You’ve probably spent hours wandering around the neon-lit, movie-set hallways of Panessa Studios in Batman: Arkham Knight. It’s a cool location. Honestly, it’s one of the best atmosphere-heavy spots in the game, especially with the whole "Joker fever dream" vibe going on. But then you look at your map. You see those green icons. You realize you need every riddler trophy panessa studios has tucked away if you want to see the Knightfall Protocol or just punch Edward Nygma in his smug face.
It's frustrating.
Some of these collectibles are easy. You just walk up and grab them. Others? They require a specific gadget you might not even have yet, or they force you to use the Remote Electrical Charge (REC) in ways that aren't exactly intuitive. If you're stuck, it’s usually because you’re overthinking the puzzle or you're missing a gadget from later in the story.
Let's break down how to actually clear this place out.
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Why Panessa Studios is a Riddler Nightmare
The layout is the first problem. Panessa isn't just one big room; it's a hub with three distinct soundstages (A, B, and C), plus the backstage areas and the holding cells. Navigating it feels like a maze because the map doesn't always show the verticality well. You might think you're standing right on top of a trophy, but it’s actually behind a breakable ceiling or tucked into a vent you didn't see because you were too busy looking at the giant statues.
There are 21 Riddler secrets in here total. That includes trophies, riddles, and those annoying breakable jack-in-the-boxes.
Most players hit a wall in Stage B. It’s got that annoying puzzle with the weight-sensitive floor pads and the industrial fans. If you don't have the Voice Synthesizer yet, don't even bother trying to 100% this area. You literally cannot do it. Rocksteady designed the Arkham games as "Metroidvanias" in disguise—you see the prize, but the "lock" requires a "key" you get four hours later in the campaign.
The Gadget Checklist
Before you waste twenty minutes trying to glide into a wall, make sure you have these tools in your utility belt:
- Remote Electrical Charge (REC): You find this in the GCPD Evidence Locker. It's mandatory for the generators.
- Voice Synthesizer: You get this during the main story to trick Harley’s goons. You’ll need it to command a specific Riddler robot in the studios.
- Disruptor: Specifically the upgrade that lets you sabotage electronics.
- Line Launcher: Essential for staying off the floor in certain trap rooms.
If you’re missing any of these, leave. Just leave. Go play the story, get the gear, and come back. It’ll save you the headache of trying to "cheese" a puzzle that is physically impossible to solve with just a Batarang.
The Tricky Trophies in Stage A, B, and C
Stage A is mostly about the "Backstage" area. There’s a trophy hidden behind a gate that requires the REC. You’ll see a generator. Hit it with the positive charge to open the gate, then negative to shut it if needed. It’s basic, but easy to miss if you aren't looking up.
Stage B is the real jerk. There’s a trophy sitting behind a steam pipe. You have to use the Freeze Blast—which, by the way, isn't given to you by the story. You have to go pick it up manually in the Panessa Studios entrance area (it's sitting on a table near the cells). If you didn't grab the Freeze Blast, you'll be staring at that steam vent forever.
Then there's the robot puzzle. You'll see a Riddler robot behind a fence. You have to use the Voice Synthesizer to order the robot onto a pressure plate. While he's standing there, you can grab the trophy. But wait! There's a turret. You have to use the Remote Hacking Device to blind the turret first. It’s a multi-step process that feels like a chore, but that’s Nygma for you.
Stage C: The Color Coding Puzzle
Stage C is the one with the big "Inferno" set. There's a trophy locked in a cage with neon lights. This is the one that trips people up the most. You have to hit the switches in a specific order to match the colors. Or sometimes, it’s a memory game.
Actually, the hardest part of Stage C is the trophy hidden in the floorboards. You have to use the Batmobile’s winch... wait, no, you can't get the Batmobile in here. You have to use the Explosive Gel on a very specific patch of floor that doesn't look as breakable as it should. Use Detective Mode. Seriously. If your screen isn't glowing blue 90% of the time you’re in this building, you’re doing it wrong.
Solving the Riddles
Riddles are different from trophies. You have to find an object and "scan" it (hold up on the D-pad for most controllers).
One of the riddles asks about a "rebel without a cause" or something similar. You’re looking for a poster of a classic movie. Another refers to the Joker’s "legacy." Look for the stuff left behind in the cells where the infected were kept.
"A visual artist with a sinister touch, his work was once admired, but now not so much."
This one points you toward a photo of Jack Ryder or some of the memorabilia from the earlier games. These aren't just filler; they provide a lot of the lore that connects Arkham Knight to Arkham Asylum. If you’re a fan of the series, these are actually more rewarding than the trophies because they fill in the blanks of what happened to the villains between games.
Breakable Objects: Jack-in-the-Boxes
Don't forget the breakables. In Panessa, they are Harley-themed jack-in-the-boxes. There are 15 of them. You don't get a trophy for each one, but you need to smash all of them to get the final "Riddler Secret" for the area.
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They make a faint laughing sound. If you're wearing headphones, you can actually hunt them by ear. Most are sitting on tables or tucked under desks in the offices. If you're at 20/21 and you're losing your mind, it's probably one single jack-in-the-box hidden behind a crate in the entrance hallway.
The "Secret" Entrance
A lot of people forget that the roof is accessible. You don't always have to walk through the front door. There are vents on the exterior that lead directly into the rafters of the soundstages. If you're struggling to find a way into a locked room, check the ceiling.
There's one trophy specifically that requires you to glide from a high point inside Stage B and hit three switches on the wall without touching the ground. This is where the "Glide Boost" and "Brapel" maneuvers come in handy. It’s a test of your mechanical skill, not just your puzzle-solving.
Actionable Steps for Completion
To get this done efficiently, follow this order:
- Clear the Story: Do not try to collect everything until after you have rescued Oracle and dealt with the Harley Quinn invasion. This ensures all gadgets are unlocked.
- Grab the Freeze Blast: It’s in the Panessa Studios quarantine zone, right near the cells. It is not marked on your map. You just have to pick it up.
- Interrogate Informants: Fly around Bleake Island and look for the guys glowing green. Beat up their friends, then interrogate them. This will put the riddler trophy panessa studios locations directly on your map. It’s way easier than hunting blind.
- Use Detective Mode Constantly: Walls that can be blown up or floors that can be broken will glow.
- Check the Vents: If a door is locked, there is 100% a vent nearby. Always.
Once you have all 21 items, the Panessa Studios section of your Riddler grid will turn gold. It’s one of the more satisfying areas to clear because it’s so condensed. No Batmobile races, no long-distance gliding—just Batman, some gadgets, and a bunch of green plastic trophies.
Go into the "Riddles" tab in your menu. Check which specific sub-section of the studios you're missing items from. Stage A, B, and C are listed separately. This tells you exactly which room to search so you aren't wandering the whole building for one missing box.
Check the "Quarantine Cells" first. People always miss the one in the back of the empty cell where the "Jokerized" patients were held. Use the Remote Hacking Device on the console near the cell door to get in. If you've done that, you're likely just one Batarang throw away from 100%.