Return to the Batmobile and resume your journey to the Panessa Studios. Look for the glowing objective marker near the main studio building (close to several abandoned police vehicles) and park up. Hop on out, then begin your ascent to the top of the building, aiming towards the roof to the left of the massive statues that flank its main doors.
City of Fear (continued)
Once on top, continue towards the waypoint until you reach the power generator. Follow the on-screen prompts to attach your Remote Access Device and kick the generator into gear. Unfortunately, it's too damaged to be of much use, so you'll need to power up the radio tower manually. To do that, however, you'll need to pick up one of Lucius' new toys.
Collect the Power Winch for the Batmobile
Return to the Batmobile and follow the waypoint toward the Gotham City lighthouse, smashing through the gate blocking your path. Once you reach the top of the incline, come to a halt at the glowing objective marker and prepare to receive the Power Winch. This Batmobile upgrade lets you grapple onto heavy objects in order to pull them down or move them. Conveniently, it's capable of administering a high-powered electrical energy supply too.
The Power Winch needs an anchor point to work efficiently and, as luck would have it, there's one directly ahead in the form of the Urbarail Station sign. Enter Battle Mode and follow the instructions to launch the winch at the rotating target. Once it's securely fastened, pull back to bring the sign crashing to the ground, clearing a path over to the rooftops.
Power up the Panessa Studios Antenna with the Power Winch
You'll need some serious speed to get across the newly-formed gap so accelerate up the grassy slope before you. Activate your afterburner for an additional boost and drop onto the rooftop across the chasm. Unsurprisingly, there's not much room to manoeuvre up here, so enter Battle Mode and use the Batmobile's strafing ability to gently guide the vehicle safely along the roof.
Unfortunately, the raised platform ahead prevents further passage. To continue, locate the glowing hook embedded in the roof and fire your Power Winch at it. Once you're attached, pull back to yank the panel out and form a makeshift ramp up onto the next platform. You'll need to use the Batmobile's standard driving mode and afterburner to clear the gap.
When you land safely, activate Battle Mode once more and continue winding carefully along the rooftop. As you swing around to face the studio building, locate the small platform jutting out at the end of the path and come to a halt on top. Locate the anchor point on the studio building wall, then fire your Power Winch at it.
You can try tugging on the wall but it's too sturdy to do much good. Instead, still in Battle Mode - and still attached to the anchor point - begin moving forwards, slipping off the ledge and swinging up against the wall. From this precarious new position, keep moving forwards and up until you level out on top of the studio building.
Next, detach the winch and guide the Batmobile left beneath the archway. Approach the knackered out generator, then launch the Power Winch directly at it. Once attached, very gently rev your engine so that the needle on the on-screen gauge doesn't speed past the redline indicator. Do it right and the radio tower will burst back to life. A job well done!
Use the antenna at the Falcone Shipping Yard
You're not quite done with antennas yet, however. You'll need to activate another one at the Falcone Shipping Yard in order to triangulate the signal for Oracle. Unfortunately, with the Batmobile currently keeping the studio antenna running, you're going to have to do the next leg of your journey on foot.
Grapple up on top of the studio building and locate the waypoint. Falcone's Shipping Yard is but a short distance away, so make haste and glide and grapple your way over. Once you reach the radio antenna, activate Detective Mode to locate the goons inside the hut at its base. All five are armed, so you'll need to use some trickery in order to stop them from killing their hostage.
Grapple onto the short ledge overlooking the building, midway up the antenna, and, as instructed, swing over to one of the other two overhanging ledges nearby. Quickly grappling between vantage points is a good way to lose enemies during a confrontation, so it pays to familiarise yourself with the technique. Once you're ready to continue, follow the prompts to fling a Batarang at the ground and lure your opponents out into the open air.
When the first two thugs come outside to investigate the noise, wait until they separate and quickly glide down to take one out from above. Immediately grapple up onto the building to avoid detection from his friend. You're free to deal with the second enemy however you choose, so perform another glide strike, sneak up from behind or attempt a silent takedown from above.
That leaves three remaining henchmen to deal with and Lucius Fox has just the gadget you need to take them out - but you'll need to go and collect it first.
Collect the new Batsuit
Head toward the waypoint marker nearby and, once the air-drop is complete, interact with the canister to acquire your new Batsuit. This beauty comes with a whole host of upgraded features, including increased speed and attack power. It even lets you launch out of a moving Batmobile too.
- Our walkthrough continues with a step-by-step guide to completing all of the Training Missions in Arkham Knight.
- You can find the rest of our Batman: Arkham Knight walkthrough from the first page of this article.