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Batman: Arkham Knight Most Wanted Guide – How to Beat Gunrunner

This article is over 9 years old and may contain outdated information

Out of all of Batman’s nemeses, Oswald Chesterfield Cobblepot (better known as the Penguin), is probably one of the most interesting. Born into money, he was a good little boy who studied hard, but things changed when the once affluent Cobblepot family fell on hard times. He remained the studious youngster he’d always been, but he turned his energies to the criminal underground where he learned to be the mastermind that he is today.

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Of course, his being a criminal mastermind means that Batman must once again take this odd little fellow down. This time, it’s part of the Batman: Arkham Knight Gunrunner mission where Penguin has his goons moving weapons between safehouses in order to distribute them and keep them away from any prying eyes (namely, Batman’s).

In order to track down the safehouses, and subsequently the weapon’s caches, Batman must rely on Nightwing to provide info on individuals who could lead him to the locations. Every now and then, the former Robin will guide you to a van. All you need to do is mark that van using your Disruptor, knock on the door, then follow. Simple as that.

You can’t use the Batmobile since it will frighten your prey, so stick to the rooftops and sky as they lead you to the weapons cache. Enter the building, use Dual Play to beat everyone up alongside Nightwing, and destroy the cache using explosive gel. Simple as that, at least in the beginning. There are five caches in total and Penguin’s goons will do their best to make every encounter more difficult than the last.

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The one safehouse that will present a problem is the final one, and that’s for one particular reason. Nightwing has managed to get himself captured because Penguin is tired of having his toys destroyed. Now you must not only locate the cache, but also save your protege in the process (while trying not to be murdered by one angry, flightless bird).

When you enter the building, there will be an automated turret below you. Use your hacking device on it, then drop down and disable it before continuing through some vents. Follow the vents until you’re behind the wall that is behind Nightwing. Save him by bashing through the wall and tossing the chair he’s currently tied to (Batman has no chill). Afterwards, proceed to kick ass with Nightwing just as you have at all the previous locations. There are a lot more shielded guys here than usual, so be sure to make use of the dropped bats plus the stun, jump, jump combo. Head into the vault, place your explosive gel and close the door. Just when you’re think you’re about done, Penguin decides to show his ugly mug.

He’s taken Nightwing hostage at gunpoint, and that just isn’t cool. Scarecrow and the Arkham Knight have both been trying to tear everything away from Batman tonight, and having the man who is pretty much his son have a gun held to his head is the last thing he wants to see. Luckily, Nightwing is a badass in his own right. Wait for the moment, then trigger the dual takedown to put Penguin to the ground. You can know safely detonate the final cache before taking this troublesome criminal to jail where he belongs.

You’ve just taken down one of the most powerful criminals in Gotham because you are Batman. Nothing trumps Batman, not even the fact that he’s really a squirrel, but that’s another story.

Be sure to check out our Batman: Arkham Knight wiki for guides, tips, tricks, and more.


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Author
Image of Ishmael Romero
Ishmael Romero
Just a wandering character from Brooklyn, NY. A fan of horrible Spider-Man games, anime, and corny jokes.