Catwoman DLC guide
By Caleb Irvin / October 6, 2026 / No Comments
“All right. Batman’s busy, the city is falling apart, and somebody has my valuables. We’re getting the valuables back. Preferably without getting shot.”
This covers all four Catwoman episodes, her stolen loot, all 40 Riddler challenges, and her ranked and campaign medals. Story spoilers follow.
1. What you need for full completion
Catwoman has six achievements or trophies:
| Achievement | What to complete |
|---|---|
| Arkham City Sirens | Finish her Poison Ivy episode. |
| Pick Pocket | Complete the vault-heist milestone. |
| Family Jewels | Recover her stolen loot after confronting Two-Face. |
| Sphinx | Collect 35 trophies and complete five physical challenges. |
| Feline Revenge | Earn all 72 medals on the original ranked maps as Catwoman. |
| Campaign Kitty | Earn all 108 medals on the original campaigns as Catwoman. |
Batman’s medals do not count toward hers. Additional Robin and Nightwing maps are not required for these Catwoman achievements. PlayStationTrophies.org
A useful order is:
- Finish her four story episodes.
- Recover the stolen loot.
- Have Batman open the passages needed for her collectibles.
- Collect her trophies and finish the physical challenges.
- Complete ranked combat and predator maps.
- Complete the campaigns.
2. Learn Catwoman’s moves first
Catwoman’s movement and gadgets change how you approach familiar rooms.
Movement
Claw Climb: Approach a suitable wall and use the climb action. Press subsequent climb inputs when prompted to chain faster jumps.
Whip Swing: Use the whip on suitable overhead points to cross gaps.
Ceiling Climb: Attach to compatible mesh ceilings or walkway undersides. Follow the surface to an opening or interactive grate.
Thief Vision: Use it to locate enemies, trophies, and later the thugs carrying your loot.
She cannot glide. Before jumping across water, identify a reachable ledge, whip point, or ceiling route.
“Batman gets a flying cape. We get a whip and an alarming amount of confidence.”
HOW DOES HIS CAPE WORK?!
Gadgets
| Gadget | Use |
|---|---|
| Whip Trip | Pull an enemy off balance. |
| Whip Disarm | Remove a firearm from an enemy’s hands. |
| Bolas | Knock down a target and create an opening. |
| Caltrops | Trip enemies moving through an area. |
For a medal requiring an aimed Whip Disarm, aim deliberately and use the disarm action.
Combat
Keep the combo moving with strikes, counters, and redirects.
- Against armor, stun and beat down the enemy.
- Against shields, use the appropriate aerial attack or special takedown.
- Against stun batons, redirect behind the carrier.
- Against guns, interrupt the gunman immediately.
- Use ground takedowns only when nearby enemies cannot interrupt you.
Her Whiplash and Whip Trip special moves help control groups. Purchase both for her physical-challenge checklist, and improve her combat and ballistic armor as you earn upgrade points. www.supercheats.com
3. Episode One — Two-Face’s safe
“A room full of criminals protecting a safe. Surely opening it won’t have consequences.”
This is a short combat introduction.
- Defeat the thugs.
- Counter attacks instead of repeatedly pressing strike.
- Redirect when enemies begin surrounding you.
- Once the room is clear, approach and open the safe.
The cutscene ends the episode with Catwoman captured. Batman’s courthouse rescue follows during his story.
You have not missed a playable escape sequence. Fandom
4. Episode Two — Poison Ivy
Step 1: Retrieve your equipment
Travel to Catwoman’s apartment marker.
At the enclosed area:
- Approach from above.
- Enter through the available grate.
- Defeat the enemies.
- Activate Thief Vision.
- Locate the apartment entrance beside the cat and claw markings.
- Enter to obtain Bolas and Caltrops.
Climb back onto the mesh ceiling to leave.
Step 2: Approach Ivy’s hideout
Follow the objective toward the plant-covered building.
Armed guards protect the approach. Begin with an isolated silent takedown. Drop beneath a walkway or move behind cover before another guard gets a clear shot.
Use the underside of the walkway leading to Ivy’s building. Follow it past the obstruction, climb onto the accessible section, and enter.
The Catwoman trophy beneath this bridge is worth collecting while you are here. Batman: Arkham City Guide and Walkthrough
Step 3: Survive Ivy’s three fighting stages
Ivy sends successive groups of controlled enemies against you.
| Stage | What to do |
|---|---|
| First platform | Defeat the initial group, then climb upward when gas fills the area. |
| Second platform | Defeat the next group and climb again. |
| Final platform | Defeat the enemies while avoiding Ivy’s plant projectiles. |
The groups increase from four to six to eight enemies. On the final stage, redirect regularly so you keep moving while the plants attack.
Finish the third group to trigger the cutscene and Arkham City Sirens. GameFAQs
“We came here to ask a favor. Apparently that requires a three-floor cage match.”
WHO ARE THESE TIBETAN MONKS?! At this point, I’m starting to think they trained everyone in Gotham.
5. Episode Three — The vault heist
Step 1: Reach the underground entrance
After Ivy agrees to help, follow the objective back toward the confiscated-goods vault.
Defeat the guards around the manhole. Deal carefully with the shield and armored enemies, then enter the sewer.
Follow the passage to the vault’s security room.
Step 2: Steal three keycards
The security terminal requires three cards.
- Enter the guarded area using the ceiling.
- Watch the patrols with Thief Vision.
- Choose a guard whose back is turned and whose surroundings are clear.
- Drop behind him.
- Use the pickpocket prompt.
- Return to the ceiling or cover.
- Repeat until you have three cards.
At this stage, your objective is stealing cards without being detected.
Step 3: Open the vault and clear its guards
Return to the terminal and use the cards.
The next stage requires eliminating the guards. Use ceiling, corner, and silent takedowns. Relocate after a noisy attack.
Enter the opened vault when the room is clear.
Step 4: Collect the cases
Interact with the vault’s items and collect Catwoman’s cases. This triggers Pick Pocket and another combat encounter.
Defeat the arriving guards, using special takedowns for troublesome shield carriers. Pick up the cases again afterward.
Step 5: Help Batman
At the final choice, take the route to save Batman and drop the cases when prompted.
Leaving with the loot produces an alternate ending sequence before the game returns you to the choice.
Follow the return passage and climb out to continue the main story. Fandom
“We finally got the valuables, and now we’re throwing them away to save the man who owns half the city. Excellent financial planning, Selina.”
6. Episode Four — Two-Face
This episode follows Batman’s main ending.
Step 1: Return to the apartment
Follow the apartment objective. After the trap and ensuing encounter, defeat the attackers and continue toward the Museum.
Step 2: Reach the Armory
Inside the Museum, head into the Torture Chamber.
Catwoman cannot cross the flooded room using Batman’s raft equipment. Look upward for the mesh walkway and ceiling route.
Follow the overhead path toward the Armory on the eastern side. Clear the armed guards protecting its entrance.
Two-Face’s boss encounter is in the Armory. GameFAQs
Step 3: Defeat Two-Face
Two-Face has a health bar while gunmen patrol the room.
My suggested approach:
- Observe his position and the nearby patrols.
- Remove a guard who directly blocks your approach.
- Reach Two-Face while he is separated from the others.
- Perform a takedown or attack sequence.
- Retreat behind cover or onto a safe route.
- Wait for a fresh opening and repeat.
Catwoman’s predator takedowns can damage him. You do not need Batman’s rule of using a different method every time.
Avoid repeatedly clearing every reinforcement. Two-Face can summon more guards after becoming threatened.
If you choose a direct pounce-and-punch attack, be ready to disengage when surrounding gunmen acquire you. The safer approach is to control your exposure and watch his health bar. Fandom
“That man just survived another takedown onto a museum floor. Gotham’s hospitals must have an entire wing for people who met us.”
HOW IS BATMAN NOT KILLING ANYBODY?! And Catwoman is making the question harder.
Step 4: Begin the loot recovery
Two-Face reveals that his men have the remaining stolen items.
When control returns to Batman, use a character-switch point to become Catwoman again. Activate Thief Vision to locate the loot carriers.
7. Family Jewels — all 16 loot carriers
The carriers are in both the Bowery and Park Row. Look for the jewel symbol in Thief Vision.
Defeating the marked carrier recovers his item. Watch the red recovery bar beneath your health.
| # | Search area |
|---|---|
| 1 | Outside the Museum’s main entrance. |
| 2 | Terrace beside the subway station. |
| 3 | Balcony north of the subway entrance. |
| 4 | Roof above that balcony; armed group. |
| 5 | Lower walkway beneath the northern elevated railway. |
| 6 | Building west of Bank of Gotham. |
| 7 | Lower ledge beside that building. |
| 8 | Subway entrance, among an unarmed group. |
| 9 | Connected walkways northwest of the Bowery switch point. |
| 10 | Street north of the subway station. |
| 11 | Street west of Ace Chemicals, near the bank. |
| 12 | Street north of Ace Chemicals. |
| 13 | Rooftop west of the courthouse. |
| 14 | Street in front of the courthouse. |
| 15 | Street west of the courthouse. |
| 16 | Rooftop east of the courthouse. |
For armed rooftop groups, approach from a ledge or behind the carrier.
Recover all sixteen for Family Jewels. segmentnext.com
8. Sphinx — all 35 trophies
Catwoman has five red trophies in each of seven areas. There are none in Wonder City.
The numbers below follow her red trophy icons in each area’s Riddler grid, reading left to right.
Use Batman’s informant interrogations to reveal their map locations. Batman can mark red trophies, but Catwoman must collect them.
Prepare these routes as Batman
Before switching for the final sweep:
- Destroy the walls blocking Catwoman’s passages.
- Open the relevant GCPD parking entrance.
- Finish Bane’s Fragile Alliance mission.
- Complete Heart of Ice and open Warehouse 5B.
- Break the Steel Mill’s large fan using the REC-powered hook.
- Hack the Steel Mill gate protecting her trophy.
- Open the Museum’s relevant REC gate.
An intact wall or locked panel usually means Batman still has preparation work to do.
Park Row
| # | How to collect |
|---|---|
| 1 | Batman destroys the wall used for his trophy #9. Enter and ceiling-climb to the red trophy. |
| 2 | Climb beneath the large cage, follow the ceiling, and open its underside grate. |
| 3 | Collect from the roof beside the billboard. |
| 4 | Stand on the green plate inside the steel framework. Ceiling-climb across, reach the upper balcony, and climb underneath again. |
| 5 | Approach from the north, climb the gate, then use the ceiling route. |
Amusement Mile
| # | How to collect |
|---|---|
| 1 | Climb beneath the bridge leading to Ivy’s estate. |
| 2 | Approach from the lower southeast area and ceiling-climb along the highway underside. |
| 3 | Have Batman destroy the blocking wall, then collect as Catwoman. |
| 4 | Batman glides through the wooden GCPD parking wall. Catwoman follows the ceiling over the water to the barrel. |
| 5 | After Bane’s mission, enter Krank Toys and climb the ceiling in his container room. |
Industrial District
| # | How to collect |
|---|---|
| 1 | Climb onto the balcony railing, lower yourself, and attach to its underside. |
| 2 | Batman breaks the tower wall for his #2. Catwoman touches three plates using the ceiling between them. |
| 3 | Clear the guarded rooftop, then climb beneath the fence section. |
| 4 | Approach the small northern passage beside the fence and balloon-holding seal statue; ceiling-climb. |
| 5 | Enter Warehouse 5B after Heart of Ice. Follow the floor vent to the small room and climb overhead. |
For #2, touch only the plates between ceiling climbs. Landing on ordinary floor resets the puzzle. www.gamepressure.com
Bowery
| # | How to collect |
|---|---|
| 1 | Ceiling-climb beneath the large bridge. |
| 2 | Batman line-launches through the wall for his #20. Catwoman climbs the framework and opens the grate. |
| 3 | Collect from the Museum roof. |
| 4 | Start on the northwestern balcony and jump to the southern balcony’s railing. |
| 5 | Collect the exposed rooftop trophy. |
Subway
| # | How to collect |
|---|---|
| 1 | Search the upper station room. |
| 2 | Climb the metal ceiling westward, reach the upper ledge, then move east. |
| 3 | Ceiling-climb above the locked gate separating station and tunnels. |
| 4 | Attach to the balcony underside from its railing. |
| 5 | Start west of the marker and climb along the ceiling framework. |
Steel Mill
| # | How to collect |
|---|---|
| 1 | Batman breaks the large fan with the swinging hook. Catwoman enters the passage and follows the ceiling west. |
| 2 | Batman hacks the gate for his #11; Catwoman collects behind it. |
| 3 | In Assembly Line, reach the upper ledge and move through the two ceiling grates. |
| 4 | Attach to the balcony underside and follow it to the trophy. |
| 5 | Lower from the bridge edge and climb underneath. |
Museum
| # | How to collect |
|---|---|
| 1 | Batman opens the REC gate for his #5. Catwoman enters, climbs overhead, and opens the grate. |
| 2 | From the southern balcony, climb beneath the walkway and enter through the cage grate. |
| 3 | Use the adjoining cage access, attach to its ceiling, and travel west. |
| 4 | Collect from the roof of the capsule that held Freeze’s suit. |
| 5 | Attach to the balcony underside. |
9. All five physical challenges
1. Trip three enemies with caltrops
Throw caltrops across an enemy’s path during a suitable fight. Let enemies step onto them.
2. Whiplash and Whip Trip in one combo
Purchase both special moves.
Build your combo, use one, continue attacking without breaking the chain, then activate the other when available.
Choose a group large enough to survive both actions.
3. Eight perfectly timed climbing jumps
Use a tall climb, such as Gotham Bank.
Press each follow-up climb input at the prompted moment. A mistimed input breaks the perfect sequence.
4. Pounce on three enemies
Use elevated positions to target enemies below. Perform the pounce whenever its targeting prompt appears.
5. Quickfire whip three times
Use the whip’s quickfire action against enemies rather than manually aiming each attack.
Check the physical-challenge grid after completing these. Together with the 35 trophies, they unlock Sphinx. www.gamepressure.com
10. Ranked combat — all twelve maps
For Feline Revenge, obtain all three medals on each original combat and predator map.
Combat maps contain four rounds. Your combined score must reach the gold threshold.
| Combat map | Gold target |
|---|---|
| Blind Justice | 24,000 |
| Survival of the Fittest | 32,000 |
| Rooftop Rumble | 32,000 |
| Hell’s Gate | 32,000 |
| Funhouse Brawl | 60,000 |
| Prison Riot | 32,000 |
| Blind Justice Extreme | 32,000 |
| Survival of the Fittest Extreme | 60,000 |
| Rooftop Rumble Extreme | 40,000 |
| Hell’s Gate Extreme | 48,000 |
| Funhouse Brawl Extreme | 60,000 |
| Prison Riot Extreme | 48,000 |
My suggested scoring routine
Begin with controlled strikes and counters. Once the combo is established, add:
- Redirect.
- Stun.
- Aerial attack.
- Beatdown.
- Quickfire whip.
- Bolas.
- Caltrops.
- Special takedown.
- Whiplash or Whip Trip.
- Ground takedown when safe.
Avoid throwing every gadget immediately and running out of enemies before establishing a valuable combo.
When a weapon is dropped, continue watching it. Catwoman lacks Batman’s Disarm and Destroy move, so another thug can pick it up.
For Titans and large enemies, manage the ordinary thugs around them before committing to a long attack sequence.
11. Ranked predator — every medal
Earn all three requirements in one attempt, then finish the room.
Normal maps
| Map | Three required actions |
|---|---|
| Meltdown Mayhem | Pull a guard down from a walkway while hanging beneath it; silent takedown; drop attack followed by ground finish. |
| Police Brutality | Whip-trip then ground finish; surprise a terrified guard; punch an armed guard. |
| Natural Selection | Ceiling takedown on a guard below; floor-grate takedown; slide-trip then ground finish. |
| End of the Line | Bolas then ground finish; ledge takedown; wooden-wall takedown. |
| Lost City | Caltrops followed by takedown; corner takedown; pounce followed by ground finish. |
| Top of the World | Aimed Whip Disarm; slide-trip then ground finish; reverse ledge takedown onto a guard below. |
For trips and pounces, perform the required follow-up knockout before the enemy recovers. gamepressure.com
Extreme maps
| Map | Three required actions |
|---|---|
| Meltdown Mayhem Extreme | Pull the sniper down from below his walkway; floor-grate takedown; window takedown. |
| Police Brutality Extreme | Aimed Whip Disarm; Knockout Smash; finish without damage. |
| Natural Selection Extreme | Beatdown an armed henchman; wooden-wall takedown; pounce followed by ground finish. |
| End of the Line Extreme | Whip-trip then ground finish; double ledge takedown; floor-grate takedown. |
| Lost City Extreme | Pull a guard down from beneath a walkway; Knockout Smash; punch three different armed guards. |
| Top of the World Extreme | Beatdown an armed henchman; caltrops followed by takedown; eliminate the jammer last. |
Use the on-screen medal descriptions to confirm the specific action registered. segmentnext.com
Suggested setups for troublesome medals
Police Brutality — Scare Tactics: Let a guard discover a body, then approach the frightened survivor unexpectedly. Watch his fear status.
Natural Selection — Cat Nap: Hang from a compatible ceiling above a patrol route. Wait for the ceiling-takedown prompt.
Meltdown Extreme — Lone Gunman: Preserve the sniper until you have reached the underside of his walkway.
Police Extreme — Bullet Proof: Use isolated takedowns and relocate after the Smash. Finish the disarm requirement when exposing yourself is manageable.
End of the Line Extreme — Friends Fly Free: Hang beneath a shared bridge edge and wait until two guards enter the same takedown range. Do this before thinning patrols too far.
Lost City Extreme — Three Strikes: Punch three distinct armed guards. Repeat punches on one guard do not satisfy the requirement.
Top of the World Extreme: Leave the jammer alive. Finish the caltrop requirement on another guard, eliminate the remaining enemies, then beat down the jammer for the final two medals. gamepressure.com
“No smoke bomb. No freeze grenade. No flying cape. Just us, several gunmen, and a medal that insists we make things worse.”
12. Campaign Kitty — all twelve campaigns
Each original campaign contains three maps with three medals each: nine medals per campaign, 108 total.
“Extreme” applies to every map in the final six rows containing Extreme maps.
| Campaign | Maps in order |
|---|---|
| Search and Destroy | Meltdown Mayhem → Blind Justice → Police Brutality |
| Street Justice | Rooftop Rumble → Natural Selection → Survival of the Fittest |
| Offensive Maneuvers | Funhouse Brawl → End of the Line → Hell’s Gate |
| City Invader | Top of the World → Prison Riot → Lost City |
| Combat Expert | Survival of the Fittest → Funhouse Brawl → Prison Riot |
| Predator Expert | Meltdown Mayhem → Lost City → Top of the World |
| Midnight Assault | Natural Selection Extreme → Hell’s Gate Extreme → Meltdown Extreme |
| Hostile Takeover | Prison Riot Extreme → Police Extreme → Funhouse Extreme |
| Double Jeopardy | Lost City Extreme → Rooftop Extreme → End of the Line Extreme |
| Ruthless Vengeance | Survival Extreme → Top of the World Extreme → Blind Justice Extreme |
| Combat Master | Blind Justice Extreme → Rooftop Extreme → Hell’s Gate Extreme |
| Predator Master | Police Extreme → Natural Selection Extreme → End of the Line Extreme |
Use every supplied modifier before the campaign ends. gamefaqs.gamespot.com
Modifier planning
Before starting, inspect all three maps.
- Put Time Limit on a combat map when practical.
- Keep One Hand Tied away from a required silent takedown.
- Preserve necessary gadgets when assigning Gadget Malfunction.
- Save Free Medal for an unreliable predator requirement.
- With Protective Aura, wait until your target is vulnerable.
- With trapped vantage points, use ledges, grates, and ceiling routes.
A useful application of Free Medal is skipping Friends Fly Free on End of the Line Extreme after earning its other two medals. GameFAQs
The campaigns to practice most
Double Jeopardy: Practice Lost City Extreme’s three distinct punches and End of the Line Extreme’s double ledge setup. Save Free Medal for the latter if needed.
Ruthless Vengeance: Practice surviving both combat maps before starting the campaign. Keep Top of the World Extreme’s jammer alive until your other requirements are secure.
Predator Master: Learn each room’s routes in ranked mode first. The final map is much less frustrating when you arrive with a plan for its two dependable medals and a saved Free Medal.
Restarting during the first map lets you refine the opening without spending the later-stage retry allowance. Once past it, protect your remaining retries. Arkham City Part 2
13. Catwoman’s final checklist
- Episode One finished.
- Poison Ivy episode finished.
- Vault episode finished.
- Batman rescued.
- Two-Face defeated in the Armory.
- All sixteen loot carriers defeated across Bowery and Park Row.
- Five Park Row trophies.
- Five Amusement Mile trophies.
- Five Industrial District trophies.
- Five Bowery trophies.
- Five Subway trophies.
- Five Steel Mill trophies.
- Five Museum trophies.
- All five physical challenges.
- All 36 ranked combat medals.
- All 36 ranked predator medals.
- All 108 original campaign medals.
- All six Catwoman achievements unlocked.
“Loot recovered. Ivy survived. Two-Face embarrassed. Batman rescued. Now we can finally leave—unless Riddler has another ceiling trophy.”
