Game batman arkham chronicles walkthrough. Full walkthrough of the Batman: Arkham Origins storyline

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 clean up criminals for all kinds of criminal elements of the city of Gotham, and restore the infrastructure of his native streets, and conduct a dozen detective investigations - collecting evidence, forensic examination and knocking out testimony from suspects. In all this turmoil, it is not difficult to get confused - 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 to the most difficult 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 hardships of Gotham - so that Bruce Wayne can finally have a human rest for Christmas.

To get started, here are a few simple but very important things to understand about Batman: Arkham Origins that you need to 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. While moving around Gotham, you will now and then receive up-to-date information about the debauchery that is happening right now. Since such squabbles usually occur in close proximity to your current position, it is best not to ignore them. As a rule, you are required to appear at the scene of the crime and beat all the opponents - the work is dustless, fast and profitable. On the one hand, for each help you will gain experience, and on the other hand, such collisions will quickly teach you how to fight effectively in Arkham Origins. The benefit of the latter is difficult to overestimate.

Not everything you see is immediately available. All sorts of trophies, secrets and alternative paths that you will encounter during the game will not necessarily be available to you right away. Very often, in order to receive a particular reward, you will be required to have one or another gadget or ability that opens up during the story campaign. This means that the best time to collect, for example, Enigma Data Blocks, is after the end of the story part of the game, when you have collected the entire Dark Knight arsenal.

Hidden passage gives much more experience than head-on collisions with opponents. If possible, try to stun enemies without being noticed - after a little practice, you will certainly get it 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 upgrade Batman's armor. First for close combat, and then - ballistic. This way you will ensure better survival in the early stages of the game and save yourself a lot of nerves in battles. As master of stealth as you are, Arkham Origins will often have you fighting dozens of bandits in open combat - better be prepared for that.

It's important for Batman to fight beautifully. At the end of each skirmish with enemies, you will be given one or another amount of experience. The following points affect the battle rating: the maximum length of the chain of blows (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 get the most experience if you do not "miss" hits, while using your entire arsenal in the fight.

Don't skimp on the side quests. Capturing villains and thwarting their plans are generously rewarded with more experience, as well as new Batman abilities. Side quests will not only help stretch 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 get to know certain aspects of the game mechanics better (for example, you can practice the technique of moving around Gotham or stealth), and on the other hand, they will give you a lot of experience upon completion.

PROBLEM BOSS

During the passage of Batman: Arkham Origins, you will meet many villains of varying degrees of lousyness. Some of them can cause a lot of problems for a novice player. About where the main difficulties may arise - below in the text.

How to beat Deathstroke

Deathstroke, one of the first bosses in Batman: Arkham Origins, is a good test of your reaction. The main difficulty in the battle with him is to hit and counterattack in a timely manner. It is very important to take your time and press the counter button only when the corresponding indicator lights up above Deathstroke's head. If counterattacked too soon or too late, Batman will get a slap in the face from one of the most skilled close combat fighters in the DC Universe.

How to beat Bane

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

During the second meeting, the battle will be divided into two parts. If the first one follows 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 in the forehead - Batman is forced to attack him covertly, using ventilation, gratings in the floor and electrical circuits. Keep in mind that Bane will not fall for the same trick twice, so you will have to show maximum ingenuity. You can see the successful battle with the pumped Bane in the video below.

How to beat the Mad Hatter

The entire boss fight takes place in the Hatter's world of illusions: in order to defeat the villain, you only need to reach the end of the stage using your gadgets and ingenuity. But this is easier said than done - a few insidious traps and non-obvious scenes may 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 in Batman: Arkham Origins. However, the fight is quite simple - if you know what gadgets to use at any given moment of the battle.

How to open suits

Batman: Arkham Origins features a wide selection of Batman costumes - each one not only changes your appearance, but also provides certain benefits. Suits are unlocked for certain actions and achievements in the game, and you can change the armor in the corresponding 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 for the WBID service.

New 52 Graphic- capture all the villains from the list of the most wanted.

Dark Knight- pass all tests.

Noel- Find all Enigma data blocks.

Injustice- get all the medals in the trials.

blackest night- get a level in multiplayer.

Caches of Enigma

For one hundred percent completion of Batman: Arkham Origins, you will need to collect all the Enigma data blocks that the villain hid 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.

1 Batman Begins


Get to Arkham City
Well, now we have to free ourselves - for this we swing on a chair. Then we counter-attack the guard and take the chip from him. Then in "line A" and go to the gate, and after that we follow the two "guards". We fight with prisoners, counter-attacks will be best. Raise Jack Ryder.

Climb higher and contact Alfred
We repulse Penguin's blow and distribute cuffs to his guys. After that, you can cut down the Penguin. We climb the stairs to the roofs, opposite you will be the building "ACE Chemicals" - we jump and grab the ledge - we move along it. We rise to the roof and turn into Batman.
Hacking the TIGER negotiation wave.

2 Batman: Save Catwoman From Two-Face


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

3 Batman: Interrogate The Joker For Details About "Protocol 10"


Scan the crime scene for ballistic data
Use the evidence scanner, scan the traces of the bullet:
1) Glass
2) Gender

Find the point from which the shooting was carried out
We head to the church, at the entrance 3 fools are waiting for us, expecting a beating. We go in and discard Harley Quinn.
Harley's armed men are ahead of us, we need to disappear - we throw a smoke grenade and take off on the gargoyle. We use the "detective mode" to study the situation. You need to save the hostages, only 4 guards.
We carefully go down to what is on the left - we break through the wall and cut it down. We rise and jump on the scaffolding to the second, cut down. There are 2 left, we go down behind them and make a "double decisive blow".

Scan the sniper rifle for clues
We rise to 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 chimney
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 a batclaw, tear off the hatch from the hinges to put out the fire. We jump down, grab onto the ledge and climb over to the other side. We jump on the railing and cross to the other side, through the fire. Turn on the detective mode, use the explosive gel to make a hole in the floor. We pass through the ruins. To turn off the steam, use the betarang to press the button on the right.
We pass through the "basement", watching what is happening. We get out and get rid of the Joker gang.

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

Find a way to the Joker's office in the loading bay
We go to the door on the left, open it with the help of a new gadget. We pass through the ventilation and deal with the guys who "covered up the exit." We return to the loading bay, opposite the gate there will be a generator - we shoot 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 "turntable", and then we finish him off. We go upstairs to the office.

4 Batman: Find Mister Freeze And Get The Cure


Find Freeze by identifying the coldest spot in Arkham City
We have a temperature sensor, it remains only to find Freeze. We move towards Gotham, along the river - we get to the Police building. Guys are waiting for us at the entrance, let's go. We open the door with an electric discharge and slide under it. We pick up the chip from the dead guard and tune in to a new wave. We go in the door, in the hall on the left - armed guards. We hide around the corner, from here you can jump on the gargoyle - we rise. We remove everyone in turn, and interrogate the last one.

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

Disable Penguin Jammers
We go outside and climb onto the roof of the museum, get rid of the guards, and then destroy the jammer. Then the second transmitter, just north of you...and then the last one. He is in the subway. We go down to the trains, there will be a car on the left - we climb up, we pass through the abandoned mines. We stun enemies, with the help of a gun we raise the door - we slide inside. Our goal is guarded by a crowd of armed enemies, one by one we remove them using gargoyles. We destroy the target, we return to the museum.

Rescue Mr. Freeze from the Penguin at the Museum (Rescue the remaining Gotham police officers)
Hack the gate a second time (DINOSAUR). We go down, save the cop - find out the code. We go down, there will be a grate - we use a controlled betarang, we direct it to the button.
We deal with the crowd, then a clown will come out, pumped up with "TITAN" - we climb onto his back and scatter everyone. When he runs at you - use a quick betarang, as in part 1.
To go further, you need to use a controlled betarang and activate the button. We crack the lock (YURSKIY). We use the elevator, with the help of a gun - along the way we blow up the wall. We leave and go into the hall, save the frozen cop - and then two more with the help of a raft and a batclaw. While we are not going after the penguin, we go through all the rooms and save the policemen and our main goal - Mr. Freeze. (Frieze is opposite the hall where his costume is located). To get to Frieze - open the gate (REPTILE). To the right of Freeze there is a wall, we break it - we meet the second twin brother (one-armed), the tactics are the same. We pass and free Frieza (MICROWAVE).

5. Batman: Fight the Penguin at the Iceberg Lounge


Remove the security key from Freeze's suit to disable the Ice Cannon
After Freeze was released, we go into the hall opposite. We break the showcase with the suit and get a new gadget.
We head to the "Ice Lounge", the Penguin is already waiting for us. You need to get closer to him to deactivate the gun. We roll between the arches without falling under the jets of ice. We reach the bridge - we cut down the gun.

Solomon Grundy
Grundy is powered by electricity, there are 3 power sources in the "arena". With the help of the gel - we destroy the sources, we approach and beat him. We act on the same tactics again, do not forget to dodge balls, jumps and huge paws. Let's go and finish it. We break out of huge hands, destroy 3 sources and now we are definitely finishing with him.
We run from rockets, we beat the Penguin.

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


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

Scan the killer's bandages for evidence
Scanning evidence.

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

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

Recover video data from mechanical guardian
We scan all 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, we approach the wall and try to open it. We carry out a counter-attack and open the door with a sword. We go and go up the stairs. We climb and move straight to the huge gate. Follow Thalia and drink from the goblet.
We soar along the white trajectory onto a block, we cling to it with a hook. You can’t touch anything around, otherwise it’s a failure. Dealing with wars, flying into the middle of the whirlwind. Then to the next block, then to another - we fight off the wars - 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 "c al Ghul (you need to shoot directly into the gap, between the wars around it). We quickly begin to repel the blows. We act a couple of times using the same tactics, at the end of the counter- attack and kill the main one.
We use a controlled betarang.

7 Batman: Make a Cure


Interrogate Quincy Sharp and get information about Hugo Strange
We return to the streets, along the path from which we came, we exit through the metro - we break open the gate (SECTION). we rise. We head to the mayor ... get rid of the guys near him and pick him up.

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

8 Batman: Take The Joker's Cure


Rescue Vicki Vale at 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 the scope). Save the reporter.

Infiltrate the steel mill
We leave for the factory, this time we go through the main door. With the help of the raft, we swim along the drain, use the batclaw to swim faster and not fall under the vise. Further, we pass through the ventilation - we effectively fly into the window, hand out cradles to the guards - in the next room we save a person from death. We break through the wall, use the raft again. We reach the iron door, to your left is a shield, and electricity is ahead. We use a controlled betarang, direct it through electricity to the shield.
We create an ice floe, we get to the passage on the right - we break open the panel (ROMANSIONIS). Behind the bridge will fall, we meet the doctor.

Find the Joker at the Steel Mill
We go into the melting shop, neutralize the guys. In the next room there is a sniper, and full of mines - we jump up and reach the conveyor. We climb into the box and transport ourselves behind the sniper's back - we jump up and find ... the tied Harley Quinn.
We pass through the mine, head to the loading bay. There are two snipers and two simple clowns. We cling to 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 a one-armed electric discharge - he will spread his own, use the thug of the "Titan" - we finish off everyone.

9 Batman: Break into the observation deck to stop Protocol 10


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

Pick up the transmitter of the general control program from the main helicopter
We scan the helicopter, upload the data to the batcomputer - we get the access code to the Observation Tower.

Gain access to the Wonder Tower
We're heading for the tower. Hacking (INSPIRED). We get down and go to the gate, cut down the guards with electric batons. After Hugo's message, a crowd will come out (1/2 are armed). If you throw smoke - shooting will begin, so it's better the old fashioned way. We go down into the sewer, and then into the hole to the very bottom. With the help of a rope thrower, we pass to the hall with gargoyles and meet a nurse. We remove all security, break open the elevator:
1) OBSESSIVE
2) MEDICATION
We rise, we immediately get out into the hatch. From above there will be an ambush, we attack them from behind. We break open the gate (BOOKING). On 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.
We break open the panel near the elevator shaft (MAINTENANCE) - 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 will shoot one at a time. 1 guard will go to the balcony, we stun - 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 (PROTECTION OF GOTHAM).

10 Batman: Take The Joker's Cure And Stop Him From Becoming Immortal


Follow the beacon and save Thalia 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 need to get rid of them. Let's go to the theatre.
There is a fight with Clayface, in the people - the Clay man. You need to throw ice bombs at him, and at the same time manage to dodge the blows. When it starts to roll - you will need to stand in front of the dynamite. When his health runs out - we climb in and pull out the sword - we chop it into pieces. We repeat the same thing again.
Soon a clay army will appear, we fight back - and also, we bomb Clayface. We're coming, we're getting it.

END OF MAIN STORYLINE!

Catwoman: Episode #1


Get access to the safe
Well, we have a crowd of guys in front of us - it's time to show them how sharp the claws of the Catwoman are.
We take the flash card from the safe.

Catwoman: Episode #2


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

Infiltrate Poison Ivy's lair
We go to the ivy's lair. We get to the hotel, use the "thieves' 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 Pamela, we beat the guys again ... and at the same time we dodge the weed spit.

Catwoman: Episode #3


Sneak 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 pass into the observation room.

Get into the vault and take the loot
First you need to steal 3 cards to open the door to the vault. We jump to the ceiling, turn on the thieves' vision and wait for the guards to disperse one by one. We carefully jump from behind and quietly pick up 3 cards, return and insert into the computer.
Now you need to get into the vault, neutralize TIGERS from the ceiling. We go into the vault and open the diplomat, then a crowd runs into us - did you defend yourself? 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 is rewound 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 into the window, as before.
We rise and defend ourselves ... we interrogate the latter.

Collect 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 well as everywhere near the museum, there are two-faced people. We go inside. We leave for the arena - there is already a crowd of Two-Face, but for us this is no longer a problem. We pass into the hall where the water is located. We get down and crawl along the grid (floor). So we ended up in the armory (here was Frieze's suit). Turn on thief vision. Two-faced with his huge cannon on the balcony. And now you can not pay attention to anyone except Two-Face himself. We go to him and get him.

Blackgate. Prologue:

Christmas is coming up, but Batman is not up to the holiday. Black Mask started a riot in the Blackgate prison, and so Batman, and with him, we, abandons the preparations for Christmas, jumps on a plane and flies into the prison, landing next to the broken wall - our only passage to the prison.

First you need to find Commissioner Loub. We follow the traces of destruction deep into the prison and hear the conversation of the mafia with the head of the prison. We rush to help and in training we cut down the thug and disarm the head of the prison.

Complete walkthrough of the storyline


Complete walkthrough of the storyline

After that, it will be possible to talk with him about the situation as a whole. After that, we pass through the iron door to the "Prison Block A". We go down to block A2 and deal with the thugs. After that, interrogate one of them and find out that the Black Mask went to the place of execution with Loub. Going a little further, we will see a drone, apparently, we are not alone in this prison. We go further and pacify the escaped prisoners.

We cling to the ledge with a hook and go through the next door. Here we meet the crocodile Croc, but he does not pay attention to us and moves on. But a thug in a bulletproof vest will pay attention to us. We stun him with the help of a cloak (SCM) and finish him off. After that, we cling to the ledge and go through the door. In the room, turn on the detective vision (X), select the batarang (1) and shoot it at the control panel. We run and roll into the gap, knocking down one of the enemies, finishing off the rest and trying to talk with the rescued. Alas, they are afraid of us. We press the elevator button and thereby raise it, now with the help of explosive gel (3) we punch a hole in the floor and jump down. We watch a scene where Loub is taken away by Croc, and Black Mask decides to play "his game" with the cops. We break out the grate, go through the ventilation shaft and jump onto one of the prisoners, and then deal with the rest. We go into the chamber, select the batclaw (2) and break out the grate, and then we climb into the ventilation shaft. We apply an explosive gel to the wall and undermine it, knocking out the mafia. We pass through the next door.

We quickly press "1" and let two betarangs into the activation buttons, go into the room, grab the grate and move through the ventilation, listening to the Black Mask's dialogue with our fighters. We jump down and observe the scene of the death of Commissioner Loub in the gas chamber. What he fought for, he ran into, as they say. Finally, Krok for some reason throws one of the Mask's fighters into the glass and thereby makes a crack. With the combination “W + double-pressing the spacebar”, we break through the crack and mourn the death of Loub. The mask guys run into the light and lament that they can’t get out. We cut out the guys and move on. Along the way, we pick up a damaged memory card, which can be read in Batman's cave. With the help of the batclaw, we fly up to the ledge, and then climb the stairs to the helipad to the first boss: Killer - Croc.

Complete walkthrough of the storyline


Complete walkthrough of the storyline

The combination is as follows: when red waves appear above Croc - dodge, take a burning barrel in your hands - shoot with batarangs at the barrel. After that, stun him with a cloak and hit him in the teeth. After the first time, two mafiosi will come to his aid, and after the third time, three mafiosi will come. Deal with them and Croc, watch the video where the police decided to jump into the light, and Batman finds out that there is a reward for his head and decides to think over a plan of action in the Batcave.

Bat cave:

Complete walkthrough of the storyline


Complete walkthrough of the storyline

Alfred meets us in the cave and tries to feed us Christmas dinner. We politely refuse and go to the batcomputer to learn a lot about our killers. There are eight of them in total: Bane, Deadshot, Deathstroke, Shiva, Copperhead, Cricket, Taser, Croc (already behind bars). Now we need to find the one who controlled the drone. Suspicion falls on the Penguin, and for this you need to shake the local arms dealers. Also, from now on, a training arena with tests for Bats opens.

Complete walkthrough of the storyline


Complete walkthrough of the storyline

With the help of fast movement, we land on the location we need and start searching for the Penguin.

GCR tower in Coventry:

Complete walkthrough of the storyline


Complete walkthrough of the storyline

On the way to the Penguin, Batman notices that the towers are jamming the signal of his devices. We need to deal with this. Therefore, we dive right into the building of the tower and proceed to find out the reasons. There are armed enemies in the building. We open the door, we throw a smoke grenade and we rise to the ledge with the help of the hook. Now you need to save the hostage. Fly to the extreme ledge and cut down the enemy who is holding the hostage. The first hostage was rescued, two more remained. Break out the grating and cut down the enemy from cover. Now the last hostage remains. One of the enemies will run away, scared of Batman. Go around the enemy and deliver a decisive blow due to the flimsy design. The hostages have been rescued. Finish off the last enemy by throwing him off the ledge, and then go into the control room. Analyze the crime, from the corpse to the access panel, and find out who started all this mess, but our friend is already dead and it remains a mystery who is really behind all this. After that, we scan the key - a card that is in the ventilation, and hack the control panel using the encryption sequencer (0). Go ahead, go up the stairs and contact Alfred. After that, hack the panel and meet Enigma. This completes the quest.

Penguin:

Complete walkthrough of the storyline


Complete walkthrough of the storyline

Penguin is located in the Bowery. You can get there via the bridge. The bridge is very long, so use the Batclaw and Glide to move. Also on the bridge is an Enigma informant. Knock out information from it so as not to return several times.

When we arrive at the meeting point, we will not find anyone. Great, there is time to find a secluded position and follow the deal. We watch the video, then we go down and beat the bad guys, after that we interrogate the bandit in the Santa hat. After that, we take the phone from the main one and try to break through the SIM card through the decoder. But nothing happens, the signal is blocked by one of the towers. We fly to the tower and deal with the bandits. After that, we select a controlled betarang (=), throw it into an electric field and charge the control panel, after that we go inside and turn off the jammer using the decoder.

Complete walkthrough of the storyline


Complete walkthrough of the storyline

Now we hack the Penguin's sim card. We find an orange dot on the decoder and begin to select the desired frequency. Having picked up the frequency, we listen to the soldiers of the Penguin and go to the "Amusement Park" to find the first SIM card. In the park, we deal with enemies, and then we use the decryption system. Now we need to come to the industrial area to find the second SIM card. There will be armed guards on site, so take them out one at a time and then hack into the system. After breaking into the second location, we learn that the Penguin is on the ship.

On the approaches to the ship, we see that the ship is teeming with snipers and submachine gunners. Also, we learn that one of the killers is on the ship: the Taser. Be careful. First, cut down the snipers, and then take on the submachine gunners. Go deep into the ship and cut down two enemies with knives under the comments of the Penguin.

Our goal: fighting tournament on the ship. We pass into the room with weapons and cut down the machine gunner, and then turn our attention to others. We go further and hear the alarm signal from Candy. We deal with the next group of enemies and pull the raft towards us with the help of a batclaw and pull ourselves to the rings in the same way. After that, we pull the main ring and bring down the tiles, we go upstairs to the Boiler Room.

Penguin retires to his office while Tracy remains in charge. We need to interrogate her. Upstairs, use the batclaw to open the hatch. Get down to the arena and fight with the Taser. The pretentious Electroshocker falls with one blow down the street, but other guys run out into the arena, who are not averse to tearing off Bets's head.

Complete walkthrough of the storyline


Complete walkthrough of the storyline

Break noses, knock out kidneys, do what you know how to do best. Also here you can open the achievement "Fifty without interruption", in which you need to carry out 50 hits without interruption. After the mess, interrogate the only one left conscious about the whereabouts of the Penguin. The penguin is in the casino, so we go there. Chase Tracy using your acrobat, hook and fist skills. Halfway through, Tracy will inform us that the Taser has woken up and is very angry with us. Well, let's be careful. Use the batclaw to make a hole in the floor and climb up. At the top, tear out the grate of the ventilation shaft and crawl along it. You go out into the hall.

Listen to Tracy, knock out enemies, break through the bars and crawl through the mine. Use the sensor to break open the door and get ready for another batch of enemies, only this time with weapons. After that, we sit on the elevator, put Tracy behind bars, and we ourselves break open the panel that will open all the doors on the ship. Trying to open the door to the Penguin, we get in the face with a shoe from the Punisher (no, this is not that Punisher, but another one). Watch out when there is a red bar over his head, jump over him and peck him until he falls. After that, go to the theater. There will be many armed opponents. Try to take them off one by one. Then go to the room where you will see the torture of the Penguin. It's time to intervene. Deal with the garbage and try the Penguin. Sweet conversation will be interrupted by Deathstroke. Now it's going to be hot!

Repel his attacks and attack yourself. In scenes, press RMB and parry his blows. Repeat until you win. After that, Deathstroke will blind you and throw you from above, convulsively press RMB, and then LMB. Everything, the first phase is passed. Slade without a mask. Now in the same way. After that, Slade will throw a barrel at you, press RMB and pull Slade towards you with a harpoon and continue with the old tactics. Slade will blind you again and again, press RMB, and then LMB. Slade is now without his stick and draws his sword. Now you will need to do 3 counterattacks, and then the final scene with RMB and LMB. We watch the video, the boss is defeated, and we have a new gadget: a controlled harpoon. We use a new gadget and try to enter the Penguin's apartment. Did not work out.

Complete walkthrough of the storyline


Complete walkthrough of the storyline

We contact Alfred about the murder in Lacey Towers and find out that the victim is Black Mask! It cannot be. We need to inspect the crime scene. We leave the ship, there is nothing for us to do here, for now.

Lacey - Towers:

Complete walkthrough of the storyline


Complete walkthrough of the storyline

We arrive at the place and cut down three cops with weapons. After that, we hack the police frequency. We see how two cops go out to the balcony and leave the door open. We pass into it, without touching the police themselves, and find ourselves in a hotel. We pass to the crime scene and see a corpse in a black mask. But it is not a fact that it is the Black Mask himself lying cooled down on the floor. An investigation needs to be done. We scan the body, the chandelier, the floor. And so on. Just scan the red dots and rewind time to find new clues. After the investigation, we learn about the Joker. Batman doesn't know him yet, so there you go. Now you need to return to the Batcave for an impact detonator, with which you can get into the police station for some biographies.

Police station:

Complete walkthrough of the storyline


Complete walkthrough of the storyline

The impact detonator will lie on the table. Take it and return to Gotham. The police department can be accessed through the roof. Fly up to the people who are standing near the door and wait until they leave, then go to the control. Jump onto the elevator, and from there dive into the shaft and crawl to the exit, listening to the police talk about the situation in Gotham along the way. We leave the lattice and knock out the policeman with a sudden blow from the lattice. We go into the room and cut down three guards. After that, with the help of the batclaw, we tear out the grate and go further. There are too many armed guards here. So with the help of Deathstroke's claw we pass over them, imperceptibly. After that, we cut down a lone guard and hack the panel. With the help of a claw in the next room, we throw a fire extinguisher at the enemies and cut them down. We go into the right room and cut down the guard interrogating our old friend in Santa's hat. Now we will interrogate him ourselves and knock him out. We go out the door. On the way to the locker room, we scatter the policemen. With the help of the gel, we blow up the window and go into the locker room, knock out the policeman and remove the bars. Do not forget to use the claw to open the locker door and pick up dirt. At the exit from the ventilation, we become a witness to a verbal skirmish between Barbara and Gordon.

We find ourselves in a detention center and must knock out a dozen armed commandos. We study the route and try to catch one at a time. When the last enemy falls, break open the door, knock out two cops and move on. Trying to hack the server room, we fail because of the blocker. You need to get the destructor from the storage and use it to eliminate interference. We go into the room and scatter two cops. After that, hack the control panel and jump into the elevator shaft.

We go out to the prison cells and deal with the prisoners. After that, we go to the elevator shaft and go up to the evidence room for the destructor. We return the same way and see that the cells are open, and the prisoners are free. We cut down the jammer and open the camera, after that we kick the asses of the bad guys in the company of Bane's soldier. Now you can go to the server room and download the data. There we will meet Barbara Gordon, and then the SWAT will attack us. We tear out the bars and leave the police station, beating the policemen. We go further and break open the lock, then we go into the elevator, hiding from the fire of Branden, who wants to receive a reward for your head. At the exit from the elevator, we will meet Gordon, and Branden will also arrive in time. Throw a smoke grenade and get rid of annoying pursuers. Now you can leave the area.

Complete walkthrough of the storyline


Complete walkthrough of the storyline

Sewerage:

Complete walkthrough of the storyline


Complete walkthrough of the storyline

We go into the sewer under police control. In the sewers we meet people of the Mask in the company of martial artists. The tactics are similar to those on Destroke. Counterattack and repel attacks. Having dealt with new enemies, go further. Using acrobatic stunts and ingenuity, you will go further - the police communications room. Black Mask's men want to blow up the site from the sewers. It needs to be prevented. Jump onto the platform, knock out everyone who is on it, and go upstairs. Deal with the guards and get a dossier. Now we have unraveled the Lacey-Towers case and we need to go to the commercial bank of Gotham.

Commercial Bank of Gotham:

Complete walkthrough of the storyline


Complete walkthrough of the storyline

You can’t enter through the main entrance, we go around. We rise to the roof, blow up the wall with gel and go into the bank using the hatch. In the back room, we cut down the alarm with the destructor and hack the panel. Open Sesame! We are inside the bank. Everyone is dead here. You can’t enter through the main door, so we go through the ventilation, gel the flimsy device and undermine it. We watch a video where we learn that the Mask is the Joker. Sionis (the real Mask) is beaten unconscious and taken away in a van. Bats is shot down, but the armor saves, and Sionis' assistant dies from the explosion. It's time for revenge! Our new enemies have a man who jams Bats' detective mode. Eliminate it first, and then switch to the rest. The last one left standing will surrender and you can interrogate him. The Joker's henchman will say that he went to the steel mill. After that, exit the building and break away from the police patrol.

Steel Plant:

Go to the factory, deal with the guards and enter the factory. There, the bandits discuss the new boss and his disguise abilities, as well as Batman's survivability. Cut down the weapon box so that no one can take the weapon. And with the help of Destroke's claw, throw a barrel on the bodies and burst in to finish off enemies. After that, go up to the second floor and, avoiding an ambush, fly into the ventilation shaft, and then arrange a surprise for the enemies. When the body of the last enemy cools down, connect to the Sionis computer and download the codes. Also, Alfred will contact you with ideas for a sticky grenade that can be synthesized in the laboratory. Hack the access panel and go through the door. There will be some kind of shadow. Apparently, Copperhead. We go into the next door and deal with the bandits. Now meet the Punisher in armor. The tactic is as follows: press MMB three times, and then hit the punisher, repelling the attacks of his friends. When his armor breaks, the tactics will be the same as with the regular Punisher. After the fight, press the button and try to break through the wall. Did not work out? Help with a hook and everything will work out. Once on the other side, hear the laughter of Copperhead and see a present in the form of a dead mafia. We study his body and understand that he was poisoned. After riding the elevator, we go out and turn off a couple of mafiosi. After that, we break open the panel and go further - to the drug laboratory, where Sionis is being held, and armed guards and a jammer roam around. First we cut down the generator, and then all the others. Now you can go to Sionis and watch the cutscene.

Complete walkthrough of the storyline


Complete walkthrough of the storyline

Copperhead poisoned Batman. We need to find the antipode, and for this we need to find out what kind of poison she poisoned us with. We scan the area and collect evidence. Having collected the evidence, we send it to the computer and ask Alfred to synthesize the antidote. It remains to go to the surface through hallucinogenic visions. After leaving the elevator, we must fight Copperhead. It will be difficult, but we can. Fight Bronzehead and her illusions. After that, we take the antidote from the container, inject it into ourselves and cut down this cobra. We leave the factory, simultaneously knocking out a couple of mafiosi and blowing up a container with poison.

Complete walkthrough of the storyline


Complete walkthrough of the storyline

Killer Gathering:

Now we need to find a place where the rest of the killers meet. This can be done thanks to the electrical signature in the gloves of the Electrocutioner. We go to the Gotham bridge and from there we plan to Diamond County, watching the sensors. The sensors will lead to the hotel, where a special forces detachment will stand along with black masks. We cut them down and go to the hotel parking lot. In the parking lot, cut down enemies, break open the lock, cut off electricity with the help of a betarang, and use a cable to get upstairs and open the gate to the parking lot. And from the parking lot, take the elevator to the hotel itself.

Complete walkthrough of the storyline


Complete walkthrough of the storyline

We are looking for a security room. We enter the lobby, knock out a man with a silencer of our electronics, and then we take on other mafiosi. We break open the entrance to the security room and watch the video. The stun gun is baked. We select his gloves, they will be useful to us in the future. We feed the trolley and go up to the roof, from there, with the help of a hook, we fly into the open window and go along the corridor. In the corridor we charge the electric drive and scatter the mafia. Combining your gadgets, we rise further along the floors of the hotel and cut down more and more enemies. And such a scheme throughout the level: we combine gadgets - we fight with enemies.

On the twenty-fifth floor, we find ourselves in a dance hall designed by the Joker. In this hall, we fight with enemies, then we get out of the trap as follows: we shoot with batarangs at the illuminated buttons, throw a cable, blow up the wall and hack the control panel. Everyone, we are no longer trapped. Go ahead, throw the betarang into electricity and turn it 180 degrees to charge the panel. We fly up. Now you need to solve the ball puzzle in two moves. Make a mistake - start again. The solution is under the spoiler.

Complete walkthrough of the storyline


Complete walkthrough of the storyline

Complete walkthrough of the storyline


Complete walkthrough of the storyline

After solving the puzzle, jump into the arena and scatter the mafiosi. Then throw the cable and get out of here. On the way, knock out the machine gunner and save the life of the hostage, who will say that his friends are still in captivity. We jump into the hole in the floor and cut down the machine gunner, after that we deal with the rest. We blow up the window and fly to the 28th floor. On the 28th floor, try to defuse the bomb, but it will turn out to be a trap, so jump out the window and cling to the helicopter. Hang on and that's enough. We jump onto the balcony to the mercenaries of the Joker and Bane and arrange hell for them. After that, we go into the building and methodically turn off Bane's submachine gunners. Hack the control panel and sit in the elevator.

Complete walkthrough of the storyline


Complete walkthrough of the storyline

There is a fight with Bane. Dodge when he goes into a rage, hit with a cape (three times MMB), and then with your fists. And so on to the second phase. In the second phase, Bane will call for help from his people. We do not pay attention to them, since Bane, under his rage, will demolish them from his path. When Bane is under venom, then make three hits with the cloak and hit him all the way. When it becomes normal, then make one hit with the cloak and hit again until it stops. Repeat until you win. After that, we watch the video and are transported to Blackgate Prison.

Blackgate Prison:

Complete walkthrough of the storyline


Complete walkthrough of the storyline

In prison, you will play as the Joker. More precisely, you will be in the mind of the Joker. While the clown is talking to the psychiatrist (hello, future Harley), you'll be fighting off a bunch of enemies with counters.

After a fight in the theater, we are transferred to the chemical plant in the skin of the Red Hood. We just go, listening to the dialogue between the Joker and Harley. We watch the video, and after that the game switches us to Batman. We select a glue grenade and head to the morgue of the Gotham Police Department.

Complete walkthrough of the storyline


Complete walkthrough of the storyline

Firefly:

Complete walkthrough of the storyline


Complete walkthrough of the storyline

In the garage next to the police department, we cut down the special forces and jump into the hatch. There we use a glue grenade and remove the steam. On the water, we also use a grenade and make an ice raft. After that, we go to the morgue and analyze the corpse. After analyzing the corpse, we read the results of the autopsy and leave the morgue.

Now we need to find the track from the beacon, which we threw on Bane during the battle on the roof. We fly to Bane's hideout, deal with his mercenaries and use gadgets to get into his hideout. We learn that Bane knows or guesses who we really are and hurry to the Batcave.

But it was not there, we catch a message from the police. Firefly has taken hostages and is holding them on the bridge. We connect to the Firefly communication channel and listen. We rush to the Gotham bridge to rescue the hostages and beat Firefly. On the way to the bridge, we call a batclaw to distract the Firefly. Branden's special forces show up at the wrong time. We cut them down and go into the technical room where Gordon is located. We tell Gordon about the planted explosives, but he does not listen to us. Because of this, Branden was captured. Thanks to the gadgets, we get to the location with the first explosive, turn off the guys with the guns and talk with the surrendered enemy about the bombs. The first bomb is right here, defuse it and move on. We'll free Brandon along the way. But Brandon is not very good at expressing gratitude, so we knock him out, sit on the elevator and go to the second bomb. We deal with the enemies and defuse the second bomb.

We go to the third bomb through the wreckage. Once in a room with enemies, we neutralize them and the bomb.

Now we go to the fourth bomb, through the place where the second bomb was defused and we come across Firefly on the bridge. The tactics are as follows: we throw him with sticky grants (5), then we fire with batarangs (1), and at the end we shoot with a claw (2) and press the space bar. Repeat until the second phase. In the second phase, you will have to run among the cars and debris from the Firefly's fire, after which you will go out into the open. On the ground, dodge his attacks and use the tactics of the first phase. When the Firefly sets fire to the area, hook it (F) and counterattack (RMB). Then we watch the video.

Complete walkthrough of the storyline


Full walkthrough of the storyline Full walkthrough of the storyline

Deal with the idlers at the main gate to the prison, and then jump into the hatch and find yourself in the sewers. James Gordon will arrive shortly and the cops you rescued will meet him. In the sewers, destroy the fragile floor, and then pour on the ledge. From there, with the help of a cable, go to the other side and find yourself in a location with electric water. We make a cable, on the other side we blow up a flimsy wall and plan for a ledge. We destroy the electrical panel, and then we make ourselves a raft with the help of a glue grenade and move to the other side. In a room with water, we press the button and turn on the electricity, select a controlled betarang and launch the control panel, having previously spent the betarang on electricity. The water level will rise. We make a raft with a sticky grenade, we pull ourselves up to a fragile wall and blow it up. Again, the affairs of the raft and close the steam valves. Because of this, the pressure level in the pipes will exceed the permissible values, and we will go further. In the service room, we explain to the prisoners on fists that it is bad to plot escapes to our duty. We leave the room, feed the mini-generator. The elevator falls. We climb onto it and pull ourselves up to the top floor. After that we get into the compartment with armed prisoners. We deal with them with the help of gadgets and ingenuity, and then we save the captives. Now we follow the Joker to block B. In the block we beat the prisoners and move on. Along the way, we meet Deathstroke while doing push-ups. We go along the next blocks and make our way to the Joker through the bodies.

Complete walkthrough of the storyline


Complete walkthrough of the storyline

Having come to the Joker, we fight with Bane, who has put on a cardiometer. It's going to be a tough fight. We dodge his fast run three times in a row. Then we dodge his air strike. After that, we beat him three times with a cloak and begin to beat him until we disable the venom device. The second time, Bane's henchmen will interfere with us. We do not pay attention to them and repeat the past tactics. After the second time, Bane will catch us and we will turn on the electric gloves. We beat Bane with them, repeat the last tactic, and watch the video. The Joker ran away and Gordon and Joseph followed him. Reanimate Bane. He wakes up, but is not very happy about the loss of the device, and injects himself with TN - 1, swelling to a large size. Here is the following tactic: we hide in the mines and under the floor or go around from the back and attack, trying to get him into electricity, and start beating while he is unconscious. Repeat until you win. Mistakenly thinking that we won, we get a couple of blows and break through the wall. We get up off our feet, and wait for Bane to scatter to attack. With the help of a controlled claw, we shackle Bane and cut it down. By the way, the mutagen damaged Bane's memory and he forgot everything he knew about Batman.

1 Batman Begins

Get to Arkham City
Well, now we have to free ourselves - for this we swing on a chair. Then we counter-attack the guard and take the chip from him. Then in "line A" and go to the gate, and after that we follow the two "guards". We fight with prisoners, counter-attacks will be best. Raise Jack Ryder.

Climb higher and contact Alfred
We repulse Penguin's blow and distribute cuffs to his guys. After that, you can cut down the Penguin. We climb the stairs to the roofs, opposite you will be the building "ACE Chemicals" - we jump and grab the ledge - we move along it. We rise to the roof and turn into Batman.
Hacking the TIGER negotiation wave.

2 Batman: Save Catwoman From Two-Face

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

3 Batman: Interrogate The Joker For Details About "Protocol 10"

Scan the crime scene for ballistic data
Use the evidence scanner, scan the traces of the bullet:
1) Glass
2) Gender

Find the point from which the shooting was carried out
We head to the church, at the entrance 3 fools are waiting for us, expecting a beating. We go in and discard Harley Quinn.
Harley's armed men are ahead of us, we need to disappear - we throw a smoke grenade and take off on the gargoyle. We use the "detective mode" to study the situation. You need to save the hostages, only 4 guards.
We carefully go down to what is on the left - we break through the wall and cut it down. We rise and jump on the scaffolding to the second, cut down. There are 2 left, we go down behind them and make a "double decisive blow".

Scan the sniper rifle for clues
We rise to 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 chimney
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 a batclaw, tear off the hatch from the hinges to put out the fire. We jump down, grab onto the ledge and climb over to the other side. We jump on the railing and cross to the other side, through the fire. Turn on the detective mode, use the explosive gel to make a hole in the floor. We pass through the ruins. To turn off the steam, use the betarang to press the button on the right.
We pass through the "basement", watching what is happening. We get out and get rid of the Joker gang.

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

Find a way to the Joker's office in the loading bay
We go to the door on the left, open it with the help of a new gadget. We pass through the ventilation and deal with the guys who "covered up the exit." We return to the loading bay, opposite the gate there will be a generator - we shoot 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 "turntable", and then we finish him off. We go upstairs to the office.

4 Batman: Find Mister Freeze And Get The Cure

Find Freeze by identifying the coldest spot in Arkham City
We have a temperature sensor, it remains only to find Freeze. We move towards Gotham, along the river - we get to the Police building. Guys are waiting for us at the entrance, let's go. We open the door with an electric discharge and slide under it. We pick up the chip from the dead guard and tune in to a new wave. We go in the door, in the hall on the left - armed guards. We hide around the corner, from here you can jump on the gargoyle - we rise. We remove everyone in turn, and interrogate the last one.

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

Disable Penguin Jammers
We go outside and climb onto the roof of the museum, get rid of the guards, and then destroy the jammer. Then the second transmitter, just north of you...and then the last one. He is in the subway. We go down to the trains, there will be a car on the left - we climb up, we pass through the abandoned mines. We stun enemies, with the help of a gun we raise the door - we slide inside. Our goal is guarded by a crowd of armed enemies, one by one we remove them using gargoyles. We destroy the target, we return to the museum.

Rescue Mr. Freeze from the Penguin at the Museum (Rescue the remaining Gotham police officers)
Hack the gate a second time (DINOSAUR). We go down, save the cop - find out the code. We go down, there will be a grate - we use a controlled betarang, we direct it to the button.
We deal with the crowd, then a clown will come out, pumped up with "TITAN" - we climb onto his back and scatter everyone. When he runs at you - use a quick betarang, as in part 1.
To go further, you need to use a controlled betarang and activate the button. We crack the lock (YURSKIY). We use the elevator, with the help of a gun - along the way we blow up the wall. We leave and go into the hall, save the frozen cop - and then two more with the help of a raft and a batclaw. While we are not going after the penguin, we go through all the rooms and save the policemen and our main goal - Mr. Freeze. (Frieze is opposite the hall where his costume is located). To get to Frieze - open the gate (REPTILE). To the right of Freeze there is a wall, we break it - we meet the second twin brother (one-armed), the tactics are the same. We pass and free Frieza (MICROWAVE).

5. Batman: Fight the Penguin at the Iceberg Lounge

Remove the security key from Freeze's suit to disable the Ice Cannon
After Freeze was released, we go into the hall opposite. We break the showcase with the suit and get a new gadget.
We head to the "Ice Lounge", the Penguin is already waiting for us. You need to get closer to him to deactivate the gun. We roll between the arches without falling under the jets of ice. We reach the bridge - we cut down the gun.

Solomon Grundy
Grundy is powered by electricity, there are 3 power sources in the "arena". With the help of the gel - we destroy the sources, we approach and beat him. We act on the same tactics again, do not forget to dodge balls, jumps and huge paws. Let's go and finish it. We break out of huge hands, destroy 3 sources and now we are definitely finishing with him.
We run from rockets, we beat the Penguin.

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

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

Scan the killer's bandages for evidence
Scanning evidence.

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

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

Recover video data from mechanical guardian
We scan all 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, we approach the wall and try to open it. We carry out a counter-attack and open the door with a sword. We go and go up the stairs. We climb and move straight to the huge gate. Follow Thalia and drink from the goblet.
We soar along the white trajectory onto a block, we cling to it with a hook. You can’t touch anything around, otherwise it’s a failure. Dealing with wars, flying into the middle of the whirlwind. Then to the next block, then to another - we fight off the wars - 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 "c al Ghul (you need to shoot directly into the gap, between the wars around it). We quickly begin to repel the blows. We act a couple of times using the same tactics, at the end of the counter- attack and kill the main one.
We use a controlled betarang.

7 Batman: Make a Cure

Interrogate Quincy Sharp and get information about Hugo Strange
We return to the streets, along the path from which we came, we exit through the metro - we break open the gate (SECTION). we rise. We head to the mayor ... get rid of the guys near him and pick him up.

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

8 Batman: Take The Joker's Cure

Rescue Vicki Vale at 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 the scope). Save the reporter.

Infiltrate the steel mill
We leave for the factory, this time we go through the main door. With the help of the raft, we swim along the drain, use the batclaw to swim faster and not fall under the vise. Further, we pass through the ventilation - we effectively fly into the window, hand out cradles to the guards - in the next room we save a person from death. We break through the wall, use the raft again. We reach the iron door, to your left is a shield, and electricity is ahead. We use a controlled betarang, direct it through electricity to the shield.
We create an ice floe, we get to the passage on the right - we break open the panel (ROMANSIONIS). Behind the bridge will fall, we meet the doctor.

Find the Joker at the Steel Mill
We go into the melting shop, neutralize the guys. In the next room there is a sniper, and full of mines - we jump up and reach the conveyor. We climb into the box and transport ourselves behind the sniper's back - we jump up and find ... the tied Harley Quinn.
We pass through the mine, head to the loading bay. There are two snipers and two simple clowns. We cling to 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 a one-armed electric discharge - he will spread his own, use the thug of the "Titan" - we finish off everyone.

9 Batman: Break into the observation deck to stop Protocol 10

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

Pick up the transmitter of the general control program from the main helicopter
We scan the helicopter, upload the data to the batcomputer - we get the access code to the Observation Tower.

Gain access to the Wonder Tower
We're heading for the tower. Hacking (INSPIRED). We get down and go to the gate, cut down the guards with electric batons. After Hugo's message, a crowd will come out (1/2 are armed). If you throw smoke - shooting will begin, so it's better the old fashioned way. We go down into the sewer, and then into the hole to the very bottom. With the help of a rope thrower, we pass to the hall with gargoyles and meet a nurse. We remove all security, break open the elevator:
1) OBSESSIVE
2) MEDICATION
We rise, we immediately get out into the hatch. From above there will be an ambush, we attack them from behind. We break open the gate (BOOKING). On 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.
We break open the panel near the elevator shaft (MAINTENANCE) - 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 will shoot one at a time. 1 guard will go to the balcony, we stun - 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 (PROTECTION OF GOTHAM).

10 Batman: Take The Joker's Cure And Stop Him From Becoming Immortal

Follow the beacon and save Thalia 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 need to get rid of them. Let's go to the theatre.
There is a fight with Clayface, in the people - the Clay man. You need to throw ice bombs at him, and at the same time manage to dodge the blows. When it starts to roll - you will need to stand in front of the dynamite. When his health runs out - we climb in and pull out the sword - we chop it into pieces. We repeat the same thing again.
Soon a clay army will appear, we fight back - and also, we bomb Clayface. We're coming, we're getting it.

END OF MAIN STORYLINE!

Catwoman: Episode #1

Get access to the safe
Well, we have a crowd of guys in front of us - it's time to show them how sharp the claws of the Catwoman are.
We take the flash card from the safe.

Catwoman: Episode #2

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

Infiltrate Poison Ivy's lair
We go to the ivy's lair. We get to the hotel, use the "thieves' 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 Pamela, we beat the guys again ... and at the same time we dodge the weed spit.

Catwoman: Episode #3

Sneak 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 pass into the observation room.

Get into the vault and take the loot
First you need to steal 3 cards to open the door to the vault. We jump to the ceiling, turn on the thieves' vision and wait for the guards to disperse one by one. We carefully jump from behind and quietly pick up 3 cards, return and insert into the computer.
Now you need to get into the vault, neutralize TIGERS from the ceiling. We go into the vault and open the diplomat, then a crowd runs into us - did you defend yourself? We take diplomats.

Leave Arkham City with loot
Let's go... you have a choice:
1) Return to Arkham City and rescue Batman...
2) Go to Gotham City, then Batman will die
If you choose 1 - everything will be as it was, and if 2 - time is rewound 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 into the window, as before.
We rise and defend ourselves ... we interrogate the latter.

Collect 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 well as everywhere near the museum, there are two-faced people. We go inside. We leave for the arena - there is already a crowd of Two-Face, but for us this is no longer a problem. We pass into the hall where the water is located. We get down and crawl along the grid (floor). So we ended up in the armory (here was Frieze's suit). Turn on thief vision. Two-faced with his huge cannon on the balcony. And now you can not pay attention to anyone except Two-Face himself. We go to him and get him.

At first glance, it is difficult to find special differences from the previous part. The second part took a huge step forward compared to the first. Batman: Arkham Asylum was a great game, perhaps one of the best in 2009. And she was just great. A real gem of the gaming industry. It had a huge number of innovations, the most important of which was the open world. does not offer anything new that would immediately catch the eye. It is a prequel that tells how the young billionaire Bruce Wayne came to such a life. Young Bruce, of course, is not as experienced as in the previous part, but he can do something. By the way, his suit looks more modern, and the city that we are saving has become larger than in Arkham City. Much more. Well, it is, by the way.

In general, according to the plot, at the beginning of the game, Betsy is not even familiar with the Joker. He will meet with many villains who have yet to spoil his nerves. Commissioner James Gordon is still hunting Batman, not understanding and not appreciating the actions of the hero. And the Dark Knight will have to go through a life turning point that will determine his future fate. In general, the game promises to be interesting.

The entire Gotham City is divided into several districts: Park Street, Amusement Park, Bowery, Sheldon Park, Industrial District, Gotham Pioneer Bridge, Coventry, Diamond County and Burnley. In each of them you can find Communication Towers and Batwing Drop Points. It’s clear about the points - these are places for fast movement, but the Communication Towers need to be restored in order to gain access to the reset points and locate the Enigma repeaters. Available tasks on the map are depicted with a green question mark. There is also a secret ending. It seems that everything that needed to be said was said. Now the passage itself.

Blackgate Prison

Bowery area

Enigma Headquarters

Chatterbox and the Quest for Cobblepot

Arena and Taser

Tracy Buxton

Deathstroke

Crime scene

Passage to the Vault of Evidence

Weapon Destructor

Penguin Cache and Repeaters

Burnley sewer

Mad Hatter

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