Occupy Gotham

MOST WANTED: Occupy Gotham

 

 

BLEAKE ISLAND

 

 

 

Objective: Neutralize the militia watchtowers controlling the skies of Gotham

 

Militia watchtowers are scattered all over the city (becoming available after Mission 10 – Infiltrating Stagg Airships). These can be easily detected with detective vision by looking for large groups of enemies on upper levels of buildings surrounded by glowing red lights coming from automated sentry guns (seen best with regular vision).

 

While the enemies you will face will vary depending on location and story unlock point (some watchtowers unlock later than others), the overall strategy is the same for each. Takedown or otherwise eliminate all the enemies surrounding a central control box. Once the area is clear, use the Explosive Spray to destroy the control box and the sentry guns along with it, making the skyline that much safer for nocturnal gliding.

 

Enemies:

6 armed militia (1 controlling a drone)

2 armed medics

Note: You can use the Remote Hacking Tool to take control of the drone – forcing it to attack some of the other enemies, making your job easier. Use the Disruptor beforehand and smoke bombs in a pinch to deal with the armed enemies.

 

 

 

Enemies:

2 unarmed militia

Note: A simple Fear takedown through the wall will allow you to take down both men without any issues, although you can always beat them into submission instead.

 

 

 

Becomes available after completing Mission 22 – The Siege Of GCPD

 

Enemies:

2 armed militia (1 controlling a drone)

2 armed optic camouflage militia

1 mini-gunner militia

Note: Be wary of the two camouflaged militia wandering around as they can spot you without you noticing them. Try and use the drone to your advantage here if you can get close enough to hack it successfully. The good news is that even if you bungle the attempt, the low number of total enemies may allow you to get away with a non-stealthy beatdown (see the vid for my screwed up attempt, drone hack didn't go to plan).

 

 

 

Becomes available after completing Mission 22 – The Siege Of GCPD

 

Enemies:

2 multi-type bruisers (electric fists, shield and blades)

2 ninjas

2 armed militia

2 unarmed militia

Note: Standing above the balcony looking down on the armed militia below, you should be able to use the Disruptor to neutralize at least three of their weapons, followed up by using the Remote Hacking Device to disable the sentry gun on the wall above them for 60 seconds, allowing you time for your assault. You will need to be fairly good at dealing with multiple enemy types here to survive the onslaught (the changing multi-type bruisers especially), make good use of that dodge button to avoid the worst strikes. Make sure to stop fighting and reapply your blinding to the sentry gun's optics if the remaining time gets too low. There's no downside to stopping the fight temporarily as enemies don't regain health.

 

MIAGANI ISLAND

 

 

 

Enemies:

1 bruiser

5 unarmed militia (1 pipe)

Note: Glide down onto the top of the building from a higher start point to avoid the sentry guns on the side of the building. The only real threat in this fight is the bruiser, make sure to focus on him first if you can (especially if you pick up one of the dropped militia's melee weapons to brain the bruiser with). Counter the weak incoming strikes of the other militia enemies while keeping up the beatdown on the bruiser. Afterwards, simply mop up the remaining enemies.

 

 

 

Enemies:

2 bruisers

4 ninjas

5 unarmed militia (2 cattle prods)

Note: This watchtower has two control boxes: one unguarded on the upper level that you should disable before fighting below, while the other is on the lower level amongst the enemy group. While none of the enemies have ranged weapons, the enemy mix can still pose problems, especially if you don't deal with the bruisers and/ or are not good at countering and dodging ninja attacks. As usual, focus on bringing down the bruisers first, quick-firing your Remote Electrical Charge gun (LT + B/ Circle) at any onrushing enemies who try to attack during your gentle ministrations to the bruisers. The charge will knock back any of the enemies in the fight and temporarily short circuit enemies armed with cattle prods. A win-win. Once the bruisers are down, you'll need to concentrate on both the ninjas and the cattle prod militia. Dodge over the cattle prod enemies or use the REC gun to avoid them while you counter and dodge the ninjas attacks, retaliating after a successful evasion/ counter. After that, just keep the cattle prod militia short circuited while you pound them to a pulp. It may take a few tries, but you should get there in the end.

 

 

 

Enemies:

5 armed militia

Note: This area has a couple of mines (which you can use the Disruptor on if you have the appropriate upgrade) and a gun box if you want to trap them in advance. The main thing here is to use the Remote Hacking Device to blind the sentry gun overlooking the area (directly down on to the control panel). Aside from that, the small number of armed enemies should pose little threat. Use your smoke bomb if things get hairy and take advantage of your quick fire weapons if an enemy is shooting at you from range.

 

 

 

Enemies:

2 sentry guns

Note: All this one requires is one well timed glide to land between both sentry guns when they aren't looking toward each other to disable them. Screw it up however and you'll be filled full of lead.

 

 

 

Enemies:

1 blade bruiser

5 unarmed militia

1 medic

Note: This is another watchtower with two control panels. Make sure to destroy the upper one before attempting to deal with the enemies on the lower level. A gun box in the middle of the lower area can be trapped for delayed amusement, as well as the medic's healing pack (if you have the required upgrade). After the preparations are complete, simply drop down and engage the enemy, dealing with the medic (if you didn't trap him earlier) and the bruiser first in typical bombastic fashion.

 

 

 

Enemies:

1 shield bruiser

1 ninja

6 unarmed militia

1 medic

Note: There are two gun boxes you can disable with the Disruptor, as well as a medic's healing pack if you wish before triggering the fight. Despite the variety of enemies, they are fairly easy to deal with, keep an eye out for thrown items and the lone ninja during the fight though, as they can be unexpectedly annoying if they blindside you. As usual, stick to the order of priority (medic, bruiser, ninjas and finally regular militia) as the fight progresses.

 

 

 

Enemies:

3 mini-gunner militia

4 armed militia

Note: This one is a particularly tricky watchtower as it has multiple powerful enemies and one of the enemies guarding the control box has a detective vision jammer (making enemy detection much more difficult). Make sure to use your Disruptor before engaging the armed enemies below in combat as taking on several armed militia while trying to bring down a mini-gunner will probably end badly. You'll also want to use stealth as much as you can here (despite being unable to use detective vision) to eliminate the armed militia enemies before focusing on taking down the mini-gunners one at a time. Take the time to scope out the situation and layout to try and spot the enemy with the jammer and attempt to bring him down first to make your task easier.

 

 

 

Becomes available after completing Mission 22 – The Siege Of GCPD

 

Enemies:

5 armed militia (1 controlling drone)

Note: If you can, rig the drone with the Disruptor as well as disabling a couple of enemy guns (or gun boxes), you'll be in good stead for this attack. Glide down and use the railing around the central area to block you from sight as you take down the enemies scattered about.

 

FOUNDER'S ISLAND

 

IMPORTANT NOTE: One of the Founder's Island watchtowers is taken out during Mission 10 – Infiltrating Stagg Airships (the section before you actually reach the airships), so therefore is not listed here. Hence, the 8 shown below out of 9.

 

 

 

Enemies:

1 armed militia

4 unarmed militia

Note: The enemies are standing on the top of a small square area close together. You can use this to your advantage by grappling up to the edge of the area (hanging from it) and initiating a Fear takedown, aiming for the armed enemy as part of the attack. Afterwards just deal with the remaining one or two unarmed opponents.

 

 

 

Enemies:

7 unarmed militia (1 shield)

2 medics

Note: If you can, use the Disruptor on the medics healing packs to make this fight shorter. Concentrate on the medics first to prevent constant revivals, then take out the shield bearing enemy (B + AA + X/ Circle + XX + Square). After that, removing the remaining militia should be a piece of cake.

 

 

 

Enemies:

2 ninjas

4 unarmed militia

Note: This area has a couple of approaches, you can either initiate a Fear takedown from the ledges or swoop down from above and take the enemies on. The ninjas are the only real danger here. Just pay attention to their counter prompts (and avoid their blade attacks) to make fast work of them.

 

 

 

Enemies:

3 armed militia (1 controlling drone)

Haha, this is one of the easiest to complete if you know what you are doing. Use the Remote Hacking Device to take control of the drone and then turn it on the three men clustered together. This removes any resistance and allows you to walk straight in.

 

 

 

Enemies:

3 medics

2 ninjas

2 unarmed militia

Note: Before initiating this fight, make sure to blind the sentry gun overlooking the area. The problem here are the three medics. If you have the upgrade that allows you to sabotage their packs with the Disruptor, use it to bring an abrupt end to their struggles. Remember to use your Remote Electrical Charge gun quickfire (LT + B/ Circle) to deal with any militia the medics have electrified. The other issue is the sentry gun, as the medics may prolong the battle to the point where you have to blind it more than once. Follow the usual enemy priority list and reapply the blind if you have to and you should be able to wear them down.

 

 

 

Enemies:

1 bruiser

6 unarmed militia (2 pipe)

Note: There are two gun boxes to hit with your Disruptor here to make the following encounter much easier. As long as the gun boxes are out of play, the fight should be pretty basic. Focus fire on the bruiser first with a flurry of beatdown punches, then turn your attention to the annoying back attackers.

 

 

 

Enemies:

6 armed militia (1 with detective vision detector)

1 armed medic

Note: Definitely sabotage the medic's healing pack before the fight if you can as you don't want armed thugs getting back up unexpectedly. The ropeways above the area provide a good method for moving around. Use the heavily walled layout of the area to stealth around, taking the armed militia out one by one. If you do get spotted, the area is so rich in cover that you should be able to get away fairly easily.

 

 

 

Becomes available after completing Mission 22 – The Siege Of GCPD

 

Enemies:

5 armed miltia

3 mini-gunner militia

Note: This is probably one of the hardest watchtowers (of armed enemies) in the game. You will want to use the Disruptor on as many of the armed militia as possible (not the mini-gunners, as it wears off on them). You will also likely want to use the duct system underneath the floor to move between rooms without being seen. Pop out and use silent takedowns to begin the investigation mamba as militia come to examine their fallen comrade, allowing you to glomp them from behind. Once the ranks of the armed militia are thinned, you'll have to take on the mini-gunners. Wait until them move far enough away from the others and break line of sight before engaging them. Execute the series of counters and punches successfully to bring them down, as well as the watchtower itself.

 

To top