Batman: Arkham Origins Amusement Mile is the northernmost district in the game and it includes the docks where you can find The Final Offer ship. The Comms Tower in this district can only be hacked towards the end of the game, because it requires the Glue Grenade upgrade. However, you can interrogate the Data Handlers to reveal the Datapacks collectibles. There are more Enigma Datapacks in Amusement Mile mainly because the interior of the ship is rather large, including over a third of the Datapacks. If you don’t want to miss any of them you should follow the texts and maps in the same order as in the guide below.
Batman: Arkham Origins Amusement Mile Collectibles Guide
Total number of collectibles: 43 Enigma Relays: 10 Enigma Datapacks: 30 Anarky Tags: 2 Cyrus Pinkney Plaques: 1
Batman: Arkham Origins Amusement Mile Enigma Datapacks Locations
Enigma Datapack #1 The first Enigma Datapack in Amusement Mile district is easy to collect. You can find it on top of the structure that holds the mobile part of the bridge. Enigma Datapack #2 The second Datapack collectible is behind a destructible wall halfway up the building (near the fire escape ladder). Use Detective Vision to spot it. Enigma Datapack #3 You can find the third Enigma Datapack nearby the previous Datapack. At street level there are four pressure pads and in order to unlock the collectible you just have to run across them. Enigma Datapack #4 To get the Enigma Datapack you need to have the Shock Gloves. Charge the nearby generator and then run towards the lockbox because you only have seven seconds to get it. When you are in range snatch it from the lockbox using the Batclaw quickfire. Enigma Datapack #5 You need the Glue Grenade for the fifth Enigma Datapack. It is trapped in a ventilation shaft on top of the Gotham Casinos building. Use the grenade to cover the steam pipe that is blocking the way inside the vent shaft. Enigma Datapack #6 Head behind the casino and check under the balcony for a destructible wall. Bring it down with Explosive Gel to access the Enigma Datapack. Enigma Datapack #7 The seventh Enigma Datapack is inside a ventilation shaft blocked by a cage with two doors and two switches. Hit the green switch with a Batarang and when the other is lit cover it with Explosive Gel. Get inside the shaft and after you pass the first door (inside the cage) detonate to gel to open the second door that leads to the Datapack. Enigma Datapack #8 There is a pressure pad on top of a shipping container on the train tracks, and next to it is the lockbox with the Datapack. Stand on the pad to open the door of another container behind you. Throw a Remote Controlled Batarang inside that container, guide it through the crates, down the hole in the container, and turn it around to hit the switch. The lockbox is now opened and you can get the collectible. Enigma Datapack #9 At the Comms Tower there is a cage that has a small opening at the bottom. Slide through it and then collect the ninth Datapack in Amusement Mile. Enigma Datapack #10 The Enigma Datapack is behind a grate in the wall of the building. While there is an opening in the grate, you can’t grapple. Therefore, go on top of one of the cranes and carefully glide through the opening. It may require a few attempts to get this right. Enigma Datapack #11 Use Detective Vision to track the Datapack behind a destructible wall on the roof of the building with the two cranes. To get the collectible use Explosive Gel on the wall. Enigma Datapack #12 Head inside the passage and using the Cryptographic Sequencer input the password CLEVERSCHEME in the console in order to open the lockbox containing the Datapack. Enigma Datapack #13 To get the Enigma Datapack you need the Remote Claw. Use it on the anchor point that’s on the Dixon Docks sign, grapple on the wire, and then zipline to smash the weak wall that stands between you and the collectible. Enigma Datapack #14 Nearby the previous Datapack is another Enigma Datapack trapped in a lockbox. In order to get it you need to charge the generator that’s below the lockbox and then grab it with the Batclaw. Enigma Datapack #15 The fifteenth Datapack is inside a container suspended by a crane. The container has a destructible wall, but in order to destroy it you need to climb on the tall building that’s in the opposite direction and then glide right through the wall. Enigma Datapack #16 The Enigma Datapack is on the roof in an area surrounded by a fence, but it is inside a lockbox. Look for a nearby ventilation shaft and direct a Remote Controlled Batarang through it to hit the green switch. Now jump over the fence and grab the collectible. Enigma Datapack #17 You can find the Enigma Datapack lying down on the second floor of The Final Offer ship. Enigma Datapack #18 The final Datapack that can be found outside is also the trickiest. There are three pressure pads on the ship that can be activated by charging the nearby generator. Once you charge the generator you have 39 seconds to trigger all three pressure pads. However, once you hit a pressure pad you can’t touch the deck. Because of this, for the next two pads you have to use the Grapnel Accelerator on the mast of the ship to glide and land directly on top of the pads. Activate them in the order that seems easy to you and then use the Batclaw to snatch the collectable. Enigma Datapack #19 Immediately after you head inside The Final Offer ship, look up, on your right side, to spot a vent cover. Pull it with you Batclaw and then grab the Enigma Datapack. Enigma Datapack #20 Inside Deck 1 area go to the flooded part of the ship and look down for the Datapack trapped in ice. Deploy a wire with the Remote Claw and when you’re near the collectible create a raft with the Glue Grenade so you can reach it. Enigma Datapack #21 In the largest room from Deck 1 look on the ceiling for an anchor point. Tear down the ceiling using the Batclaw, grapple up, and then collect the Datapack from the sailor quarters. Enigma Datapack #22 When enter the Boiler Deck you can see two steam pipes on your right. Block them with Glue Grenades and then grapple on the catwalk. There are three more steam holes in the ceiling that stop from time to time. When it’s safe run along the catwalk. Grapple one more time and you should see the Enigma Datapack behind some grate doors. The only way in is by blocking the steam with a grenade. Enigma Datapack #23 In the arena where you battled Deathstroke look up and on your right (as you enter) to spot an anchor point for the Remote Claw. Deploy a wire and grapple onto it, then turn around and get the Datapack collectible. Enigma Datapack #24 Inside the Deck Access Corridor you have to slide through a gap and then fall to a lower level. Turn around and duck to get in a small area. Look inside a pipe on the ceiling for the Enigma Datapack. Enigma Datapack #25 The Enigma Datapack is behind a locked door on Deck 2 level of the Deck Access Corridor section. Simply use the Cryptographic Sequencer (TONNAGE) to unlock the room. Enigma Datapack #26 In the Upper Deck corridor there’s a door that has electric current above it. Charge a Remote Controlled Batarang and then guide it through the broken ceiling and into the fuse box. The lockbox is now opened so you can collect the Datapack. Enigma Datapack #27 Inside the Casino there’s a drone on the right side that has three $ shaped signs in front of it. Hit all three of them with Batarangs and then the wooden piece below the drone will turn around revealing the Datapack collectible. Use the Batclaw to grab it. Enigma Datapack #28 Head left from the display case of the ship that’s in the Foyer and destroy the wooden wall to clear a path towards the Datapack collectable. Enigma Datapack #29 Head downstairs in the Theater area and get inside the floor grates. Crawl inside them until you reach a hidden area beneath the staircase. Pop out and collect the Enigma Datapack that’s in front of you. Enigma Datapack #30 Before you exit the Theater pay attention to the left side of the area to spot a grate that has an opening at the bottom. Slide under the grate to find the final Datapack lying on a table. Collect it to complete the sixth Extortion File.
Batman: Arkham Origins Amusement Mile Anarky Tags Locations
Anarky Tag #1 The first Anarky Tag in Amusement Mile is near the Gotham Casino. It is painted on the ceiling of the gangway/passageway. Anarky Tag #2 For the second Anarky Tag you need to head to the docks and check the wall between the two large container stacks.
Batman: Arkham Origins Amusement Mile Cyrus Pinkney Plaques Locations
Cyrus Pinkney Plaque #1 Head to the Gotham City Train Station to find the Cyrus Pinkney Plaque. It is in the same passage as the Enigma Datapack #12, but on the opposite wall.
Batman: Arkham Origins Amusement Mile Enigma Datapacks Locations Video Walkthrough
Batman: Arkham Origins Walkthrough – Amusement Mile Datapacks Guide.