Go forward and you'll soon find another destructible wall. Blow it up, walk through and go through the door on your left. Watch the cutscene and then hop down to the ice to rescue the cop. walk very slowly so you don't break the ice. If you hear a beeping sound, it's because you're moving too quickly. Once he's free, head back down to find the other two. head towards the right side of the room and be introduced to Penguin's friend. If you turn detective mode on, you will see golden glowing hooks scattered around the room and something hanging from the ceiling. Use the batclaw to grab and pull this object. It will fall in the water creating a raft. Shoot it with the batclaw and pull it towards you. Hop on and then use the batclaw on any of the hooks in the room to pull the raft towards them. Shoot at hook behind the cop and float over to his platform. The second guard is a little bit trickier but not overly so. You actually have to rescue him from the raft so make sure you get close.
Torture Chamber
Batman: Arkham City Discussion
Batman: Arkham City Walkthrough
Prologue
The Batman
The Courthouse Tracking the Shooter The Church Joker's Funhouse
The Steelmill
The Loading Bay Finding the Doctor Smelting Chamber Finding Joker Loading Bay Catwoman
Joker's Errand
The Museum
The Jammers The Subway Return to the Museum Gladiator Pit Torture Chamber War Room Armory Iceberg Lounge Solomon Grundy
The League of Shadows
The Sewers Old Gotham Wonder Tower Foundation Wonder City Demon's Blood Ra's Al Ghul Return to the Streets Back on the Streets
The Cure
The Chase Steel Mill Returns Smelting Chamber Joker Boss Battle Catwoman
Protocol 10
Processing Center Wonder Tower Foundation Wonder Tower Observation Deck
Immortality
Epilogue
Side Missions
Watcher In the Wings Shot in the Dark The Cure Riddler Fragile Alliance Identity Theft Nora Fries Zsasz AR Training Remote Hideaway Hot and Cold Acts of Violence











