Batman trophies (11-18) | Amusement Mile Batman: AC Guide
Last update: 01 February 2017
TROPHY 11
Gadgets used: Explosive Gel, Batclaw, Batarang
Dedicate a moment to familiarize yourself with this rather complicated puzzle. You have to turn off six interactive question marks in a short period of time. Three of them are on your current level #1 and the other three a bit higher #2.
We will start with the question marks on this level. Approach each of them #1 and spray Explosive Gel #2. Plant three charges that way, BUT don't detonate them just yet.
Now use the Grapnel Gun to reach the roof of the nearest building and turn towards the three question marks on the upper level #1. Once you're ready, detonate the three charges planted before #2.
Now you have to QUICKLY throw three Batarang #1 by pressing the left trigger three times. They should automatically fly towards the upper question marks and turn them off. If you have made it in time, you can return down and collect the prize #2.
TROPHY 12
The puzzle connected with this Trophy is fairly easy. You have to stand on the pressure plate exactly when it changes its colour to green #1. It will cause the Trophy cage to unlock #2.
TROPHY 13
Gadgets used: Cryptographic Sequencer + Cryptographic Sequencer Range Amplifier
Land on the roof of the building west of where the Trophy is hidden #1 #2.
Equip the Cryptographic Sequencer and locate the control panel behind the fence #1. Create the password to hack it #2.
Now you can access the main part of the police parking and use the newly unlocked passage #1. The trophy is hidden inside the little lounge #2.
TROPHY 14
Gadgets used: Remote Electrical Charge, Batclaw, Cryptographic Sequencer + Cryptographic Sequencer Range Amplifier
The Trophy is hidden below the Krank Co. Toys. Stand beside the lower edge, equip the Freeze Blast, use it to create an ice float #1 and afterwards jump onto it #2.
Turn towards the Trophy #1 and start pulling yourself towards it using the grapple points #2.
Eventually you should reach the grate with the Trophy behind it #1. Take out the Cryptographic Sequencer and start hacking the terminal on the right #2.
Solve the mini-game by creating the password #1. Wait for the grate to raise. Once again use the Batclaw on the grapple points to reach the Trophy #2.
TROPHY 15
Gadgets used: Remote Electrical Charge, Batclaw
The Trophy you're looking for is underwater #1, at the spot where you can see a green sign. Unfortunately you can't get it using the Freeze Blast, so head to the top of the nearby crane #2.
Locate the crane's engine #1 and use the Electrical Charge on it. You need to make the hook plunge into the water #2.
Once again aim at the engine, this time choosing the negative charge to make the hook come out of the water #1. Use the Batclaw to catch the Trophy #2.
TROPHY 16
Gadgets used: Cryptographic Sequencer, Explosive Gel
Find the entrance to the cage adjoining the one in which the Trophy has been hidden. Equip the Cryptographic Sequencer and use it on the control panel #1. Solve the mini-game by creating the password #2.
Get inside the cell and note that one of the wall has reduced durability #1. Spray the Explosive Gel onto it, detonate it and enter the room with the Trophy #2.
TROPHY 17
Gadgets used: Explosive Gel
Turn on the Detective Mode thanks to which you should note that the wooden obstacle can be destroyed with Explosive Gel #1. After a successful explosion, pick up the Trophy #2.
TROPHY 18
Gadgets used: Freeze Blast, Batclaw, Explosive Gel
Search for the Trophy cage on one of the lower parts of the roof #1 and afterwards look for the three interactive question marks right beside the water #2.
Use the Freeze Blast to create an ice float beside the question marks #1 and glide there #2.
Approach each of the question marks using the grapple points (Batclaw) and spray Explosive Gel onto them #1. Plant three charges that way #2, BUT don't detonate them just yet.
Return to where the Trophy is and stand on the pressure plate #1 thanks to which you will activate the question marks. Only afterward should you detonate the previously planted charges. Pick up the Trophy #2.