Batman Arkham Knight Most Wanted: Two-Faced Bandit 01 - Bleake Island
Bleake Island
After hearing the details about a bank robbery about to happen on Bleake Island, burn rubber across town to arrive at the front doors. Stroll inside (yes, Batman actually uses the front door for once. I was in shock too) tor trigger a scene showing Harvey's men arriving and starting their withdrawal.
Phase 1:
After the scene ends, Batman will mention that the blaring alarm you can hear will prevent Two-Face's goons from hearing you. This allows you to be a bit more open with your attacks and finishers, but remember that it doesn't affect their eyesight so you still need to be cautious. At the top of the screen, the bar with a money value underneath shows how much time/ money is remaining until Harvey's men get away and blow the joint (killing you).
Also of note is the counter to the right of the bar that shows how many thugs you need to bring down to enter the second phase of the heist. Now that you've taken all that in, it's time to go to work. The floor-plan of each bank is different, as well as the objects and grapple points that you can interact with. Two things to remember are to use inverted takedowns (from a high point) and silent takedowns from a duct underneath the floor when you can.
Note: If a thug sees you use a duct grate, they will lob a grenade inside which seals it.
These are quick and generally allow you to take out the thugs unseen (inverted especially). You'll see how effective the inverted takedown is if you watch the video for the third heist as nearly all of the 15 thugs were taken down with it. In the first bank though, you have a fair amount of time and you only need to deal with 8 thugs before the money bar is depleted. Death will return you to the start of the robbery, so you won't lose much progress here. Use this early heist to get the feel for what you can do/interact with and how to separate the thugs as the later heists are more challenging.
Phase 2:
When you reach your quota of sleeping thugs, the money bar and counter will vanish, signifying the start of phase 2. Two-Face will deactivate the alarm, returning the thugs hearing to normal. For this phase you have no time limit. A checkpoint also triggers when this phase begins, so you won't start the robbery over (breathe a sigh of relief). So take your time, watch and single out thugs and use the environment to your advantage if you can. It's essentially business as usual for Batman gameplay.
Once all the remaining thugs are taken care of, you'll have a brief chat. The front doors of the bank will open and you'll be free to leave. Apparently Two-Face isn't happy about your little 'interruption' and is planning to rob the bank on Founder's Island next.
Read more: http://guides.cheatcc.com/batman-arkham-knight-guide-walkthrough/guide_sections/two-faced-bandit#ixzz3ilsMyu00
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