Batman Arkham City walkthrough part. Walkthrough of Batman: Arkham Origins

We will have to start the game under the control of Catwoman, and not Batman, as it might seem. We deal with Two-Face’s people, after which we crack the safe, where all our success is interrupted by Harvey showing up.

Penguin seeks revenge with Wayne, i.e. with Batman, so he kidnaps him right at the Arkham City closing event. Having come to our senses in a dark room, the local doctor Hugo Strange begins to flicker before our noses, who apparently wants to gain power over the entire city. Without thinking twice, we rock on the chair and free ourselves from the bandages. We stun the soldier who showed up with a counterattack, after which another soldier will throw us onto the site with other prisoners. We get in line “A” and go into the elevator. Having gone upstairs, we take out the prisoners, after which we help Jack Ryder get to his feet. At this time, the Penguin himself will appear. After talking with him, we strike him with a counterattack at the moment when he starts to swing. We deal with his people and climb to the roof along a ladder, which can be climbed using a container with garbage. Now you need to change your greasy suit to Batman's signature outfit. We jump onto the neighboring building with a neon sign and, making our way along the ledges, we find ourselves on the roof. Having equipped ourselves, we hack the encrypted radio signal indicated by the orange circle. We need to save Catwoman from Two-Face. We fly to the courthouse, deal with the guards and get inside. We silently neutralize the enemy with weapons, after which we jump down and begin to fight with the very much diminished audience.

Selina has been saved, we need to examine this place for evidence. We scan the glass that the Joker shot at, as well as the hole in the floor from the bullet. Judging by the trajectory of the bullet, the shooter was in a church nearby - we follow there. Inside we meet Quinn, who runs towards us to greet us, apparently. We put our fist forward, after which she will be offended and leave the room. But her armed thugs who stand in front will not let us pass. We throw a smoke bomb and climb to the gargoyle above. Using the Detective mode, we fly to the last ledge in the distance, silently jump down and perform a double counterattack. There were two thugs left with hostages. We strangle one with our feet, hanging on the scaffolding, and we knock out the second by breaking through a wooden wall. The hostages have been freed, now we need to examine the place of the shot, that is, the bell tower. Open the door to the right of the main entrance and go up. Having scanned sniper rifle, watch the video from the Joker, after which we jump out the window to escape the bomb.

Batman is on the lookout.

We need to find the Joker to interrogate him about what he knows about Protocol 10. You will have to search for his lair using a radio signal. If the signal is clear and more branched, then we are going in the right direction. It will also help with this specified distance to the goal. We get to the tower, from where we contact Alfred. To get to the factory, you will have to jump into the chimney, which is located right next door.

We jump from the rope forward onto the platform. We slide under concrete, crawl over pipes. In order not to burn in the coals, we take the batclaw and, with its help, open the hatch ahead. We jump down and crawl along the ledge over the molten iron. We climb onto the railing, from where we jump onto other similar ones. Being at a dead end, we apply explosive gel to the floor and go down. We take out the batarang and launch it into the red button above the pipe, from where hot air vapors emanate. We climb into the narrow passage and see the failed execution of the doctor. When all the prisoners have escaped, we crawl under the bars under the remaining clowns and, without coming into contact with them, we crawl further. To remove the steam that prevents us from going further, in detective mode we go along the pipe and, using a quick batarang, turn off three switches at once. Now you can walk past the ill-fated pipe with peace of mind to fall on the heads of the Joker’s servants. Having dealt with them, open the map of the area and follow to the conveyor. Using Detective mode, we look for another path. To do this, we follow the conveyor, where we open the door using the button located here. We silently eliminate the clowns and jump into the next room through the window. We eliminate the remaining armed bandits, after which we free Dr. Stacy. We pick up a new weapon and continue on our way to the Joker.

We return back to the loading hall, but the door sealed by Quinn’s people will not let us out of here. To the left of it there is another door, which can be opened using a remote electric charge. Behind it, we open the next door in exactly the same way and go out to the conveyor. Through the ventilation we go out to four clowns and scatter them. We follow to the site, where we meet Quinn. When she runs away to the Joker, who is very beaten by the titanium, we take out the electric charge and use it on the generator, which is located opposite the sign. Rocking the crane, we tear down the sign and climb up. From there, a one-armed, pumped-up clown will throw us off with his cast-iron leg. Let's paralyze him with an electric charge so that he, waving his sledgehammer, will inflict considerable damage on the clowns, thereby not forcing us to strain too much. When all the clowns are on the floor, we finish off the big guy and climb upstairs, where the Joker set a trap for Batman.

If you really want to, you can even fly like a hare in a helicopter.

Now we have to play as Selina again. We go to her apartment to pick up some things. We get to the roof, open the grate, scatter the uninvited guests and take away the items. Now that we are fully armed, we head to Ivy. We destroy her boyfriends, gradually rising through the levels higher and higher, so as not to suffocate in her poisonous cloud.

Meanwhile, the Joker has poisoned Batman and demands the cure to save himself. Batman himself also needs medicine, so he’ll have to find Freeze. He is located in the police building, the coldest point of Gotham, on the shore of the bay. We knock out two clowns at the entrance and, using an electric charge, open the door halfway. We fly inside, take the chip from the corpse and decipher the Penguin's radio signal. We go inside and secretly stun Penguin's four men. We interrogate the remaining fifth fighter, after which we try to get out of the trap. To do this, we crawl to the panel and hack it using an encryption sequencer. The result is the word “Anatomy”. We leave back into Gotham through the exit and head towards the museum. At the entrance we deal with the guards and hack the panel, the password for which is “Fossil”. Having penetrated inside and learned to dodge knives, we jump into the right window and try to hack the console from the motion sensors that cover the grille in front. Unsuccessfully, we are hindered by military jammers, we will have to destroy them. The first is on the roof of the museum, the second is a little further north on the roof. The last third is located in the metro. We head to the place and deal with the guards outside. We get inside and simultaneously stun two fighters. We go down and go out into the old metro tunnels. We slide along the carriage, blow up the wall made of boards, and scatter three bandits. Next, here we open the door using an electric charge and slip inside. We destroy the armed soldiers and deal with the last jammer. We follow the same path back to the museum.

Bezpaleva.

We hack into a new console and get the password “Dinosaur”. We go further and free the prisoner. It turns out this is one of the cops who arrived here on assignment. However, they are all captured and will have to be rescued together with Frieza. We go down below and go through the door. To raise the grate, use the controlled batarang on the button. We go forward and enter the arena, where the Penguin will unleash a huge crowd of prisoners on us. To escape from this crowd greedy for Batman’s flesh, we shoot an electric charge at the armed people, so that they beat their own comrades in paralysis. When a bandit pumped up with titanium comes out against us, we dodge his ram, stun him and jump on his hump. We destroy the rest of the prisoners and the thug himself. To go further, we use the controlled batarang on the button on the left, which is behind the live wire. We hack the panel, the password is “Yarsky”. We climb into the elevator, go up, apply explosive gel to the ceiling, go down, detonate it and go up again. We blow up the concrete and ice walls. Coming out to Big hall, we see how Penguin froze a policeman. We save him by carefully making our way across the ice. We get to the suspended raft and, with the help of the Batclaw, lower it into the water, after which we save the other two frozen cops. Now it remains to save five more policemen, whose location is indicated on the map. First, let's go to the armory, where we rescue three policemen. Frieza's costume is also located here, but he himself cannot be seen. We head back onto the ice and go to another room, which is opposite the previous one. To get to the three teasing bandits, we hack the console with the password “Reptile”. Having installed lanterns under their eyes, we go forward and find Frieze. To the right of him there is an unfortified wall, we smear gel on it, when suddenly a thug comes towards us. Having dealt with him, we go forward and free Frieze by hacking the “Microwave” password. Now you need to go back to the suit and pick up the module. Having received a destructor ice cannon, we are heading to the Penguin. We run up to him point-blank and use the destructor, after which we prescribe a noble bream to the villain. But Solomon falls on our heads. To defeat him, use the gel to explode three energy sources three times in a row until we defeat this walking killing machine. Next, dodging the missiles, we get close to the Penguin and knock him out.

In Arkham Asylum, Scarecrow created our hallucinations, but now Ra's replaces him.

In detective mode, we scan the ninja's blood and, following the tracks, go out into the street. The blood will lead us to the roof of the building, where we find bandages. We scan them and stumble upon that assassin. We chase her, and when we catch up, we launch a counterattack and attach a bug to her back. At this time, Robin will come to us and give us a rope launcher as a gift. Having taken a fancy to this useful gadget, we head for the bug’s signal. He will lead us to Joker's Island. Having smashed four clowns at the entrance to the sewer, we fend down and follow the tunnels. Having reached the cliff into the water, we take out the cable launcher and shoot from it at the other end of the passage. But, we need to turn left, so when we reach the fork, we shoot it in the other direction and thereby get to the place we need. We reach a healthy wall hatch, at the bottom of which we break through the floor. Having dealt with the Joker’s people, we hack the console – “Transport”. Through the opened gate we go out into the old familiar metro. We turn right, go through the door and go left, where we cross the water with the help of a rope launcher.

Having got out into the collapsed streets, Batman will feel uneasy all because of the same poison of the Joker. Having come to our senses, we fly over the abyss and deal with the clowns. We go out into the hall with the miracle machine, where we save the doctor. We go downstairs and go through the door, where Batman will feel uneasy again. To open the gate we use an electric charge. Having met three ninjas, we deal with them and, just like last time, open the gate. We go out to a huge sealed gate. You can't just open them, you need to find another way to get inside. Fortunately, there is a robot nearby that can be scanned to obtain video data. But again, unfortunately, not all the information is contained in his head; you need to find the rest of the robots. One is behind us, the other two are in display cases opposite each other. The fourth was located to the left of the sealed gate in the house on the second floor. From there we shoot with a cable launcher at the window with glass, fly inside, go around the building, break the second glass and scan the fifth robot. The last one remains, it is located opposite this house on the roof with four broken walls. After watching the video, we find out the secret entrance to the ninja's lair. We approach this place, deliver a counterattack to the assassin and use his sword to get inside.

In detective mode, we scan the ninja's blood and, following the tracks, go out into the street. The blood will lead us to the roof of the building, where we find bandages. We scan them and stumble upon that assassin. We chase her, and when we catch up, we launch a counterattack and attach a bug to her back. At this time, Robin will come to us and give us a rope launcher as a gift. Having taken a fancy to this useful gadget, we head for the bug’s signal. He will lead us to Joker's Island. Having smashed four clowns at the entrance to the sewer, we fend down and follow the tunnels. Having reached the cliff into the water, we take out the cable launcher and shoot from it at the other end of the passage. But, we need to turn left, so when we reach the fork, we shoot it in the other direction and thereby get to the place we need. We reach a healthy wall hatch, at the bottom of which we break through the floor. Having dealt with the Joker’s people, we hack the console – “Transport”. Through the opened gate we go out into the old familiar metro. We turn right, go through the door and go left, where we cross the water with the help of a rope launcher.

Having got out into the collapsed streets, Batman will feel uneasy all because of the same poison of the Joker. Having come to our senses, we fly over the abyss and deal with the clowns. We go out into the hall with the miracle machine, where we save the doctor. We go downstairs and go through the door, where Batman will feel uneasy again. To open the gate we use an electric charge. Having met three ninjas, we deal with them and, just like last time, open the gate. We go out to a huge sealed gate. You can't just open them, you need to find another way to get inside. Fortunately, there is a robot nearby that can be scanned to obtain video data. But again, unfortunately, not all the information is contained in his head; you need to find the rest of the robots. One is behind us, the other two are in display cases opposite each other. The fourth was located to the left of the sealed gate in the house on the second floor. From there we shoot with a cable launcher at the window with glass, fly inside, go around the building, break the second glass and scan the fifth robot. The last one remains, it is located opposite this house on the roof with four broken walls. After watching the video, we find out the secret entrance to the ninja's lair. We approach this place, deliver a counterattack to the assassin and use his sword to get inside.

Having climbed up through the hatch, Batman will become very ill, even to the point of hallucinations. Fortunately, we are met by Tallia, who is ready to accept us into her ranks. To do this you need to pass tests. Let's go for ex-girlfriend and drink from the cup. A large block of ice is visible ahead - we fly to it, using a dive to gain altitude. In the same way we get to the next block, on which we smash two sand ninjas. We dive into the portal, which will take us to another place. We get to the ice block again, and so on all the way to the portal. Now we need to find Ra's himself. We go upstairs to Thalia. We go inside with her and meet her father. It's time to fight the 600 year old man. First, let's deal with it sand army. Next, dodging throwing stars and blades, we shoot at Ra’s with an electric charge. Then we deliver a counterattack and repeat the operation with an electric charge. We do this until the old man takes his daughter, Talia, hostage. We choose the reverse batarang and save the poor guy.

We get back to the streets along the way back through the metro. We go around the gate through the ventilation and first of all we knock out the armored clown. We deal with the rest and hack the console - “Branch”. Having got out under the sky, we go to the kidnapped mayor. Having scattered his kidnappers, we help the mayor get up and kidnap him ourselves. After interrogating the scoundrel, we head to Frieze to give him Ra’s blood. The healing potion is ready, but before sipping it, Frieze demands his wife be returned to him. But we need to drink the mixture now, so we enter into battle with the scientist. To defeat him hand-to-hand combat is not enough, you need to use a variety of the following attacks: blowing up walls, using an electromagnet, using electricity on a spilled puddle of water, using a destructor, using a rope launcher, sneaking up from behind, grabbing from a ledge, luring under the platform and attacking from above, gliding from behind, attacking from below, jumping over window and jump from above. When Frieze is defeated, open the safe and discover the absence of medicine. We need to take it away from the Joker, Victor will help us with this.

We get out into the street through another exit. To prevent hot steam from being a problem for us, we plug the pipes with an ice blow. Going outside, we see a helicopter crash with a journalist on board named Vicki Vale. We head to the crash site, get rid of the snipers and save Vicki. Now it's time to head to the Joker. You can’t get through the old entrance, the pipe; flames literally fall out of it. We head to another entrance, where we definitely get rid of the guards. Having penetrated inside, we get rid of three clowns and jump to the water. Using an ice blow, we create a raft and float with the flow, steering with the help of the batclaw. We crawl forward through the ventilation and aim at the clown through the window. We go further and, having neutralized two interrogators, we do not save the two-faced man, because... Instead of saying “thank you,” he will hit you from behind with his fist. We break through the wall, create a raft and swim under the wall. Next, we sail to the right and fly to the other side using a rope launcher, because the raft will get stuck. We plug the pipes with an ice blow. Having reached the steel door, we notice that the switch for it is located to our left behind the bars. We take out a controlled batarang, launch it into electricity, and then redirect it to the shield. We create an ice raft and go with the flow. There is a ledge under the ceiling to our right, we climb up there. Having hacked the console with the password “Romansionis”, we turn around and walk across the bridge. Approaching the door, we get steel pipe on the nose. It's the doctor, everything's okay. We open the door and find ourselves in a familiar room. We deal with its inhabitants and go into the next one with many mines. Bypassing them, we destroy the sniper and find Quinn tied up at the top. We go further, throw two snipers off the ledge, also neutralize three clowns and go up to the Joker. Now the battle ahead is far from easy: many clowns, a one-armed clown pumped up with titanium, and the Joker himself. First, we get rid of the clowns by shooting the one-armed one with an electric charge so that he scatters them with his sledgehammer. Next, we get rid of the one-armed man using the stunning method. We do the same with a pumped-up clown. Now all that remains is to finish off the Joker.

While Batman comes to his senses, we have new episode from the life of a catwoman. You need to get to the confiscation warehouse. We reach the sewer hatch and go down. To hack the security system, we need three keys from the Tiger fighters. It is forbidden to make noise, so you will have to act as secretly as possible. To do this, jump onto the ceiling and steal three keys from any three fighters. We return back to the computer and hack into the storage. But Tiger's men are not brainless like Penguin's men. We secretly remove each soldier and go into the storage room. We deal with the reinforcements and take away the diplomats. When we leave the vault, we will have two options: save Batman or leave with the loot. So that our own conscience does not torment us later, we go left and, throwing our suitcases, rush to Batman.
Meanwhile, Protocol 10 will soon come into force, it must be stopped immediately. First you need to scan the helicopters for the general control program. We scan all the helicopters until we find the main program. We climb onto the helicopter and download the data. Now it's time to go to the miracle tower. Having arrived at the place, we throw off two snipers and hack the panel - “Inspiring”. We move forward, opening the doors with an electric charge, until we run into prisoners and Tiger fighters. After listening to Strange's lectures, we scatter all the fighters and go down into the sewer hatch. Using a cable launcher, we get to the room with the clock, where we undermine the floor. We meet the doctor. Having dealt with the guards at the base of the tower, we hack the elevator from the outside and inside - “Intrusive”, “Medicine”. Having risen to the very top, we get out of the elevator through the hatch at the top. Through the glass we deliver the decisive blow and finish off the remaining enemies. We open the gate - “Reservation”. We move forward along the antenna, from its end we climb with a hook to the next point, which is higher. So we continue to climb the beams higher and higher. We hack the console – “Maintenance”. We rise through the opened hatch, where we climb into the ventilation. We get out to six armed soldiers, having neutralized them, we hack the panel to Strange - “Defense of Gotham”. We turn off Protocol-10 and start searching for the Joker.

It is located in the theater, along the perimeter of which there are snipers. We quietly deal with them and get inside. It turns out that the Joker was not real, his role was replaced by Clayface. The Joker himself is not at all healthy and is still sick. But Clayface will still have to be dealt with. Dodging his blows, we throw an ice blow at him until he is completely petrified. We run up point blank, take out the sword and knead the clay. You can also lure him into corners with dynamite to inflict maximum damage. This should be done when it turns into a ball. Having changed the scenery, we fight with the clay army, switching to Clayface. We take the medicine from him and heal from the poison.

But the story is not over yet. Switching to Selina, we head to her house to get things. A surprise awaits us inside in the form of a planted bomb. It turns out that Two-Face stole the things, we head to his museum, where, having dealt with a huge crowd of his people, we take away what we came for.

Batman: Arkham Origins, the harsh superhero everyday life of the Dark Knight is extremely varied and intense. Within just a couple of days, Batman manages to cleanse the criminal faces of all sorts of criminal elements of the city of Gotham, and restore the infrastructure of his native streets, and conduct a dozen detective investigations - with the collection of evidence, forensic examination and extracting testimony from suspects. It’s not difficult to get confused in all this turmoil - and that’s when we come to the rescue.

In this material you will find the most important tips for passing Batman: Arkham Origins, solutions for the most complex problems, as well as a useful video that will allow you to complete the game 100%. With this guide, you can easily deal with all the troubles of Gotham - so that Bruce Wayne can finally have a human rest for Christmas.

First, there are a few simple, but very important points to understand about Batman: Arkham Origins that you should know. Follow these tips and your Dark Knight will not leave the villains a single chance.

Respond to requests for help as often as possible. As you move around Gotham, you will now and then receive operational information about the riots going on right now. Since such troubles usually occur in close proximity to your current position, it is better not to ignore them. As a rule, you are required to appear at the scene of a crime and beat all opponents - the work is dust-free, fast and profitable. On the one hand, you will receive experience for every help, and on the other hand, such encounters will quickly teach you how to fight effectively in Arkham Origins. The benefits of the latter can hardly be overestimated.

Not everything you see can be immediately acquired. All kinds of trophies, secrets and alternative paths that you encounter during the game will not necessarily be available to you at that very moment. Very often, in order to receive a particular reward, you will be required to have one or another gadget or ability that is unlocked during the course of the story campaign. This means that the most best time to collect, for example, Enigma data blocks - after completing the story part of the game, when you have collected the entire arsenal of the Dark Knight.

Stealthy passage gives much more experience than confronting opponents head-on. If possible, try to stun enemies without being noticed - after a little practice, you will certainly be able to do this easily and naturally. The secretive Dark Knight will gain experience much faster, and as a result, new abilities.

Stealth is good, but strong armor is better. To make your life easier, first of all upgrade Batman's armor. First for close combat, and then - ballistic. This way, you will ensure better survivability in the early stages of the game and save yourself a lot of nerves in battles. No matter how skilled you are at stealth, Arkham Origins will often force you to fight dozens of bandits in open combat - it's best to be prepared for this.

It's important for Batman to fight well. Based on the results of each skirmish with enemies, you will be given a certain amount of experience. The following points affect the battle rating: maximum length chains of attacks (or combo multiplier), the amount of damage received (it is better to minimize it), the variety of gadgets used in battle. In other words, you will gain the most experience if you do not “miss” blows, while using your entire arsenal in the fight.

Don't hesitate to complete side quests. Capturing villains and destroying their plans is generously rewarded big amount experience, as well as Batman's new abilities. Side quests will not only help extend the fun of Batman: Arkham Origins, but will also allow you to come face to face with the most famous characters of the DC Universe.

Complete the Dark Knight System Challenges whenever possible. The achievements built into the game itself, on the one hand, will help you better understand certain aspects of the game mechanics (for example, you can practice moving around Gotham or stealth), and on the other hand, they will give you a lot of experience upon completion.

PROBLEM BOSSES

During your playthrough of Batman: Arkham Origins you will meet many villains varying degrees lousiness. Some of them can cause a lot of problems for a novice player. Read below about where the main difficulties may arise.

How to defeat Deathstroke

Deathstroke, one of the first bosses of Batman: Arkham Origins, is good test your reaction. The most main difficulty in a battle with him, it’s time to hit and counterattack. It is very important to take your time and press the counterstrike key only when the corresponding indicator lights up above Deathstroke's head. If he counters too early or too late, Batman will receive a rousing slap from one of the most skilled melee fighters in the DC Universe.

How to defeat Bane

We will meet Bane in battle twice. During the first battle, the player is required to dodge Bane's strongest blows and respond in a timely manner with lightning-fast series. In general, your first meeting with him should not cause you much trouble if you have successfully beaten ordinary opponents before.

During the second encounter, the battle will be divided into two parts. If the first one goes through exactly the same scenario as described above, then the second part will make you tinker a little. Under the influence of Venom, Bane cannot be attacked head-on - Batman is forced to attack him covertly, using ventilation, floor gratings and electrical circuits. Please note that Bane will not fall for the same trick twice, so you will have to be as creative as possible. You can watch the successful battle with the pumped-up Bane in the video attached below.

How to defeat the Mad Hatter

The entire boss fight takes place in the Hatter's world of illusions: in order to defeat the villain, you just need to reach the end of the stage using your gadgets and wits. But this is easier said than done - several insidious traps and non-obvious scenes can very well become a problem for the player. How to overcome all this - again, in the video.

How to defeat Firefly

One of the final bosses of Batman: Arkham Origins. However, the battle is quite simple - if you know which gadgets to use at one time or another in the battle.

How to open costumes

Batman: Arkham Origins features a wide selection of Batman costumes - each one not only changes your appearance, but also provides certain advantages. Costumes are unlocked for certain actions and achievements in the game, and you can change your armor in the appropriate section of the Batcave. Here's what you need to do to unlock costumes for all occasions.

Batman- given at the beginning of the game.

Batman One Million Skin- register in the WBID service.

New 52 Graphic- Capture all the villains on the Most Wanted list.

Dark Knight- pass all the tests.

Noel- find all Enigma data blocks.

Injustice- get all the medals in the challenges.

Blackest Night- get a level in multiplayer.

Enigma caches

To complete Batman: Arkham Origins, you will need to collect all the Enigma data blocks that the villain has hidden well throughout Gotham. Interrogating Enigma agents will help you find out their location (they are marked on the city map), and this series of videos will help you figure out how to get to them.

(*) Screenshots under the "spoiler" in reduced form.

Click on them to open in full size(1280x1024).

IMPORTANT! Screenshots - reveals the plot very well , that is, if you don’t want to find out what will happen, I advise you not to watch!

1. Batman Begins

Get to Arkham City

We rock on the chair to free ourselves. We counter-attack the guard and take the chip. We go to “queue A” and go through the gate. When the gate opens, we follow the two “guards”. We enter into a fight with the prisoners, for now it will be effective to carry out counter-attacks. 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

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 the sniper rifle for 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 millthrough 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 a 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. Learning 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, with a hook we cling to the very high point. 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).

The game begins with an episode about Catwoman. We control Selina. With quick, precise blows we scatter the opponents into the corners, then we go to the safe and take the flash card.

We watch the introductory video, from which it becomes clear to us that Batman is caught by a villain named Hugo Strange. Let's play as Batman. We start rocking the chair to escape. We fight off the soldier who is trying to stop us. But the second soldier pushes Bruce Wayne out of his cell, and we are forced to proceed to the other prisoners. Some of them behave quite aggressively.

We find ourselves in the arena where we need to fight with fighters - prisoners. Having fought off the attackers, we help the fallen Jack Ryder get up and try to leave.

After this we fall into the clutches of Mr. Cobblepot, aka the notorious Penguin. He tries to hit us, but it didn’t work out that way! It’s worth moderating his ardor. Despite the handcuffs, we begin to fight off the surrounding Penguin's henchmen. Having gotten rid of them, we can go up and knock out Cobblepot himself.

We go to the roof. To do this, you need to climb the stairs, jump onto the pipe, and overcome another flight of stairs. On the roof we contact Alfred. From there we see the ACE Chemicals sign - we jump there, and with the help of our hands we climb to the right of the sign to the next staircase. We climb up it and climb even higher. Then we find ourselves on a parapet, from which we jump onto the same parapet located in front. We get to the roof, where the equipment is already waiting for us. Well, now Batman has changed into his solid uniform suit. Having hacked the communication system of the Tiger fighters, we learn that Catwoman is in danger and we need to save her. We plan from the roof down and fight with the enemies. (Here on the roof there is an opportunity to solve the Riddler's riddles and find his trophy).

We enter the building and find ourselves on the second floor, from where we observe how Harvey Two-Face is about to commit reprisals against the cat woman. We walk along the corridor and, having climbed another hanging staircase, we see a guard with a weapon who needs to be silently removed. After we have done this, we can jump down.

Having gotten rid of all the attackers, we turn on the detective mode and scan the room for evidence. The bullet hole left a mark in window glass and on the floor. Let's scan both of these areas.

We go outside from the courthouse. Let's go to the church. Near the entrance, several thugs will attack us. Let's calm them down and enter the church. Harley Quinn will rush to meet us. But we have no time for her, so let’s throw her aside, to which her friends, the bandits, will offer us not to move. We will not attack them openly; this is not the most reasonable option. We throw a smoke grenade and jump onto the back of the stone gargoyle, which is located above the entrance, right above our head. We turn on detective mode and think through tactics. We need to rescue the hostages. Moving from one gargoyle to another, we get to the last one, and from there we quietly plan down. We turn to the wall, and after breaking it, we knock out the guard. Let's go back upstairs. Let's destroy the one holding the hostage. We silently go down behind him and perform a choke hold. We return to the gargoyle again. We climb over the top so that we are behind the two remaining terrorists. We carefully land behind them and incapacitate both of them at once. Well, great, the hostages are safe. We find out that Dr. Stacey Baker is in the hands of the Joker. We need to get into the bell tower and examine it. We go through the door next to which there is a Bell Tower sign. We go upstairs and find a rifle. We scan it and, having listened to what the Joker wants to tell us, without thinking twice we jump out the window.

Based on the Joker's radio signal, we calculate his location. The signal source is located in a steel mill called Sionis Industries. Once on the tower, we contact Alfred. We enter the building through the chimney.

We land on a rope, from where we jump onto the platform. We run along the corridor, dive under a piece of the wall, climb over obstacles. We reach the furnace, and in order not to die under the influence high temperatures, use the batclaw on the hatch. The embers are dying out, and now you can get over them. We jump down, move along the ledge, from there we move onto the railing that hangs over the fiery abyss, and from there we jump to other similar railings.

While in detective mode, we use explosive gel on the floor in the right place to make a hole in it. We jump there and look around. There is a red button on the wall that you need to throw a quick batarang at. In front of us is a narrow passage that we need to get through. We move on, and soon we hear the voice of Harley Quinn, and see a crowd of bandits. They are talking about the doctor.

We need to go past the pipes spewing fire. This can be done the moment the flame goes out. So that the steam from the pipe does not prevent us from going further, we turn on the detective mode and moving along the pipe we approach the switches into which we need to launch the batarang. Then, moving unnoticed by everyone and listening to their conversations, we find ourselves under the floor, above which stands a bunch of Joker’s bandits. We jump out suddenly and get rid of everyone. Harley Quinn will appear, then we will contact Alfred and go to the doctor’s rescue.

We go through the door to the left and move on until we see a conveyor belt. There is a red button above it; according to tradition, we hit it with a batarang. And a small passage is formed above the conveyor, which we will not fail to use. We take a comfortable position behind the thugs, and in the old fashioned way, we first quietly eliminate one person, and then two guys in one fell swoop. Having done all this, we jump out the window. We remove all the other bandits. For convenience, we plan our actions using detective mode. We find Dr. Stacy Baker and free her. As a reward for good behavior, we receive a special device - remote electric charging. On the left there is a gate that can be opened with the help of this device, and behind it is another one of the same kind. We take the people who were trying to seal the doors by surprise and destroy them.

Let's go back to where we saw Harley Quinn. When she runs away and locks herself in the room with the Joker, we take out the electric charge and start shooting at the generator. We watch how the hook will destroy the closed shutters, and we go there. True, we are not yet destined to get into the room, because they have prepared an unpleasant surprise for us. The easiest way to deal with a one-armed clown is to shoot at him with an energy charge, and he himself will scatter his assistants, making a “spinner”. And when his henchmen are defeated, you can calmly finish off him himself. We climb out the window and watch a video with the Joker.

We play as a catwoman. Selina goes to her home to get the necessary things. Approaching the house, we meet uninvited guests, deal with them and climb out the window.

Well, we got some weapons at home, now we can meet with the Spitting One. On the way we get rid of the guards, trying not to create unnecessary noise.

When fighting with ivy's friends, we try not to stay long at each level, we rise higher as soon as we have dealt with the enemy. Otherwise, there is a risk of poisoning from toxic fumes. We don’t linger in one place so as not to become a target for Ivy’s spores.

And again Batman. After watching the video, we realize that our new task is to find the coldest point in . We will look for Mr. Freeze, focusing on the climate analyzer. It turns out that he hid in the coldest room in the city, which, by a strange coincidence, became the police building.

We open the door using an electric charge, take the radio from the corpse and decode the signal transmission. We go into the hall, where we are greeted by several Penguin guards, and carefully remove them one by one. Penguin uses heart rate sensors to monitor his subordinates. When they die, he will know about it. So you need to move as quickly as possible and incapacitate them by attacking from above. We interrogate the last one remaining.

We are trapped, we need to get into the security room and break the combination lock using a sequencer. Code word: ANATOMY.

We follow to the museum, a spotlight will show us the way to it. There are guards waiting for us near the entrance, whom we are forced to calm down with a series of precise blows. The entrance to the museum is under a combination lock. Code word: FOSSIL. We fight off guys with knives. There is a gate with a motion sensor installed. To the right of them is a window through which we jump out and try to hack the control of the motion sensors. Nothing works for us - military jammers are in the way, which we need to destroy. We climb onto the roof of the museum and destroy the first of them, the second is located a little to the north, and for the third you need to go to the subway. We move there, along the road we meet guards and deal with them. We get inside and get rid of the two guys. We go underground and see old metro trains. We climb onto the carriage, which is located on the left, and move along it through abandoned tunnels. We blow up the plank wall, stunning the enemies. Using an electric charge, we open the door and get inside. We fight with armed enemies and destroy the last jammer. We follow the same path back to the museum.

We break the combination lock again. Code word: Dinosaur. Let's go down and free the policeman. He tells us the code. We go down even lower and see a grate with a red button above it. We launch a batarang at the button.

Let's watch the video. A crowd of aggressive guys will attack us, we fight them. After which a huge clown appears, infected with Titan. We need to jump on his back, and in his attempts to throw us off, he will scatter the rest of the guys around the room. When the clown and his comrades are defeated, we move on. In front of us is a live wire, behind it is a button on which we use a controlled batarang. We break the combination lock, code: Jurassic. We go into the elevator and use explosive gel to blow up the ceiling. Let's go further and blow up the wall of ice. To save the frozen policeman, we land on the ice, move carefully and, as we approach, break the ice crust that has bound him. We use the Bat-claw to pull the raft towards us, which was previously in limbo.

Before we pursue the Penguin, we must save the police and Mr. Freeze. To do this, you need to go around all the nearby rooms. Their location is indicated on the map. Three police officers and a frieze suit are in the armory. To get into the room where Frieze is hidden, you need to pick the lock on the gate. Code word: Reptile. We apply explosive gel to the wall that is located to the right of Mr. Freeze. Suddenly a one-armed thug appears. Once he is defeated, we can free Frieze by breaking the combination lock. Code word: Microwave.

Let's watch the video. We return to Frieze’s suit and remove the module from it. We will be given a reward - an ice cannon destructor. Now you can visit Cobblepot. We approach him closely, use a destructor and give him acceleration with a right hook. Solomon appears before us. To defeat him, you need to use a quick explosive gel to blow up three power sources that look like hatches in the floor three times. When the hatches are disabled, you need to hit Solomon on the head. Don't forget to dodge electrical discharges. As a result, this evil monster will be defeated. Next, avoiding being hit by missiles, we get to the Penguin and turn him off.

In detective mode, we follow the trail of the blood of Ra's al Ghul's henchman. The blood leads to the roof of one of the buildings and ends there. Having scanned the bandages, we find the lady we are looking for. We pursue her and, having caught up, use a counterattack blow and attach a bug. Robin appears, we communicate with him and receive a rope launcher from him.

We follow the bug's signal and find ourselves on Joker's island. At the entrance to the sewer we have to fight the Joker's henchmen. Having completed the task, we maneuver down and move along the tunnels. Having reached the edge of the cliff, we use our brand new cable launcher. Moving with the help of a cable launcher, you need to make another shot at the fork towards the left corridor. We get to a huge hatch in the wall, near which we need to break the floor. Here we will have another showdown with the Joker's guys. Having dealt with them, we hack the console. Code word: Transport. The gates open, and the already familiar metro appears before us.

First, turn right, go through the door and follow to the left. We overcome the water using a rope launcher. We exit the subway onto the streets. We see that Batman’s health is deteriorating, as the Joker’s infected blood in his body is taking its toll. When he comes to his senses, we follow further. We cross the abyss using a rope launcher. There we fight with the clowns, then we go through the door. We rescue the hostage from the clutches of the Joker's armed guys. We go downstairs and approach large doors, near which Batman will again feel ill. We open the doors with an electric charge. We come across three girls from the league of assassins, deal with them, and find another door that opens in the same way.

In front of us is a very large gate that cannot be opened. We need to find another opportunity to be inside. Nearby we notice a broken robot guard. We scan it and go in search of the remaining robots that need to be scanned. While we do this, assassin girls will try to attack us. Two robots are located on stands located opposite each other. The fourth robot is waiting for us on the street not far from the first. To the left of the gate, on the second floor of an old abandoned house, we find the fifth robot. From the same place we shoot with a rope launcher at a glass window, move inside the building, go around it, break the glass in another window, and penetrate it. So we found another robot. The last one is on the roof of a neighboring house, which has broken walls. We watch the video and go to the place that we see on it. We counterattack the killer and use her sword to get inside.

Batman gets out through the hatch, he is already almost exhausted, and he is visited by visions. We move towards the gate that is in front of us. Talia appears, ready to test the Demon. We follow her and drink the contents of the cup.

We plan along the white stream, cling to the ice block with the help of the bat-claw. During the test you do not need to touch anything, otherwise it will fail. We plan on the second boulder, fight with the warriors, and on the next flight we rush into the center of the fiery funnel. We continue the cycle until Ra’s al Ghul offers to fight him himself. We go to Talia, who takes us to her father. Now we have a battle with Ra's al Ghul.

First, we destroy the warriors, after which, deftly dodging the huge stars that the giant Ra’s al Ghul throws at us, we shoot at him with a fast electric charge, trying to get into the gaps between the warriors rotating around him. The main villain, in addition to the stars in his arsenal, also has giant blades that move towards us along the ground. In order to stay away from the stars, you need to be in front of the blades and dodge them at the very last moment. When the villainous power dries up and he takes on his usual appearance, we use counterattacks to fend off his attack with a saber. This process is repeated several times. Ra's takes his daughter hostage and then we use the batarang.

We return back to the city streets, and the same way we got here, through the metro we move back. We break the combination lock on the gate. Code word: Branch. We go upstairs and go to the mayor of the city to free him from the guys who captured him and interrogate him himself.

We return to the police station to Frieze and give him Ra’s blood. The healing composition is ready, but Victor does not want to give it to us. He demands to rescue his wife from the clutches of the Joker. We enter into battle with him. To defeat him we will use our entire arsenal: grabbing from behind, attacking from above, attacking from a hatch, jumping through a window, blowing up walls, using an electromagnet, a cable launcher and a destructor. Each individual technique can be performed on Victor only once. You have to be extremely inventive. Having defeated Frieze, we look into the safe and do not find any medicine there. Well, let's take it away from the Joker.

Leaving Mr. Freeze's building, we feel an urgent need to help Vicki Vale. We follow to the crash site, disable the snipers and save the journalist.

We go to the steel mill. The pipe through which we got here last time will not work for us now, because there is a raging fire in it. Let's go look for another entrance, not forgetting to get rid of the guards. Inside, three clowns will attack us; having defeated them, you can safely go to the water. We create a raft using an ice blow, and float on it, performing maneuvers with the bat-claw. We penetrate through the ventilation shafts, move a little forward, and jumping out the window, we land right on the back of one of the thugs and fight with the Joker's guys. Having passed further, we neutralize two soldiers, but it is not necessary to save the two-faced man. He won't tell us for it anyway kind words, but only wants to beat us up. We break through a piece of the wall and swim under it on a raft. We swim to the right, and then against the current, pulling ourselves up using a cable. Then we use the rope launcher and cross to the other side. We use an ice blow to plug the pipes. Once we are near the steel door, we see a switch behind the bars to our left. We throw the batarang so that it falls under electrical discharge, and then direct it to the dashboard panel. Again, with an ice blow, we make a raft and swim until we see a ledge on the right under the ceiling. Let's climb it. We break the combination lock. Code word: Romansionis.

We cross the bridge and go straight along the rails. We see a door at the end of the corridor and head towards it; as we approach, we are hit by a metal pipe. It turns out that it was the doctor who hid behind the boxes. It's time to deal with the mines. We turn on the detective mode and hunt the Joker's guys from the ledges. When we neutralize everyone, we go into the next room where it is collected a large number of min. We carefully go around them and destroy the sniper, and then the tied up Quinn appears to our attention.

We go further, neutralize two snipers, simultaneously disable three clowns and head upstairs, where the Joker is waiting for us. We have to fight him, and this battle promises to be quite difficult. We are surrounded by guys with knives, and among them is a one-armed thug with a hammer. It is very convenient to perform combo attacks on him by jumping behind his back and hammering on it after he hits with a hammer. You need to be careful and avoid the cars that appear on the rails from time to time. And then a clown pumped up with Titan appears, and you also need to fight him. The Joker must be beaten last, because otherwise he will constantly get up and get up after our knockouts. We finish off the Joker and watch an intriguing video.

We play as an incomparable woman - a cat. We need to get into the warehouse. We run to the sewer hatch and go down into it. To hack the security system we must get key cards from Tiger soldiers. It is necessary to behave as quietly as possible, and therefore we will act secretly. The cat crawls well on walls and ceilings. This skill will be useful to us in this moment- we climb onto the ceiling, and then silently jump behind the soldier and steal the key card. We need three keys, which means this action must be done three times. We return to the computer again and use it to hack access to the storage. Tiger warriors are not as stupid as we would like, we have to take them out one by one. Then we get into the storage room. We disable the newly arrived soldiers and leave the storage facility with the diplomat. We are faced with a dilemma: save Batman or calmly leave with our prey. Batman is still not a stranger to us, so we decide to save him. If we nevertheless choose the second option, then time will be rewinded and we will get a second chance. So, in essence, there is no choice. Let's go to help Batman.

Play as Batman
The moment is approaching when Protocol -10 must come into force, and we certainly need to stop it. First, we scan all helicopters for the presence of a general control program until we detect the main program. We cling to the helicopter and download the necessary information.

We go to the miracle tower. Once in place, we drop two snipers and break the combination lock. Code word: Inspiring. To go further, we open the doors using an electric charge. We do this until we come across Tiger fighters and prisoners. After listening to Strange, we get rid of all the fighters and go down through the sewer hatch into the sewer. We use the cable launcher to get to the room with the clock and blow up the floor. There we meet the doctor.

We disable all the guards who have gathered near the tower, we break into the elevator from the outside and inside. Code words: Obsessive, Medication.
We rise to the very top and leave the elevator through the hatch located on top. We strike through the glass. We break the combination lock on the gate. Code word: Reservation.

We crawl along the antenna, and from its end, using the bat-claw, we cling to the beam that is located above. Continuing to cling, we rise higher and higher. We're breaking the lock again. Code word: Maintain. We make our way through the open hatch into the ventilation shaft. When we get out of there, six well-armed guys are waiting for us and need to be neutralized. We hack the panel, code word: Defense of Gotham. Protocol-10 is disabled. You can go in search of the Joker. He is hiding in the theater building, the perimeter of which is reliably guarded by snipers. We have to neutralize them quietly and unnoticed. Having gotten rid of everyone, we get inside.

It turns out that the Joker in front of us is not real. The Joker himself is still ill, and his role is played by Clayface, aka Clayface. We begin the battle with him.

Dodging the blows, we throw ice bombs at Clayface until he turns into stone. After that, we approach him point-blank and begin to knead the clay with a sword. In addition, you can inflict a lot of damage on him if you lure him into those corners where explosives are hidden.
The procedure will need to be repeated.

Soon a clay army appears. We fight with the soldiers and do not forget to throw ice bombs at Clayface. When he has few lives left, we come close and finish him off. Having won, we take the medicine we need from Clayface and are cured.

Let's play Selina. Let's go home. To pick up your things. An unpleasant surprise awaits us at home - there is a bomb planted there, and the things we need were stolen by Two-Face. We go to visit him in the museum, where, after the massacre of the army of his guys, we take away what we came for.

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