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The objective here as the Riddler states is to guide an electric charge through the maze of pipes to it's destination. When the elevator comes to a halt, drive out to obtain a code which allows you to interact with objects in these riddles. Unlike the previous ones, these are colour coded to show which character can attack them safely blue for Batman, red for Catwoman. After the final pad is pressed, return to the board near the entrance and step on the now lit pad there to light it up for the usual Catwoman key selection malarky. Unfortunately, things aren't as simple as just waltzing in and finding her. Yeah, didn't think so. From here aim your floating form towards the pad on the wall ahead and adjust your flight path using the RS so that you slam into it. The idea here is to use your Batmobile's eject to gain height and momentum and then glide your way to the wall mounted pressure pads. These swaps need to be timed carefully to prevent the reappearing hazards from destroying the Batmobile. This shape unlike the first, is easy to work out the location of the key in. After a brief one sided chat with Catwoman, enter the Numeracy door. Look carefully at the circular panel in the center of the room to see that it is in fact, pieces of a question mark shape. Drive across town and into the waiting Riddler-vator to hear the usual mocking welcome message. When you descend into this trial, you'll find yourself at the start of another race course. The main thing here is memorization. Drive the Batmobile towards the barrier at the end and then eject, entering a glide when you reach the peak of your ascent. Note that the three question marks on the wire mesh leading deeper into the orphanage have lit up as well, acting as switches for each ring of the central panel. Time your activation carefully so you don't fall through the gaps and cross to the other side. Once that's over, you can leave the orphanage as Batman. Use the first lap or two to memorize the positions where you can trigger these changes don't remain on the red glowing tiles or you will die when you flip the obstacles. The nearby door will shoot open, allowing you through to a more open area beyond with a set of bollards blocking your path. Sound easy? Make sure the riddle blockade is extended from the opposite wall it should be unless you've activated it again after the crossing. Why is this useful? Stand Batman on the blue one this colour is used to represent him from now on by the Riddler, while red is used for Catwoman and Catwoman on the other. After that is a brief timed squasher, followed by a large triggered obstacle. This sequence shows the order in which you will need to hit the question marks for the character on the other side of the bars I. Don't worry if this sounds complicated at first, do a couple of drives around the Riddler's track and you'll get the hang of it. Drop down on to the second tilting platform and then reverse so that it tilts backwards and you roll onto a small ledge next to it. Remembering where safe trigger points are located will get you through this. The Riddler will inform you of the rules to his little party if you deign to listen. Just keep attempting it until the track is engraved into your mind and you should get through it. You'll spot three Riddler pressure pads on the walls around the room. The last pad requires to to perfect the turn from the last pad, losing little to no height by the time you reach it's position so you can enter the tube to the right of the second pressure pad. Stop the Batmobile just past the small Riddler pressure pad and eject out of it. The second pad to the right is far trickier as you need to eject, then immediately enter a glide and make a sweeping turn around the corner without colliding or losing too much height or else you won't be high enough to connect with the pad at the far end. Walk over to the key cabinet afterwards as Catwoman and obtain your next key. One key down, more to go. This one has a smallish section of grey tiles you can safely trigger the obstacle from, so look for it. Think of this 'puzzle' as an obstacle race. Swap to battle mode and glide up the ramp to the left of the board, crossing over the thin narrow bridge. At the bottom, roll out of the elevator and follow the tunnel until another Riddler message flashes into life, informing you of the goal of this puzzle: providing power to a board next to the screen Riddler is talking from. One down, many more to go folks. In the inital wave there will only be one blue Riddler bot, so you should be able to easily dodge him while disposing of the others, bringing in the bat to deal the final blow. When complete, the question mark shape should face towards the wire mesh as in the top of the question mark should face this way. Hazards in the course will be a blue green colour or red. Most people will be able to immediately guess what is meant when the Riddler says the word "reflection" but finding something this relates to may not be so obvious on first glance. Remember that counters won't work against the opposing colour robots, so focus on your dodges to avoid their attacks. When the cage walls come down around you, you will spot a number sequence that appears above the lit question marks in front of you. Carefully move around the path to find a grab point for the power winch which provides power to the elevator you are on when you rev the engine. Following the diagram, it is on the side closest to the Riddler screen in the orphanage. You will need to use this ability in rapid succession as you pass obstacles to remove the next one in your path. On the far wall, you'll see a series of tubes with three pressure pads on the floor in front of them. Hope your racing reflexes are ready once more for another course of death defying mayhem. You'll also notice that the question mark is missing it's dot and is unable to be scanned at this point. Throw batarangs at the dots of the lit question marks to rotate the layers. The first course is pretty easy overall and a good tutorial for getting used to your new Batmobile. Note the metal floor panels underfoot as they will shortly be electrified later in the puzzle. This time, some of the obstacles will be under your control, while others won't be. Another set of timed squashers similar to the one just before is next, followed by another large triggered obstacle with the grey tiles. From this vantage point, you'll see two Riddler barriers you can interact with to make a path across the gap to the other side of the room. Head back to the Orphanage on Miagani Island and rejoin Catwoman inside. Back up against the wall as much as you can and then floor the accelerator and trigger the afterburner to make it across the gap to the far side. In the initial section, you will need to circle around to the sides where there are no tiles before activating the next obstacle. So be careful about the timed obstacles as they can lead to a very squishy death. Once Batman is out of the Batmobile, walk him over to the small pressure pad and then have him take remote control of the Batmobile. So pressing B the first time may make a red hazard vanish and a blue green one appear further ahead. The tilting platform should be locked in place if it isn't, you'll need to adjust Batman to make sure it is , allowing you to drive the Batmobile up it to the ledge above. Roll into the marked garage in the Batmobile and descend into the depths of the Earth as Eddie Nigma aka the Riddler informs you of his fiendish plans Looks like he wants to have another battle of wits to show you that he is your intellectual superior. This will take you across to the other side of the room where the third and final pad is waiting for you to connect with it. After successfully guiding the spark to the end of the pipe, the Riddler pad that was unlit before will light up and you'll be able to step on it as Batman. Drive or glide your way across the City to arrive at the Orphanage where Catwoman is waiting. You need to stand in a specific spot about a meter away and slightly to the right of the bottom of the question mark where you can use the reflection of a light as the missing dot and scan in the complete question mark. After another elevator ride and the inevitable condescension from the Riddler, you'll roll out a little way to a small area with watery streams below. After completing this simple task, you will need to deal with a swarm of simple Riddler bot enemies they act similarly to basic thugs , just pound away at them and they will soon disintegrate. The first one is fairly easy and acts as a practice for the others. You'll see two pressure pads on opposite sides of the room. After the brief conversation, enter the glowing door to the intro to physics room. Nope, you have to solve a riddle first to reach her. The second wave has four reds and two blues, so take control of Catwoman again to engage them.{/INSERTKEYS}{/PARAGRAPH} When you complete your third lap, eject from the Batmobile and stand on the pressure pad near the start line. Make sure to pick the one closest to the Riddler's screen in the Orphanage and you should be fine. Collect it as Catwoman to finish off this Riddle. When you do, the electrified floor will deactivate, allowing Catwoman to approach the key container. That's the practice over, now it's on to the real deal where some skill is required. Is it just me or is that ladybug with the eyes in the entry hallway creepy as hell? This may take a few attempts to emerge triumphant. One straight ahead, one around the corner to the right and another on the wall behind everything on the left side. {PARAGRAPH}{INSERTKEYS}Welcome to the Riddler's revenge folks. The main issue here is moving the car into a safe position to trigger the next obstacle without crushing yourself. It may take a few tries I definitely took a few before you are finally able to slam into the troublesome pad. Round the corner for another grey tiles obstacle and then multiple timed crushers you will have to dodge past to survive. After descending in the elevator, resume control of Batman once again and move him over to the pressure plate in front of the Riddler screen to light up the board showing the key location for Catwoman in the orphanage. And they only get harder. Pressing the button again will make the red hazard reappear and the blue green one vanish. Once you have completed the laps successfully, Eddie will send you on your way revealing the real intentions of the course as you ascend the elevator shaft. Once you have, the wire mesh will be raised and you can join Catwoman inside. When she does, a swarm of Riddler bots will emerge from the walls.