batman arkham city fuse box steel mill you must charge batarang in electic field, which is shown as flashes between two steel beams. just fly batarang through it and then to the fuse box $18.00
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you must charge batarang in electic field, which is shown as flashes between two steel beams. just fly batarang through it and then to the fuse box In the part where you have to use Mr. Freeze ice grenade to create platforms to walk on across the water. You eventually come to a part where there is a fuse box behind a .
You need to charge the batarang with electricity, so let it fly through those sparks a bit ahead, then turn around and hit the fuse box. The Batarang will start flying back towards Batman, though you need to fly with it through the grates on the right #1. Afterwards turn slightly to the right and make it hit the fuse box #2. If you have done everything properly, you . From this vantage, it's easier to just use the Line Launcher to cross the water and hop up to the other platform. A massive mechanical object obstructs your path, but a fuse box . Use your Batclaw to open the hatch left of these bars, then pilot a remote Batarang to the north and look for an electricity arc over the water. Bring the electrified Batarang back through the.
Try to hit it nearer the middle/upper region. The game tends to not recognize the hit if it's not directly centered for some reason. I don't remember the game letting me know that I actually .
Eventually you should hit the fuse box at the end of the corridor #2. Note that the grate that has been blocking access to the Trophy is now raised #1 . Head there and collect your prize #2 . Is it the one where you need to open up a watertight door, by hitting the fusebox with a Remote Control baterang?
you must charge batarang in electic field, which is shown as flashes between two steel beams. just fly batarang through it and then to the fuse box
In the part where you have to use Mr. Freeze ice grenade to create platforms to walk on across the water. You eventually come to a part where there is a fuse box behind a gate fence. How do you.
You need to charge the batarang with electricity, so let it fly through those sparks a bit ahead, then turn around and hit the fuse box. The Batarang will start flying back towards Batman, though you need to fly with it through the grates on the right #1. Afterwards turn slightly to the right and make it hit the fuse box #2. If you have done everything properly, you should unlock the further passage.
This is the walkthrough for the Steel Mill level of Batman: Arkham City. In this chapter, Batman infiltrates the Joker's Arkham City Headquarters, saves a doctor, beats up a hammer-wielding freak and.well, let's not ruin the ending just yet! From this vantage, it's easier to just use the Line Launcher to cross the water and hop up to the other platform. A massive mechanical object obstructs your path, but a fuse box to the left is.
Use your Batclaw to open the hatch left of these bars, then pilot a remote Batarang to the north and look for an electricity arc over the water. Bring the electrified Batarang back through the.Try to hit it nearer the middle/upper region. The game tends to not recognize the hit if it's not directly centered for some reason. I don't remember the game letting me know that I actually hit it.
Eventually you should hit the fuse box at the end of the corridor #2. Note that the grate that has been blocking access to the Trophy is now raised #1 . Head there and collect your prize #2 . Is it the one where you need to open up a watertight door, by hitting the fusebox with a Remote Control baterang?you must charge batarang in electic field, which is shown as flashes between two steel beams. just fly batarang through it and then to the fuse box
In the part where you have to use Mr. Freeze ice grenade to create platforms to walk on across the water. You eventually come to a part where there is a fuse box behind a gate fence. How do you.
You need to charge the batarang with electricity, so let it fly through those sparks a bit ahead, then turn around and hit the fuse box. The Batarang will start flying back towards Batman, though you need to fly with it through the grates on the right #1. Afterwards turn slightly to the right and make it hit the fuse box #2. If you have done everything properly, you should unlock the further passage.
This is the walkthrough for the Steel Mill level of Batman: Arkham City. In this chapter, Batman infiltrates the Joker's Arkham City Headquarters, saves a doctor, beats up a hammer-wielding freak and.well, let's not ruin the ending just yet! From this vantage, it's easier to just use the Line Launcher to cross the water and hop up to the other platform. A massive mechanical object obstructs your path, but a fuse box to the left is.
Use your Batclaw to open the hatch left of these bars, then pilot a remote Batarang to the north and look for an electricity arc over the water. Bring the electrified Batarang back through the.Try to hit it nearer the middle/upper region. The game tends to not recognize the hit if it's not directly centered for some reason. I don't remember the game letting me know that I actually hit it. Eventually you should hit the fuse box at the end of the corridor #2. Note that the grate that has been blocking access to the Trophy is now raised #1 . Head there and collect your prize #2 .
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