Batman: Arkham Knight
113 Achievements
2,000
60.5-83h
The Chill in the Air
Complete the Crime Alley AR Challenge unharmed as Batman, Robin and Nightwing.
20
0.07%
How to unlock the The Chill in the Air achievement in Batman: Arkham Knight - Definitive Guide
This achievement is pretty straightforward, but quite tough. The most important part of pursuing this achievement is obviously not getting hit. If your health ever pops up in the top left corner of the screen during the fight, restart, because you've been hit. You can also see if you receive the "No Hit" bonus at the end of each round. If you don't, you should also reset as not to waste your time. And for a final check, you should receive the "Perfect Knight" bonus if you survived all four rounds without a scratch.
I have included some generic combat tips below.
Use Evade (+) often. It is very helpful and can be used to dodge the majority of the attacks thrown at you.
Countering () is essential as well, but be wary of the Blade Dodge Takedowns. They can be useful for quickly dispatching enemies, but they also leave you exposed for easy hits if you miss the button hold and releases. Use them at your own discretion.
Lavindathar recommends taking care of enemies in order of highest to lowest priority:
Medics, Guns, Shock Batons, Shields, and generic thugs
I would recommend taking out the Brutes first since they have a surprisingly quick attack that can throw you off guard, but they're also not too bad to leave until the very end.
In the latter two rounds, you will face Brutes that have either Blade, Electric, or Shield abilities. Make sure to use two Combat Takedowns (+ when combo meter is full) to efficiently take them out. According to Fooga, you can also hit the Brutes a few times with weapon pick ups and then KO them with a single Combat Takedown, instead of having to double up on them.
Some other helpful advice regarding the weapon pick ups and a few general combat tips can be found below.
Philip Andrews said:
The quickfire Batclaw/takedown is great too, not only can you pretty much teleport Batman with it, but he is also invincible during its animation. And another thing (too bad only for Batman) is to use the quickfire electrician (+*) on the stun baton guys, since this makes them basically blow up in their hands (though others can still pick them up) and can stun nearby enemies caught in the shockwave (made wave 2 a lot easier and faster to deal with).
And finally, there will be some guns scattered throughout the latter two rounds. Make sure to use Batman's Disarm ability (+) to dispose of them. If you're not able to get to them for a takedown, simply hit them with some Batarangs to knock them on their butts!
Here's a video of Lavindathar completing Crime Alley with Robin if you need some visual assistance.
This is my first solution, so please let me know if you have any other tips or you spot any mistakes in the comments. Thanks!
In this combat challenge, you'll go up against four increasingly difficult waves of enemies in the tight, close-quarters area of Crime Alley. The most important thing to keep in mind when working on this achievement with all three characters is that you can never get hit, not even once. After each round, the mini stats board should say "No Hits" if you managed to pull it off. If you don't see this, restart the challenge right away.
Combat tactics will vary from player to player, but it's worth keeping the following tips in mind while attempting this:
- Evade (A+A, also dubbed "leap frogging") the enemies often.
- Don't neglect countering (Y) enemies and be careful with Blade Dodge Takedowns; I avoided performing them all together as they're tricky to pull of.
- In the later rounds, save your Combat Takedowns (B+Y) for the Brutes; Street Brutes take one Takedown to knockout, while Militia Brutes require two takedowns.
- Make use of the quickfire Freeze Bomb (RT, RT) while playing as Batman since it automatically freezes a Brute for a good amount of time.
- Remember to use Batman's Disarm attack (Y+X) to break shields, stun batons, and firearms.
- Focus your attention on the Medic thugs first so that they can't continuously revive downed hostiles.
Batman's run, given all of his gadgets and basic familiarity, shouldn't be too hard to manage. On the flip side, Robin lacks several useful gadgets and special takedowns (such as the Disarm attack), making him a hassle to deal with. And while Nightwing plays somewhat similar to Batman, his movement is very finicky and he also lacks the Disarm attack.
Just remember to take it slow, evade often, and make sure you are receiving the "No Hits" bonus at the end of all four rounds!
1. It’s better not to hit shield warriors in a crowd with combos , because if you miss, they will 100% pull you in (in general, this applies to all special types of attacks - if you shoot a claw next to an electric one at a normal one, it will pull you in)
2. jumped over the big guy (before his attack), jump more, otherwise he will drag you
3. if you learn how to counterattack an enemy with a knife (yellow lightning), this will make the task much easier, because kills the enemy immediately
4. during a counterattack you have to squash as many times as there are enemies attacking
5. if you jump for a long time, then some enemies have counterattack icons and after completing the jump you can counterattack them (more suitable for round 4 in the theater)
6. although the trophies at first seem very difficult, they are passable, you should not try to take them in one day - your nerves are more expensive; At first it seemed to me that nothing changes from day to day, just as I couldn’t pass, I still can’t, but the skill still improves over time, so if you feel like you’re starting to make stupid mistakes, put it off until the next day, over time it will work out.
PS it’s all lies about Robin, I liked him the most, he’s just as bad as everyone else

Now let's get straight to the point. Playing as Batman and Nightwing, we have in our arsenal a very useful move with a hook pull ( + then ) I advise you to use it AS OFTEN AS POSSIBLE! Firstly, using it, you can very quickly move to different ends of the map, thus avoiding most of any attacks, while at the same time scoring combos for a combo move. By the way, it increases the counter not by one, but by as many as 2 hits at once!
Secondly, at the same time, you will disarm your enemies, snatching both firearms and knives from their hands! And enemies electrified by the doctor are not scary to us with this technique!
Thirdly, at the moment of impact this technique has a slight slowdown, during which you can even coordinate your further actions. You still need to use this technique carefully, alternating it with jumping over enemies.
Once you get the combo multiplier, knock out the thugs first (they are killed by two such combo moves), then the doctors, then the ninjas.
Also, in round 2, I discovered a little trick that will help when replaying rounds (and, believe me, there will be more than one or two of them). At the beginning of the round, a thug will run at you. We counterattack him, then immediately press stun and finish. As soon as you have scored a x5 multiplier, we use a combo technique against it( + ) Then we immediately stun him again and finish him off. At the same time, do not pay attention to the enemies - not one of them will have time to hit you if you do everything quickly and correctly! Works 100%! This way you will get rid of the thug at the very beginning and completing the 2nd round will become much easier.
Further, when playing as Robin (by the way, I advise you to either be the very first to knock him out or leave it for later as I did), his combat is quite different. And he doesn’t have this wonderful technique (LT+ then ) Or rather, there is a similar one, but using it is no longer so convenient and I used it only when necessary, for example, against enemies electrified by a medic. BUT when playing for him in rounds 3 and 4 there are no thugs at all!! This greatly simplifies the passage for him! After playing as Batman and Nightwing, playing as Robin gave me no problems at all.