Items

Gotham on Christmas Eve is a completionist's city. Enigma has hidden 200 Datapacks and jammed seven radio towers, Anarky has sprayed 24 invisible tags and planted three bombs, an architect's eight plaques hide a murder from 1855, and Penguin has six crates of guns waiting to ship. Our ten pages in this section track all of it, along with the gadgets that open the puzzles and the suits you earn along the way. This guide totals everything first, then breaks Gotham down district by district so you can clear one area at a time instead of criss-crossing the map.

Everything worth collecting, in numbers

CollectibleCountRewardWhat you needGuide
Enigma Datapacks200, in 20 Extortion Files of 102,000 XP each, 10,000 XP per completed file, then the Riddler Trophy and 100,000 XP at Enigma's hideoutExplosive Gel, Shock Gloves, Batarangs, the Cryptographic Sequencer, Batclaw, Remote Claw, Glue Grenades and the Disruptor, depending on the packEnigma Datapacks, Extortion Files
GCR Comms Towers7A Batwing fast travel point per district and access to its Network RelaysA gadget puzzle and a password at each Tower Maintenance AccessGCR Comms Towers
Anarky Tags24120,000 XP in total and the Voice of the People achievementDetective Mode to see the sprayed logosAnarky Tags
Cyrus Pinkney Plaques8Around 15,000 XP each and the solution to Cyrus Pinkney's murderDetective Mode; the eighth only appears after the other sevenCyrus Pinkney Plaques
Penguin Arms Caches6Penguin's Black Market cosmetics for the multiplayer mode, which has since shut downThe DisruptorPenguin Arms Caches
Anarky Bombs3Access to the Anarky boss fightBeating timers of roughly 3:00, 3:50 and 2:40Anarky Bombs
Gotham IntelThe plaques and tags togetherLore on Cyrus Pinkney and on AnarkyDetective ModeGotham Intel

How the big hunts work

Enigma's blackmail is the long haul. Each of the 20 Extortion Files has its own Data Handler somewhere in its district, and interrogating him marks that file's ten packs on your map. Some packs sit in the open, but most are locked behind pressure pads, generators, weakened walls, steam pipes and security consoles that want a password, which is why our Datapacks page advises waiting until the campaign is done and every gadget is in hand. The passwords for the Cryptographic Sequencer locks are all written out on that page, QUANDARY and TRICKERY in Park Row, CHRONICLES and SHELLGAME in The Bowery, and so on through ZEROTRUST on the bridge. We have two pages on the subject: the newer one walks every pack file by file, and the older Extortion Files guide groups the same 200 by district.

The seven GCR Comms Towers are the sensible first job because each one restores Batwing fast travel to its district. They show as red tower icons that turn white once you reach the Tower Maintenance Access, a steel door marked Restricted Access, and enter the password at the console. Two of them, The Bowery and Coventry, come with the main story; the other five you restore yourself. Anarky Tags and Cyrus Pinkney Plaques are both parts of the Gotham Intel side mission and both sit on landmarks, so scan for the two together whenever you pass a monument.

District by district

Gotham splits into seven districts plus the bridge that links its halves. The table gathers what each area holds according to our pages, with the tower password where one exists. Anarky Tags are spread across all of them and are best taken from the tag page's map images.

DistrictExtortion FilesComms TowerPlaquesCaches and bombsAlso here
Park Row1 and 2Northwest corner; fly a Remote Controlled Batarang through the electric field to the fusebox; password IDONTTHINKSOOld Gotham Cathedral roof; behind the horse statue at the Solomon Wayne CourthouseNoneAnarky's courthouse hideout; Bane's Field HQ
The Bowery3 and 4North, on a theater roof; Remote Controlled Batarang to the fusebox; password KEEP OUT; restored during the storyGotham Merchant's Bank, below the Pioneer's Bell; left of the Jezebel Theater entranceCache in the subway tunnel behind a weakened wall; the first bomb, in the southDeadshot's bank; the Mad Hatter's Hat Shop
Amusement Mile5, 6 and 7Island to the northeast; Batclaw, Glue Grenades and Remote Claw; password UWILLREGRETTHISGotham Rail, reached from the Gotham City Casinos signCache in a container hanging from a crane on the Final Offer; the second bombPenguin's ship
Industrial District (Sheldon Park)8, 9 and 10East shore; destroy two Security Relay Stations to drop the electric field; password AREYOUKIDDINGNoneCache on a balcony of the Gotham City Light & Power buildingWonder Tower, where Shiva fights; the Steel Mill
Gotham Pioneer's Bridge11 and 12NoneThe central pillar landing between the golden statuesNoneFirefly's arena
Coventry13 and 14Western end; restored during the story; password NOFLYZONECyrus Pinkney School of the Arts, under the road with the Blackgate Prison signCache behind the industrial building by the water; the third anarchist, on a walkway near the bridgeLacey Towers; the My Alibi nightclub
Diamond District15, 16 and 17Dead center under the GCR sign; Disruptor and Explosive Gel; password INCONCEIVABLENoneCache in a truck to the north; the second anarchist, on the Soder Cola balconyThe Royal Hotel; Shiva's Test of Worth in the Shopping Complex
Burnley18, 19 and 20Eastern end; Remote Claw zipline through the window, then IMPROPRIETY and STOPPEDYOUCyrus Pinkney's crypt behind the Comms Tower, after the other sevenCache behind the Comms Tower, guarded by corrupt police; the third bombThe GCPD; Enigma's headquarters

Two details save time on the plaques. Every one of them sits at a landmark with an honorary inscription and glows blue in Detective Mode, and the crypt in Burnley stays locked until seven plaques are scanned, so do not glide out there early. On the caches, the Bowery crate is the one people miss because its map marker points at an underground tunnel: find the subway entrance, clear the lower level, interrogate a thug for the location and blow the weakened wall with Explosive Gel.

Gadgets: what opens what

You start with the tools the earlier games established: Batarangs with quick-fire and double and triple upgrades, the Batclaw for vents and vantage points, the cape for gliding and stuns, the Cryptographic Sequencer for security consoles and radio signals, Detective Vision, the Remote Controlled Batarang with its aircraft-style inverted controls, and Smoke Pellets. Everything else arrives through the story or the Dark Knight System challenges, and each unlock opens a new class of Datapack puzzle. The gadgets page lists the quick-fire inputs and every upgrade.

GadgetHow you get itWhat it does for collectors
Concussion DetonatorSolve the Lacey Towers caseStuns groups; also clears five Copperhead clones in one blast
DisruptorOn a desk in the GCPD's Evidence LockerDestroys Penguin's arms caches, kills scramblers before a Sequencer hack, clears jammed Detective Vision
Glue GrenadesWin the first Bane fight in the Royal HotelSeals steam pipes and builds rafts across water in Datapack puzzles
Glue Cluster GrenadeBuy the Glue Grenade Proximity upgradeSticks three or four enemies at once
Remote ClawDefeat DeathstrokeZiplines to anchor points and bursts through weakened walls
Shock GlovesTaken from Electrocutioner in the Royal HotelPowers the generators that unlock Datapack cases; wrecks shields and armor
Sonic BatarangReach Worst Nightmare Rank 3 in the Dark Knight SystemLures enemies and disables heart monitors
Reverse BatarangComplete the Mad Hatter missionLocks onto an enemy and strikes from behind

Suits

Five costumes come from playing, the rest from DLC packs and long-expired promotions. Our costumes page lists every pack, from the Batman Legends and New Millennium sets to the Infinite Earths pack with its five Batman skins and one Robin, and notes that most retailer bonuses can no longer be claimed. Suits only become wearable after the story: visit the Batcave and use the suit hanging beside the Batcomputer, or swap at any time in New Game Plus.

SuitHow you unlock it
NoelFinish the main campaign
Dark KnightBeat every Dark Knight challenge
New 52 GraphicComplete all Most Wanted missions, or buy the New Millennium Skin Pack
EnigmaFinish off Enigma
InjusticeMaster Challenge Mode
Blackest KnightPrestige in multiplayer, or buy the New Millennium Skin Pack
Worst NightmareBeat the game in I Am the Night
Batman (XE)Complete the Time Capsule add-on in story mode

An order that saves backtracking

  1. Restore the five optional Comms Towers as you reach their districts; The Bowery and Coventry come with the story. Fast travel makes every later sweep shorter.
  2. Pick up the Disruptor at the GCPD and the Remote Claw from Deathstroke, then clear the six arms caches once Barbara Gordon calls about them.
  3. Take Anarky's three bombs whenever you have a spare quarter hour. The mission is optional and our page notes you can finish the story first and come back for the second and third bombs.
  4. Leave the Datapacks until after the credits, when the Shock Gloves, Glue Grenades and the rest are all unlocked and no area is locked behind a mission.
  5. Scan Anarky Tags and Pinkney Plaques in the same pass through each district, and finish with the crypt behind the Burnley tower.

Frequently asked questions

How many Enigma Datapacks are there?

200, split into 20 Extortion Files of ten. Completing a file is worth 10,000 XP on top of 2,000 per pack, and collecting all of them lets you visit Enigma's hideout for the Riddler Trophy and another 100,000 XP.

Do any collectibles need DLC?

Our Anarky Tags page marks four tags as tied to the Cold, Cold Heart DLC: the Gotham Casino, Dixon Docks, Amertek Industries and the Solomon Wayne Courthouse. Everything else is in the base game.

What do Penguin's arms caches actually give you?

A message pointing you to Penguin's Black Market, which is a store of cosmetic crates for the multiplayer mode. They cannot be used in the campaign, and the multiplayer servers have since been shut down.

Which gadget comes up most in Datapack puzzles?

Explosive Gel for weakened walls and Shock Gloves for generators appear most often in our requirement lines, with the Batclaw needed for the final grab in many of them. Passwords need the Cryptographic Sequencer, and a few consoles are scrambled until the Disruptor deals with them.