move Catwoman to tile A2 and use the **Remote Electrical Charge** attract function on Generator 2.
  • Move Catwoman to tile B4 and use the **Remote Electrical Charge** attract function on Generator D.

Puzzle 3:

The final puzzle again has a pair of lasers to deal with. They are located at the tiles at A5 and C5. As with the other puzzles, we need to move the tiles so that the lasers are firing into each of the holes in the puzzle floor.

  • Use the **Remote Electrical Charge** attract function on Generator 1.
  • Move Catwoman to tile D3 and use the **Remote Electrical Charge** repel function on Generator 3.
  • Use the **Remote Electrical Charge** attract function on Generator C.
  • Use the **Remote Electrical Charge** attract function on Generator A.

As soon as the puzzle is completed, you’ll want to exit the puzzle floor right away. Return to the previous room and you’ll be able to approach the nearby pedestal for the tenth key.

3770

At this point, try to exit the Orphanage. … And you’ll need to move onto Part 11 to continue with the guide!