Wonder Tower Ascent: Confronting Protocol 10
The Wonder Tower stands as the ominous heart of Hugo Strange's operations, a towering monument to his control over Arkham City. Your objective is clear: reach the summit, confront Strange, and put an end to Protocol 10. This ascent is a gauntlet, demanding mastery of all your gadgets, combat techniques, and stealth prowess. Expect a relentless series of encounters against heavily armed foes, advanced security systems, and environmental puzzles.
Before you begin, ensure your gadget arsenal is fully upgraded, particularly the Disruptor and Remote Electrical Charge (REC). These will be critical for bypassing security and disabling enemy weapons.
Phase 1: The Exterior Climb and Initial Infiltration
Your journey begins at the base of the Wonder Tower. Look for grapple points on the exterior. This initial climb is primarily a test of your traversal skills. Utilize your Grapnel Boost and Glide to navigate the complex architecture, avoiding searchlights and sniper perches where possible. While there are no direct combat encounters on the very lowest exterior, remain vigilant for potential snipers on higher ledges as you ascend.
- Objective: Reach the first accessible ventilation shaft or open window.
- Recommended Gadget: Grapnel Boost for rapid vertical ascent.
- Watch Out For: Exterior searchlights (easily avoided by staying in shadows or behind structures).
Phase 2: The Lower Levels - Security Checkpoints and Armed Thugs
Upon gaining entry, you'll find yourself in the lower security levels, characterized by reinforced doors, laser grids, and patrol routes. This area introduces the first significant combat challenges.
Encounter 1: Main Lobby Security
The first large room will typically feature 4-6 armed Tyger Guards, often with a mix of assault rifles and shotguns. One or two may be equipped with armored plating, requiring a Beat Down or special takedown.
- Strategy: This is an ideal spot for a stealth approach. Look for gargoyles, floor grates, and environmental takedown opportunities (e.g., smashing through glass, pulling enemies over railings). Use your Detective Mode to tag enemies and plan your route.
- Environmental Takedowns:
- Glass Smash: Lure an enemy near a large window, then perform a takedown to smash them through it.
- Railing Takedown: If enemies patrol near ledges, use a silent takedown to pull them over.
- Gadget Use:
- Disruptor: Disable an enemy's weapon to create an opening or temporarily incapacitate them.
- Smoke Pellet: For quick escapes or creating confusion for multiple takedowns.
- Loot: Ammunition for various gadgets (Batarangs, Explosive Gel).
Encounter 2: Laser Grid Corridor
A subsequent corridor will feature a series of laser grids blocking your path. These are often linked to automated turrets or trigger alarms.
- Strategy:
- Disruptor: Use it to temporarily disable the laser grid's control panel or the turrets themselves.
- Line Launcher: If there's a gap or a high vantage point, the Line Launcher can bypass the entire section.
- Remote Electrical Charge (REC): Some control panels or doors can be opened by a precise REC shot.
- Common Pitfall: Rushing through lasers will trigger an alarm, summoning additional Tyger Guards.
Phase 3: Mid-Levels - Advanced Security and Specialized Enemies
As you ascend, the security measures become more sophisticated, and you'll encounter a wider variety of enemy types.
Encounter 3: The Surveillance Room
This room is typically heavily monitored by multiple security cameras and often contains a sentry turret guarding a key access point. Several armed Tyger Guards will patrol.
- Enemy Types:
- Tyger Guards (Armored): Require a Beat Down or special takedown.
- Tyger Guards (Standard): Vulnerable to standard combat and stealth takedowns.
- Sentry Turret: Immobile but with a wide firing arc.
- Strategy:
- Disruptor: Your primary tool for disabling the turret. A fully upgraded Disruptor can disable it permanently or for a longer duration.
- Remote Hacking Device: Use it to temporarily blind security cameras, allowing you to move past undetected.
- Ventilation Shafts: Look for these to bypass the main patrol routes and get behind the turret or enemies.
- Environmental Takedowns:
- Ceiling Grate Takedown: Drop down from a grate onto an unsuspecting enemy.
- Explosive Gel on Weak Walls: Create new pathways or distract enemies.
Encounter 4: Elevator Shaft Ascent
You'll often need to ascend an elevator shaft. This frequently involves grappling up, but sometimes the elevator itself is operational or blocked.
- Strategy:
- Grapnel Boost: Essential for rapid vertical movement.
- Remote Electrical Charge (REC): If the elevator is stuck, a well-placed REC shot at the motor or control panel can often activate it or clear a blockage.
- Batarang: Can be used to hit distant buttons or switches to open access panels.
- Watch Out For: Occasionally, enemies will rappel down from above or shoot from windows overlooking the shaft. Be ready for aerial takedowns or quick counters.
Phase 4: Upper Levels - Elite Guards and Final Approaches
The highest levels of the Wonder Tower are reserved for Strange's elite forces and the most stringent security.
Encounter 5: The Observation Deck
This large, open area often features multiple snipers positioned on high ledges or catwalks, alongside regular armed patrols. The open nature makes direct combat risky.
- Enemy Types:
- Snipers: Prioritize these enemies. Their laser sights make them easy to spot.
- Tyger Guards (Elite): Often carry advanced weaponry or have enhanced armor.
- Jammer Tech: Some enemies may carry devices that interfere with Detective Mode. Prioritize taking them out silently.
- Strategy:
- Stealth is Paramount: Use the environment (pillars, crates, low walls) for cover.
- Silent Takedowns: Focus on isolating and silently eliminating snipers first. Use the Inverted Takedown from gargoyles.
- Disruptor: Disable sniper rifles or jammer devices.
- Smoke Pellets: Useful for creating a diversion to move between cover or escape detection.
- Common Pitfall: Engaging in open combat here will quickly overwhelm you due to the snipers.
Encounter 6: The Control Room Antechamber
This is often the final combat encounter before reaching Hugo Strange. It's usually a confined space with a high concentration of elite guards and potentially a Titan Henchman or two.
- Enemy Types:
- Elite Tyger Guards: Heavily armored, often with riot shields or stun batons.
- Titan Henchman: Requires specific combat strategies (stun, dodge, attack).
- Strategy:
- Focus on Titans First: If present, use your Batarangs to stun them, then dodge their charges and counter-attack. Use their charges to knock out other enemies.
- Gadget Spam: Utilize Explosive Gel for area-of-effect damage, Freeze Blast for crowd control, and the Batclaw to pull enemies closer for takedowns.
- Environmental Takedowns: Look for opportunities to use nearby electrical panels (REC), explosive barrels, or weak walls.
- Recommended Loadout: Maxed-out combat upgrades, particularly critical strikes and special combo moves.
The Summit: Confronting Hugo Strange
After navigating these treacherous levels, you will finally reach the pinnacle of the Wonder Tower, where Hugo Strange awaits. Be prepared for a narrative confrontation rather than a direct boss fight. The events that unfold here are pivotal to the Arkham City storyline.
The Wonder Tower ascent is a comprehensive examination of your skills as Batman. Approach each section methodically, utilize your full arsenal of gadgets, and adapt your strategies to the evolving threats. Success hinges on a blend of stealth, calculated aggression, and environmental awareness.