Batman Arkham City
70 Achievements
1,500
40-50h
Feline Revenge
Obtain all 72 medals on the original Arkham City ranked maps (as Catwoman)
25
How to unlock the Feline Revenge achievement in Batman Arkham City - Definitive Guide
Even though it might be simple if you aren't getting enough points in a combat challenge focus on just doing beatdowns, evades (if a knife or door is about to get you), stuns, and counters. Found out it's much more likely to get more points as opposed to doing a bunch of cool moves in a combo.
Of course the real challenges are the predator challenges. I've found a few good methods of doing the extreme ones.
(These aren't the fastest ways but I find them rather safe)
Meltdown Mayhem (EXTREME): I found that the glass takedown is the most important one (also the most annoying since you can't you the guy in the room beneath you because he wont get close enough to the window) so jump to the furthest vantage point and wait for the thug to move so that you can jump over him. You should be right by an open vent, a window, and a thug blissfully unaware of you. Takedown the thug through the window then leg it into the vent. Don't stay by the vent because those grenades bloody hurt (I hop unto the ledge in that room), then when the coast is clear go back out through the right vent and exit the room with the unconscious thug, go to the railing and "climb down" crawl up to beneath the thug with the sniper rifle and do a takedown hen you think you can get away with it. Move away from the body enough so that the words, "Thugs will check...unconscious body...etc." They shouldn't see you hanging from the ceiling, make your way over the gratings over by the furnace and just chill in one until a thug comes by and take him out. Wing it from there.
Police Brutality (EXTREME) This map isn't very tricky it's just bloody annoying. You're not allowed to take any damage so be ready to restart it a few times. You're going to want to take out the jammer first unless you're so good at the game being blind wont hinder you (if you were you wouldn't be reading this would you?) Jump to the vantage point on the left. From here you can see the guy with the backpack jammer coming up the stairs centre of the room). Once he turns away from you leap across the room and perform a silent takedown on him. Immediately hop up to the right and get to the vantage point. TAKE YOUR TIME! Take them out silently (don't use the knock smash) until only two remain. One of them is going to take a hostage. Sneak up to the one that isn't holding the hostage and disarm him (make sure you do it from the back because otherwise he can shoot you and you wont get the medal, so very tragic) lastly sneak up behind the hostage taker and perform the knock out smash. Fun stuff.
Natural Selection (EXTREME): This one is, dare I say it, not all that tough if you get the wall take down first. Wait until the guard coming down the stairs to your right goes right then full out sprint to the left (obviously leave the little room you're in). You'll be in a room with a long grating, go right and hop into the open vent. Go to the second breakable wall and wait for the guard. Do the takedown then run back into the vent. Take out the guards however you wish, just remember to eventually get the sniper (you can do the beatdown on him if no one is near, takes a few seconds though, safest route would be to whip pull or ledge takedown him) get the beatdown and pounce medal at some point but it's really easy to get them.
End of the Line (EXTREME): You're not going to like this one...Sprint to the train on the right then sprint to the right, don't worry about the sniper, make a left and run until you get to the grating, hop in then wait at the furthest part of it. The guard with the backpack jammer will admire the Santa Prisca poster then come your way. Do a takedown as soon as you can then leg it into the open vent. Watch the people who investigate the body and when the coast is clear go into the train the other end of the vent is facing, go right, exit the cabin and look up, there's a large opening in the ceiling, grapple up to it. In this room is a sniper who would normally be a huge pain to deal with but just trip him with the whip and finish him off. Two medals down. The good news is that you're safe in this room or that vent. The bad news is that the last medal is a finicky thing. I kept waiting until I saw what looked like two people might converge and I got to the ledge and did the double takedown. Push that button as soon as it says double takedown otherwise you'll takedown one of them and the other one will play count the bullets with you. Patience and luck is how you'll get the medal.
Lost City (EXTREME): Lots of waiting around on this one. From the gargoyle right in front of you, go to the one furthest to your right. Hop over the armoured guard (to your right) and go down the stairs enough so that you can leap to the ceiling. From there position yourself so you're right under the guard protecting the elevator and do a takedown on him. As soon as you do move towards the globe and way from that body. Look around, there should be four armoured guards. They have to go. You can use the ceiling takedown on all of them but it gets rather tricky to avoid the bodies while crawling about. I'd recommend getting three of them this way and getting the forth by a trip whip takedown. You should be left with four unarmoured guards with punchable faces. Get to a gargoyle (if you haven't already) and scout, wait for one of them to wander off away from the others then punch him once. Anymore and his mates are sure to come along and shoot you. After you hit him once really quick hop to a gargoyle and escape. No one should shoot at you. Do that two more times on different guards. Silent takedown the guards now, do a knochout if you get the chance or do it on the last guy with the hostage.
Top of the World (EXTREME): Right, this one test your patience for sure. Make your way up to the gargoyle above you. Whip to the gargoyle on the right and look down. There's a room. Hop off the gargoyle grapple to the room (or whatever it's called when Catwoman does it) go into the vent. Select the caltrops and as exit the vent look at the pile of boxes half way between you and the balcony, aim at the left corner of it and wait fr the riddler to speak. When he does, toss those suckers. A guard is going to come patrolling by once he steps on the caltrops do the finisher and sprint back into the vent. Here's the none fun part. Go back and grapple up to the gargoyle you were on. Grapple over two gargoyles to the right (it's Catwoman's left as she's standing on the gargoyle) again another little room which you grapple to. This vent is much more useful. Leave the backpack jammer alone, when the cost is clear sneak up on a guy (I wouldn't recommend going up to the highest ledge in the room because you'll never know when it is safe to come down) and silently take him down. When you're sure only the backpack jammer remains do the beatdown on him.
Sorry there's no videos, hope this helps with getting this achievement. Have a nice day.
But its good to have more than one solution to the tougher achievements like this one for people who are having extra trouble.
COMBAT CHALLENGES:
Batman has force and excellent resources in all the gadgets and disarming moves at his disposal, so switching to catwoman on the fly might be difficult for some people. I suggest doing all the catwoman combat missions separate from the Batman ones as a result.
Catwoman's combat playstyle is about using your acrobatic moves and keeping the thugs off of you. The "A+X" special move is absolutely crucial in nearly every situation.
Here are your core moves:
Strike "X"
Counter "Y"
Whiplash "A+X"
Instant Takedown "B+Y"
Beat Down "B, X, X, X, ..."
With these core moves you can 3-star any basic challenge against infantry-class enemies. The MOST IMPORTANT thing if your combo.
Variation:
This many moves used in one flowing combo will give you variation x5 for a meager 250 points (I believe). If you add-in a regular stun "B" and a Re-Direct "A, A" then it climbs to x7 for 1000 points. Add a knife takedown and an aerial attack and you have a huge amount of extra points at the end of the round.
Other moves:
Whip Trip- "B+A"--useful but I often forget to use it because its not necessary.
Aerial Attack- "B, A, A"- Use this to take away shields because when used against a shield-carrying enemy you become invulnerable during the animation...You are NOT invulnerable when you use this against an infantry-class enemy (who is not carrying a shield).
Ground Pound- "Rt+Y"- Incredibly risky but gives a lot of points--don't even try this unless you only have a few people left and have separated one enemy from the rest. This is the number 1 combo-breaker in the game so be careful.
Ultra-stun- "B, B, B"- very useful and with a huge area of effect. Use it if you remember.
Gadgets:
Catwoman has three gadgets--and there is no reason not to use at least 2 of them every round. Using one gadget gives you an extra 250 points and using 2 gives you 500 points--which is the same bonus from finishing the round without getting hurt! Using all three is a free 1000 points--and here is the best part--they don't even have to be in one combo! If you lose your combo for some reason, you might as well just use all three gadgets for a free 1000 points. You never NEED to do this but its a free 1000 points so if you get the chance you may as well...its only three moves.
-Quick Whip "Lt+Y": use your quick whip after a "Whiplash" combo move because it is reliable at a distance and you will always have time to recover and counter your next foe's attack without losing your combo.
-Quick Bolas "Lt+X": Use this second because it is even quicker--so you can use it without needing to clear the immediate area with Whiplash.
-Quick Caltrops "Lt+B": this is a gadget that might ruin your combo accidentally. It trips up enemies who come near them for a little while--and if that enemy has started to attack you, you might go to counter them just to have them tripped by the caltrops--which will register as a missed counter and your combo will be ruined. I suggest either throwing these at a far-away enemy or only if you've lost your combo already.
But the MAIN thing you want to do is keep your combo--and the way to do this is to not get ahead of yourself and use that Whiplash move to keep your space and to buy you time to think.
A good way to get into the right mindset each round is to start with a counter--wait for your enemy to approach and react appropriately. I find that if I start too aggressively I lose my combo from getting too hotheaded. My highest combo in one round is x83 so I feel my method works :)
From here you want to start striking with X, then counter when appropriate. As soon as you get the special combo move, use "A+X" to get some room and buy some time. The reason you don't want to perform an instant takedown is because A+X doesn't remove an enemy from the round--but it increases your combo multiplier. The instant takedowns should be left for later in the round when you have a much larger multiplier to take advantage of their boosted point values.
From here I typically use a gadget. Catwoman only has three and using all of them in one round (and not necessarily one combo) gets you an extra 1000 points. If you use the whip "Lt+Y" or the bolas "Lt+X" you will always have time to counter your next enemy's incoming attack--the caltrops are not a good idea.
Repeat your moves until you can use the other of your main gadgets or an instant takedown.
You want to end the match with one or 2 beat-downs. Beatdowns are worth 50 points just like an instant takedown, but Beatdowns have the special distinction of being able to raise your combo by extra. If you perform an instant takedown your combo meter will rise by x1...a beatdown could have it raised by x3 or even x8! That is an extra 100 - 350 points!
Similarly, getting a blade takedown late in the match is grants incredible point bonuses! EDIT: but watch-out, its a high-risk, high-rewards move that could destroy your combo if you misjudge the timing. (Thank you Punderstatement)
Point Values:
Strike- 10 pts
Counter- 10 pts
Beatdown finisher- 50 pts
Instant takedown- 50 pts
Ground pound takedown- 75 pts
Blade dodge takedown- 100 pts
Aerial Attack- 25 pts
Titan Takedown- 100 pts
Enemy Specifics:
-Shield-carriers: Need to be attacked with the Aerial attack. If you aerial attack a shield carrier you will be invulnerable during the animation. They cannot be countered.
-Stunrod guys: Need to be attacked from behind. Redirect "A, A" then strike once or twice, or you can stun then do the same without going into an aerial attack. You can't aerial attack a guy with a stunrod. You ALSO cannot quickwhip a stunrod carrier and this will end your combo. Be careful.
-Armored thugs: you cannot strike an armored thug or else your combo will end. You can counter their attacks without breaking your combo, but you need to stun them before yous trike them--and then you might as well use a beat-down (if another enemy gets close you may have to counter them midway through, but your combo will have risen a lot by just hitting these guys!). these are more of a blessing in disguise--they're not hard to beat and they can increase your multiplier by A LOT.
-Blade-carriers: treat these as a normal enemy, but instead of countering them, do the blade instant takedown by holding Y and back on the stick, then releasing Y during subsequent slashes. NOTE: assassins' strikes are closer together and there are four of them rather than 3. The blade instant takedown is 100 points, so get it when your combo is high.
-Lieutenants: These guys are annoying and should be taken-out first. The easiest way of doing this is by jumping over them with "A, A", strike twice, then jump over again and repeat. You are invulnerable while jumping, it keeps your combo up (even if you do it constantly), and it resets enemy attacks--so even if they had initiated a strike against you, it will never hit you if you "A, A" in time. They are also stunned by your Whiplash move so use this to your advantage.
-Titans: Catwoman cannot ride titans...learned this the hard way. Use ultra-stun, then do the same thing as the lieutenants. Remember to ultrastun every once in a while to keep them from getting you.
Any questions? Ask me!
PREDATOR CHALLENGES:
Punderstatement had a pretty good method but I posted some videos anyway because sometimes it is easier to watch.
For challenges that require caltrops, I usually had trouble getting wary guards to trip themselves. I found that if you throw them directly behind a guy he will usually hear them and turn around to check on it, but the turning counts as walking over them so he will fall down.
As far as "End of the Line (EXTREME)" goes you need a lot of luck and even then you need even more luck. It took me 17 consecutive tries to get things to work out right, and even then I had to improvise. Watch the video and take the thugs down methodically. The reason you take that first thug down right off the bat is so you can kite the enemies to that area so you can take that annoying sniper out early. Then take the enemies out in whatever way you like and when there are three or so left, use a silent takedown on a thug near a ledge so that two thugs will go to that spot. You then hang over the ledge and do the double takedown you need. REMEMBER that you can't use a silent takedown on an armored thug.
All Predator Maps With CatWoman
Still uploading at this time. give me time they will all be here very soon
Click Here For all the playlist for batman
http://www.youtube.com/playlist?list=PLEA2B5EC6B00FD5B2&...
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Ok....after watching all the youtube videos and realizing that I am not that good, I found a cheap-@$$ way to beat Funhouse Brawl (Extreme)
Knowing that you are invincible while "aerial attacking" (B-A-A) guys holding shields, and jumping over thugs....here we go..
For round 1, try to get at least 2 beatdowns, and finish with a ground pound....finishing with at least 2500+ is a good start
For round 2, this is where it gets kinda cheap, and its a great level to practice because you WILL DEFINITELY need it for round 4......just keep jumping over the Lieutenant, you can take some pop shots, and "aerial attack" the "shield-guy(s)" when its clear, but the Lieutenant and the Titan will help you clean house...try to finish with AT LEAST 15,000 points
For round 3, this is where you will start to make up points....just jump and strike and ONLY use "take-downs" on the two armored thugs, feel free to use the (X+A), and the (A+B) for everyone else, if you finish with at least between 50,000-60,000, you are in GREAT shape!!
For round 4, this is where jumping over the Lieutenant becomes a necessity, it WILL take longer, but you can hit the Lieutenant enough to build up a combo, and use take-downs to make it go faster, then go back to jumping over the Lieutenant, and the awesome part is? You never lose your combo!! With the 2 Titans hitting each other, the Lieutenant, and other thugs, you should finish with no problems!!
For the combat challenges, use the same basic strategies that you used for Batman. The main differences with Catwoman are that she is much faster than Batman (helpful in the combat challenges) and that she has a more limited move set (not so helpful in the predator challenges). Of course, the predator challenge medal requirements are different, even though the maps are the same. The requirements can be seen by pushing at any time during the challenge. As with Batman’s predator challenges, patience is your best friend.
Below is Catwoman’s moves list.
+ or hold + - Whip Disarm
+ - Caltrops
+ - Bolas
+ or hold + - Whip Trip
Note: The challenges that you have to do for the trophy are the same ones that you had to do as Batman. The following challenges DO NOT count for the trophy. Any medals that you get in them will not matter.
- The Joker's Carnival
- Iceberg Lounge VIP Room
- Black Mask
- Freight Train
- Wayne Manor Armory
- Wayne Manor Main Hall
- The Batcave
Catwoman's challenges are fairly similar to Batman's and are done on all the same maps. See this thread for videos.
Catwoman's challenges are fairly similar to Batman's and are done on all the same maps. See this thread for videos.
Catwoman's challenges are fairly similar to Batman's and are done on all the same maps. See this thread for videos.