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Give yourself a boost with the increased eject upgrade, and drive up to the very edge before ejecting, and glide to the opposite wall. Back at the Orphanage once more, find Catwoman and enter the new door marked Advanced Deathtraps. Eject and glide through to activate the first switch, lowering the drain further. Eventuallt the panel will start rotating, making it harder to figure out your location. To start, drive the batmobile up the small ramp on the side until you reach the small green panel. Note which traps you can disable and which ones you need to avoid to make things easier. Looking at Catwoman's numbers, Batman must hit the targets in the following order: 3, 1, 4, 5, 2. After all three laps are completed, activate the panel to find the right key. The numbers one character sees represent the order in which the character on the other side must hit the targets. After the charge passes through the first movable pipe, move Batman to the far right, but not on the panel just yet. Unless you decided to pursue the Riddler sighting back on Bleake Island before Ace Chemicals , this will be your first encounter with him. Since you have both characters in the fight now, you can swap between them at will to take on whoever you need to. As Catwoman, head to the chair and look for the key at the second to the right along the row closest to you. To win, you'll need to complete three laps in under the time limit, which means you'll need to be constantly looking out for which panels to open or close. What follows is a series of balancing platforms and blocks that you can activate or deactivate. The correct path for both characters is as follows:. Therefore, drive up, and activate the block under the ramp to make it stay, and then exit the Batmobile and walk to the green panel, and use the Remote Control to drive across to the other side. To solve it, hit the switches to rotate the green blocks to form a question mark facing down, and look on the outer rim mirror to find the dot. Orient Catwoman by the chair and then pick the closest one in the middle column. Stand on the switch, and make note of the red glow in the chamber. Drive off the ramp and quickly activate the block on the far side to land on. As you continue slowly along the path, more lights will be revealed for the other character. Go back to the Batmobile and pull yourself up, and then get to the winch point at Section 2. Here you will have to solve the classic "Guide the electrical charge to it's destination by moving pipes" puzzle, but with a twist. After the charge passes the middle, move Batman to join Catwoman on the left to watch the charge finish it's course. A few Riddler Bots will appear along an electric floor, so back up and take them down with help from the Batmobile. Once the Riddler has drained the pool somewhat, use the Batmobile Winch on the hook point above Section 1, and slowly rappel down with the Batmobile until you reach the first part of the moveable cylinder. On the loop, hang to the right side all the way through. Stepping on it will activate a block, but driving over the larger red panel further up will deactivate it. You'll need to alternate doing this several times before the next section, where rows of blocks will descend at an even pace, learn the timing and drive around them to get past to the next section. When you arrive in the room, note the three sections around the central drain, marked 1, 2, and 3. Return to the main panel to show which key for Catwoman is the right one. Then have Batman stand on the middle panel, and move Catwoman to the far left panel. Following this is several descending platforms you'll need to bring out, followed by a large area that requires a bit of wall driving and block navigating. As Catwoman, stand by the chair, and then look for the key on the second to the right in the middle row to find the correct key. On the final lap, you'll have even less control, so try and time the riddler's blockades, and go slow if you have to.{/INSERTKEYS}{/PARAGRAPH} When it goes through the bottom, have Batman join Catwoman on the panel to catch the charge going back. Rejoin the Batmobile and activate blocks to lower the ramp all the way down, and lock it in place. Next, you'll need to drive up again before ejecting, then swing a hard right turn to hit the opposite wall farther along. The room isn't finished quite yet, as the floor leading to the key is electrfied, requiring one character to stand on the panel nearby as the other goes to retrieve key. Once both characters stand on their panels, the floor will become electrified leading to another panel on the other side of the room. Right through the gate, take a right or left and then off a ramp. {PARAGRAPH}{INSERTKEYS}During Chapter 1, after locking up Poison Ivy , Aaron Cash mentions a suspicious looking man milling around the train yard. The next Batmobile themed challenge is found in the Northern section of Chinatown, around the corner from the bridge leading to Ace Chemicals. Riddler has set up a series of puzzles for Batman , as well as collectible trophies, destructible items, and riddles to solve. Once again, there are two seperate sections for each character, one that only Catwoman can get to by jumping to the ceiling. With the drain lowered further, head back up, and go back to Section 1. Complete all three laps to win, and the Riddler will present you with the solution to a room full of keys - one of which is the one Catwoman needs. As Catwoman, stand by the chair and pick out the second key from the right on the first row. Inside you'll find Catwoman , who cannot leave until you have solved the Riddler's 10 trials. Each of the three pads is pressure sensitive, and will only move the pipe up as far as the weight being applied to the panel. For all intents and purposes, only Batman can attack and block the blue ones, and only Catwoman can block and harm the red ones. In order to open up the gate, you'll need to solve a new riddle This one doesn't count towards the overall collectibles. Inside you'll find two seperate areas, one with a red switch and one with a blue switch. You'll need to use those same controls to override many of the gates during the race. Here, you'll have to raise one blockade, and find the diminishing safe ground before raising the next section. Lower yourself down to the second rotating section this time, and move left as far as you can until you reach the reserved parking spot again, and drive back up. This begins the most extensive and rewarding side mission in the game. Before they can, more Riddler Bots burst into the arena, only this time they have different colors: Red and Blue. For reference, Catwoman weighs enough to send a pipe to the bottom line, Batman weighs enough to send the pipe to the middle line, and both standing on the pad wil raise the pipe all the way up. As Catwoman orient yourself next to the chair, and look for the far left key on the row closest to you. Finally, you'll need to perform it once more, make the hard right, and then make another right to travel through a very dicey corridor - making sure to glide perfectly still - then take a right out of the corridor and glide down to the last panel. Once defeated, you'll be able to take on the first trial, if you haven't done it earlier. This race will require expert timing and speed in order to pass, so try and memorize every trap and turn. Return once more to the Orphanage and meet up with Catwoman, then enter the new door marked Intro to Physics. When you've activated both panels, more colored Riddler Bots will show up. Now go to Section 3, and drop down the now opened path all the way to the final row, and align the cylinder so that you can fly through the circle on the opposite side. Drive down to the second rotating cylinder part, and move to the side until you once again reach the reseved parking slot, and look across to find a sealed wall you can blast, and glide through it. Your only clue will be the large boad at the end of each room, with a lighted dot. Travel to the Elliott Memorial Hospital to find the entrance to the next race track - the Crushonator. Here you will need to avoid spinning blades the red or white ones are the only ones you can disable. Meanwhile the Riddler will introduce himself via a gang of Riddler Bots, mechanized enemies who are fairly resilient to defeat, but you'll be able to work with Catwoman in fighting them off. As the name implies, there's several blocks that will come down hard, and you can't always control them. Put Batman on the blue one and Catwoman on Red, then notice the flashing numbers on the wall between them. These paths are followed by a corridor with gaps on the floor, so ride the wall or make paths appear. As the race begins, open the first blockade and veer to the left so you can raise the second blockade without getting crushed. The race course features a long hallway with multiple doors more appear in quicker succesion on subsequent laps , followed by a branching path go left the first lap, right the second, and left the third. While hooked up, try to drive left, and instead the cylinder will rotate. Drive the Batmobile over to the ferry terminal on Miagani Island to find the final race course - Condamned. The final section will have more crushing blocks in a line, so again learn the timing to avoid driving under them, and stick the outsides when you can. Since one character needs to be standing on the raised panel, you will need to tag team out whenever there are bots of another color that need to be wiped out by your teammate. Either avoid or disable the traps along teh next section as you drive across the ceiling, and then quickly disable blockades as you go past. Return to the Pinkey Orphanage where you will be blocked by a puzzle. Keep rotating until you arrive in the "reserved parking", then look across to the other side to see a hole has opened up. After both sides are done, the Riddler will again unleash his Riddler Bots against you, thankfully letting you team up to defeat them fairly fast, and then be rewarded with another key for Catwoman. After the charge passes through the middle pipe, move Catwoman to the far right panel. That means whatever Catwoman sees on her panel is the path Batman should take, and vice-versa. Whether or not you decide to follow up on the Riddler sighting early in the game, Mental Blocked is a Riddler-themed race track. There's not too much Batmobile to play around with - instead it's all about ejecting from the Batmobile. Power the winch hook to light up the panel below to find the right key. The next lap has more spinning traps, requiring better turning, and better timing for the moving traps. You can also use the Dual-Takedown attack to take out a Bot regardless of its color. They will come in a few waves, so be sure to be ready to tap the prompt to switch partners when you need to swap out. Lookin at Batman's numbers, Catwoman must hit the targets in the following order: 1, 3, 5, 2, 4. As the Riddler drones on about the many rules you'll have to follow, you can either listen to all of them, or just press the prompt to hack the controls opening the gate. Then you must drive along the wall while disabling blockades to get to the other side, and disable more spinning traps. To guide the charge all the way, have Catwoman stand on the middle panel, and Batman on the left, and then start the charge. This finally ends with a long ramp leading to a platform below, which will require some alternating blocks with the other laps. After solving the riddle, meet up with Catwoman to explore a new door that has opened up.