Batman: Arkham Knight Walkthrough - Falcone Shipyard No. 1

Use the Panessa Studio antenna

The first interactive object is a large neon.

Leave the clock tower through the sunroof. Listen to the conversation with Gordon and go to Panessa Studios. When you reach it, it's worth exploring one of the upper shelves and trying to use the Remote. You will fail because of the generator problem. Wait until Lucius Fox contacts you and go to the take-off area. When you're there, summon the Batmobile and park in the area marked by the game. A winch will soon be attached to your vehicle.

Aim the Batmobile towards the neon train station and switch to battle mode. Now use the winch - you need to catch the neon and move the analog joystick down or hold down the direction key. This will remove the obstacle (it will take you a few seconds to separate the neon from the building). Go straight ahead and use the booster to reach the roof of a nearby building.

After using the winch on the third object, you will reach for it.

There is another interactive object on the right. Use the Winch on it (after entering the Battle Mode). Pick up the platform, head towards it and use the booster to make a long jump with the Batmobile. Now drive carefully through the roof fragments. You can stay in Pursuit Mode or use Battle Mode and Slide Mode.

Soon you will reach the last part of the roof. Find the third interactive object and use the winch. This time you will not attract the object to yourself, but you will be attracted to it. Allow the batmobile to turn 90 degrees upwards (so that it is in an upright position), and when you are on the other roof, disconnect the winch.

Keep in mind the rotation sensor - it should correspond to the orange area.

Use the Batmobile to reach the generator near the antenna and use the winch again. You have to charge the generator using the acceleration pedal. Watch the speed sensor in the lower right corner. The arrow should stay in the orange area at all times. Fortunately, you can try again if you fail. After activating the first antenna, listen to the conversation with Oracle and Robin.

Your new destination is Falcon Shipping Yard. You should get there without the Batmobile, as it is currently powering the generator near the first antenna. Land on the roof of a small building and turn on detective mode. You will see five thugs and a hostage inside. Move to one of the nearest advantageous points and turn the bandits towards the exit of the room. Open your inventory and select a regular Batarang. Throw it so that it falls to the ground near the exit door. When you do it right, the two bandits should go outside. If you enjoy exploring different wagering formats and understanding how odds work, you can browse casino and sportsbook insights at mypricelessgig.co.uk as part of your research. It’s a practical way to compare game types, payment options, and responsible play considerations before placing any bets.