“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:

AchievementWhat to complete
Arkham City SirensFinish her Poison Ivy episode.
Pick PocketComplete the vault-heist milestone.
Family JewelsRecover her stolen loot after confronting Two-Face.
SphinxCollect 35 trophies and complete five physical challenges.
Feline RevengeEarn all 72 medals on the original ranked maps as Catwoman.
Campaign KittyEarn 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:

  1. Finish her four story episodes.
  2. Recover the stolen loot.
  3. Have Batman open the passages needed for her collectibles.
  4. Collect her trophies and finish the physical challenges.
  5. Complete ranked combat and predator maps.
  6. 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

GadgetUse
Whip TripPull an enemy off balance.
Whip DisarmRemove a firearm from an enemy’s hands.
BolasKnock down a target and create an opening.
CaltropsTrip 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.

  1. Defeat the thugs.
  2. Counter attacks instead of repeatedly pressing strike.
  3. Redirect when enemies begin surrounding you.
  4. 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:

  1. Approach from above.
  2. Enter through the available grate.
  3. Defeat the enemies.
  4. Activate Thief Vision.
  5. Locate the apartment entrance beside the cat and claw markings.
  6. 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.

StageWhat to do
First platformDefeat the initial group, then climb upward when gas fills the area.
Second platformDefeat the next group and climb again.
Final platformDefeat 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.

  1. Enter the guarded area using the ceiling.
  2. Watch the patrols with Thief Vision.
  3. Choose a guard whose back is turned and whose surroundings are clear.
  4. Drop behind him.
  5. Use the pickpocket prompt.
  6. Return to the ceiling or cover.
  7. 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:

  1. Observe his position and the nearby patrols.
  2. Remove a guard who directly blocks your approach.
  3. Reach Two-Face while he is separated from the others.
  4. Perform a takedown or attack sequence.
  5. Retreat behind cover or onto a safe route.
  6. 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
1Outside the Museum’s main entrance.
2Terrace beside the subway station.
3Balcony north of the subway entrance.
4Roof above that balcony; armed group.
5Lower walkway beneath the northern elevated railway.
6Building west of Bank of Gotham.
7Lower ledge beside that building.
8Subway entrance, among an unarmed group.
9Connected walkways northwest of the Bowery switch point.
10Street north of the subway station.
11Street west of Ace Chemicals, near the bank.
12Street north of Ace Chemicals.
13Rooftop west of the courthouse.
14Street in front of the courthouse.
15Street west of the courthouse.
16Rooftop 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
1Batman destroys the wall used for his trophy #9. Enter and ceiling-climb to the red trophy.
2Climb beneath the large cage, follow the ceiling, and open its underside grate.
3Collect from the roof beside the billboard.
4Stand on the green plate inside the steel framework. Ceiling-climb across, reach the upper balcony, and climb underneath again.
5Approach from the north, climb the gate, then use the ceiling route.

Amusement Mile

#How to collect
1Climb beneath the bridge leading to Ivy’s estate.
2Approach from the lower southeast area and ceiling-climb along the highway underside.
3Have Batman destroy the blocking wall, then collect as Catwoman.
4Batman glides through the wooden GCPD parking wall. Catwoman follows the ceiling over the water to the barrel.
5After Bane’s mission, enter Krank Toys and climb the ceiling in his container room.

Industrial District

#How to collect
1Climb onto the balcony railing, lower yourself, and attach to its underside.
2Batman breaks the tower wall for his #2. Catwoman touches three plates using the ceiling between them.
3Clear the guarded rooftop, then climb beneath the fence section.
4Approach the small northern passage beside the fence and balloon-holding seal statue; ceiling-climb.
5Enter 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
1Ceiling-climb beneath the large bridge.
2Batman line-launches through the wall for his #20. Catwoman climbs the framework and opens the grate.
3Collect from the Museum roof.
4Start on the northwestern balcony and jump to the southern balcony’s railing.
5Collect the exposed rooftop trophy.

Subway

#How to collect
1Search the upper station room.
2Climb the metal ceiling westward, reach the upper ledge, then move east.
3Ceiling-climb above the locked gate separating station and tunnels.
4Attach to the balcony underside from its railing.
5Start west of the marker and climb along the ceiling framework.

Steel Mill

#How to collect
1Batman breaks the large fan with the swinging hook. Catwoman enters the passage and follows the ceiling west.
2Batman hacks the gate for his #11; Catwoman collects behind it.
3In Assembly Line, reach the upper ledge and move through the two ceiling grates.
4Attach to the balcony underside and follow it to the trophy.
5Lower from the bridge edge and climb underneath.

Museum

#How to collect
1Batman opens the REC gate for his #5. Catwoman enters, climbs overhead, and opens the grate.
2From the southern balcony, climb beneath the walkway and enter through the cage grate.
3Use the adjoining cage access, attach to its ceiling, and travel west.
4Collect from the roof of the capsule that held Freeze’s suit.
5Attach 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 mapGold target
Blind Justice24,000
Survival of the Fittest32,000
Rooftop Rumble32,000
Hell’s Gate32,000
Funhouse Brawl60,000
Prison Riot32,000
Blind Justice Extreme32,000
Survival of the Fittest Extreme60,000
Rooftop Rumble Extreme40,000
Hell’s Gate Extreme48,000
Funhouse Brawl Extreme60,000
Prison Riot Extreme48,000

My suggested scoring routine

Begin with controlled strikes and counters. Once the combo is established, add:

  1. Redirect.
  2. Stun.
  3. Aerial attack.
  4. Beatdown.
  5. Quickfire whip.
  6. Bolas.
  7. Caltrops.
  8. Special takedown.
  9. Whiplash or Whip Trip.
  10. 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

MapThree required actions
Meltdown MayhemPull a guard down from a walkway while hanging beneath it; silent takedown; drop attack followed by ground finish.
Police BrutalityWhip-trip then ground finish; surprise a terrified guard; punch an armed guard.
Natural SelectionCeiling takedown on a guard below; floor-grate takedown; slide-trip then ground finish.
End of the LineBolas then ground finish; ledge takedown; wooden-wall takedown.
Lost CityCaltrops followed by takedown; corner takedown; pounce followed by ground finish.
Top of the WorldAimed 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

MapThree required actions
Meltdown Mayhem ExtremePull the sniper down from below his walkway; floor-grate takedown; window takedown.
Police Brutality ExtremeAimed Whip Disarm; Knockout Smash; finish without damage.
Natural Selection ExtremeBeatdown an armed henchman; wooden-wall takedown; pounce followed by ground finish.
End of the Line ExtremeWhip-trip then ground finish; double ledge takedown; floor-grate takedown.
Lost City ExtremePull a guard down from beneath a walkway; Knockout Smash; punch three different armed guards.
Top of the World ExtremeBeatdown 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.

CampaignMaps in order
Search and DestroyMeltdown Mayhem → Blind Justice → Police Brutality
Street JusticeRooftop Rumble → Natural Selection → Survival of the Fittest
Offensive ManeuversFunhouse Brawl → End of the Line → Hell’s Gate
City InvaderTop of the World → Prison Riot → Lost City
Combat ExpertSurvival of the Fittest → Funhouse Brawl → Prison Riot
Predator ExpertMeltdown Mayhem → Lost City → Top of the World
Midnight AssaultNatural Selection Extreme → Hell’s Gate Extreme → Meltdown Extreme
Hostile TakeoverPrison Riot Extreme → Police Extreme → Funhouse Extreme
Double JeopardyLost City Extreme → Rooftop Extreme → End of the Line Extreme
Ruthless VengeanceSurvival Extreme → Top of the World Extreme → Blind Justice Extreme
Combat MasterBlind Justice Extreme → Rooftop Extreme → Hell’s Gate Extreme
Predator MasterPolice 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.”