Batman: Arkham Origins. Walkthrough (3)

1. Batman Begins

Get to Arkham City
Well, now we have to free ourselves - to do this we swing on the chair. Then we counter-attack the guard and take the chip from him. Then we go to “queue A” and go to the gate, and after that we follow the two “guards”. We fight with prisoners, counter-attacks will work best. Raising Jack Ryder.

Climb higher and contact Alfred
We fend off the Penguin's blow and distribute cuffs to his guys. After this, you can knock out the Penguin. We climb the stairs to the roofs, opposite you will be the ACE Chemicals building - we jump and grab the ledge - we move along it. We go up to the roof and turn into Batman.
We hack the wave of TIGER negotiations.

2. Batman: Save Catwoman from Two-Face

Find Two-Face's court hearing and get inside
The goal is easy to reach. Here you get a signal from the Bat-searchlight in the sky and a green mark on the compass. In general, we fly forward, to a building with columns. At the entrance we will be met by Two-Face's people, it doesn't matter. We go into the Solomon Wayne Courthouse and go up to the 2nd floor. We climb up the stairs and remove the guard from above, move along the rope - we dive into the crowd. Good point to get combo achievements.

3. Batman: Interrogate the Joker for details about Protocol 10

Scan a crime scene to obtain ballistic data
We use the evidence scanner, scan the traces of the bullet:
1) Glass
2) Gender

Find the point from which the shooting took place
We head to the church, 3 fools are waiting for us at the entrance, waiting for a thrashing. We go in and throw Harley Quinn away.
Harley's armed men are ahead of us, we need to disappear - we throw a smoke grenade and fly up to the gargoyle. We use “detective mode” to study the situation. We need to save the hostages, only 4 guards.
We carefully go down to the one on the left - we break through the wall and cut it out. We rise and jump onto the scaffolding to the second one, we cut it down. There are 2 left, we go down behind them and do a “double decisive blow”.

Scan sniper rifle to discover evidence
We climb the bell tower, scan the sniper rifle and jump out the window.

Track the source of the radio signal and find the Joker
Following the sensor, we head to the Northern Docks area. The source will come from the Sionis Industries steel mill.

Infiltrate the steel mill through the main pipe
We cling to the largest pipe to your right and fall down.
We fly from the rope to the edge of the pipe and go through the debris. We take the batclaw and rip the hatch off its hinges to put out the fire. We jump down, grab the ledge and climb over to the other side. We jump onto the railing and cross to the other side, through the fire. We turn on detective mode, use explosive gel to make a hole in the floor. We pass through the ruins. To turn off the steam, use the batarang to press the button on the right.
We pass through the “basement”, observing what is happening. We get out and get rid of the Joker's gang.

Save the doctor from the Joker's thugs
We go through the door on the left, there will be an armed trinity ahead, we use the conveyor. We move along the gargoyles and silently remove them. The door is closed, we break in through the window. We go left, we knock out two. We neutralize everyone in the room, save the doctor - we get the gadget.

Find the way to the Joker's office in the loading bay
We go to the door on the left, open it using the new gadget. We go through the ventilation and deal with the guys who “blocked the exit.” We return to the loading bay, there will be a generator opposite the gate - we shoot at it with an electric charge and use the crane to break the signs from above.
A gang will come out to quickly deal with everyone - we shoot at the one-armed Russian clown with electric charges, he will scatter everyone with a “spinner”, and then we finish him off too. We go upstairs to the office.

4. Batman: Find Mr. Freeze and take the cure

Find Frieze by identifying the most cold spot to Arkham City
We have a temperature sensor, all that remains is to find Freeze. We move towards Gotham, along the river - we get to the Police building. The guys are waiting for us at the entrance, let's go through. We open the door with an electric discharge and slide under it. We take the chip from the dead guard and tune in to the new wave. We go through the door, in the hall on the left there are armed guards. We hide around the corner, from here you can jump on the gargoyle - we rise. We film everyone one by one, and interrogate the last one.

Save Mr. Freeze from the Penguin in the museum
We use the encryption sequencer to hack the panel in the security room and open the door (ANATOMY). We leave and head into the spotlight - to the museum. To get inside, we break the lock (FOSSIL) and go in. We learn to dodge cutting weapons. There will be a gate that opens (closes) based on a motion sensor - we jump into the window on the right and try to turn off the sensor.

Disable Penguin's jammers
We go outside and climb onto the roof of the museum, get rid of the guards, and then destroy the interferer. Then a second transmitter, just north of you...and then the last one. It is located in the subway. We go down to the trains, there will be a carriage on the left - we climb up, pass through the abandoned mines. We stun the enemies, use the cannon to lift the door and slide inside. Our goal is guarded by a crowd of armed enemies; we take them out one by one using gargoyles. We destroy the target and return to the museum.

Rescue Mr. Freeze from the Penguin in the museum (Rescue the remaining Gotham police officers)
We break open the gate a second time (DINOSAUR). Let's go down, save the cop - we'll find out the code. We go down, there will be a grate - we use a controlled batarang, point it at the button.
We deal with the crowd, then a clown pumped up with "TITAN" comes out - we climb onto his back and scatter everyone. When he runs at you, use a quick batarang, as in part 1.
To go further you need to use a controlled batarang and activate the button. We pick the lock (JURASSIC). We use the elevator, using a cannon - we blow up the wall along the way. We leave and go into the hall, save the frozen cop - and then two more with the help of a raft and a batclaw. For now, we don’t go after the penguin, but go through all the rooms and save the police and our main goal- Mr. Freeze. (Frieze is located opposite the hall where his costume is located). To get to Frieze, open the gate (REPTILE). To the right of Frieze is a wall, we break it - we meet the second twin brother (one-armed), the tactics are the same. We go through and free Frieza (MICROWAVE).

5. Batman: Fight the Penguin in the Iceberg Lounge

Remove the security key from Frieza's suit to disable the Ice Cannon
After Freeze is freed, we go to the hall opposite. We break the display case with the suit and get a new gadget.
We are heading to the Ice Lounge, Penguin is already waiting for us. You need to get closer to him to deactivate the cannon. We roll between the arches without getting caught in the ice jets. We reach the bridge - we turn off the cannon.

Solomon Grundy
Grundy is powered by electricity; there are 3 power sources in the “arena”. Using the gel, we destroy the sources, approach and beat him. We use the same tactics again, don’t forget to dodge balls, jumps and huge paws. We approach and finish with him. We break out of the huge arms, destroy 3 sources and now definitely finish with him.
We run from the rockets and beat up the Penguin.

6. Batman: Find Ra's al Ghul and get a sample of his blood

Follow the killer's bloody trail to reach Ra's al Ghul
We scan the blood and follow the trail. It should lead you to the roof, where it breaks off.

Scan the killer's bandages for evidence
We scan the evidence.

Track down the killer and install a beacon
We catch up with the girl, attach a bug with a counter-attack.
We get a new gadget from Robin.

Follow the killer using a beacon to reach Ra's al Ghul
We go to the icon that will lead us to the Joker's Jolly Island. We go down into the sewer, we reach a cliff - you need to use a rope launcher. We cross to the grate (to the other side), from there we begin to go back, but aim to the right at the middle and cross to the other side. We reach the hatch, break through the floor - we deal with the enemies and break open the panel (TRACK). We pass through the metro and go out into the streets. We move to the clowns, into battle - and then through the door.
We save the hostage from the Joker's armed men. We go down and go out to go through the gate - we use the cannon.

Recover video data from mechanical guard
We scan all the robots in this area. 2 on stands, 2 along the street, 1 on the roof, 2 in ruined houses.

Find a secret entrance using video data
We watch the video, approach the wall and try to open it. We carry out a counter-attack and open the door with a sword. Let's go and climb the stairs. We get up and move straight towards the huge gate. We follow Thalia and drink from the goblet.
We soar along the white trajectory onto the block, cling to it with a hook. You can't touch anything around, otherwise you'll fail. We deal with wars, we fly into the middle of the whirlwind. Then onto the next block, then onto another - we fight off the warriors - into the middle of the whirlwind. We rise and talk with Thalia.
First, we destroy the army, then, dodging the tip of the stars, we shoot with an electric discharge at the enlarged Ra's al Ghul (you must shoot directly into the gap between the wars around him). We quickly begin to repel the blows. We act a couple of times using the same tactics, at the end of the counter- We attack and kill the main one.
We use a controlled batarang.

7. Batman: Make a Cure

Interrogate Quincy Sharpe and get information about Hugo Strange
We return to the streets, along the path from which we came, exit through the metro - break open the gate (SEPARTMENT). let's get up. We head to the mayor...get rid of the guys near him and take him away.

Return to Mr. Freeze in the police laboratory with a blood sample of Ra's al Ghul
We head to the police station and donate blood.
First, we leave Frieze; you can defeat him in two quick ways:
1) Using the environment (Magnets on the walls, blowing up walls, etc.).
2) Use gadgets (his own technology), stab him in the back.
We finish and take the medicine, we get a gadget.

8. Batman: Take the cure from the Joker

Rescue Vicki Vale from the helicopter crash site
We go to the crash site, get rid of the snipers around (they are easy to find, they stand out by sight). We save the reporter.

Infiltrate the steel mill
We go to the factory, this time we go through the main door. Using a raft, we swim along the drain, use the batclaw to swim faster and avoid getting caught in a vice. Next, we pass through the ventilation - we spectacularly fly into the window, hand out the cradles to the guards - in the next room we save a person from death. We break through the wall and use the raft again. We reach an iron door, there is a switchboard on your left, and electricity is ahead. We use a controlled batarang and direct it through electricity to the shield.
We create an ice floe, get to the passage on the right - hack the panel (ROMANCIONIS). The bridge will fall behind, we meet the doctor.

Find the Joker at the steel mill
We go into the melting shop and neutralize the guys. In the next room there is a sniper and full of mines - we jump up and reach the conveyor belt. We climb into the box and are transported behind the sniper's back - we jump up and find... a tied up Harley Quinn.
We pass through the mine and head to the loading bay. There are two snipers and two simple clowns. We grab onto the hook and throw off the snipers, deal with the remaining enemies. We go up to the office, follow the arrows.
We beat the Joker and then his servants. We shoot at the one-armed man with an electric discharge - he will scatter his own, we use the Titan's thug - we finish off everyone.

9. Batman: Break through to the observation deck to stop Protocol 10

Scan TIGER helicopters to find general control software
We cling to the helicopters and scan them until we find the main program. You need to scan ~6-7 helicopters.

Retrieve the general control program transmitter from the main helicopter
We scan the helicopter, load the data into the batcomputer - we get the access code to the Observation Tower.

Gain access to the Miracle Tower
We head to the tower. Let's hack (INSPIRING). We go down and go to the gate, knock out the guards with electric batons. After Hugo's message, a crowd will come out (1/2 are armed). If you throw smoke, the shooting will start, so it’s better to do it the old fashioned way. We go down into the sewer, and then into the hole to the very bottom. Using a rope launcher, we go to the hall with gargoyles and meet the nurse. We remove all security, hack the elevator:
1) OBSESSIVE
2) MEDICINE
We rise and immediately climb out into the hatch. There will be an ambush from above, we will attack them from behind. We break open the gate (RESERVATION). Along the ledge we get to the antenna (large pipe) - from its end, we cling to the highest point with a hook. We climb up the pipes.
Near the elevator shaft, we break open the panel (SUPPORT) - we jump into the opened hatch, then into the ventilation. In the “heart of the tower” a whole crowd is guarding the crazy professor, we’ll shoot one at a time. 1 guard will go out onto the balcony, we stun - the others will start searching. Jumping from balcony to balcony we get rid of everyone (you can also use gargoyles to hang guards). We approach Hugo (DEFENSE OF GOTHAM).

10. Batman: Take the Joker's cure and stop him from becoming immortal

Follow the beacon and save Talia from the Joker
We go to the mark that will lead us to the theater. There will be a lot of snipers around - perhaps we should get rid of them. We calmly enter the theater.
There will be a fight with Clayface, popularly known as the Clay Man. You need to throw ice bombs at him, and at the same time have time to dodge the blows. When it starts rolling, you will need to stand in front of the dynamite. When his health runs out, we climb in and pull out the sword and chop him into pieces. We repeat the same thing again.
Soon a clay army will appear, we fight back - and also throw bombs at Clayface. We come, we finish.

END OF MAIN STORYLINE!

Catwoman: Episode #1
Get access to the safe
Well, there’s a crowd of guys in front of us - it’s time to show them how sharp Catwoman’s claws are.
We take the flash card from the safe.

Catwoman: Episode #2

Retrieve equipment from Catwoman's hideout
We head to the shelter, climb over the top into the cage. We attack enemies - turn on the "thief's vision" - jump out the window.
We get spikes and bola.

Infiltrate Poison Ivy's lair
We go to the lair of ivy. We get to the hotel using “thief's vision” - we go into the main door, the one near the bridge. We need to knock out the guys drugged by Ivy. After that, we jump to the ceiling and climb higher and higher. We get to Pamella, beat the guys again... and at the same time we dodge the spitting weeds.

Catwoman: Episode #3

Get into the confiscated warehouse
We leave Ivy's lair and head to the warehouse. Near the passage to the sewer we deal with the aggressive crowd and go down. We go into the observation room.

Get into the vault and pick up the loot
First you need to steal 3 cards to open the door to the vault. We jump onto the ceiling, turn on the thief's vision and wait for the guards to disperse one by one. We carefully jump down from behind and quietly take 3 cards, return and insert them into the computer.
Now we need to get into the storage room, we will neutralize the TIGERS from the ceiling. We go into the vault and open the diplomat, then a crowd comes at us - have we defended ourselves? We take diplomats.

Leave Arkham City with loot
Let's go...you have a choice:
1) Return to Arkham City and save Batman...
2) Go to Gotham City, then Batman will die
If you choose 1, everything will be as it was, and if 2, time will rewind and you will be given a second chance.
We get to the surface.

Catwoman: Episode #4

Take the loot from the hideout and leave Arkham City
We head to the shelter, it’s best not to run into armed guys on the roofs. We climb through the window, as before.
We rise and defend ourselves...we interrogate the latter.

Take the loot from Two-Face in the museum
We head to the museum and try not to get into a fight. near the entrance, as indeed everywhere near the museum, there are Two-Face’s people. Let's go inside. We go to the arena - there is already a crowd of Two-Face here, but this is no longer a problem for us. We go into the hall where the water is. We go down and crawl along the mesh (floor). So we ended up in the armory (there was Frieze's suit). Turn on the thief's vision. Two-Face with his huge gun on the balcony. But now you can not pay attention to anyone except Two-Face himself. We head towards him and finish him off.

Blackgate Prison

On Christmas Eve, Bruce Wayne will dress up as the fearless Batman. One of them escapes from Blackgate prison. the most dangerous criminals Gotema - Black Mask. Having landed somewhere near the walls of the prison, we go inside, crouching under the rubble. We deliver the warden Joseph from the mafia. We sneak up from behind and in slow motion press the counterattack button. Similarly, we neutralize the boss himself. After questioning him, we go to prison block A and go down the stairs. We deal with a few more enemies. From the last mafioso we learn that Black Mask is leading Loeb to the execution chamber.

We find a drone in the corridor. We beat the prisoners and cling to the upper ledge with a hook. Opponents wearing body armor must first be stunned and then dealt a series of powerful blows. We use the hook again to climb up. Once at the prisoner registration point, we turn on detective vision. We select a batarang and, taking aim, throw it at the control switch of the metal gate. We accelerate and slip under a small gap. We get rid of the mafia and discover Vicki Vale, a reporter who found herself in captivity. Press the elevator door button. We go into the mine, select the explosive gel and apply it to the fragile floor. We blow it up and jump down.

There is a lot of information for each character in the “Dossier” section.


Black Mask is dissatisfied with the conditions of detention. Therefore, he decided to rebel and deal with Commissioner Loeb, who was “fed” from Musk’s handouts. It's no secret that local guards and their boss willingly accept bribes from crime bosses. We open the ventilation grill and through the shaft we get to the prisoners. We deal with him and approach the grate, behind which the last enemy is located. We go into the room on the right, use the batclaw to pull the ventilation grill. We jump into the mines and move around. We apply the gel to the fragile wall and detonate it. The next door can be opened by quickly releasing two batarangs at once into each button. We open the grate with the batclaw and get out through the shaft to the place of execution. Unfortunately, it is not possible to save Loeb.

We break through the glass by double pressing the jump button. First, we deal with the mafia without protection and only then calmly with the one who has a bulletproof vest. We run out into the corridor and remove the memory card from the damaged drone. Clinging to the batclaw, we climb higher and higher. Black Mask manages to escape. Only Killer Croc remains on the roof. We dodge to the side from his attacks. We stun the enemy and deliver a series of blows before he has time to recover. When Croc takes hold of the fuel tank, we release several batarangs. The enemy may capture us. In this case, quickly and often press the button shown and double-click the jump button, quickly moving to the side. We interrogate Killer Croc. We find out that Black Mask has placed a reward on Batman's head. Gordon and several other police officers will try to stop us. We go to the cave to read the found memory card.

Tower Hacking

We leave the take-off pad and head to the Batcomputer. The best of the best must find and finish Batman. The one who does it the fastest will receive a reward of $50,000,000. Eight assassins, each with unique skills. We have already neutralized one of them - Killer Croc.

The Penguin, just like us, is tracking down the Black Mask. The drone found in prison belonged to him. The GPS signal points to the next destination - Jezebel Plaza, where there will be a meeting with Penguin's people. Open the Gotham City map and select the drop point in the Bauer district. However, we will not be able to get there, since the signal is being jammed on the GCR tower in the Coventry area. We go forward, open the door and encounter armed mafiosi. We use a smoke grenade and quickly grab onto the upper ledge with the hook. We turn on detective vision and, jumping over the ledges, find ourselves above the enemy’s head. We hang and make a grab. We fly to the opposite corner, open the grate and go through the shaft. We neutralize another criminal and climb into the next ventilation pipe. We approach a fragile wall, break through it and capture the enemy. We jump over to the other side, turn left and run forward. We cling to the ledge with a hook and immediately capture the enemy.

Preventing crimes is another reason to earn points.


We go into the control room and find a corpse in the toilet. We activate the evidence scanner, scan the body and the mark on the wall. Let's recreate the initial situation: during the repair of the access panel, an explosion occurred with such power that the worker was thrown to the side and crashed through the wall of the restroom. We scan the access panel and find out that the body of the one who set the trap was found in Diamond County a few hours ago. You need to find the key card, without it it is impossible to disable the access panel. Let's recreate the original situation again and slowly rewind forward. We find a trail leading into the ventilation shaft. We open the grille, turn on the evidence scanner and scan the key card. We select the encryption sequencer and use it to hack the access panel. Slowly rotate the mini-joysticks until a word or phrase appears. We open the door, go up the stairs and open another door, quickly and often pressing the corresponding button. We hack the source of interference. Enigma controls all the towers in the city. There is one tower in each district. To instantly move around the city, you need to hack these same towers.

Tracking the Penguin

The path to the Bauer area lies across the bridge. We leave the room, open the door on the left side and get out onto the roof. We get to the Bauer district and head to the place of the transaction, guided by the green icon on the radar. We arrive first, so we hide in a secluded place and watch the arms deal. We attack first the one in whose hands there is a weapon. We turn on detective vision to detect the shooter. As the battle progresses, we do not allow another criminal to pick up the gun. Having neutralized everyone, we interrogate Chatterbox. We take his phone, remove the SIM card and use it to track the Penguin’s location. The signal is jammed from the GCR tower. We go to it, guided by the radar. We clear the roof from enemies. We use a controlled batarang, carry it through the electrified fissure and hit the access panel. If it’s difficult to aim, then turn off the inversion of the batarang in the settings. We open the doors and, using an encryption sequencer, hack the tower.

Let's start hacking the Penguin's communication system. Place the pointer at the center of the brown circle and hold down the button shown to decode the transmission. Penguin organized his own wireless transmission, which is why we hear criminals talking to each other. We get to the portable radio stations, neutralize the enemies and similarly decode the signals. The second radio station is guarded by two armed thugs. It is better to refrain from a direct attack. We turn on detective vision, land somewhere nearby and, sneaking up, neutralize one by one.

Liner “Final Offer”

It is best to plan actions from afar. Especially if the area is being monitored by snipers.


Penguin is hiding on the old ship "Final Offer". A fighting tournament organized by him is also being held there and, accordingly, the liner is teeming with criminals of all stripes. Before you get on board, you need to eliminate the snipers. We fly to the tower, land on it and, creeping up to the enemy, silently deal with him. Enemies see poorly, but hear perfectly. We fly to the suspended container and from it to the crane. We jump onto the lower container, on which the second sniper is located. Having neutralized it, we go down on board and move to the right side. The two occasionally separate. We deal with them when the enemy turns around on the bridge. Let's go to the opposite side and also stun the enemies one by one. We leave the one on the bridge for last. We climb into the position where the first sniper was. We fly straight from here to the door and deal with the criminals. If necessary, use a smoke grenade.

We get inside and encounter two opponents with daggers. You cannot counterattack them, you can only dodge by holding the counterattack button and the “back” movement button. We go down, stun opponents with weapons and deal with the rest, not allowing one of them to pick up the weapon (a characteristic reloading click will sound). We go to deck 1. We jump over the gap and go around the flooded area. We go around another area by jumping onto a metal beam. We strike in planning and neutralize the enemies. We approach the edge, select the batclaw and attract the raft. Having jumped onto it, we move through the water, pulling ourselves up by the rings on the walls. The last ring is attached to the ceiling, we cling to it and bring it down. We climb up and get to the boiler room.

The battle tournament is in full swing. We turn right and, after waiting a moment, we pass by the pipes. We cling to the ledges and continue to move forward, waiting for the steam supply to stop. We rise even higher, use the batclaw to open the metal door on the left side. We get out into the arena and meet with the Electrocutioner. One blow will be enough to knock him out. We will neutralize the criminals that Tracy will set against us. We are watching for those who have knives and who are picking up heavy objects and preparing to throw. We throw a quick batarang at them. We interrogate the surrendered enemy. You can get to the Penguin's office through the theater at the other end of the casino. Open the door with the “Exit” sign. Having risen a little higher, we go straight and open the next door. We jump down, jump over the gap and, accelerating, slip under the gap. We crawl forward, slip again and go down. We activate detective vision to detect a fragile wall, to undermine which we use explosive gel.

First, we pull ourselves up by the far ledges using a hook, then we simply accelerate and grab onto it. We move all the way to the right and grab onto the hook. We approach the very edge, look left and up. We neutralize a couple of criminals. We get out to the upper deck and press ourselves against the wall. There are three enemies around the corner. We take out a controlled batarang, launch it towards the enemies, pass it through the electrified area above the door, make several full turns in order to ultimately hit the enemy with the weapon. Dealing with the rest will not be difficult. We go to the other end of the corridor, cling to the ceiling with the batclaw and bring it down. We climb up, open the grate and go through the shaft.


Having reached the casino, we jump off from any side, sneak up on the shooter and neutralize him. It is best to follow him with detective vision. Having dealt with two, a whole crowd will appear. Let's leave the one in the armor for last. We make sure that no firearms are picked up. There is a ventilation shaft in the corner, it will lead us to the access panel. We hack it with a sequencer and return to the hall. We sneak up on each shooter with caution. They stand in one place, but can rotate around themselves. We go through the opened door, call the elevator and take it up to the security room. We neutralize Tracy by pressing the counterattack button and lock her in a cage. We hack the access panel above the table. We break through the glass by double pressing the jump button. Having opened the door, we receive a blow from a large enemy. We'll leave it for last; let's deal with the smaller enemies first. We deliver a series of blows when there are no red icons above the enemy’s head.

We go into the large hall. We go along the left side and quietly approach the enemy with a weapon. However, they are all here with weapons, so we will act secretly. We go down lower and deal with the second enemy. We cling to the high point, cross to the other side and go down through the ventilation shaft to the left of the stairs. We follow the route of the enemies using detective vision and neutralize them one by one. We attack the last one, who is near the hostage, from the air, having first climbed to the top point. Through the passage on the left side we go to the Penguin's office. Alberto Falcone, the son of the influential mafia boss Carmine Falcone, was tortured here. Through his son, Penguin tries to manipulate Carmine into weakening his influence in the city. We deal with the thugs and get to the Penguin. Under our pressure, he reports about the murder in Lacey Towers. This is where Black Mask's hideout is located.

The interrogation is interrupted by Deathstroke suddenly appearing. The enemy is tough and fast. We continuously attack him. We don’t miss counterattacks, but we also don’t commit them prematurely. Be sure to wait for the button or corresponding icons to appear above Deathstroke’s head. After the flash, quickly and often press the counterattack button, and then similarly the strike button. Immediately after this, we prepare to carry out a decisive counterattack. In the later stages, enemy attacks will become more frequent, so using the Batclaw will not be a bad idea. Having won, we take away the controlled claw. It allows you to release a cable between the walls, which you can climb on and move freely in space. We select the controlled claw, aim at the attachment point on the wall above the place where the Penguin was, and shoot. We cling to the cable, get to the doors and try to open them. The chances of getting through them are zero. Alfred will confirm that there was a murder at Lacey Towers. Moreover, not just murder, but the murder of Black Mask. We jump down, open the door and head to the exit. We go down to deck 1, release the cable to the attachment point at the other end of the flooded area. We leave the liner.

Deathstroke.


Lesley Towers murder investigation

We get to the roof of the indicated building and first of all neutralize the policeman with the weapon. Having cleared the site, we take out the encryption sequencer, point the pointer at the center of the brown circle and decode the signal. We fly to the balcony, cling to the ledge and, moving to a position under the cops, capture both of them at once. We go inside Lacey Towers.

We go to Black Mask's apartment, where the murder took place. We examine the body of the unknown. We activate the evidence scanner and examine the body again. We scan the body of Black Mask's friend, suspended from the chandelier. There are remains of a Molotov cocktail on the floor. We replay the event and understand that the room was set on fire to cover their tracks. We study the bullet mark on the body of the dead man. We re-scan the body of Black Mask's friend. We study the Penguin's fingerprints on the wall next to the body. We scan the marks on the floor in detail. We study the mark on the floor under the body on the chandelier. We rewind to find the fabric of clothing on the window frame of the balcony. We scan the trace on the counter. Slowly rewinding time, you can see that the girl’s phone flew off. The last message sent involves the Joker. Having compared all the data, we understand that it was not Black Mask who was killed, since we saw him in prison last night. To find out the identities of the murdered man, who shot the murdered man and who entered from the balcony, we will have to get into the files of the National Crime Database, which is located in the Gotham police station. At the exit from the building we will encounter an enemy with a shield. We stun him and double-click the jump button.

Police Department

Before heading to the police station, let's visit the cave. Open the city map, move the pointer to the left of the central bridge and select the drop point on the small island. Having arrived at the cave, we go down the stairs, turn left and take the impact detonator from the table. We return to the transport and go to the Burnley area. If you can't find the right place, you can always look at the sky and see the Batman logo and arrows. There is a small group of police officers on the roof of the police headquarters. First, we neutralize the sniper in the upper central position, then those moving below us. Finally, we leave the enemies at the entrance and on the helipad.

We go inside, go downstairs, apply gel to the fragile wall and blow it up. We jump onto the elevator car and go down. When the elevator stops, we jump higher and go through the ventilation shaft. During interrogation, Gordon found out that eight hired killers were operating in the city. We neutralize the policeman in the locker room. We go into the office space; if we wish, we can use an impact detonator to briefly stun opponents. In any case, they need to be dealt with. Using the batclaw, we pull out the grate above the door. We jump upstairs and go to the meeting room. Branden and his corrupt squad also take part in the race to "Who can kill Batman the fastest." Using the controlled claw, we shoot at the attachment point on the other side. We move along the cable into the corridor, where we carefully neutralize the policeman.

You can complete the Dark Knight challenges both in the field and on the training ground in the cave.


We hack the door access panel with an encryption sequencer. We deal with the opponents, go into the interrogation room, approach the window and capture the enemy. We interrogate Chatterbox to find out information about the destructor. This device allows you to jam weapons and pick locks. We go out into the corridor, jump over the doors and deal with the special forces. After talking with the homeless person, we apply the gel to the fragile material on the left window and undermine it. We get to the locker room, neutralize the cop and open the ventilation grill. We jump down and go through the pipe. We cling to the upper ledge and climb the stairs.

Every police officer is equipped with a heartbeat sensor. That is, even if you silently neutralize him, then after a few seconds the others will find out about this and will run to the victim. We jump down, go left and go down the stairs. When the enemy is on the corner, we go into the room and neutralize the other enemy. We quickly go out into the corridor, catch up with the next one and also neutralize him. Now you can return to high point and wait. We try to deal with several enemies at once and do it closer to some corner. Some will not go from one end of the room to the other, and we will use this in choosing a new victim. We hack the door access panel after clearing the area.

We sneak up on the two in the corridor and neutralize them at the same time. We get to the server room and try to hack the access panel. The defense system is jamming our equipment. You can't do without a destructor. We go into the room on the left. First we stun the enemy with a shield, then quickly double jump. We hack the elevator access panel. We jump into the mine and get out to the prison cells. We use a shock detonator against a crowd of enemies. First of all, we neutralize the enemy with weapons. We press the door button and go to the infirmary. We activate detective vision to detect a fragile wall. We destroy it with gel, go to the abandoned mine. We stand in the center, cling to the ledge and climb up. We use a controlled claw and release the cable to the attachment point above the head. We climb even higher, pass through the ventilation shaft into the room with evidence. We take the destructor from the table. We return to the prison cells the same way we arrived here. We take out the destructor and disable the jammer above the access panel. Then we perform a normal hack using a sequencer. We deal with the prisoners and go around the blocked passage from above.

Returning to the server room, we destroy the jammer with a destructor and hack the panel with a sequencer. Inside we meet Gordon's daughter. She will help you connect to your DNA file and tell you how to make a remote connection to the server. Soon a large group of special forces will arrive. We turn around, open the grille and move through the ventilation. The destructor also allows you to jam enemy weapons. However, this is of no use here, because the enemies are literally a couple of meters away from us. Having dealt with everyone, we run to the door on the right side, after passing through which we turn left and hack the access panel. We turn left again, and at the last moment we manage to run into the elevator. On the roof we meet Gordon. While we were talking with him, Branden's group arrived. We throw a smoke grenade, use a destructor and neutralize the opponents. We leave the police department.

The “Particularly Dangerous” section contains additional tasks.


Sewerage

There are two ways to get to the sewer hatch - through the roof or through the gate. Between the buildings (a little higher from the drop point on the map) there is a small passage from which you need to go down into the alley. In this case, you won't have to confront a group of police at the gate. If we decide to go ahead, we will first neutralize the enemy with firearms using a destructor.

In the sewers we encounter Black Mask’s people, who are mining almost every meter. Enemies in red suits are able to repel our attacks, so we will have to counterattack them much more often. We use the gel to destroy the wooden partition. We go to the water treatment area. Use the hook to cling to the ledge on the left. We simply jump over to the next ledge. Having walked forward a little, we cling to the ledge on the right and capture the enemy. Having neutralized the second one, we climb even higher. We get to the control panel, press the button and, taking out the batclaw, grab the pipe cover on the left. Having redirected the steam, we take out the controlled claw and release the cable to the attachment point a little to the right above the window. We cross to the other side, go out onto the balcony and hack the code panel. We fly to the drain, which will lead us to the communications room.

We fly to the cargo lift and deal with the opponents. We press the button, go upstairs and activate detective vision. As you can see, there is one enemy with a weapon, so first of all we run up to him. We connect to the database to the right of the monitors. We are putting together a complete picture of the events that took place in Black Mask’s apartment. So, Black Mask sent his frightened girlfriend to the safe house. Suspecting something was wrong, he later sent his double there, and he himself entered through the balcony. Inadvertently, the killer noticed him. A fight ensued, from which the killer emerged victorious. Black Mask was needed alive in order to use his help to penetrate commercial Bank Gotham. like this brutal reprisal could only be embodied by one person - the Joker. We get to the surface and hack the code panel to the right of the gate.

Gotham Commercial Bank

We get to the roof of the building, apply the gel to the fragile side wall to the right of the door and blow it up. Going inside, open the hatch and jump down. We use the destructor to destroy the jammer above the grate. We hack the code panel, go into the hall and fly to the other side. At the top left of the doors there is a ventilation grill. We open it and go through the mine. We apply the gel to the floor and undermine it. In the vault we encounter the Joker, hiding under the guise of Black Mask. The Joker seized power and sent assassins to kill Batman.

After the explosion, we climb to a high point and observe the arriving group of enemies. If you activate detective vision, you can only see one single enemy, behind whom there is a jammer. It can be neutralized temporarily using a destructor or permanently by neutralizing the carrier itself. We move to the side high point on the right and wait for the mafia to start climbing the stairs. We fly over to him, sneak up and neutralize him. After some time, the others will detect the body based on the signal from the heartbeat sensor. We deal with them one by one. The latter decides to surrender, so we approach him and interrogate him. We leave the bank, hide behind the car on the right and wait for the special forces to leave. You can try to deal with them, but there are two shooters there, so we use a destructor against them.

Steel Plant

Copperhead.


The factory yard is heavily guarded. We go down to the sniper and silently neutralize him. There are two people moving back and forth in the center; we leave them for last. After the sniper, we go to the enemy on the balcony above the entrance. Next, we deal with the mafiosi on the walls on each side of the gate. Somewhere to the side below we notice another enemy isolated from the others. We sneak up on the last two in the center and knock them out one by one.

We go inside and deal with the enemies. Detective vision will help identify the shooter among them. There is a ventilation system above the doors. We open the grate with the batclaw and enter the office. We neutralize the shooters, clear the room and hack the computer in the corner. We turn off the machine gun using the destructor or go back through the ventilation. We go down to the loading point, turn left and hack the code panel of the next door. The forklift and several mafiosi hid in a secret room. We deal with the remaining opponents. Will arrive soon a new group. There will be a punisher among the enemies. We uncover his armor with an ultra-stun - triple pressing the stun button, then perform a series of powerful blows. We activate the button to the right of the wall of the secret room. The structure will not be able to break through a fragile wall on the first try. We swing it, catching the back ring with the batclaw. We jump into the secret room and take the elevator down. We scan the body in the cabin.

We neutralize the enemies, hack the code panel and go to the drug laboratory. Just like in the bank, one of the opponents wears a jammer on his back. He will head to the far right corner, we wait for him there. There will also be another enemy directly above the carrier. First we neutralize it. Enemies are not equipped with heartbeat sensors, so detection should not be a problem. First, we eliminate the opponents in the upper positions, and only then move on to those moving on the ground. We go to Black Mask's office, free the hostage and try to find out where the Joker went. Copperhead appears and poisons Batman. It is necessary to study the composition of the poison so that an antidote can be made. We scan the marks on the floor, slowly rewind time and, when the Copperhead is in the air, we examine another mark on the pipe. While Alfred is synthesizing the antidote, we are heading towards the exit with all our might.

In the fight with Copperhead, we use fast explosive gel to destroy a large number of clones as quickly as possible. The combination for it is in the “Basic Controls – Explosive Gel” section. Having depleted a little more than half of his health, the number of clones will noticeably decrease, but Copperhead’s attacks will increase. When she disappears from the field of vision, prepare to double-click the jump button + the move button to the side. We take the container with the antidote and, with renewed vigor, finish off the Copperhead. We head to the loading point. We deal with the enemies and use the gel to destroy the container with chemicals next to the truck. We leave the building.

Gotham City Royal Hotel

Get rich and die.


The Joker organized a meeting with the hunters for Batman. We get to the bridge support, catch the signal from the stun gun and follow the sensor to move in the right direction. The hotel is located in the Diamond area, the entrance is heavily guarded by corrupt special forces and mafiosi. Having penetrated inside, we go down and neutralize two enemies. Jumping out of the window, we eliminate a small group of mafiosi. We break the code panel of the grille. We throw the batarang at the button to turn off the electricity. There is an attachment point at the top; we launch the controlled claw into it. We go upstairs and activate the button to open the gate. We go downstairs, go into the outer room and restart the main generator.

After taking the elevator, we go into the lobby. There will be three on the second floor, one of whom moves between floors. It is best to intercept him on the stairs. We leave the two between the stairs for last. We go down to the first floor and neutralize all the mafiosi one by one. The remaining ones can be stunned with a double batarang while at a high point. Then quickly go down and finish it off. We break open the door of the security room (near the reception). It won't be difficult to locate the Joker through the cameras. At the meeting, he kills Electrocutioner. We take the shock gloves, jump onto the platform and energize the generator. Having gone upstairs, we cling to the upper structure. We approach the destroyed passage and release the hook through the window of the tenth floor.

We go to the right and, opening the door, charge the generator in the wall. The grate has risen quite a bit, so we accelerate and slide under it. The more actively we hit enemies, the faster the glove scale fills. We activate shock gloves, which will make it much more effective to knock out enemies, even those wearing body armor or with a shield. We go into the laundry room and open the grate at the top on the right side. We jump into the shaft and get to the elevator cabins. We quickly jump over to the next cabin and load it with gloves. Having not reached the desired floor, we independently cling to the ledge and throw the enemy down. Having cleared the corridor, we interview the employee. Several more hostages are being held in the observation bar. We charge the generator located to the right of the gate. Once at the window, we release the controlled claw at the attachment point of the adjacent tower. We move to the other side and knock down the enemy.

Around the corner is an automatic turret. We disable it with a destructor. We charge the generator in the wall and neutralize the enemies. We go into the ventilation shaft, cling to the ledges, move along them and climb higher and higher. We pass the last gap by releasing the cable to the attachment point on the opposite side. We activate the button and cling to the ventilation above the blades. Having passed through it, we grab the ring on the hatch cover with the batclaw. We grab onto the upper ledge on the right and throw off the thug.

Alfred's wisdom is valuable not only useful tips, but also experience points.


We get to the dance hall, which has been converted into a real amusement park. It's not much fun, because the Joker has arranged tests for us here. The reward for successful completion is the lives of the people of the Black Mask. We jump down and deal with the thugs. As soon as the gate opens, throw the batarang at the button towards which the light is directed. We repeat the same with the second button. When both boards glow green, attachment points will appear. We release a controlled claw at them, climb onto the cable and fly over to a small wooden ledge. We use gel to undermine the flimsy wall and crack the code panel (password - “TUKTUKTUK”). We jump into the water, turn around and go right. We go up the stairs. We stand on the button, launch the controlled batarang, pass it through the electrified eye of the mask, turn around and, passing it through the second eye, hit the shield.

We get out to the rails through the hatch that opened above our heads. We get to the room with the second test. The idea is simple: we remember in what order the masks flashed and in exactly the same order we burst the corresponding balls with a batarang. We pass further and, without jumping down, fly to the thugs. If we cannot do this, then first we fly to the lower rails. Having dealt with the opponents, we climb onto the balcony. We press the button and release the cable from the controlled claw to the attachment point on the little devil that appears. We move to the next balcony. We go out into the corridor, get rid of the armed mafioso and question the employee. You can enter the bar through a floor ventilation system. Finding yourself under an armed thug, we stun him. We pull the armor off the big man with a triple stun and a series of powerful blows.

After passing through the door, we apply the gel to the flimsy wall on the left. We cling to the gargoyle, then move to open window From the left side. We charge the generator to the left of the gate. We try to defuse the bomb with a sequencer, but we only make it worse. Twenty-five seconds left before the explosion! Jump through the window by double-clicking the jump button + moving forward. At the last moment we manage to catch hold of the helicopter. Having jumped onto the roof, we continue to fight, even though the view is from a helicopter camera. Having cleared the roof, we climb higher and go into the building.

We get to the pool, climb onto the gargoyle and move to the opposite side. We kill two on the second floor in the center. We deal with the enemies on the lower floor and finish off the remaining ones. There are only 8 opponents in a fairly large area, so it’s easier to wait until they split up. We go down to the reception and hack the code panel of the elevator door (code “DROPPING”). We rise to the Joker and encounter Bane. The fight will start in the library and then move to the roof. By double pressing the jump button we dodge to the side when the enemy is furiously heading towards us. For normal attacks, we jump over him behind his back, perform a triple stun and deliver a series of blows. We act similarly outside, only we will have to dodge to the side much more often. Also, do not forget to neutralize the constantly arriving mafiosi in time to allow the shock glove scale to fill up.


Bane flies away with his men, but Batman manages to attach a tracking sensor to him. From the explosion caused by Bane, the Joker falls down. We overtake him in flight, counterattack and land more or less successfully. The special forces squad that appears will capture the Joker and take him to Blackgate Prison, and this is not the first time we have managed to escape.

Blackgate Prison

Intern Harleen Quinzel will conduct a psychiatric test for the Joker, during which the patient will immerse himself in reasoning on the topic “ Fateful meeting with Batman." We fight off a crowd of criminals and slowly move through the chemical plant. Where necessary, we jump, where necessary, we squat, and where necessary, we wait for the cessation of the fiery flow.

Morgue, police department

From the cave we track Bane's signal. Alfred synthesized glue grenades. We take them from the table and go to the morgue, which is located in the police department. You can get there through the sewer. A large number of special forces are concentrated near the room with the hatch. First of all, we deal with the snipers on the helipad of the neighboring building.

We plug the steam in the pipes using glue grenades. We fly down, go through the door and clear two more passages. We climb up, hack the code panel and climb up the stairs. We scan the corpse and study the autopsy report on the computer. The secret of Bane's strength is the substance "venom". Thanks to it, muscles and bones swell before our eyes. However, there is also by-effect– memory loss with long-term use of Venom. We leave the controls the same way we got here.

Bane's headquarters

We neutralize the snipers in the area, go down and deal with less dangerous opponents. We begin the attack with a planning strike on the shooter. We go into the tunnel, open the door on the right. We open the grate, go through the shaft and, going down, clear the area from enemies. We destroy the flimsy barrier using gel. We throw a glue grenade into the water, jump onto the resulting raft and use the batclaw to pull ourselves up to the rings on the walls. When faced with Bane's real receivers, who also have power on their backs with "Venom", we dodge to the side from their attacks (red signs above the head) to prevent capture. One stun will be enough for them, after which we deliver a series of blows.

Having gone down the stairs, we make an effort to open the door. Bane has made good progress in studying the substance. Although it practically eliminated the risk of death, a side effect can still occur at any time. We get to the computers and find our photographs and videos with Batman and Bruce Wayne. Bane has learned about the secret, and now the superhero's confidentiality is in great doubt. Meanwhile, Firefly suddenly appeared on the radar. He mined Gotham's main link bridge and took hostages. The Cave and Alfred will wait, because the lives of people who find themselves in a dangerous situation because of us are at stake.

Pioneer Bridge

Additional upgrades are awarded for completing certain tasks from the “Particularly Dangerous” sections and for completing the “Dark Knight” tests.


Having reached our destination, we go down and neutralize the police. We go inside and warn Gordon about the bombs. When he leaves, go to the elevator on the right side. We hack the code panel (the password is “RESCUE”) and use the batclaw to cling to the ledge on the left. We climb up, pull out the grate and climb even higher. We charge the generator, plug the pipes with glue grenades and jump over to the other side. We grab the ledge and move all the way to the right. We turn around, look up and cling to the next ledge. We get out through the ventilation shaft into the boiler room. The four central gargoyles are mined and, if you sit on them, the enemies will immediately detect us, and after the explosion we will fall down. We neutralize criminals at the lower level. The last enemy will surrender. We interrogate him to find out about the number of bombs installed. One of them is in the center, remove the cover from the device under the oven. In a limited time we hack the code panel. There will only be one available combination at each node.

Through the door on the right, we go to the elevator. We climb up, apply gel to the fragile wall and undermine it. We jump over opponents with shock batons and attack them from behind. We untie Branden's hands and deliver a counterstrike. We go up the stairs and go to the station. We cling to the ledge next to the arrows. We neutralize both at once, go around the opponents who have come running to the noise and also deal with them. We open the door in front of the central carriage. We go up to the control room, press the button and, breaking through the window, jump onto the roof of the car. We remove the lid and defuse the second bomb. The fire door is locked. Let's ask Alfred to get the access codes. On the other side, in the corner, there is a passage that will lead us to the southern support.

Having gone around the blockage, we charge the generator and lower the grate. We slip under the pipes, try to apply gel to the fragile partition, but fall down. We cling to the carriage and, having reached the middle, turn left and jump onto one beam and jump over to the other. We turn right, fly down and at the last moment we need to catch onto the next carriage. We neutralize snipers exclusively without noise. We pass the gap, grabbing the gargoyle on the other side. We clear the electrical panel from enemies. We press the button, open the door and defuse the third bomb. We return to the station, moving on the left side. We jump over to the center and destroy the fragile partition. A new group of criminals arrived at the station. We hide under the floor, wait for the enemy and neutralize him from behind. We eliminate the enemies in the upper positions, and finally leave those near the fire door.

Firefly.


We charge the generator, get out and cling to the metal beam. We move to the right, grab the ledge and continue to move in the same direction. We pull ourselves up, climb onto the bridge and engage in battle with big amount foe. Shock gloves will come in handy. Firefly will arrive immediately after the fight. We grab onto it with the batclaw. The fire damage is quite high, so you will have to dodge often. When the enemy freezes in place and is preparing to attack, at that moment we immediately throw a glue bomb at him, and then crush him with quick batarangs. We attract the stunned Firefly with the batclaw by quickly and often pressing the corresponding button. After unsuccessful attempt detonation of the fourth bomb, we begin to run away. Having jumped down, we cling to the metal beam. We blind the enemy with a glue bomb and quickly climb back to the bridge. In the second stage, in addition to fire, you also need to dodge bombs. And basically we act in the same way as in the beginning. We finish the fight by clinging to the Firefly and carrying out two counterattacks.

Batman Cave

While we were busy saving lives, Bane managed to get to the cave and cause a pogrom there. We interact with the computer to restore the operation of the batcomputer. Going down the stairs, turn right and fly down to Alfred. Having removed the debris, we use shock gloves as a defibrillator. Fortunately, everything worked out: the butler survived and his condition stabilized.

Blackgate Prison

The Joker took over the prison and started a riot among the prisoners. Having arrived at the place, we jump onto the gate and attack the shooter. Having cleared the sites, we penetrate into the sewer through the hatch near the window. Having walked forward a little, we apply the gel to the fragile floor. Having fallen down, we climb to the desired level. We release the controlled claw to the attachment point on the other side. Similarly, we go around two more failures with electrified water. We destroy the flimsy wall and fly down. We strike the electrical panel, create a raft in the water from a glue grenade and pull ourselves up to the rings with the batclaw. Having gone upstairs, we go into the room on the left. As soon as we press the button, we release the controlled batarang into the window of the opposite room. We pass the batarang through the electricity and hit it on the shield on the left. The water level has risen, so we can create a raft, jump on it and pull ourselves up to the flimsy wall. Having destroyed it, we rise higher and plug the pipes with glue bombs.

We create another raft below. We jump onto it and immediately squat down. We plug the pipe on the left as quickly as possible. Then steam will come out of both pipes. And finally, we plug the last three pipes from above, after which we cling to the ledge. We neutralize the prisoners in the office building. We charge the generator, climb onto the elevator car and cling even higher. The ventilation shaft will lead us into enemy territory. We silently neutralize two opponents on the first level. We cling to the gargoyle and go down to the sniper on the fourth level. We clear the third level, and then the second. We free Harleen, go down to the doors and go to block B.

Mutated Bane.


Having dealt with the enemies, we go upstairs. After a short conversation with Deathstroke, we continue to advance towards the Joker, simultaneously eliminating a large number of prisoners. In the fight with Bane, we use the same methods as during the first meeting: dodging to the side when red icons appear, ultra-stun, after first jumping over the enemy, after which a series of blows and always a decisive blow. At the second stage, shock gloves will help to quickly scatter criminals. We don’t flirt with them and don’t lose sight of the main enemy, otherwise a few missed powerful rams will send us into a deep sleep.

The Joker escapes by shooting Gordon. We revive Bane, after which he injects himself with a modified “venom” and swells to an even larger size. In narrow corridors we try to ride the enemy from behind. Be sure to use detective vision. We crash Bane into the electric chamber and inflict many blows. We break away from the enemy by throwing a glue grenade at him. It is best to hide in the side ventilation shafts, rather than in the floor ones. When the jammer goes off, we come closer to it and turn it off with the destructor. We finish off and bind Bane with a controlled claw cable. He won’t even remember about Batman’s secret, strong substance erased his memory.

Now we need to catch the Joker. We pass forward, climb up and jump down through the broken grate. Together with Gordon, he holds back the onslaught of criminals. We get to the chapel and, having beaten the Joker pretty well, we hand him over to justice. Let's watch the final videos.

It's time to start rescuing Frieza. Now we can break open the door that was previously reliably protected by interference, we go straight, we meet a dinosaur (there are surprises), we go downstairs, where an officer needs our help. To continue the passage of Batman: Arkham city, you need to find out the password from an enemy with a bulletproof vest - knocking him out is quite simple, you just need to slightly stun him with a cloak (the middle mouse button is used), after which we add a whole series of short blows (the left mouse button is responsible for them) ). After interrogation we will receive a password.

Rescue the remaining police officers.

We go forward behind the next door, but the door on the right is closed. Our glorious batarang will come to the rescue, which needs to be thrown up to the point where the passage is open. Having activated the button, we will finally see an old friend in the person of Penguin. Of course, he will not be alone; first he will have to give cabbage soup to a good dozen completely insolent opponents. And also, for complete happiness, a mutant will appear, who also needs to be neutralized. We apply super jamming, which is done by three clicks of the middle mouse button, after which we finish off with blows. There is an excellent opportunity to take over his body - this will make it easy to scatter smaller adversaries. The same scheme will have to be repeated.

When you're done with all this, throw the controlled betarang up again, pointing it to the left so that it hits the button. This will open the door, so we can move forward. Ahead we come across a control panel - we hack it, after which we plunge into the elevator. The elevator doesn’t want to go the good way, we’ll have to do the bad thing - we shoot an electric charge at the motor, after which we go up. Alas, the trip is not long - soon the lift will be in place, you need to get out of it. To do this, we use gel - apply it to the ceiling of the cabin and explode it.

The passage of Batman: Arkham city will continue with another meeting with the Penguin. He was not a mistake at all - he froze the hand of our hero and officers. Having jumped onto the ice, do not rush to immediately drive forward - first, free the officer, then still move forward, but be extremely careful. There is a shark swimming in the water, which will be very happy if we fall down. You will see a fruit on the right, we approach the edge of the ice floe and shoot at it from the batclaw, pull it towards us with the help of it and not forgetting to pull ourselves up on the metal rings.

We need to save the lives of three more officers, who are reliably guarded by several enemies equipped with thermal imagers. There is an option to light up from below, luring opponents there, then you can change your location. One way or another, we need to free the officer and go back, but this time we will have to stomp in the opposite direction.

The prisoners are mocking us, but in vain - we will now hack the panel on the left, after which we will get to them. Frieze is contained in the very center of the room, and you will find the control panel for his camera at the back. We are trying to blow up the wall on the right - the passage of Batman: Arkham city gives a surprise in the form of a one-armed thug. Besides him, the situation is somewhat aggravated by several prisoners, so they will also have to be dealt with. When you're done, it's time to hack the panel, free Frieze and get the secret of the weapon, after which you can move on to other things.

Fight the Penguin in Iceberg Lauge.

To disable ice cannon, we must first remove the key from the security system to the suit of the mister we saved. You can get to this very suit by going to the opposite hall. There we select a new device and run to the Penguin. Our trump card is close range, and when the enemy attacks, it is better to stand still. Don't forget to find a new device in your arsenal, aim carefully and hold the left mouse button when you are as close as possible to our opponent. Thus, we will defeat him, but this is not the end of the battle-filled stage of the game.

Solomon Grundy.

Now we are confronted by a very large creature, which, despite its size, is more than possible to neutralize. The scheme is not very complicated - we run around the adversary, gradually put the gel into the cells on the floor where there is electricity, and then quickly explode it. When you destroy all three cells, we run to Grundy and give him blows. We de-energize the cells again, but now the passage of Batman: Arkham city is a little more complicated by the fact that the gel needs to be added only when the cell is open. It also needs to be detonated only when the cell is open.

Then the developers will delight us with variety - despite the final blow, the enemy is still alive. Moreover, he grabbed us and squeezed us in his huge hand. The player is required to quickly press the space bar to escape. After which the procedure is repeated with de-energizing the cells, however, this time we will finish off the enemy once and for all, brutally tearing out his heart. It's time to pay attention to the Penguin, but don't forget about the missiles, dodge them. Having also beaten him, we watch a short cut-scene.

Find Ra's al Ghul and get a sample of his blood.

We need to find the killer, but first, to get on the trail, we scan her blood. It’s simple - while we’re in the blue zone, we point the scanner at the floor, after which we calmly switch to the next task.

Follow the killer's bloody trail to find Ra's al Ghul.

We speak with the Oracle, after the dialogue we leave the building. We can listen to what Penguin's subordinates are talking about. But we just need to follow the trail of blood on the ground, which the “Detective” mode helps us cope with very well.

Scan the killer's bandages for evidence.

But quite quickly this very trail will be interrupted (of course, the blood is not endless), but there is another piece of evidence - examine it in the blue area in the “detective” mode. You will immediately be attacked by the killer, but instead of fighting for a long time and painfully, you will have to urgently give chase. When you reach your “target”, we will use a counterattack. Robin will be very pleased with his appearance - he will kindly not only come to the rescue, but will also solemnly present us with a rope launcher - a very useful device.

Follow the killer using a beacon to find Ra's al Ghul.

Our goal is a beacon signal that comes from the dungeon, where we need to get through. Of course, there are enemies even there. Some of them are even armored. The rope launcher turned out to be a good thing, we are not embarrassed to use it. Yes, and you can change the direction of movement on the go, which is very convenient. It's time to once again resort to the help of the "Detective" mode to find a weak spot in the floor - we break through, go down, neutralize a solid group of enemies. To continue the passage of Batman: Arkham city, you need to hack the gate control panel, open the door, and run further. The “gift” from the Joker will have a slight impact; our hero’s well-being will deteriorate somewhat, albeit not for long.

We use the cable and fight against another bunch of enemies. Next, our path lies through the hall in which the evil guys are holding a hostage. These very evil guys need to be taught a lesson, after first calming down those below, and then the help that came running from above. We communicate with the doctor, take her to a safe place, and jump down. Behind the next door we will again see an attack of poor health. Next, we open the doors and shoot at the motors in the floor with electric charges. Very soon you will find a door that has never opened before.

Recover video data from mechanical guard.

On the right we will find a mechanical guard - launch the "Detective" mode, scan it - when you approach, press and do not release the "X" key. Only the third part of the procedure will take place, even less, before the “head” of this miracle of technology will disappear. So you'll have to find other guards - I don't recommend turning off this useful mode. And it’s not that difficult to find the guards; you just need to look not only at your feet, but also around, including up. To keep us from getting bored, killers will sometimes appear, but their appearance and approach are revealed by the soundtrack. When you are able to complete the complete recovery, the next video will start.

Find a secret entrance using video data.

There is information about a secret passage located to the left of the gate. Continuing the passage of Batman: Arkham city, we click the button, then carry out a counterattack against a suddenly popped up enemy. We move forward to get up the stairs. Once again, our hero will feel somewhat ill, this time everything is serious - he even imagines his parents, who are no longer alive... We rise and move forward again. Surprise - assassins appear. Fortunately, Talia appeared in time (this is not a part of the body, but ex-lover Batman), who fought them back. We talk to her to give her the opportunity to pass the test, go downstairs and go into the room there.

The coming voice of Ra's al Ghul invites us to take part in the first test. Well, let's go - we drink from the cup, we move on, but we can't touch anything. We fly to a large platform, the very first one. To gain altitude, you first need to dive (if you don’t know, the left Control key is responsible for this by default), then wait for the mouse icon to appear. When you see him, pull him up. Everything is simple and logical, the longer the dive continued, the greater height we will have the opportunity to recruit. One way or another, we hook onto the platform, after which we fly to the next platform. There have been no enemies for a long time, so a couple of adversaries that have appeared will let you warm up and not get bored.

Below we see a yellow portal, we fly to it, then again we move from one platform to another to get out of here. All that remains is to return to Thalia to get last test. We will also meet Ra's al Ghul - he wants Batman to ease his suffering and interrupt his worthless life, but our hero is only outwardly dark, but in his soul he is valiant and bright, so he refuses to do this. Gul will return us to his world.

There are also enemies here, led by Ra's al Ghul - after dealing with the "trifles", run in circles, avoiding sharp enemy blades. Running around alone, of course, will not be enough to successfully complete Batman: Arkham city, so quickly press the “4” key twice, which will allow you to release electrical charges at your adversary. This leads to depletion of your health bar, and you also need to remember about counterattacks by regularly clicking the right mouse button. All the above steps will have to be repeated again, but a little more complicated (who would doubt it).

So, you will no longer have to just run around, but dangle from one side to the other in order to successfully avoid meeting sharp blades. When you finish off the enemy, you will return to our world. But Ghoul won't calm down, so he captures his daughter, threatening to kill her if Batman doesn't kill him. Santa Barbara will envy such a turn, what passions... Well, in order to continue the passage of Batman: Arkham city, we arm ourselves with a batarang, aim (right mouse button), first hold the middle mouse button, and then release the weapon stuns the adversary right from behind.

Make medicine. Interrogate Quincy Sharpe and get information about Hugo Strange.

You can return to the street the same way we got here. While we were solving our problems there, the enemy did not sleep, creating the new kind opponents for us - these new fighters are armed with shields, which will be a little more difficult to fight with. To neutralize their defenses, we first try to stun them with the middle mouse button, and then double-click the space bar. Don't forget to finish off those who can be finished off in a timely manner, otherwise they will pick up their shields and start all over again...

Meanwhile, the mayor was surrounded by evil prisoners, armed of course. We need to get to a government representative. There is a motor next door that is activated by a remote electric charge. This will allow you to get rid of nearby enemies, and at the same time free a high-ranking hostage.

Return to Mr. Freeze at the police laboratory with a sample of Ra's al Ghul's blood.

Meanwhile, Mr. Freeze was already waiting for us at the police station. At the entrance there are again enemies who, out of habit, must be eliminated. We go inside, find Frieze, share a blood sample. He will build a serum, but... refuse to give it to us! He demands a service in return for his help - the Joker kidnapped his wife Nora, so in our hero Frieze found a means of solving personal problems. So we'll fight him.

We don’t need to kill him - the task is much more banal - to “weaken”. This is achieved by different methods, the most convenient of which, in my opinion, is placing the gel into fragile walls and then exploding it. Just two passes - and we completed the task. But the passage of Batman: Arkham city also provides other options - for example, in the “detective” mode, sneak up from behind and carry out a sudden silent attack, then simply finish off with a series of regular blows. You can also use a rope to knock your opponent down and finish him off.

An alternative is to shoot an electrical charge when the enemy is near the motor. Another option is to use a button that electrifies the wet floor next door. But you will also have to lure Frieze there. In general, one way or another we must defeat him.

When we finish, we learn the most unfortunate news - while we were fighting with him there, the serum was stolen. A little investigation - we conclude that this is the work of Harley Quinn. Frieze agrees to help us, but he doesn’t go anywhere with his ultimatum - he demands to save his wife. But we will get a new device from him in the form of an Ice Strike.

Take the medicine from the Joker. Rescue Vicki Vale from the helicopter crash site.

The passage of Batman: Arkham city will continue with the fact that we exit along a different path in relation to the entrance. We fill the pipes with steam using a new gift, which is activated by the "5" key. On the street we will notice a helicopter with a reporter, whom we saw in the video at the very beginning, when we were still tied up during a passionate speech.

Since the area is infested with bandits, it is not surprising that the helicopter was quickly knocked out. We get to the place of her crash. There we will notice the lasers of the snipers - these guys are not to be trifled with, so we identify them one by one and eliminate them. Their location really contributes to this. After which you can safely save Vicky.

Infiltrate the steel mill.

The path to the plant will not be easy at all - the streets are densely shot by snipers. So you will have to fight with them as well. The chimney will no longer work as an entry option, so the Oracle will kindly mark on the map another weak point in the building through which it will be possible to enter. True, this place can be called weak only conditionally - the entrance is quite reliably guarded by a crowd of prisoners and a couple of snipers. We will have to get rid of all this evil, first of all, this concerns snipers.

Having dealt with the arrows, you can lure ordinary opponents upstairs one at a time, and then calmly finish off two of them directly near the door. Let's go in. There we fight with three opponents. We throw the recently received ice blow with the “five” into the water, which will lead to the formation of a small ice floe, on which we will ride forward, using the batclaw to cling to the metal rings. Here, the passage of Batman: Arkham city is complicated by the presence of cutting mechanisms - we avoid collisions with them.

Now we cling to something from above and rise, then we pass through the ventilation shaft. We'll have to create another ice floe, then get on it to the window, after which we fly inside, where another group of enemies is already waiting for us. After beating them, we listen to what the Joker says on the display. We step into the next room - we beat another crowd of prisoners. You will come across a place where you will need to fall through the wall and build another “raft” of ice.

We swim on it to a large metal door, next to the latter there is a button - we activate it by launching a controlled batarang through the hole, passing it through the electricity and aiming at this very button. The door will kindly open, we create a new ice floe. We go up, on the right we find a panel that needs to be hacked. Hack completely, as one of the Internet heroes would say.

After these actions, the bridge will lower, and we cross it to the other side, where we will meet Stacey Baker, who we saved earlier - the same doctor who was captured by the Joker’s thugs so that she could treat him.

Find the Joker at the steel mill.

After passing the next hall, we will see another group of enemies. There were three at once below, two located higher up and a couple more near the door. First, it is better to quietly neutralize those from above, then, attracting attention in one place, we attack interested enemies from another. Preferably - one at a time, so as not to turn the passage of Batman: Arkham city into a brutal massacre, in which it will be extremely difficult to survive.

The next room has an unpleasant surprise in the form of a bunch of mines and a sniper. Although the mines are comparable in power to a good Chinese firecracker, they certainly won’t tear our hero to pieces. Therefore, it would be better to get rid of the sniper first, so that there are no unnecessary problems. We'll soon find Harley tied up. And there's another battle ahead, main difficulty in which there is a duo of snipers, well supported by ordinary prisoners without weapons.

After the next climb up behind the arrows, for once we will see the Joker in person - give blows to both him and his subordinates. An electric charge will help, as well as tactics of luring opponents onto railway tracks, where they will be hit by trains. When you're finally alone with the Joker, everything around you suddenly begins to fall apart. And if Batman remained under the rubble, then the cunning adversary not only managed to escape, but also took Talia with him.

Make your way to the observation deck to stop Protocol 10. Scan Tiger helicopters to find the general control program.

We immediately launch the “detective” mode, which will significantly simplify our passage of Batman: Arkham city, namely, the task of detecting the turntables. In this case, those that have already been scanned will be marked in blue, and those that still need to be scanned will be marked in orange. There will be six helicopters in total. The scanning process itself cannot be called difficult - we simply approach a more or less close distance and “aim” at them while holding down the “X” key. When you're done with this, you will need to pick up the general control program transmitter, which is located on the main helicopter. To do this, we turn on the “detective” mode, cling to the yellow helicopter until its pilot detects us, and then load the program we need.

Gain access to the Miracle Tower.

First you need to get to this very tower. It is guarded by snipers, so be careful and careful. Having dealt with them, we hack the panel and go inside using a remote electric charge - this will open the doors. Very soon you will run into Strange's people, who, of course, are not among our allies - you will have to fight. Please note that some of them roam around with stun guns, in order to make it easier for themselves to pass Batman: Arkham city, it is better to go around them from behind for your own safety. You can quickly enter from the back by pressing the spacebar twice. The enemy leader threatens to kill the hostage, so it won't be possible to continue to act for now. This will result in Batman being surrounded, but that doesn't mean we can't scatter them all. First of all, pay your attention to weapon carriers. When you're done with the enemies, go down into the sewer; it's easier to find the hatch in "detective" mode.

For fast movement, it is best to use a cable. Having entered the room where the doctor was previously rescued, we will see the rescued woman again, she is still here. It will not be very difficult in this location - although the number of enemy units is considerable, they do not act in a crowd, but in small groups, or even one at a time. In order not to attract the attention of the “neighbors”, it is better to act as quietly as possible.

When you're done with the guards, find the elevator control panel, hack it, get the word "obsessive." In the middle you will find another similar panel, only the word is different this time - it is “medicine”. Climb onto the elevator car so that you won't be noticed when you arrive. Take advantage of your superiority over your enemies - you see them, but they don’t see you, at least for now. Having dealt with the guards, look for the next panel that needs to be hacked. Her word is "booking". Then we run forward, press left Control and spacebar to grab the ledge, moving forward further, you will reach a long beam. There you need to go up to find another panel, the word of which is “maintenance”.

The grate on top will open, jump in there. Rising higher and higher, we can get inside through the balcony. Since there are plenty of opponents with weapons here, you need to be quiet and act as carefully as possible. Our goal is to get to Hugo Strange; we need to hack the panel with its phrase “defense of Gotham.” A video will start in which we see a juicy explosion of the tower in which Strange was just located. And Ra's al Ghul followed Hugo's example, but he decided to "become a hero" in a different way - by stabbing himself with a sword.

Take the medicine from the Joker and stop him from becoming immortal. Follow the beacon and save Talia from the Joker.

The Joker has a completely crazy global plan; he must be prevented from realizing it. The enemy is holed up in the theater, he has a hostage in the person of Talia, and the building itself is guarded by snipers. The latter, in some cases, act in pairs, so to begin with, make it easier for yourself to complete Batman: Arkham city by eliminating at least single opponents, and then everyone else. It is extremely important not to make noise.

Entering the building, we see a video, after which get ready to fight against the Clay Man. An ice strike works effectively (activated by the “five” key, you need to quickly click it twice) - having frozen the enemy, we run towards him and deliver a series of blows, after which we repeat the procedure with freezing.

The Joker, as always, has everything calculated - he blows up the floor, Batman falls down, where a serious test awaits him in the form of a crowd of clay people. When you deal with them, their “boss” will come out, against which, again, freezing will help. Having finished off the enemy, watch the final video - the game is completed!


#2


#3


#4

A year later, events in Arkham have not changed. And again we will have to help Batman deal with his enemies. Well, the passage of Batman: Arkham City will help you with this.

We wake up in a dusty and dirty cell, handcuffed. To free yourself, swing on the chair by pressing A and D. A guard will enter the room, as soon as he approaches, press the counterattack button, after which Batman will steal the chip. They drag us out of the cell and drive us further. In a few moments we will have to fight. We neutralize all opponents, after which we help our fellow sufferer Ryder get up.


#5

After a short cut-scene, we deal with Penguin’s mercenaries and stun him. Then we go up along the ledges, stairs and roofs and give a signal to the butler Alfred. We take the Batman suit and use the chip to hack into the network of the Tiger group.

After that, we go to the theater to save Catwoman. A crowd of bandits will be waiting for us at the entrance. Having dealt with them, we go inside. We quietly stun the enemy standing on the edge, after which we carefully walk along the rope that passes over the theater itself.

Then we select a target and dive down, simultaneously stunning the enemies. We watch a short cut-scene in which Batman saves the Cat from being shot. Now we need to scan the area, noting the bullet mark in the window and on the floor. The evidence leads to the Joker.

Now we need to find the place from which they shot. We are trying to break through to the church, clearing the enemies in front of it, as well as inside it, but there are too many enemies, so we throw the saber and grab the ledge above with a hook. We turn on our visor again, scan the area and find several prisoners who need to be neutralized.

Trying not to make noise, we stick to the left side, after which we break through the wall in Terminator style and stun two enemies nearby. Below there will be two more enemies that can be killed at the same time if you dive from the edge of the ledge. Then we climb onto the church and inspect the rifle, then we safely disappear.

Now we need to get to the northern pier. Having reached the marked point, we move forward along the pipes and climb into the hatch. We run forward along the ledges and pipes until we reach a dead end: it’s time to use the explosive gel (do not forget to move away to a sufficiently safe distance). We go further, use a boomerang to cut off the steam and go into the dungeon, at the exit from which a small group of Joker’s guys will be waiting for us.

We go through the left door, start the conveyor, knock out the bandits, and continue along the ledges. We break through the window, go left, after which we save the doctor from the local punks. We are trying to go back, but the door is already locked - we will have to look for another way. Using explosives, we open the left door and the one behind it. We move on, having dealt with the enemies, and at the same time meeting Quinn.

But, unfortunately, she manages to escape again... We blow up the generator, jump onto the crane and rise higher, we will be met by the Joker’s henchman, with whom we need to deal. First, try to stun him so that he hits the others with his sledgehammer, if that doesn’t work, then just beat him to death. We climb higher again and meet another Joker trap.

Using a thermometer we find Doctor Freeze. Having dealt with the enemies, we go into the police building, take the chip from the dead guard and improve our device. We make our way into the hall, but without attacking anyone, we pass by and climb onto the ledge. We secretly knock out our opponents and interrogate the last one.

We hack the control panel near the security room, go further to the museum, focusing on the bright pillar of light. In the museum we will have to play tricks with the door again, after which, having dealt with Penguin’s friends, we go to the huge gate.


#6

Unfortunately, we won’t be able to get through them, so we climb into the window and turn on the device. Nothing works for us, so we need to deactivate the Penguin's jammers, which are located on the roof. Then we go down into the subway, then up the mine. Many enemies await you inside. You shouldn’t rush forward, it’s better to kill everyone secretly and unnoticed, and your favorite gargoyles will help you with this.

Having completed the task, we go back to the museum. Once again we hack the control panel and free the prisoner. We go down, use a boomerang to raise the gate, where a surprise awaits us in the form of a crowd of psychos. We won’t get our hands dirty ourselves, so we use electric charges to knock out Penguin’s comrades; in a fit of convulsion, they will help us.

Then a mini-boss will come out, which we knock out by jumping on his back. We go to the elevator, use the weapon and break through the barrier. We save several more cops, and then Freeze himself.

In the room opposite we pick up new gadgets and go to our old friend Penguin. Using the columns, we sneak up on the fat man and turn off his cannon. Then, using explosives, we knock out three generators, having completed all this and having dealt with the enemies, we finish off the Penguin. Now we need to find Gul. To do this, we scan the area (we find a footprint, blood, and bandages on the roof).

Let's go further, put a beacon on the killer and take the gadget. We go to the island and make our way further through the sewer system. We use the cable to overcome the obstacle. We jump onto the trolley, then onto another.

We break through the floor in the hatch and hack the system. At the exit from the subway, enemies will again be waiting for us. We save another hostage, then destroy the gate and make our legs. We scan the area for the presence of robots. We go to a dead end, try to open the door, but they are already waiting for us. Using the resulting sword, we unlock the gate and go inside.

We drink the liquid from the bowl, then follow the white trail and grab the ledge. Trying not to hit anything, we stun the enemies and jump into the center of the hurricane. We find the girl and talk to her. Here a large army will come against us. First, deal with the small opponents, and then we attack the giant. Having finished him off, we return back through the metro.

Now you need to pick up the mayor of the city, simultaneously destroying a couple of bandits. We give the evidence we found to the police, then we get rid of Freeze, actively using the environment. We take the medicine and get a new device. The ubiquitous journalist is in trouble, so she will have to be saved. We go to the scene of the accident, simultaneously neutralizing enemy snipers.


#7

We save Vicky and go look for Mrs. Freeze. We go to the Docks, Frieze herself will be nearby. We go to the police again and tell Freeze about his wife. Now our goal is the plant. We swim along the canal, then along the ventilation shaft, make our way through the window, several bandits will be waiting for us. We make our way further, we will have to swim again. Using a boomerang, we open the steel door, go into the corridor on the right and break open the panel.

In the next room, old acquaintances are already waiting for us. Having dealt with them, as well as with the sniper and other nasty things, we go to the conveyor belt. We jump higher and, what a surprise, we find Quinn captive there. We go through the hatches to the next workshop, in which there will be a couple more snipers.

We go into the office and begin to have fun with the Joker; for dessert we will be served his friends, with whom it is also better not to stand on ceremony. Next there will be another robot, already familiar to us earlier. To stop Protocol 10, we need to find the control panel. It is already known that she is on one of the helicopters that patrol the city.

We get out onto the roof and examine all the turntables around. On one of them we will find this very panel, which gives us access to the Observation Tower. We head towards it, go through the main entrance, and hear Strange’s announcement. Having destroyed the enemies that ran out, we go to the sewer, jump into the opening and cling to the ledge. We go into a small hall, where a captive doctor will be waiting for us.

Then we hack the elevator, go higher, climb into the hatch, several enemies will be waiting for us, whom it is advisable to neutralize secretly. We neutralize the control panel, open the doors and climb higher and higher. We climb into another hatch, attack the bandits, and then go to the panel. We’ve finally turned off the ill-fated Protocol 10, now all that’s left is to deal with the Joker.

Judging by the marked point, he is in the theater. We are not in a hurry to go there, first we quietly neutralize the snipers and other enemies around, and only then we go inside. There is a mini-boss waiting for us, which we can deal with by throwing ice and explosives at us. When he gets tired of swinging the sword, we climb on him and finish the job.

Finally, we take the antidote and use it. Congratulations, you've completed Batman: Arkham City.

Start

So here we go. We are watching a video that reveals the dark essence of life in the fictional city of Gotham. Batman has caught the Joker and is taking him to the Arkham mental hospital, where the most notorious psychopaths are kept. Batman brings the Joker, where he is greeted by the hospitable staff of the clinic. It would seem that Batman's work is finished, but our hero senses something wrong, so he decides to accompany the Joker to his cell. From this moment, in fact, control passes into our hands. We walk along the corridor, accompanying the Joker in a special chair that will prevent any of his attempts to escape, listening to the villain’s jokes, mostly flat (by the way, throughout the game you will have to evaluate his sense of humor, which is as sick as his mind). We will not be allowed to take any active actions while accompanying the “patient,” so we can relax for now. We bring the Joker to his destination, stay behind force field, while our antagonist is accompanied by a guard and a doctor. Naturally, the Joker makes an escape attempt, which is quickly crowned with success. His hands are free, and he promises to have “fun” at the clinic. A battle begins between Batman and ordinary prisoners, during which we can appreciate the simplicity and at the same time beauty of the local combat system. I won’t get ahead of myself and will immediately advise you to try to combine blows into long and spectacular combos during fights. This gives much more points than regular short streaks. We will subsequently spend points on improving our protagonist. We deal with two waves of criminals and go in search of the villain Joker. We walk along the corridor and talk with the guard. He can't open the door, so we'll have to turn around and go back, but straight ahead, and not to the right where we came from. We talk with the guard, from himWe learn that Zsazs, a dangerous psychopath, has escaped and is holding another guard hostage. Only Batman can help him. We rise a little higher and turn on “Detective Mode” for the first time. This mode will accompany you throughout the game and you will use it constantly. In this mode, objects highlighted orange, in 80% of cases they are of interest or you can interact with them. Using the hook, we climb onto the gargoyle, then onto the second one. We choose the gargoyle with which we can strike. An inscription will appear on the screen, which will notify us of the possibility of a planning strike. Let's watch this action and enjoy it beautiful animation hero in slow-mo. Zsazs is stunned, we approach him and knock him out. The guard is saved. We watch the video, then “tear off” the ventilation grille from the wall and move along the “pipe”. We see a green figurine with a question mark. This is the Riddler's prize, a large number of them are scattered throughout Arkham. Their collection does not apply to the main storyline, so it is not necessary to collect these prizes.

Disinfection room

We exit the pipe and see behind the glass a room filled with gas. It's all Joker. There are still living people in the room, so we need to save them. We look up and use the hook. We rise, we see a guard hanging on the platform asking for help. We help the guard. There is another one on the platform above, we go up there on the hook and save him. A little further there is a platform level below,but the distance for the jump is too great, so you need to plan, which is done using the “space” button. We save a criminal who fell into the trap of his boss, the Joker. We knock you out, because a criminal is a criminal! We turn on the detective mode, we see the ventilation control panel in the room. We throw a batarang at the remote control (Right mouse button - aiming, left - “shot”). The air in the room is purifiedtons of deadly gas.

Corridor "Loop"

We jump to the floor of the room. follow the green arrows to the door on which green The Joker's face is drawn. Let's watch the video. The Joker released the big beast. Actually, this is the first boss in the game. “This is going to be a tough fight,” you thought? But no. All you need to do is dodge the creature’s attacks (double-press the space bar and the corresponding movement key). In literally one minute the creature will grab its head and die. The Joker will mutter something under his breath about experimental material and “ride away” in the chamber containing such creatures. We speak with the guard, who was passed out during the “furious battle”, he offers to call a second such cell for Batman so that he can go after the Joker. But alas, this turns out to be impossible, so we have to go out the door through which we entered this room. And save Commissioner Gordon, who was treacherously captured by Officer Bowles. By the way, yes, after the battle the first Batman upgrade will be available. I’ll say right away that there are no special techniques for leveling up a character, so you can level up whatever you want first. We go to the place where Bowles grabbed Gordon (check the map (Tab), the correct location will be marked). We scan the room and find a broken bottle of bourbon. It belonged to Bowles. Using the detective mode, we follow the alcohol vapors that came from Bowles. We come to the room with the elevator, watch the video. The elevator turns out to be inoperable. We climb up using the hook, higher and higher. We pass through the ventilation tunnels and meet three bandits with weapons. There is only one correct tactic against such opponents - silent neutralization, so you should not attack head-on. We climb onto the gargoyle, then onto the next one and jump to the rear of the bandits. We quietly neutralize each bandit in turn. We go into the room, there is another criminal talking to the Joker, we kill him too. We go through the ventilation. We find ourselves in the lobby of the intensive care building. We silently remove two bandits with weapons. The Joker will send three more, and the conversation with them will also be short. We go to where the three bandits came from. Bah, it's Frankie Bowles himself, only dead. Apparently, the Joker no longer needed his services. Edward Nygma aka Riddler bursts into our radio air. He challenges Batman to complete a series of "ridiculously difficult" tests. Gives us the first riddle: “Don’t cut yourself on the shabby portrait.” We look a little to the right of the dead Bowles, he sees a portrait of Warden Sharpe, we scan. Then a guard appears and opens the door for us.

Arkham Island

We receive a task to go to the surface of Arkham Island. It goes through the doors along the corridor, then more doors, through the ventilation shaft we go out into the cave, through which we will get to the surface. The Oracle contacts us, we receive a map of the entire island. The Joker ordered his henchmen to “fix” the Batmobile, so we go to Arkham North (to the west of the place where you jumped from the cave ledge, the entrance to Arkham North will be indicated on the map) to stop them. Having passed through the gate, we go around the ambulance on the left, climb up using the hook, go to the rear of the two bandits and quietly neutralize them. We go through the next gate, we see how the Batmobile is broken by seven bandits. Let them answer for this! Let's deal with themWe take the Explosive Gel from the trunk of the car, a product that will be useful to us in the future.We scan the place near the Batmobile, find Gordon's pipe, and follow the trail of tobacco. The gate turns out to be closed, but there is a weak wall nearby, we apply explosive gel and undermine it. The way is open. Next we meet two more bandits, sweep them away and follow the trails of tobacco; it is impossible to get lost, because these tracks are found almost every 2-3 meters. We are approaching the medical bay.

Medblock

Near the entrance to it there is a bunch of bandits, we deal with them. You can go into the medical unit, but we won’t go far, Harley Quinn will be waiting for us there, and in front of her is a force field. We need to look for another way to the medical bay. Use the hook to climb onto the roof of the medical unit and go left. We see a fragile wall, an explosive gel is used. The moment - and we are in the medical bay. Through the ventilation shafts we get to the main hall. Bandits have taken doctors hostage, you need to save them. The game involves the secret destruction of each bandit, so you can sneak up and kill him. And so with everyone. You can use fragile ceilings, floors and walls by applying gel to them. A bandit came to the ceiling with gel, voila - and there is no bandit. Having removed the enemies, we approach the doctors and talk. They report three more doctors who need help. The location of doctors will be marked on the map. Dr. Young is being held hostage by bandits; you need to place explosives on two walls so that they explode simultaneously and neutralize all the villains. Penny Young is safe, let's talk to her.Let's go save the next doctor. Dr. Kelerman is locked in a room filled with Joker gas. We talk to the guard, look up at the ventilation pipes and climb onto them, jump over to the grate and find ourselves in a room with gas. Turn on detective mode. We need to activate three fans to clear the air of gas.We follow the wires from the fans to the control panels, throw batarangs at the control panels - this way we can solve this problem. We turn on each fan in turn and talk to the guard Cash. We still have the last doctor. He is chained to a chair in the room, approaching him we fall into a “trap”: several bandits. It's even funny. We calm violent patients and save the doctor. We return to the isolation ward, listen to the conversation, and see three bandits entering the room. We quietly deal with them. We go into the elevator and go down.We watch the cutscene, after it we blow up the wall on the left. We walk along the corridor and see the dead Commissioner Gordon. Batman immediately tries to contact the Oracle to convey the sad news, but the connection turns out to be inaccessible. Now Batman must punish the killer. We go to the morgue and listen to the voices. We go back out, but that was not the case. Again the morgue. We see three bags on the tables in the middle. We open each one in turn, in one there will be Bruce's father, in the second his mother, and in the third there will be a SCARY MUZZLE. These are all the tricks of the psychopath Crane aka Scarecrow. Or rather, the gas that Batman inhaled in the elevator. Now we need to avoid the gaze of the giant Scarecrow, otherwise it's the end. We just move along the walls, crouch at the right time, and avoid looking at them. We blow up the defective wall, the Scarecrow will pay attention to us, will look left and right. We choose the moment when his gaze is on the left side, go to the right. We get to the coveted spotlight and attack the psycho. Victory is ours.We call the Oracle, move on, and see that in place of the commissar’s corpse is the corpse of some security guard. Yeah, so it wasn't Gordon! Crane's gas had a major impact. We go to the door, bandits come running to us, one of them will have knives. He is more experienced than ordinary blockheads, we stun him with a cloak (middle mouse button), then beat him. We follow the arrows to the corridor, and the Joker decided to play his games again cruel games. We need to slip past the guards unnoticed. But no one forbids removing them, right? There are only four of them, the detective mode will help track the movements of the bandits. the first two can be removed with a blow from behind, the rest - by tracking their path and dealing with each one one by one. We go up the stairs and use the hook to jump onto the ceiling of the room where Harley Quinn and Gordon are standing. We blow up the ceiling. Let's watch the video. There is a boss battle ahead - Venom. A big and strong mutant. But defeating him is quite easy.The main thing is to dodge his throws, use a batarang, when he flies at you, he will grab his head and be stunned, this is where weWe run up and beat up the villain. Batman will jump on his back and tear off the hoses that feed Venom's powers. When you remove 50% of Venom's life, Joker's thugs will come to his aid. You can deal with them first, and then continue to beat Venom, or you can simply try to lead the bandits under Venom’s blows and throws, so he himself will sweep them away. Venom is defeated, we watch the video.

Batman's Secret Cave

We follow to the place marked on the map. Along the way we will run into fights with bandits several times. We arrive at the point, jump over the fence, and walk through the cave. We watch the video and go to the computer. Batman will collect all the information about Penny Young and her research, we have to find the doctor. Batman's new gadget, the Batclaw, falls into our hands. They can pull objects up. The opportunity to try this device will appear immediately. We pull down three boxes that prevent us from jumping onto the bridge. We run along the tunnel to the grate under the cave arch. With the help of the Batclaw, we can now pull off the gratings from the ventilation tunnels that are located on the walls above. That's what we do. We get out from the other side and knock out the thug. Next we meet another group of bandits. In addition, thugs who are not engaged in a fight will try to tear objects off the walls that could cause you damage. Let's deal with them. We find ourselves in a cave with old walls; there is no way to use a hook. But nothing difficult will happen, we just climb up the ledges. When we get to the surface, we will receive the next task - to climb into Arkham Mansion. Meanwhile, the Joker did not sit idly by, but placed his snipers on the towers. We remove them, because they can cause decent damage. We're dealing with a bunch of bandits.

Arkham Mansion

We enter the mansion. Using the Batclaw, we remove the armed bandit, then finish him off. The door is blocked, but we can always go around through the ventilation shafts. We tear off the grate with the Batclaw and find ourselves in the adjacent room. Penny Young is in the hands of the Joker, but she is silent. And the Joker's thugs staged a real search in the mansion, so we must hurry. We deal with a bunch of bandits and go to the next room. In it, an armed thug threatens to kill two hospital employees. We sneak up behind him and neutralize him. Let's watch the video. The Joker reports that his thugs are now beating the crap out of Cash, trying to find out the location of Dr. Young. There are six armed thugs in the next room. We have to remember the secret murders that we committed in the isolation ward of the medical unit. We listen to Cash and rush to the doctor’s aid. We go through the northern corridor, make our way through the ventilation labyrinth and find ourselves in Dr. Young’s office. Three bandits are trying to break into the office, one of them is armed. We don’t stand on ceremony with them for a long time. Let's look at the walls and see ventilation again. But there is no doctor, the safe is open. Meanwhile, Batman talks with Oracle. We scan the safe and follow her using the doctor’s prints. We leave the office in the same way as we got here. Three bandits. No bandits. We follow the doctor's footsteps further and find ourselves in a corner corridor. We carefully sit down around the corner, like a commando, and listen to the bandit’s conversation. Dr. Young got caught. Well, you can remove the bandit. Batarang to his head, he doesn't deserve more. We go to the library. We meet six bandits, two of them are experienced. Going downstairs, we see two hostages. Oh those Joker jokes! If we don't have time to save the hostages, they will suffocate. We quickly go back and use the hook to climb onto the third floor. We head to the ventilation grille. We climb into it, go through it, and get out near the chandelier. We throw a batarang at her, the chandelier breaks through the floor. Voila - the hostages are saved. We turn on detective mode and notice Dr. Young’s fingerprints on one of the shelves. We take a formula that “must be destroyed after reading.” Batman, being an honest man, does just that. We get out of the library. At the exit we fall under the influence of Scarecrow's hallucinogenic gas. Hello, fun drug trip! We walk along the corridor and come to the place of the death of our parents. After standing for a while, press the movement keys and go to the exit. The scarecrow awaits us in our deepest fears, hidden in the depths of our brain. An obstacle course is what it's called. Having dealt with the Scarecrow, we find ourselves in the main hall, cut off the bell and, jumping down, go into the opened room. There is a violent Victor holding Doctor Young, we creep up to the corner, crouch down and, seizing the moment, stun Zsasz with a batarang. We watch the video, Dr. Young dies. And we have a fight with four bandits, one of them is armed with an electric baton. After talking with the oracle, we receive the task of infiltrating a secret laboratory. We leave the room and follow the DNA traces of Quincy Sharpe. There are three armed bandits standing in the large hall, we make our way over them and knock them out one by one from behind with decisive blows.

Prison block

We follow the DNA of warden Sharpe, scattering small groups of prisoners along the way, and enter the prison block. We pass by cells with crazy prisoners. Having reached Sharpe, we free the old man, watch the cutscene - Harley Quinn frees Ivy and the psychos from prison, and we receive half of the code from Sharpe. Now Batman has a code sequencer in his arsenal, a device for hacking electronic protections. The principle of operation is this: we set up the device on the security system panel and scroll through the control circles until we catch a wide amplitude and the sequencer screen flashes green. We release the setting - the panel is hacked. We return along the same path along which we came here, on the way you will be attacked by psychos, try to knock them out with the first blow and finish them off immediately, if you were able to jump on your back, quickly press the spacebar many times. Let's get thereto the prison cells for psychos. We have to fight in two rounds with the Blackgate prisoners, commanded by Harley, the fight is not particularly difficult, I want to say. After beating the prisoners,turn off the electric floor and follow Harley. We go through the opened passage and find ourselves in a room with suspended guards. Harley sets the task to save the guards. First, go behind the boiler and scan the "Wanted Prometey" picture on the wall. We turn off the current supply under the first guard with the sequencer, and cut off the rope with a batarang, you can run to blow up the defective wall and scan the spider. Next, we turn off the current under the second guard and also cut the rope with a batarang. The guards are saved, but Harley escapes. As a gift, she left us 30 seconds to get out of the room. The most difficult panel of all three, the main thing is to release the adjustment buttons in time as soon as the desired amplitude is found. After talking with the guards, we go to the punishment cell. Here the Joker's crazy girlfriend has set a trap for us, prisoners will run towards us and try to beat us,and Harvey will periodically send current across the floor. Having dealt with the prisoners, the Joker turns Harvey over to Batman, and she immediately goes to jail. After scanning her prints, Batman contacts Oracle. Now we go to the botanical garden for the Joker.

Botanical Garden

So we're going to the botanical garden. On the way to it, we will be attacked by bandits who escaped from the prison block. I don't think this should surprise you. We go into the botanical garden, knock out two guards with weapons. We hack the security panel and find ourselves in the greenhouse. Here the situation is as follows: six armed thugs, and they go in twos! Although this does not complicate the situation, we quietly deal with everyone, do not forget to retreat from the battlefield with the help of gargoyles if it gets hot. We go to the generator room, where the bandits are mocking an honest technician. We punish the bandits. The panel opening the passage is mined, and we need three passes to break it, everything needs to be done quickly. The panel has been hacked, we move on. We return to the greenhouse. We go upstairs and go into the next room. Suddenly the Joker blocks the passage. On the side of the rubble we see a ventilation grille, remove it and climb into the shaft.We find ourselves in an abandoned room where the hook doesn’t work, we’ll have to do it the old fashioned way. We hear the Joker's voice. It seems that the process of creating an army of mutants is not standing still. We move to the other side, climb into the ventilation shaft under the ceiling. We climb through it, we see two bandits who are torturing an orderly. We need to save all the orderlies. Let's go to their rescue, don't forget to use the map. Meanwhile, the joker says that if you are noticed, the orderlies will die. Attention, DO NOT touch the guards!First you need to remove the operator. We carefully move to the other side and climb into the technical passages. We hook onto the very last guard, jump off, go to the ventilation, and finally get to the operator. We neutralize and deal with the rest of the guards. One of the operators reports that the door to the laboratory is in this room, but the door is secret. Detective mode comes to our aid. Turn it on, look for traces. One panel has multiple footprints of Harvey, with a booby-trapped panel underneath. Open the panel in three steps. And here comes the Joker himself! Unfortunately, he will only set mutants on you and run away. What a coward. Tactics for fighting mutants: as soon as one of the mutants runs at you,throw a fast batarang at him, the mutant will crash into the wall. While he is stunned, we run up to him and hit him. As a result, our hero will be locked on his back to the mutant. You need to direct the mutant to another. And so on several times, until the bitter end. All that remains is to run up and finish it off. Batman's plane (Batplane) arrives and delivers us a rope launcher. With his help we get out of the laboratory. We need to find Ivy, she's in Mrs. Arkham's greenhouse. Using a rope launcher, we move to it. We talk with her, after the conversation we need to go to Arkham Mansion. to find out from Cash where Croc is being held. Along the way, we will have to carry out a standard operation - to pacify several groups of bandits. In the greenhouse we will jump on the gargoyles again. We see that the exit from the building was blocked by huge roots - Ivy released them under the influence of Titan, the trick of the Joker. We approach the roots and jump into the passages, move to the other side and exit the building. Ivy decided to plant her flowers on the entire island. Moreover, the flowers are by no means peaceful. Fortunately, they can be destroyed. To do this, run up to them and press space. We get to the mansion. There are also problems there: there are a lot of plants inside, you can’t go down to the floor because of the deadly gas released by the plants. We stick to the ceiling, use a rope launcher, and fly from wall to wall. We get to Cash.

Intensive care building

To get into a building intensive care, we climb onto one of the towers, but not onto the roof. We knock out the sniper with a batarang and use a cable launcher. We're in the building. We make our way through the ventilation shaft into the building's lobby. There are six armed bandits walking around there, and the gargoyles are booby-trapped. The guys got ready. We knock out all six of them and go to the security room. There, using a sequencer, we disable the gate protection panel. We go into the passage to the cells, suddenly we fall under the Scarecrow's gas. How untimely! Fortunately, this will be our last meeting with him. On the way to the spotlight, you will have to disperse the crowd of skeletons; be careful during the fight, do not jump out under the gaze of the Joker. Having reached the spotlight, we have a fight ahead of us. First, just skeletons, then a mutant skeleton, we knock it out in the same way as normal ones, stun it with a batarang, and it itself will break against the wall, and in the end there will be a bunch of skeletons and a mutant. As you already understood, it was a bad trip, although we fought for real. Crane escapes and goes down to Croc's basement.we jump down, there are three bandits in the elevator control room. We knock them out and hack into the booby-trapped control panel. We jump into the opening hatch, there is a crowd of bandits, we fight with them, but make sure that during the fight they do not open the box with weapons, otherwise it will be difficult.

Croc's Lair

We go into the sewer, make our way along the walls, use the rope launcher to jump from wall to wall. When we enter Croc's lair, the map disappears, we will wander in the maze, focusing on the distance sensor to the spores, we need to collect the antidote from five spores. You can't run, otherwise Croc will detect the vibrations of the water and grab you. It will be faster to move in a squat position; when the crocodile attacks, we aim at it with a batarang. The batarang will hit the collar and the crocodile will fall into the water. Sometimes he will break the supports under us, then we need to run. Having collected all the disputes, it’s time to get out of these dark catacombs. We go straight where Batman is looking, now we run away from Croc, a couple of turns, and here is the tunnel. We are in dispute, we are going to the Batman cave to create an “anti-titanium” agent. Having created the antidote, we watch the video; the cave is attacked by Ivy plants. Having collected an improved batclaw, we get the ability to break down walls that we could not reach before. The Joker launched the Titan into the sewer; soon this mixture will reach the residential areas of Gotham; the pumps must be turned off urgently. We get marks on the map and begin to make our way up along the destroyed part of the sewer. Somewhere we jumped, somewhere we threw a rope, and here we are at the top. We break open the wall with the batclaw, three thugs come out to admire us, what a coincidence! And the batclaw now has three hooks, we observe the flight of three thugs. Having climbed inside, we will defeat two bandits; here there is a fork to go left or right. It doesn’t matter whether you turn off the panels with a sequencer, but after turning off there will be a difficult battle in a limited space, and even with the participation of a mutant. Although this can have advantages. We stun the mutant, jump on his back, and point him at the bandits. It was then that things went wrong for them. A few runs on the wide back and the fight is over. We inspect the elevator shaft, break a couple of defective walls and undermine the counterweight. This is the smell of freedom. To get to the cave, we actively use Batman’s ability to glide over long distances, and of course the rope launcher.

Botanical Garden ( II)

Now we need to get to the botanical garden, neutralize Ivy, thereby preventing her from destroying the island. Plants and snipers prevent us from getting to the garden. We make our way into the garden, go to the greenhouse. There is a fight ahead, which consists of two rounds. In the first, we throw a huge flower bud with a quick batarang, dodge flying balls and watch the roots growing out of the ground so that they don’t grab us. When Ivy’s life bar is empty, we apply explosive gel to the wall of the cocoon that separates us from the villainess. We blow it up, and the second round of battle begins. The fighting style is the same, only Ivy was joined by fighters in the form of guards enchanted by Ivy. We deal with Ivy. Joker is next.

The final

We leave the botanical garden and head towards the prison block. We will be greeted with applause by the Joker's bandits, what an honor! We go into the building, admire the Joker's antics, then the TV explodes. We pass through the resulting opening. Get ready for the toughest battle in the game. You will have to work with a fast batarang, and also climb onto the back of one stunned mutant, point it at another, and crush small bandits with it. The experience of such battles will come in handy. Finally, the Joker himself will come against us. Bandits will jump out from behind the railings of the makeshift amphitheater, and the Joker will occasionally throw exploding jaws onto the stage. First we deal with the prisoners. Then the Joker will turn to the helicopter, use the ultra-batclaw to pull him in, run up and deliver a series of blows until the villain gets out. In the second round, already experienced prisoners will appear, the algorithm of actions is the same, including the Joker. In the third round there will be bandits with electric batons and even a few with machine guns. You'll have to work hard, don't disdain Batman's gadgets, the same ultra-batclaw, for example. You can throw fast batarangs at the jaws.

Well, the Joker is defeated, Gordon is saved, and you have completed the game. Congratulations!

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