Riddler trophies in the Arkham Knight HQ (11-21) | Collectibles - Arkham Knight HQ Batman: AK Guide
Last update: 28 October 2019
On this page of our guide to Batman: Arkham Knight you will find exact locations of Riddler trophies (11-21) that can be obtained in Arkham Knight HQ. Trophies are one of secrets (collectibles) available in the game.
Trophy 11
Required gadgets: remote hacking device, electrical charge, batarang, batclaw
Trophy walkthrough: Find the control panel on level one of the shaft and use the remote hacking device on - it the password is SEMICONDUCTORS. In the next room, you need to solve a puzzle that consists in transporting the electrical charge through the labyrinth of tubes. First of all, you need to use the electric charge and use the batarangs to hit question mark at the right moment. As a result, specific fragments of the labyrinth move. The correct route for the charge has been presented in the above screenshot. After you solve the puzzle, catch the trophy, using the batclaw.
Trophy 12
Required gadgets: batarang, batclaw
Trophy walkthrough: The trophy is in the Southern part of the level two of the shaft. Here, you need to complete a simple puzzle, for which you use batarangs. You need to complete three trials and to start each one, you need to hit the central green question mark. Then, you need to use the batarang again, but at the moment, at which the impact of the batarang is accompanied by a circle appearing on the monitor with the question mark. The puzzle itself requires good timing, especially that you need to throw the batarang a bit "ahead" (especially later on, when the sequence speeds up). Remember to stand as close to the question mark as possible, thanks to which the route of the batarang is shorter. After you complete this puzzle, use the batclaw to catch the collectible.
Trophy 13
Required gadgets: remote hacking device, batarang
Trophy walkthrough: The trophy is inside the orb on the third level of the shaft and to get it, you need to lead the orb through a big metal structure. For this, you are going to need two gadgets - remote hacking device is for moving and stopping the three rotating elements of the structure, whereas the batarang is for changing the direction in which they rotate. The route for the orb has been presented in the above screenshot. Remember to stop the entire mechanism before you change the rotating direction, which decreases the risk of having the orb fall away from the central mechanism (the puzzle resets when the orb reaches one of the red holes). After the orb falls into the green hole, come up and collect it.
Trophy 14
Required gadgets: batmobile, hoist, batclaw
Trophy walkthrough: This is one of the more demanding puzzles in the game. Start on the second level of the shaft, around the entrance to the Arkham Knight's HQ. Get into the batmobile and just like during the main storyline, use the vehicle's hoist on the latch under the ceiling, so you can lower yourself down the shaft. Stop around the third level, on the big vertical pressure plate.
Direct yourself towards the huge metal structure opposite the shaft's wall. The plan is that you have the orbs reach the green hole at the very bottom of the "ramp". The difficult part is that all of the blockades are lowered by default and, as a result, the orbs keep falling into the red holes. You need to prevent that by firing the batmobile's cannons at the nearby green question marks, which will raise the blockades for a short period of time.
The most difficult thing about this puzzle is that you need to have, as many as, three orbs reach the holes and not let them fall into the red holes, in the meantime. At the beginning of the puzzle, there should be only two orbs there so, shoot at the question marks at a regular basis. After you have two of the orbs in place, look up quickly and handle the third orb. After you have completed the puzzle, reach any of the nearby ledges and get the trophy using the batclaw.
Trophy 15
Required gadgets: electrical charge
Trophy walkthrough: The trophy is in the room in the Eastern part of the fourth level of the shaft. Find the venting shaft to the North-West of the collectible and follow it. After you get to the other side, prepare the electrical charge and use it on the generator. You need to rotate the metal structure in the way that allows the orb to reach the green hole (fortunately, this is not too complicated).
Trophy 16
Required gadgets: -
Trophy walkthrough: The trophy is marked on the map as one of the collectibles on the fifth level but, as a matter of fact, you need to start off in the Southern part of the fourth level (close to the rabbit outfit exhibition). Here, find the vertical elevator shaft and jump down to reach the collectible.
Trophy 17
Required gadgets: electrical charge, explosive gel
Trophy walkthrough: Reach the North-Eastern part of the fourth level of the shaft and enter the elevator. Use the electric charge on the generator to take a ride to the higher level. Here, you find a weakened wall that you need to spray the explosive gel over. Behind the wall, you find the trophy.
Trophy 18
Required gadgets: -
Trophy walkthrough: The trophy is on the ground right next to the elevator that you travel on between level four and five.
Trophy 19
Required gadgets: batclaw
Trophy walkthrough: The trophy is on the rooftop of the small bar in the Northern part of the fifth level of the shaft. Get it using the batclaw.
Trophy 20
Required gadgets: remote hacking device, remote controlled batarang
Trophy walkthrough: Reach the Western part of the fifth level, i.e. The area where there is the turret. Hack the turret using the remote hacking device to disable it for thirty seconds. Quickly, walk onto the pressure plate, which unlocks a small venting shaft.
Throw the remote controlled batarang into the shaft and direct it towards the question mark in the shaft. Then, throw it again. This time around, after you control the batarang into the shaft, it needs to cross the electrical discharges. After that, fly the batarang towards the hacked turret. Namely, you need to fly it into the fuse box next to the turret. You can now go for the trophy.
Trophy 21
Required gadgets: grapple, remote hacking device, batclaw
Trophy walkthrough: The trophy is in a seemingly inaccessible part of the fourth level of the shaft. To get there, in the Western part of the fifth level of the shaft, you need to hack, or destroy (which is a better idea - the description of how to get to it is in the walkthrough for 20) the turret. Then, walk into a small elevator shaft, look up and use the grapple.
After you reach the fourth level of the shaft, locate the control panel and hack it using the remote hacking device - the password is UNDERNEATH. Walk into the next area, check out the glazed flooring and hack into the console that you can see below. You can now use the batclaw to get the trophy.