Batman™: Arkham Knight brings the award-winning Arkham trilogy from Rocksteady Studios to its epic conclusion. Developed exclusively for New-Gen platforms, Batman: Arkham Knight introduces Rocksteady's uniquely designed version of the Batmobile. The highly anticipated addition of this legendary vehicle, combined with the acclaimed gameplay of the Arkham series, offers gamers the ultimate and complete Batman experience as they tear through the streets and soar across the skyline of the entirety of Gotham City. In this explosive finale, Batman faces the ultimate threat against the city that he is sworn to protect, as Scarecrow returns to unite the super criminals of Gotham and destroy the Batman forever.
Core rules that apply to all Batman: Arkham Knight runs:
General Rules
- All runs must be damageless.
- Grabs count as hit, but not damage.
- Falling into fear toxin during the City of Fear sequence counts as hit but not damage. Repairing the Batmobile is an exception.
- Hits to the Batmobile only count when you are controlling it.
- The RNG grenade at the start of the first APC chase only counts as hit if you want to count it.
- Hits in the Jokermobile sequence only count if you want to count them.
- Switching FPS is allowed (e.g. before climbing the Panessa Studios wall).
- Runs may be started from a save that starts where you gain control of Batman.
- Damage received after skipping the excavator cutscene counts as hit and damage. Avoid skipping the cutscene if you play on 60FPS or higher.
- Animation cancels, zips and other major glitches are not allowed. If you're unsure, please ask.
AR Challenges Rules
WORK IN PROGRESS - please share any ideas you have in the discussion boards.
For detailed category rules, challenges, restrictions, and glitch policies, see the Rules tab.
Credits
Contributors who helped establish this game's challenge run definitions:
- ukuleleaversion — Game submission