The gangs of Gotham have put recruitment on overdrive. A lot of you have been tapped by the Alley Cats, Carnies, Hazmats, Killa Watts, or Wharf Rats to join their ranks. However, some of you haven’t. So for your convenience, we’ve ravaged the records of the Gotham City Police Department to find out exactly how the gangs operate, so that you can make a more informed decision when pledging your allegiance to one.
  • Each map has a gang associated with it. The Alley Cats control Crime Alley, the Carnies control Amusement Mile, the Hazmats control Ace Chemical, the Killa Watts control Gotham Power, and the Wharf Rats control The Docks. (Other maps don't have gangs associated with them.)
  • Once you reach level 12 you’ll automatically be invited to the gang that owns the map you’re playing on. (That invite will come at the end of the match. Just a heads up.)
  • After level 12, whether you’re freelance or not, there’s a small chance that you’ll be invited to a gang after every round you play. (Unless, of course, you’re already a member of the gang associated with the map you’re on.) You’ve got a slightly higher chance of being invited to a gang if you’re in the top three for a round. Additionally, whenever you’re invited to a gang, whether you accept or decline, there will be a five game grace period where no gang is allowed to ask you to join.
  • If you’re associated with a gang, reputation for it will be earned regardless of the map you’re on. Also, winning will give you more reputation with that gang, tying will give you some, and losing will give you a little. (Hey, either way you’re earning reputation!)
  • When you gain enough reputation with a gang, you’ll be rewarded with calling card phrases and symbols.
And that’s what you need to know about gangs! We hope that you’ve found this helpful.

Now, we need to go into hiding for a bit. (Turns out the Commish doesn’t take too kindly to us “reappropriating” his department’s information.)