Let’s be real for a second. We’ve all been there. You just finished the main story of Batman: Arkham Knight, the city is technically "saved," and you're ready to see the true Knightfall Protocol ending. Then you look at the mission screen. Your heart sinks. There he is—Edward Nigma—smirking behind a checklist of 243 individual tasks.
It’s daunting.
Most people just watch the ending on YouTube and call it a day. I get it. But honestly, the batman arkham knight riddler challenges are probably the most misunderstood part of the entire Arkham trilogy. They aren't just filler; they’re a weird, obsessive mechanical playground that tests every single gadget you’ve unlocked. If you're going for that 100% completion (or 240% if you're a masochist with the DLC), you need a better plan than just "wandering around Bleake Island."
The Grinds, The Races, and The "Final Exam"
The Riddler’s questline, titled "Riddler’s Revenge," is split into two very different experiences. First, you have the structured "Trials." These are the cinematic bits where you’re usually driving the Batmobile through subterranean race tracks or solving dual-play puzzles with Catwoman at Pinkney Orphanage.
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The races are where most people lose their minds. The third race, "Condamned," is notorious. You’re driving on walls, dodging hydraulic crushers, and trying to manage the "Riddler Blockade" sonar pulses. One tip? Stop using the afterburner on the vertical walls. It feels like you need the speed, but the physics in Arkham Knight actually get wonkier the faster you go on curved surfaces. Just maintain a steady clip.
Breaking Down the 243 Collectibles
Once Catwoman is free, the real work starts. You can't actually fight the Riddler in his mech suit until every single green icon on your map is gone. Here is how that nightmare actually breaks down:
- Riddler Trophies: 179 of these. They’re the physical green question marks.
- Riddles: 40 environmental puzzles. You find a landmark, hold the up arrow to scan it, and hope Batman’s sensor doesn't tell you "Subject too small."
- Breakable Objects: 90 in total, but they only count as 18 "challenges." You have to smash five of them (like the spider drones in Arkham Knight HQ or the militia shields) to tick off one box.
- Bomb Rioters: 6 thugs with bombs in their heads. You have to find them using the remote electrical charge through a pressure plate puzzle.
Why the Informants are Your Best Friends
You’ve probably seen the glowing green guys. Don't punch them. Seriously.
The biggest mistake players make is accidentally knocking out a Riddler Informant during a massive street brawl. If you see a green glow, prioritize every other enemy first. Once the "snitch" is the last man standing, you can interrogate him to reveal collectible locations on your map.
Pro-tip: If you're flying around and see a green car, use the Batmobile's 60mm cannon to immobilize it. The driver is always an informant. Interrogating them reveals way more locations than the guys on foot.
The Gear You Actually Need
A lot of people get frustrated because they find a trophy but can’t reach it. They think they’re just not "smart enough" to solve the puzzle. Usually, you just don't have the gear yet.
Don't even bother a serious trophy hunt until you’ve finished the main story. You need the Disruptor (with the sabotaging upgrades), the Remote Electrical Charge (which you have to manually pick up from the GCPD evidence room—the game doesn't give it to you!), and the Freeze Blast (found in Panessa Studios near the cells).
Without the Freeze Blast, specifically, you’ll be staring at steam pipes in the Stagg Airships for hours with no way past. It’s annoying. I know.
That One Trophy in Arkham Knight HQ
There’s a specific trophy in the HQ (the excavation site) that involves a multi-floor elevator puzzle. It’s probably the most "pure" puzzle in the game. You have to use the Remote Hacking Device to stop the elevator while using the Remote Electrical Charge to move it.
Most people try to rush this. Don't. If you miss the timing, the trophy gets blocked off and you have to reset the whole floor. Take it slow.
The Final Showdown: Beating Nigma
When you finally clear the board, you head back to the orphanage. The boss fight is a bit of a letdown if you’re expecting a Dark Souls level of difficulty, but it’s satisfying to finally punch him in the face.
The fight is a color-coded memory game. Nigma sends out robots.
- Blue robots: Batman hits these.
- Red robots: Switch to Catwoman.
- If the color changes mid-combo: Switch characters immediately or you'll lose your x20 multiplier.
The biggest "gotcha" here is the floor tiles. Riddler will occasionally electrify the floor. If you're playing as Catwoman, use her ceiling climb to stay safe while Batman handles the ground.
Actionable Steps for the 100% Grind
If you actually want to finish this without losing your sanity, follow this sequence. It’s the most efficient way I’ve found after three playthroughs.
- Finish the main story first. You need every gadget, including the ones hidden in the GCPD and Panessa Studios.
- Clear the Militia. Get rid of the towers, checkpoints, and bombs. It makes traversing the city much easier when you aren't being shot at by tanks every five seconds.
- The "Island Sweep." Don't hop between islands. Clear all of Bleake, then all of Miagani, then Founders.
- The Airships are the worst. Save the Stagg Airships for last. The tilt mechanic is clunky and it's much easier to do in one go than returning multiple times.
- Listen for the "Ding." When you're near a riddle solution, you'll hear a subtle electronic chime. Use your ears, not just your eyes.
Honestly, the Riddler stuff is the only way to get the "True" ending where you see the hooded figure in the alleyway. Is it worth 20 hours of collecting green plastic? Maybe not for everyone. But for those of us who want to truly "Be the Batman," it’s the only way to close the book on Rocksteady’s universe.
Stop overthinking the race tracks. Turn off the afterburner. Find the green guys. You've got this.