Saturday, November 5, 2011
Batman Arkham City: The Torture Chamber
The next part in our walkthrough is called, "The Torture Chamber".
The vast room is obviously named such for its perverted methods of afflicting pain. In this case, it's absolute freezing temperature combined with sharks. Not even kidding. The icy surface on which you walk is thin and cracks easily under enough pressure, so you'll need to proceed with delicate care to the trapped officer ahead. Once you reach him, break him out his ice prison and he'll tell you there are others around that need to be freed.
Crouching doesn't seem to ease the danger of falling through the ice anymore than walking upright does, but the speed at which you move does a whole lot in that regard. The other trapped officers are located on the right-hand side of the room, across the shark-infested waters. It's worth noting that once you take a dive, you won't be coming back up. So don't do what I did and try to go fishing for the guys that are clearly already dead in the water. So as such, you should make a makeshift boat to safely navigate over to the distressed policemen.
Saving the Officers
Gingerly work your way to the right-side of the room. You'll see two policemen calling for help. Observe the hanging platform and shoot it to drop it into the water. Hook one of its rings with the Batclaw and slowly yank it over. While you don't have an oar or anything to propel the floating platform in any direction, you can again utilize the Batclaw and clasp one of the numerous metal rings installed all over the room to pull yourself in a specific direction. Do this to reach Officer Whitman and then to Officer Strickland on the platform.
Locate Mr. Freeze
Traverse the Torture Chamber to the opening on the left side under the giant statue head to find three hooligans taunting you. The reason for their bravado is the security panel protecting them from you. Simply hack it to deactivate the security measures and make them eat their words. A note of caution: one of the thugs is wearing durable armor.
Enter the War Room and head to the center area, where you'll see a stripped Mr. Freeze encased in the Hawaii exhibit. There's nothing you can do for him from here, so head over to the breakable wall on the right. As you try to topple it with Explosive Gel, a big burly bloke strikes you back into the room. It's time to deal with Mr. Hammer's brother.
Similar to Mr. Hammer, he uses his one and only muscular arm to swing around an over sized scythe, but he cares not who he hits as long as it contacts flesh and bone. Basically employ the same tactics you used in the fight against Mr. Hammer. That is, hit him with a Remote Electrical Charge and wail away at him while he's stunned.
Head into the room and interact with the security panel to talk to Mr. Freeze. The next task is to find the security override in Mr. Freeze's suit.
Finding the Suit's Override
Head back to where you freed the two officers on the platform and climb up into that room. For a Riddler Trophy, you'll need to climb the ladder by Officer Strickland and bypass the electromagnet-controller door. In here, the Riddler's famous signature question mark rotates around. Time the spinning question mark and hit the button as it passes through it to open access to the Riddler Trophy.
Head into the Armory to find six guys watching over three officers. The kicker here, though, is that the hostiles are equipped with special goggles that will find Batman even in the darkness. Take them down fast and use the variety of hiding spots to keep yourself concealed. Abilities like the Batclaw Disarm can come in handy to dampen damage. Once all six downs are taken down, speak to the now released officers and nab the Disruptor: Freeze Override, a crucial element in your fight against Penguin.
A few Riddler Trophies to pick up here: one inside a secure area protected by a security panel and another under the floor grates under the entrance to the room.
On your way to the Iceberg Lounge, you might get waylaid by a hungry shark. Simply punch it repeatedly in the face to make it think twice about messing with Batman! The Penguin stands in the very center of this circular Iceberg Lounge, brandishing the Freeze gun and blasting an icy jet your way. The override doesn't work from your current distance so start in either direction and avoid the freeze rays. There's one side that actually connects a path to Penguin use this path to get closer to Penguin. As long as you're not making sudden movements, you can hold down the button as you slowly accost him and make the freeze gun disobey him. You may get hit a few times though, so I hope you have been beefing up your armor when you upgrade.
Boss: Solomon Grundy
Grundy cannot be damaged by conventional means. In fact, those electrical contraptions around him zap him back to full health every couple minutes, pretty much making him immortal. We'll need to hit him where it will hurt the most cut off the source to his immortality. Throughout the fight, you'll be prompted (if hints are enabled) to use button shortcuts to swiftly apply Explosive Gel. Use this on each of the three electrical receptors (circular pads) on the floor and blow them up.
The balls and chain are obviously his main methods of attack, but the main one to look out for is when he sweeps the chain in a circular fashion. Avoid damage by leaping over it with proper timing. With Grundy's power source choked off, he slumps to the floor and becomes vulnerable to a serious beat down.
After a flurry of punches, things kick into high gear in the second phase, where things remain largely the same, except the receptors now have protective lids that open and close. Plant the Explosive Gel and detonate only once the core is exposed. Again, pound his head into oblivion until the third and last phase initiates. Again, focus attack the receptors, but you'll have to contend with electric maggot-type enemies, but as soon as all the receptors are destroyed Grundy will finally fall.
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