Founders Island represents the final major hurdle in the Riddler’s Revenge mission in Batman: Arkham Knight. This island is characterized by its high-rise construction sites, deep underground tunnels, and a heavy reliance on the Batmobile’s utility. To secure all trophies here, certain story milestones must be met, specifically the restoration of the Batmobile's access to the island and the acquisition of late-game gadgets.

Essential Gadgets for Founders Island

Attempting a full sweep of Founders Island without the complete arsenal often leads to backtracking. Several puzzles are hard-locked behind specific equipment:

  • Remote Electrical Charge (REC): Vital for powering generators and moving mechanical platforms.
  • Voice Synthesizer: Required to command Riddler bots to move onto pressure plates or into sentry gun fire.
  • Line Launcher: Necessary for traversing rooms with electrified floors or pressure-sensitive traps.
  • Batmobile Power Winch and Sonar: Used for structural demolition and following forensic trails underground.
  • Disruptor: Essential for sabotaging sentry guns that guard specific trophy containers.

Port Adams: The Industrial Sector

Port Adams is the shipping and industrial hub on the eastern side of the island. Many trophies here are hidden inside shipping containers or require precision driving.

Trophy at Coordinates [3306, 1456]

Located at the very edge of the water, look for a large crane hanging over the harbor. On a small suspended platform, the trophy sits in the open. You can glide to this from a nearby lighthouse or use the Batclaw while standing on the pier.

Trophy at Coordinates [3008, 1172]

This trophy is locked in a cage that requires a long-distance sprint. The corresponding pressure pad is located on Miagani Island, atop the tall, tower-like structure at [3253, 2136]. Once you step on the pad, a 40-second timer begins. You must dive and glide across the water, using the Grapnel Boost to maintain momentum, and reach the container in Port Adams before the shutters close.

Trophy at Coordinates [2997, 1345]

Inside a container in the central yard of Port Adams, you will find a group of Riddler bots. Do not attack them directly. Instead, use the Voice Synthesizer to move them onto the specific container platform. Once they are positioned, hit the green question mark switch above them with a Batarang to crush them, which unlocks the trophy case.

Ryker Heights and Wayne International Plaza

This northern district features extreme verticality. You will spend a significant amount of time gliding between skyscrapers and balconies.

Trophy at Coordinates [2253, 1337]

On the eastern balcony of the Wayne International Plaza building, near the airship docks, a trophy is hidden behind a small obstacle. This is one of the simpler pickups, usually requiring only a standard search of the exterior walkways.

Trophy at Coordinates [2419, 1456]

This collectible is tied to the "Pretty Dolls Parlor," the location associated with the Professor Pyg side mission. Enter the parlor in Ryker Heights and look for a floor grate. This leads to a locked side room. Use Explosive Gel on the weak wall section to reveal the trophy. If you haven't completed the Pyg mission yet, the location remains accessible, though the atmosphere is considerably more tense.

Trophy at Coordinates [2194, 1475]

Found in the streets below Ryker Heights, this puzzle requires the Batmobile’s Forensics Scanner. Look for a green circular device on a wall. Activate the scanner (Battle Mode) and follow the trail of question marks that appear on the road. The trail eventually leads to the Bruford Tower. Once the trail ends at a wall, shoot the glowing green seal with the Batmobile’s cannon to reveal the trophy room.

Otisburg: The Urban Construction Zone

Otisburg is characterized by the Amertek building and the Bank of Gotham. The puzzles here often involve the Batmobile’s Power Winch.

Trophy at Coordinates [2183, 1834]

Near the Perdition Bridge connecting Founders Island to Bleake Island, look for a building with a winch anchor point. Pull the anchor with the Batmobile to expose a panel containing three question mark lights. You must hit all three with Quickfire Batarangs in rapid succession to unlock the trophy. Use the Batclaw to retrieve it once the cage opens.

Trophy at Coordinates [2746, 1873]

South of the militia blockade in Otisburg, you will find a puzzle involving two generators and a ball in a tube. Use the Power Winch to move the mechanical slides and the Remote Electrical Charge to attract or repel the ball. The goal is to guide the ball through the maze and into the socket at the bottom left. This requires careful timing—using the 'Attract' charge (blue) to pull the ball and 'Repel' (red) to push it away from dead ends.

Trophy at Coordinates [2407, 1713]

In the lower cemetery area, look for a storefront containing several Riddler bots. Use the Voice Synthesizer to command one bot to step on the pressure pad inside the room. This opens a door to a ventilation shaft. Enter the shaft and use a Fear Multi-Takedown to clear out the remaining bots. The trophy is mounted on the back wall of the shop.

The Underground Subway and Arkham Knight HQ

Perhaps the most difficult trophies are located in the subway system, which is only accessible after the main story progress allows the Batmobile to enter the tunnels.

Trophy at Coordinates [2312, 1682]

This is located directly beneath the massive ramp in the City Vision construction site. During the story, you raise this ramp to reach the militia watchtowers. Once the ramp is raised, drive the Batmobile underneath it to find the trophy tucked in a corner near the support structures.

Trophy at Coordinates [2154, 1678]

This puzzle involves a timer and a pressure pad located at [2147, 1492]. The pad is on a lower balcony of the circular towers near the Stagg Airships. Stepping on it opens the trophy case located above the entrance to Killinger’s Department Store. You must use a combination of gliding and the Grapnel Boost to reach the store entrance before the timer expires.

Trophy at Coordinates [2204, 1935]

Near the water’s edge by Perdition Bridge, find a locked gate with an adjacent generator. Use the REC to power the generator, which opens the gate. Inside, you will encounter two sentry guns. Use the Remote Hacking Device to blind one and quickly take out the other, or use the corner for cover. The trophy is at the far end of the hallway.

Tips for Completing the Founders Island Collection

  1. Interrogate Informants: Before hunting for specific coordinates, prioritize gliding around the island to find Riddler informants (enemies highlighted in green). Interrogating them will populate your map with the exact locations of trophies and riddles, making navigation significantly easier.
  2. Use the Map Grid: The in-game map provides coordinates in the bottom right corner. Use these to align your position with the data provided in this guide.
  3. Check the Subway: If you are missing trophies and cannot find them on the surface, they are almost certainly in the subway tunnels or the Arkham Knight’s HQ. Access these via the elevator in the construction site or the tunnel entrances in Otisburg.
  4. Bot Management: If you accidentally destroy a Riddler bot needed for a puzzle, simply leave the area or reload your checkpoint. They will respawn in their original positions.

Completing the Founders Island trophies is the final step for many in seeing the true ending of the game. While the puzzles here are more mechanically demanding, utilizing the Batmobile as a mobile power station and anchor point is the key to success. Once these 33-41 collectibles (depending on your completion of the Subway sections) are secured, you will be one step closer to locking Edward Nigma behind bars in the GCPD.