Batmen: Arkham Knight: completing an additional quest line. How to open the costumes. Refine Scarecrow's location with Panessa Studios


Printable page:
Read all the latest about games and look at
Part 1. City of Fear

Burn the Joker's corpse at the start of the game. After the cutscene, you will be in control of Police Officer Owen. Go to the table in the corner of the establishment, standing near the window. During the nightmare, shoot the monsters several times and watch the cut-scene.

We play as Officer Owen.


As Batman, move to the roof of the police station and talk to Gordon. After contacting the Oracle, move to the indicated point and engage in the first battle with the bandits. After defeating them, talk to the policeman lying on the asphalt to help him get up.

Use the ability "Level the odds" and find yourself in the Batmobile. Deal with enemy vehicles, park and leave the Batmobile. Interrogate the driver.

Part 2. Scarecrow's Hideout

Follow the Scarecrow's hideout, climb to the roof and deal with the guards outside the house. Make your way inside, smashing the glass roof, and defeat opponents. Go to the gas chamber and watch the cut-scene.

Once outside, switch to remote control the Batmobile and destroy six unmanned tanks. It's not hard to tell when a tank is about to shoot at you. At this moment you are in motion. After destroying all the tanks, park the Batmobile at the indicated location.

First encounter with Poison Ivy.


On the Batmobile, move to the indicated point, and then activate the energy weapon. Complete the diagnostics by completing the tasks that appear on your screen.

Part 3. Police Department

Follow the car to the police department to put Poison Ivy behind bars. Move to the room with Gordon and talk to him. From this point on, you will be able to select the available missions. To move along the storyline, select the tasks marked with a green exclamation mark.

First visit to the cops.


Move to the clock tower, climb onto the roof and go to the shelter. There is a figurine on the shelf. Interact with her, and then use the computer.

Part 4. Activating the tower

After the cutscene, leave the tower and head towards the movie studio. Find the indicated point and interact with it. Proceed to the marked position and call the Batmobile. Batwing will install a powerful drive on the car, and you can now use it to destroy obstacles. Move to the side of the road and shoot the drive to overturn the object. After that, accelerate using the afterburner to fly to the roof of the neighboring building.

Pull out another object on the roof using the drive, then fly to the other side, again accelerating. Destroy the next obstacle in the Batmobile combat mode. Move along the roof until you find another place where you can use the drive. Do this and head towards the generator. Engage the generator with the drive and rotate the engine several times. The needle in the lower right corner of the screen should be in the orange box. The task will be updated: you cannot use the Batmobile, so move to the next place “on foot”.

Once there, go to the roof and activate the detective mode. Batman will be able to determine the number of enemies and hostages. Find a point from which you can attack enemies from above. Soar in the air to the nearest ledge, and from it - to the one opposite. You will see the front door. Pick up a batarang and throw it at the target to lure enemies out. After that, attack them, act stealthily.

Use the obtained tech points to improve weapons, gadgets, Batmobile and other equipment. Inside you are waiting for three enemies with weapons. After making improvements, go inside, move under the floor and use multi-hit. Rescue the captured inspector and use the panel inside. After completing the cutscene, leave the building. You will find out the location of the Scarecrow Toxin Factory. Move the pointers to the Ace Chemicals plant located in the upper right corner of the screen.

Part 5. "Ace Chemicals" (Rescue of the first worker)

Move to the indicated place and chat with Gordon. After the cut-scene, find your way to the site. Enter detective mode and scan the area for threats. The security terminals to which you have access will be highlighted on the screen. It is best to deal with the guards secretly, without making a fuss. After you deal with them, you can freely use the terminal. You need to get to the top of the Ace Chemicals building. When playing on the console, you should move the cursor (using the bat scanner) until the joystick vibrates. In order to scan, hold down the corresponding button indicated on the screen. You need to find all five workers in the factory.

Gordon gives Batman a fresh setup


Next, you need to deliver the Batmobile to the plant territory, and for this you need to lower the gate. There is a security post near the gate. Deal with the enemies inside, one of the workers will be dead. Pull the lever located here and switch to control the Batmobile.

When you drive the Batmobile, then use the drive in order to pull out the destroyed part of the bridge. Deal with all unmanned tanks. Now you can help one of the nearby hostages. It is located inside the room on a separate platform (in the corner). Switch to Batmobile, go to combat mode. Move along the pipes and use the drive to break down the door. Neutralize the guards and go to the room where the hostage is.

After the cut-scene, switch to the Batmobile and deal with the enemies. Use the cursor to indicate targets. Get into the Batmobile and take the rescued worker to Commissioner Gordon.

Part 6. "Ace Chemicals" (Saving the second worker)

Head back to the factory, you need to get to the controls. After eliminating the first wave of guards, you will encounter elite soldiers fighting in close combat. Defeat them and start operating the crane. Move the boom so that you can use the crane as a springboard. Fly the Batmobile to another part of the location.

Deal with the tanks as you did earlier. After clearing the yard, locate the gas valve under the loading dock and pull it out using the powerful actuator. Clean out the loading docks and use the explosive gel on the wall near the pipe. There is a crack in those. Move forward and find another dead hostage. Continue moving on and apply the explosive gel on the floor where indicated. Step back to a safe distance and detonate the gel.

Jump down and apply power to the electrical panel. A window will open through which you can shoot a powerful drive on the Batmobile. Destroy the next wall and pull out the valve. Turn left and find one of the workers. Keep moving forward and interact with another electrical panel near the hatch. Drive the Batmobile again and blow up the crack. Attach the winch (drive) and ride back to raise the lift. Use the Batman to climb into the cabin, and then lower it down on the Batmobile, driving a little forward.

Below there will be a hostage and several unarmed soldiers. Use the hook to open the ceiling valve. Move to the next grate that you can pull out. Head inside until you find yourself in a vantage point where you can use a multi-hit. Three can be killed with a multi-hit, and the rest of the enemies will have to be dealt with by the usual method.

Free the hostage, return to the elevator, go inside and switch to the Batmobile. Back up a bit to bring the elevator car up. Leave the elevator as Batman for a cutscene. Several unmanned tanks and a helicopter will attack you. Destroy the tanks first. Use the Vulcan weapon to repel homing missiles coming from the helicopter. After you win, park the Batmobile on the lift and disembark. Activate the nearby lift control panel to lift the lift and take the Batmobile to Gordon. Transfer the hostage to the commissioner, and then return to the plant again.

Part 7. "Ace Chemicals"

Blow up the wall of the main building, then leave the Batmobile. Use the crane again and direct the boom so that the Batmobile can use it as a springboard. Fly on the Batmobile further, move along the road, killing enemies. When you get to the other gate, then leave the Batmobile and use the grappling hook to climb onto the ledge from above. Use multi-hit to deal with the enemies below. Climb inside the building through one of the ventilation holes on the sides. You will find yourself under the floor, from where you can attack the guards. Quickly use the grappling hook to leave the area and hide from the sentry. Deal with the sentry, use the electrical panel again to open the gate.

When you get to the other gate, then climb the ledge and jump down next to the electrical panel. After you figure it out and open the gate, you can continue your journey on the Batmobile. Leave the car and finish off the remaining walking opponents. When you kill everyone, then get back into the Batmobile and use the new function. If you wish, then kill the enemies. You need to destroy the unit and enemies to stop the supply of chemicals.

Meeting the Scarecrow at Ace Chemicals


After that, go to the main chamber to find the Scarecrow. Next there will be a cut-scene, after which you need to use the panel. The four tubes must be aligned with the other holes. Chemicals are highly volatile so pay attention to the color of the indicator when moving. Also be careful when placing them in the holes. After you install the last one, the cut-scene will start.

As Commissioner Gordon, go to the elevator and press the button. Chat with all the prisoners until the screensaver starts. Next, switch to the Batmobile and use the drive to pull the camera out. Leave this place on the Batmobile.

Part 8. Tracking the Oracle

Enter the police department and talk to Gordon. You need to escort his car to the clock tower. After you leave the police department, Gordon will be chased by the cars of the rebels. Deal with them by covering the commissioner. When Gordon gets into the Batmobile, follow the clock tower and deal with all the unmanned tanks on the way. Before you go inside, kill all the guards. Enter the tower, watch the cutscene and just look around until the hallucination becomes severe. As a result, you should see a stroller. Interact with her and the video will begin.

After the cut-scene, go to the batcomputer interface. View footage from CCTV cameras. Select the video in the upper right corner and rewind. You should see Arkham Knight and Barbara. Select this frame and scan the car's license plate.

Barbara Gordon aka The Oracle.


Turn off the batcomputer and leave the clock tower. Get into the Batmobile and drive to the indicated location. Use the Batmobile Scanner to track the route of the enemy vehicle. Follow the tracks and eventually you will see a bomb on the road. Leave the Batmobile and look around the place.

After talking with Alfred, you will learn about drones moving towards you. Protect this location until the virus downloads successfully. Then use the powerful drive to pull out the bomb and trigger a controlled explosion. The additional mission "Disarmament Campaign" will become active.

Continue following the trail until you reach a bridge. The next island should be explored on foot. Deal with all the guards and use the computer. Return to the bridge and get into the Batmobile. On the bridge, you will find serious resistance, including enemy vehicles launching homing missiles. They should be destroyed with the help of the "Volcano". Using the scanner, follow the tracks.

Part 9. Investigation of the crash site

Destroy all the drones you will encounter. Stay on the trail until you find a crashed vehicle. Walk up to it and examine it with the scanner to find evidence. Examine the doorknob to trigger a reconstruction scene. Find the body of the driver who flew through the windshield. Examine this body and then examine the passenger seat. You will see the door fly out. Find this door near the river and scan it again. Return to the crash site and replay the reconstruction to see where the Oracle landed. Scan broken wood pallets. The reconstruction will be expanded. See where the bullet hit (on the ground) and Batman will draw conclusions.

Rewind the reconstruction scene again and see how the Oracle threw something to the pallets. Find this item and you will unlock two more additional missions: "Gotham on Fire" and "Follower in the Hood". Make your way to the ledge at the top of Wayne's tower and go inside. You can check out some of the Lucius prototypes. Use the computer to locate the Arkham Knight. Make upgrades, and then move to the network of Miagani tunnels.

Part 10. Tunnel of the Bat

Move to Grand Avenue and take out 12 unmanned tanks. After that, move to the entrance to the tunnels and wait for Alfred to open the passage. Follow forward to reach another closed gate. Use a powerful drive to pull out a huge fan. Make your way through the hole, squeeze the explosive gel onto the clogged doorway and detonate. Remove the cover and work your way through the vent. When you're on the other side, shoot the Line Launcher to get to the other end of the room. Use the detective mode and find the button. Take out a controlled batarang and throw it into that very button.

A gate will open on the right side. Use the Line Launcher again to get to the next ledge. Move forward, use the Line Launcher again to get to the ledge near the ventilation hole. Launch a controlled batarang through this hole and hit another power button. When the gate opens, go through it using, you guessed it, the Line Launcher. In the ruins on the right is one of Riddler's trophies, but we will look at them a little later.

Continue to move until you find a hole near the locked gate. Make your way into the control room and pull out the grate. Watch the cut-scene, and then fight the brute. Use the BeatDown trick. Several more enemies will appear soon, use retreats, counterattacks, swings with your cloak, etc. When you defeat most of the opponents, the door in front will be blocked by an unmanned tank. He will shoot you. Go a little to the right of it, where there is a "blind zone" for the tank. Finish off the remaining opponents.

Deal with the electrical panel to open the gate. Follow here in the Batmobile and destroy the tanks. After that, go to the next closed gate and open it. Enemies will try to escape. Pursue them and eliminate the escort of the convoy using the immobilizer. Continue the chase, and then interrogate the tank driver. Intimidate him by pressing the button (key) that appears on the screen.

Move to the marked location on the map on Grand Avenue, upgrade the Batmobile. Several tanks will head in your direction - destroy them by checking a new improvement. After destroying all the tanks, Alfred will give you an upgrade. The "Armored and Dangerous" mission will open.

Part 11. Hunting the Penguin

Move to the terminal and climb onto the roof, where Nightwing is waiting for you. You will also receive a disintegrator. Practice using it, then go downstairs and finish off the enemies. Shoot the disintegrator into the van and knock to scare away enemies. Now you can climb onto the rooftops and chase vehicles. Chase him until they lead you to Penguin's base. Deal with the enemies on the roof and destroy the machine guns. Go inside, find a hatch on the floor that you can climb through. As a result, you will meet the Penguin and his thugs.

Old Penguin.


There are ventilation holes on both sides. Climb under the floor, sneak up to the Penguin and grab the one from behind. Deal with all his thugs who will attack from behind. After interrogation, Nightwing will come to your aid. Finish off the remaining opponents together with him. When the room is cleared, then go to the storage and leave some explosive gel there. Exit and close the vault, then explode the gel. The mission "Smuggler" (Gunrunner) will become available.

Leave the shelter through the roof to meet other enemies. You can use the Batmobile, which has access to the top floor. Destroy opponents.

Part 12. Stagg's Alpha Airship

When you are ready, then move to the island of the Founders and get to the tower where the airship is moored. Watch out for enemy helicopters flying around, as they will shoot you if they spot you. After you get to the right place, you will need to deal with the enemies and gain access to the terminal, with which you can disable the anti-aircraft guns. You also need to destroy enemies with special equipment. You will see them through the detective mode. When you destroy everyone, then use the terminal, and then use the explosive gel to disable the watchtower.

Once inside, go down to the level below, and then open the grate. Scan the area inside and collect the Riddler's trophy. Hack the security console to remove the gate and collect the trophy. Go down below where the guards will be. Use the gadget to download codes from the soldier's PDA, after which you can control the drone. Paralyze the guards.

Find the security panel, pick it open and open the gate. Use another panel to control the airship. Tilt the airship forward to move the large metal box. You will see a hatch through which you should go. After descending through the hatch, tilt the boat to the left to clear a path. Hack the Riddler's terminal nearby, thereby freeing the ball, which contains the trophy. You now have access to the airship control system again. Guide the ball through the pipes to throw it down.

Re-activate the magnet, then tilt the airship to the left. The path is clear. Go inside and find another Riddler trophy. Step on the tile to highlight the green question mark. Throw a controlled batarang into it through the hole and hit the point on the question mark. Take the trophy.

To get the trophy, you need to hit the point with the batarang.


When everything is ready, go ahead and deal with the military. Dodge their blows, then perform a throw or other technique. Hack the door using the gadget. Stagg is in the great hall below. The soldiers have no weapons, but still some of them are dangerous. Use combos and defeat them. Leave the brute for last, since ordinary opponents will not allow you to use a technique against him.

Talk to Stagg and watch the cut-scene. Again hallucinations: fight off everyone until the hallucinations disappear. Next, you will need to activate or deactivate the magnetic locks on the metal containers and clear a path for yourself. First, go to the grate near the control panel, activate the first container on the left side, then tilt the airship to the right side to get to the grate. Activate the magnetic lock.

Go through the grate and keep moving on. Unlock the next container and tilt the boat to the left. Use the explosive gel on the wall on the right and blow it up. Tilt the boat to the right to allow containers to crawl through the newly formed hole (due to an explosion). Turn left and go through the grate. Get to the Riddler Trophy.

Leave the grate and tilt the boat first to the left, and after fixing the other container, tilt the boat to the right. You can now go through the door. Go straight ahead and lock the next crate on the right. Tilt the boat to the left and clear your way. Move forward until you find a grate.

There is a Riddler trophy inside the lock chamber. You can get it a little later. Move upstairs and unlock the door by breaking open the console. Climb up to the hatch above and turn right. Make your way to the ledge in front of the huge hatch and turn around to see the Riddler's trophy. You need to activate three question marks, so the Betarang skill must be level 3.

You cannot go through a hatch blocked by a biometric panel. On the ledge opposite the Riddler's trophy, find the passage to the research laboratory. Deal with enemies. If you are in detective mode for a long time, then an enemy with special equipment can detect you. Hack the flying drone. When enemies spot you, they will throw mines. In general, clear the area.

Access your computer and view the CCTV footage. You need to find the surface that Stagg touched and restore his prints. Play video in the upper left corner of the screen, stop recording at 11:57 and watch the frame. Next, watch the top right video and stop recording at 23:03. Scan the prints where Stagg touched the floor.

Watch the bottom left video, stop recording at 37:44 and see Stagg touch the wall. Finally, watch the last video and stop recording at 46:99. Remember the place. Now all these four places you need to find and scan in order to recreate Stagg's fingerprints. Enter detective mode when you are in one of these places. There are prints on the floor behind Batman, on the stairs, at the base of the stairs, and on the large door to the left. Once you have a full set of prints, you can take control of Stagg's computer. Go through the main door.

On one of the monkey cages, at the far end of the room, there is a Riddler sign. Hack the console using the gadget to open this cage and free the monkey. The monkey will come to you, stand on the tile to press it into the floor. The monkey must stand on another tile to open the grate on top. To get the trophy on the ceiling, you need to throw a Batclaw at it.

Return to the cargo hold and meet opponents. There will be both doctors and enemies, beating with electric charges. Deal with the medics first, avoiding collisions with the electrified guy. After the victory, Lucius will contact you and ask you to choose another upgrade for the Batmobile. When everything is ready, then hack the console in the cargo hold and open the loading hatch. Follow through the window into the second airship.

Part 13. Stagg's Beta Airship

Defeat all opponents and blow up the wall near the broken window. Use the airship control console at the end of the room. Tilt the airship to the left as far as it will go, then tilt it all the way to the right side until you hear a large box breaking the glass door. Repeat the process to clear a path for yourself. Go through the broken door and turn left. There is a Riddler trophy in a locked box. Add it to your map and you can come back later.

Move to the left, blow up the wall with the help of the explosive gel and find the riddle of the Riddler.

Move to the next large room with a few guards. A very interesting point: if the enemies notice that their number is decreasing, they will gradually start looking for you and walk in pairs. With the help of a disintegrator, you can disable enemy weapons. Priority targets are guards who are constantly moving.

And you were upset that the Joker was over.


When the mini-gunner is alone, then deal with him. Dodge his attacks and use counterattacks. Having dealt with the enemy, go to Stagg and talk to him. Go through the door and attack one of the Scarecrows. When control appears, then attack enemies until a new video starts. Now you need to leave the airship and save the Oracle. Travel to the Scarecrow hideout in Chinatown and head downstairs to watch a cutscene.

Part 14. In tandem with Poison Ivy

After the cut-scene, go to the locked police headquarters. You will need to deal with enemies nearby. Inside, talk to Poison Ivy, after which you need to go to the botanical garden. On your way to the botanical garden, you will have to stop in front of a new tank called the Cobra. Leave the Batmobile and study the tank up close to see its weak spots. After that, return to the Batmobile and destroy the tank. You need to shoot at the rear exhaust of the tank. To do this, get into the Batmobile out of sight of enemy vehicles, sneak up and destroy it.

To defeat the Scarecrow, Batman will have to form an alliance with Poison Ivy.


When you destroy the "Cobra" then head to the clock tower to get the second Batmobile upgrade. Follow the marker on the map and park the Batmobile in the hidden parking lot to get updates. Escort Poison Ivy to the Miagani Island Botanical Garden.

On the way, you will come across several more Cobras. You need to get close to them from behind and destroy everything. Only after that it will be possible to continue the journey further. There is a radar in the lower right corner of the screen that will show their location. Creep up (if I may say so, because you have to drive the Batmobile) behind them, then shoot. When you are discovered by tanks, fly away at full steam.

After clearing the location, move on to the botanical garden and watch the cut-scene. A new one will appear in the list of your additional missions - "Two-Faced Bandit". When you're ready to continue the main storyline, head to Wayne's tower garage. Park the Batmobile at the indicated place, when unmanned tanks suddenly appear. After destroying them, park again and get a radar upgrade on the Batmobile. An army of drones will appear at the location again.

Use the new radar to track down the ancient root system. Destroy opponents as you move towards the center of the roots. At the center of the roots, press and hold the button to use the radar, allowing you to awaken the plant. Enemies will appear. Protect the plant from them. However, the opponents are not armed, but there is a specialist among the group. After the destruction of all ill-wishers, the task will be completed.

Part 15. System protection

When everything is done, then proceed to Blake Island and go to the film studio to study the powers of the Arkham Knight. Go to the elevator inside Wayne's movie studio and move to the isolation wards. Use the bat computer to update the mission target.

Now head back to Founders Island to find the drone. When you find a drone, then approach it and climb to the top. Use the found part to improve the gadget. Equip him and hack the nearby helicopter. Move to the first radar and destroy it with explosive gel. Head to the next radar at the top of Lex Corp. You need to defeat all enemies before going inside, where the radar panel is located. After defeating all opponents, use the console and open the door. There will be turrets in the room. Use a jailbreak gadget to temporarily disable them. Destroy both turrets, then do the same with the radar panel. You can now destroy the rocket launcher.

Deal with the guards. To destroy the rocket launcher, you first need to disable the shields through the control room. Switch to remote control of the Batmobile and take out any Cobra tanks that stand in your way. You need to fight them in the same way as usual. After destroying all Cobras, follow the GPS line to get to the springboard. Use the powerful drive to lift the springboard. Meanwhile, the Arkham Knight and his companions will appear in the control room. Fight them, use multi-hit to hit multiple targets at the same time. After the cut-scene, defeat all the enemies in the control room. Use your computer again. You will automatically switch to remote control of the Batmobile.

Your insane rival, Arkham Knight.


Back out to extend the springboard as high as possible. Accelerate to fly to the other side. Finally, destroy the rocket launcher. Use your main and secondary weapons to destroy homing missiles. After that, you can freely use the Batmobile at the location.

Part 16. Harley Quinn

Return to the story missions when you're ready. Move to the clock tower and use the bat computer. When the objectives are updated, then leave the clock tower and move to the movie studio. The entrance is guarded by Harley Quinn's thugs. Deal with them and try to open the elevator. Harley Quinn has changed the voice access to the elevator. You need to use Batman's voice synthesizer. But first, you need to manually adjust the modulation and pitch to simulate Harley's voice. After completing the match check, save the sample and use the synthesizer to open the elevator door.

Harley's thugs will appear on the roof again. Deal with them. But now you can use the voice synthesizer to issue orders to thugs using the Harley Quinn voice sample. At your command, they will move in one direction or another. You can deliberately replace them even with explosive traps. Among the enemies there will be a familiar enemy with mini-weapons. Disable it using a disintegrator. After you deal with the enemies on the roof, then go inside the elevator.

Once you leave the elevator, deal with the enemy and use the synthesizer to open the gate. You will be joined by Robin, who will help you deal with the bandits. After everyone is destroyed, one of the enemies will remain conscious. Interrogate him. Check the bat computer and find out in which part of the movie studio the infected is. You have to visit three places and Robin will be with you everywhere.

Move to "Block B" as it is the only one currently available. Open the door and defeat all the bandits. Go to the next door and continue on your way until you come across a mini gunner. Climb to the observation point and jump down behind it. Sneak up to him from behind and perform a double move (only possible with Robin). Go to the adjacent room to fight the next enemy group.

After clearing the location, head to the room where Christina Bell is hiding. Stop Christina when she starts trying to scratch Robin's face. Robin must lock her in the isolation ward on her own. Go to "Block A". Use the synthesizer to convince one of the bandits to open the gate for you. Deal with him after that, open the gate and "save" Jason Todd. Robin will appear after the cutscene.

Move forward and meet Albert King. He attacks faster and more powerful than regular thugs. Dodge him if you see that he is going to attack you like crazy. You need to use combo attacks, as well as perform a team move with Robin. Destroy ordinary enemies to store energy, which you spend on double tricks with Robin. After defeating Albert King, Batman will contact Alfred and ask for an upgrade for the Batmobile.

One of the additions to the game will be a storyline about Harley Quinn


Move to Block C to find Johnny Charisma. The gate is guarded by a mini gunner. So look for an air vent nearby. Make your way through it until you find yourself in an empty room with worn-out walls. Apply explosive gel to them, go back through the ventilation and use the voice synthesizer to order the mini gunner to check the wall. When he is near, then blow up the wall (gel).

Open the gate and keep moving forward. Open the next door and interact with the body. After the cut-scene, continue to move around block C and examine the keyboard. You need to watch the video and find out the access code. Focus on the shot of Johnny looking at himself in the mirror. Zoom in and see the code. In any case, you can not do this, but simply enter the following sequence: 0539.

Go to the room and go to Johnny. You will switch to Robin trying to defuse the bomb. Make sure Johnny doesn't see you, or he'll blow himself up with you. When Johnny (Joker) turns away, then run across. After all the bombs have been defused, you must approach Johnny from behind and perform a stealth attack.

Return to the isolation wards and meet Harley Quinn's men behind the locked gate. Find the grate, use the voice synthesizer from under the floor and give the order for one of the thugs to open the gate. Harley Quinn will appear. Watch the video.

While Harley walks around the room and tries to teach Robin's life, wait for the villainess to come straight to the opening in the floor, and then carry out the attack. Eliminate the remaining thugs. Take Harley Quinn and lock her in the isolation ward. After the cut-scene, go to the camera and go inside. Look aside, then - through the window, after which the Joker should appear. Exit the cell and go to Jason Todd. Another video and go back to the camera. When you are next to him, then click on the appropriate button.

Now you can get the new Batmobile upgrade. Leave the movie studio and find that the Arkham Knight has reinforced the city's security again, adding more drones, watchtowers, checkpoints and explosive devices. First, move to the marker and pick up the new Batmobile upgrade. A new side mission "Friend in Need" will become available.

Part 17. Sea of ​​Fear

When you are ready, then get to the source of seismic activity. After the cut-scene, Poison Ivy will help you deal with the rebels. Eliminate the first wave of enemies, after which the Arkham Knight will send several Cobras at you. As before, you need to get close to them from behind. When the location is cleared, then go to Poison Ivy and talk to her. After the cutscene, you will need to find Stagg's airship and interrogate an old acquaintance. You will start collecting information on the Liven tank.

When you get to the airship, then defeat the enemies. To open the airship door, you need to use a synthesizer and tune it so that you get Stagg's voice. Go inside, fight another group of opponents, go to Stagg's cage and activate the detective mode to find fingerprints. The prints will be at the bottom. Take the Nimbus.

You can now leave the airship to find a way to fix the Batmobile. Return to the marked place and click on the button to plunge into the cloud of toxins. You need to remove the Batmobile power core and replace one of the cells with the Nimbus. Deal with the enemies quickly, put the core back in place and climb into the Batmobile. Move to Founders Island and find the root located under the church. To find an alternative way underground, you need to travel to Port Adams. Deal with all the drones you meet along the way.

Part 18. Ancient roots

Find the springboard and use it to fly into the harbor courtyard. There will be several drones here. After destroying them, find a freight elevator and use a powerful drive to break its doors. Once you get to the lower level, underground, move along the walls of the tunnel to get around the obstacles. Continue straight ahead until you reach a locked gate. Leave the Batmobile and go through the bars. Use a jailbreak device to blind the drone. If you've upgraded the disintegrator, you can use it to destroy any drones that spot you.

Continue forward, destroy or blind the patrol drone and make your way to the control room. Find your way inside the room to open the gate. You will switch to remote control of the Batmobile. Use your transport to destroy enemies, unlock the second gate and keep moving on.

Lower the cargo door and use it as a springboard for the Batmobile. You will find yourself in front of another gate. Go back a little, speed up and go around the obstacles along the wall of the tunnel. After that, leave the Batmobile and find another control room. Use another cargo door to get over the flooded part of the tunnel. Switch to locator to find roots. Awaken the plant.

Part 19. Downpour

After the giant tree wakes up, you will need to defend it against the drone army. Ivy will help you in this matter, but still she can only kill enemies in the courtyard of the church. Be in constant motion to avoid being surrounded. After that, you will have to face the Arkham Knight and his tank "Downpour".

Downpour will be surrounded by several Cobras. Now is the time to fully upgrade the Batmobile.

First, you need to destroy the Cobra tanks.

In the second step, you have to shoot the tanks on the sides of the tank that contain coolant. Don't get too close, or The Shower will spot you. To shoot each tank, you will need to go into combat mode. After the attack, you need to do everything possible to break away from the "Rain" and again become invisible to him. Repeat the process and once all four tanks are destroyed the tank will overheat.

How to destroy the Arkham Knight's "Downpour" tank.


Now you will see the weak spots on the tank. Right now you can fight him literally head-on, but in order to inflict damage on this machine, you must definitely hit a vulnerable spot. Destroy homing missiles, as usual, using the Vulcan weapon.

After the video, check what happened to Poison Ivy. Return to the police station and chat with the officer to find out where Gordon is.

Part 20. Descent underground

After reaching the indicated mark, find the hole and make your way through it. Use the new device to turn off the generator, after which you can walk along the flooded corridor. After leaving the water, activate the generator to open the passage and continue the path further. Get to the ventilation hole and find yourself under the floor. There will be several opponents at the top. Switch to speech synthesizer and order one of them to open the gate. Switch to the Batmobile and take out all the enemies. Switch to Batman and clear the location to the end. Use the fuses to open the gate.

Switch back to the Batmobile and destroy the weak wall ahead. As Batman, climb the ledges, activate the lever to lower the barricade and allow the Batmobile to pass. Using the powerful drive, slowly lower the Batmobile down along the wall. You will see another damaged wall. Destroy it, in the role of Batman make your way through a new hole. Activate the generator, return to the Batmobile and ride it down below. Destroy another wall with a crack and kill opponents.

Get to the elevator, activate it using a new gadget. Shoot twice to go down two floors. Blow up the cracked wall using Explosive Gel. There will be enemies ahead - destroy them. Pull down the lever to open the gate. You will find another generator hidden behind a thick glass. Move to the next room.

Climb onto the ledge, use a new gadget and turn on the generator. Pull the lever at the end of the hallway, then go to the next elevator. Take the elevator higher, blow up the next wall and find the Riddler's trophy. Take the elevator down all the way, get out of it up, climb into the niche in the shaft, and then send the elevator higher. When he leaves, you can get out of the niche and go down the mine. Climb onto the ledge and go through the grate. Deal with enemies.

After defeating them, use the fuse box. Drop down below and go through the hole. There will be a sentry drone ahead. Use the hacking device to blind him for a while, then climb into the elevator shaft. Jump up the ledge and get to the new generator. Reboot it with your gadget, which will allow you to lower the Batmobile.

Attach a winch to any of the four hooks and pull to the left to lower the platform. When you get to the bottom, then destroy the wall with a crack and destroy the weapon in front of the mine.

Part 21. And again the tunnels

Get into the Batmobile, raise the drilling platform so that the Batmobile can climb to the tunnel from above. Use the safety catch to open the gate and drive forward. When you see Arkham Knight on a new tank with a drill, just hide from him deep into the tunnel.

Ultimately, you will find yourself in a maze. You need to lure the Arkham Knight into dead ends with red markers. Move quickly. Only there it is possible to damage the new tank of the Knight. You cannot see the Knight's tank on the radar. When the tank's health is running out, Alfred will be able to open the door for you. Move there and use a powerful drive to remove the cover from the vent. Hide through the hole and watch the cut-scene.

Part 22. Arkham Knight

Climb up the ledge and get to the place where Gordon is. Stand under the grate to apply a multi-hit. Deal with the enemies and talk to Gordon to start a cutscene. You need to sneak up to the Arkham Knight and take him by surprise. After his capture, reinforcements will appear. Destroy everyone.

The knight will control an unmanned tank, and you need to deal with it with the help of a disintegrator. After killing enemies, approach the Knight, moving along the mine under the floor. Attack him suddenly. Then he will block you. You must hide from the premises, otherwise you will be killed by the gas. Open the gate and leave the room.

Face to face with the Arkham Knight.


In the third stage of the battle, you need to deal with the attacking wave of opponents. You won't see these enemies in detective mode. Deal with them and sneak up on the Knight again to take away another part of his health.

Finally, you will fight the Knight, his drone and machine gun. Use the jailbreak device to blind the drone and machine gun, then sneak up behind them and neutralize them. This stage is easier than the previous ones. Next, free Gordon and defeat another group of opponents. Leave the location on the elevator and watch the video.

Part 23. Saving the Oracle

After the cut-scene, you will find yourself surrounded by drones. Switch to the new Batmobile and deal with everyone. Put Barbara in the Batmobile and take her to the police department. Follow the clock tower to deal with the enemies. It should be noted that there will be snipers here. Get access to the control panel (as you kill everyone).

Part 24. Attack on the police department

Return to the police station and talk to the Oracle. Go to the garage and see two armored vehicles. Enter the Batmobile and take out the enemies. Next, use the Batmobile's winch to pull out the fan. Follow through the hole until you see a huge detachment surrounding the building. Get to the generator outside, but it will be destroyed. Go to the garage entrance and go inside. Call the Batmobile and destroy the drones on the street.

The Oracle will be able to help hack several drones. Shoot highlighted targets to trigger explosions. Cobras will appear in the battle a little later. Destroy them and rocket launchers. When everyone is destroyed, the enemies will appear on the roof. Move there and join the battle. There will be three waves in total.

Move to the movie studio.

Part 25. Final fight

Move to the adjacent room, examine the monitors and go to the table. Move to the door to surrender. When you get hit on the head, get up and jump over the fence. Try to open the door to the store and then head to the middle of the street. When the Joker appears, kill him. After the cutscene, use the new Batmobile to destroy the soldiers. Leave the Batmobile and go up the stairs. Go through the door and move through the building, killing opponents.

The late Joker is trying to drive Batman crazy.


When the screen darkens, wait a few seconds, then turn on the flashlight. Walk up to the Batman image, then turn around and approach the Joker. When you push the Joker into the furnace, go to the corridor. Approach the Joker statue, turn around and go to the other side. Turn left to the Scarecrow statue, go around and find yourself at the end of the corridor. Destroy the Batman statue and move on until you meet Harley.

Eventually, one of the statues will come to life and knock you off your feet. Shoot a crack in the wall to create a passage and then move through it. Pull the lever at the end of the bridge. Shoot Batman, who will be approaching you, and then go to the Joker's cell and hit him as many times as it takes to lock him inside. Watch the final cut-scene.

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

Rescue the remaining police officers.

After the next door we go forward, but the door on the right is closed. Our glorious betarang will come to the rescue, which must be thrown up to the point where the passage is open. After activating the button, we will finally see an old friend in the face of the Penguin. Of course, he will not be alone, for a start he will have to hit a good ten completely insolent opponents. And yet, for complete happiness, a mutant will appear, which must also be neutralized. We apply supermute, which is done by three clicks of the middle mouse button, and then we finish off with blows. There is an excellent opportunity to take possession of his body - this will make it easy to scatter smaller adversaries. The same scheme will have to be repeated.

When you're done with all this, throw the controlled betarang up again, directing it to the left so that it hits the button. This will open the door, respectively, we can move on. Ahead we stumble upon the control panel - we break into it, after which we plunge into the elevator. The elevator does not want to go in an amicable way, we will have to act in a bad way - we shoot an electric charge at the motor, and then we go upstairs. Alas, the trip is not long - soon the lift will be in place, you need to get out of it. To do this, we use a gel - we put it on the ceiling of the cabin and blow it up.

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

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

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

Fight the Penguin in Iceberg Lauge.

To disable the ice cannon, you first need to remove the security key to the suit of the Mr. we rescued. You can get to this very costume by going to the opposite hall. There we select a new device and run to the Penguin. Our trump card is close range, and when the enemy attacks, it is better to stand still. Do not forget to find a new device in your arsenal, aim carefully and hold the left mouse button when you are as close to our opponent as possible. Thus, we will defeat him, but this stage of the game, saturated with battles, does not end at all.

Solomon Grundy.

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

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

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

We need to find the killer, but first, to attack the trail, we scan her blood. It's simple - while we are in the blue zone, we direct the scanner to the floor, after which we calmly switch to the next task.

Follow the murderer's bloody trail to reach Ra's al Ghul.

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

Scan the killer's bandages for evidence.

But pretty quickly this very trail will be interrupted (still, the blood is not endless), but there is another evidence - examine it in the blue area in the "detective" mode. You will immediately be attacked by an assassin, but instead of fighting for a long time and painfully, you will have to urgently rush in pursuit. When you reach your "target", use a counterstrike. Robin will be very pleased with his appearance - he will kindly not only come to the rescue, but also solemnly hand us a rope launcher - a quite useful device.

Track the killer using a beacon to reach Ra's al Ghul.

Our goal is a beacon signal that comes from the dungeon, where we need to get. Of course, there are enemies even there. There are even armored ones among them. The rope launcher turned out to be a good thing, we do not hesitate to use it. And you can change the direction of movement on the go, which is very convenient. It's time to once again resort to the help of the "Detective" mode to find a slack in the floor - break through, go down, neutralize a solid bunch of enemies. To continue the passage of Batman: Arkham city, you need to hack the gate control panel, open the door, and run further. The "gift" from the Joker will have a slight effect, the state of health of our hero will deteriorate somewhat, albeit for a short time.

We use the cable, we fight against the next heap of enemies. Further, our path lies through the hall in which the evil guys are holding the hostage. These most evil guys need to be taught a lesson, first calming down those who are below, then the help that came running from above. We communicate with the doctor, take her to a safe place, jump down. Behind the next door we will again see an attack of poor health. Next, open the doors, shoot at the motors in the floor with electric charges. Very soon, you will find a door that has not previously opened in any way.

Recover video data from mechanical guard.

On the right we will find a mechanical guard - start the "Detective" mode, scan it - when you come up, press and do not release the "X" key. It will take only the third part of the procedure, even less, as this miracle of technology will lose its "head". So you will have to find other guards - I do not advise you to disable the useful mode. Yes, and finding guards is not so difficult, it is enough just to look not only at your feet, but also around you, including upwards. Lest we get bored, sometimes there will be killers, but their appearance and approach gives a soundtrack. When you are able to complete the restoration completely, the next video will start.

Find a secret entrance using video data.

There is information about a secret passage to the left of the gate. Continuing the passage of Batman: Arkham city, we click the button, then we carry out a counterattack against the suddenly jumped out enemy. We move forward to get up the stairs. Once again, our hero will become somewhat ill, this time everything is serious - he even imagines his parents who are not alive ... We rise and move forward again. Surprise - Assassins appear. Fortunately, Thalia appeared in time (this is not a part of the body, but Batman's ex-lover), who gave them a fight. We speak to her to provide an opportunity to pass the test, we go downstairs and we pass into the room there.

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

Below we see a yellow portal, we fly to it, then we again move from one platform to another to get out of here. It remains to return to Thalia to receive the final test. We will also meet with Ra's al Ghul - he wants Batman to ease his suffering and interrupt his worthless life, but our hero is only outwardly dark, but in his soul he is valiant and bright, therefore he will refuse to do it. The rumble will bring us back to his world.

Here, too, there are enemies, and led by Ra's al Ghul - having dealt with the "trifle", run in circles, avoiding sharp enemy blades. One running around, of course, for the successful passage of Batman: Arkham city will not be enough, so quickly double-click the "4" key, which will release electric charges into the foe. This leads to the depletion of the health bar, you also need to remember about the counterattacks, regularly clicking the right mouse button. All the above steps will have to be repeated again, but a little more difficult (who would doubt it).

So, you will have to run not just around, but dangle from one side to the other in order to successfully avoid meeting with sharp blades. When you finish off the enemy, return to our world. But Gul will not calm down, so he captures his daughter, threatening to kill her if Batman does not kill him. Santa Barbara will envy such a turn, some passions ... Well, in order to continue passing Batman: Arkham city, we arm ourselves with a Batarang, aim the sight (right mouse button), first hold the middle mouse button, and then release the weapon stuns the foe exactly from behind.

Make a medicine. Interrogate Quincy Sharpe and obtain information on Hugo Strange.

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

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

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

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

We do not need to kill him - the task is much more commonplace - to "weaken". This is achieved by various methods, the most convenient of which, in my opinion, is to put the gel into fragile walls and then explode it. Just two passes - and we coped with the task. But the passage of Batman: Arkham city provides other options - for example, in the "detective" mode, sneak up from behind and carry out a sudden silent attack, then just finish off with a series of ordinary blows. You can also use a zipline to knock your opponent down and finish off.

An alternative is to shoot with an electric charge when the enemy is near the motor. Another option is to use a button that electrifies the wet floor next door. But you also have to lure Freeze there. In general, one way or another it is necessary to defeat him.

When we finish, we will find out the most regrettable news - while we were fighting there, the serum was stolen. A little investigation - we conclude that this is the work of Harley Quinn. Freese agrees to help us, but his ultimatum does not go anywhere - he demands to save his wife. But we will get a new adaptation from him in the form of Ice Strike.

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

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

Since the territory is teeming with bandits, there is nothing to be surprised that the turntable was knocked out very quickly. We get to the place of her crash. There we will notice the lasers of the snipers - these guys are bad jokes, so we calculate and eliminate them one by one. Their location contributes to this very much. After that, you can safely save Vicki.

Infiltrate a steel mill.

The way to the plant will not be easy - the streets are densely shot by snipers. So we also have to fight with them. The chimney will no longer work as a penetration option, so the Oracle will kindly mark on the map another weakness of the building through which it will be possible to enter. True, this place can be called a weakness only conditionally - the entrance is rather reliably guarded by a crowd of prisoners and a couple of snipers. You will have to get rid of all this evil, first of all, it concerns snipers.

Having dealt with the arrows, you can lure ordinary opponents up one by one, and then calmly finish off two directly near the door. We enter. There we are fighting three opponents. We throw the recently received ice blow with the "five" into the water, which will lead to the formation of a small ice floe, on which we will go forward, using the bat claw to cling to the metal rings. Here the passage of Batman: Arkham city is complicated by the presence of cutting mechanisms - we avoid collisions with them.

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

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

After these actions, the bridge will descend, along it we go to the other side, where we will meet Stacy Baker, whom we saved earlier - the same doctor who was seized by the Joker thugs so that she would heal him.

Find the Joker at the Steel Works.

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

The next room is preparing an unpleasant surprise in the form of a heap of mines and a sniper. Although, in terms of power, mines are comparable to a good Chinese firecracker, our hero will certainly not be torn into pieces. Therefore, it would be better to first get rid of the sniper so that there are no unnecessary problems. Find a related Harley soon. And there is another battle ahead, the main difficulty in which is a duo of snipers, well supported by ordinary prisoners without weapons.

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

Break through to the observation deck to stop Protocol 10. Scan the Tiger helicopters to find the general control program.

Immediately launch the "detective" mode, which will significantly simplify the passage of Batman: Arkham city, namely, the task of detecting the turntables. In this case, those that have already been scanned will be marked in blue, and those that have yet to be scanned will be marked in orange. There will be six helicopters in total. The process of scanning itself cannot be called difficult - we just come to a more or less close distance and "aim" at them, holding the "X" key. When done with this, you will need to pick up the general control program transmitter that is on the main helicopter. To do this, turn on the "detective" mode, cling to the yellow helicopter until its pilot found us, after which we load the program we need.

Access the Miracle Tower.

First you need to get to this very tower. It is guarded by snipers, so be careful and careful. Having dealt with them, we break open the panel, we pass inside, using a remote electric charge - this will allow opening the doors. Very soon you will run into the people of Strage, who, of course, are not among our allies - you will have to fight. Please note that some of them wander around with stun guns, in order to facilitate the passage of Batman: Arkham city, it is better to bypass them from behind for your own safety. You can quickly enter from the back by pressing the space bar twice. The leader of the enemies threatens to finish off the hostage, so it will not be possible to continue to act for now. This will lead to the fact that Batman will fall into the ring of encirclement, but this does not mean that we will not be able to scatter them all. First of all, pay your attention to the weapon carriers. When you finish with the enemies, go down into the sewers, it is easier to find the hatch in the "detective" mode.

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

When you're done with the security, find the elevator control panel, hack it, get the word "intrusive". In the middle you will find another panel of the same type, only the word is different this time - it is "medicine". Climb onto the elevator so you won't be noticed when you arrive. Use superiority over your enemies - you see them, but they don't, for now, at least. Having dealt with the guards, look for the next panel to be hacked. Her word is "booking". Then we run forward, press the left Control and Spacebar to grab the ledge, moving further, you will get to the long beam. There you need to climb up to find another panel, the word of which is "support".

The lattice from above will open, we jump there. Climbing higher and higher, we can get inside through the balcony. Since there are enough opponents with weapons here, you need to be quiet and act as carefully as possible. Our goal is to get to Hugo Strange, we need to hack the panel with her phrase "defense of Gotham". A video will start, in which we see a juicy explosion of the tower, in which Strange was just located. And Ra's al Gul followed Hugo's example, but he decided to "become a hero" in another way - by thrusting a sword into himself.

Take the medicine from the Joker and prevent him from becoming immortal. After tracking the beacon, save Thalia from the Joker.

The Joker has a completely insane global plan, it must not be allowed to come true. The enemy sat down in the theater, he has a hostage in the person of Talia, and the building itself is guarded by snipers. The latter, in some cases, operate in pairs, so for a start, make it easier for yourself to walk through Batman: Arkham city by removing at least single opponents, and then all the others. In this case, it is extremely important not to make noise.

After entering the building, we see a cutscene, after which get ready to fight against the Earthen Man. The ice blow works effectively (activated by the "five" key, you need to quickly click it twice) - after freezing the enemy, we run to him and inflict a series of blows, after which we repeat the procedure with freezing.

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

Batman: arkham origins, the harsh superhero days of the Dark Knight are extremely varied and rich. Within just a couple of days, Batman manages to clean up the criminals of all kinds of criminals in 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 knocking out evidence from suspects. It is 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 to the most difficult problems, as well as a useful video that will allow you to complete the game at 100%. With this guide, you can easily deal with all the hardships of Gotham - so that Bruce Wayne can finally have a humanly rest for Christmas.

To begin with, here are a few simple but very important Batman: Arkham Origins points 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. While moving around Gotham, you will now and then receive operational information about the brawls taking place right now. Since such troubles usually occur in the immediate vicinity of 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 opponents - the job is not dusty, fast and profitable. On the one hand, you will receive experience for each help, and on the other, such encounters will quickly teach you how to effectively fight in Arkham Origins. The benefits of the latter can hardly be overestimated.

Not everything you see is immediately available. All kinds of trophies, secrets and alternative paths that you come across during the game will not necessarily be available to you at the same moment. Very often, in order to receive one or another reward, you will be required to have one or another gadget or ability that is unlocked during the story campaign. This means that the best time to collect, for example, Enigma data blocks is after the end of the storyline of the game, when you have collected the entire arsenal of the Dark Knight.

Stealthy 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 tough armor is better. To make your life easier, the first thing to do is upgrade Batman's armor. First for close combat, and then ballistic. This way, in the early stages of the game, you will ensure yourself the best survival rate and save yourself a lot of nerves in battles. No matter how master of stealth you are, Arkham Origins will often force you to fight in open combat with dozens of bandits - it is better to be prepared for this.

It's important for Batman to fight beautifully. At the end of each skirmish with enemies, you will be given a certain amount of experience. The following points affect the rating of the battle: 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" strikes, while using your entire arsenal in the fight.

Do not hesitate to complete side quests. Capturing villains and destroying their plans is 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 also allow you to meet face to face with the most famous characters of the DC Universe.

If possible, test the Dark Knight system. 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 BOSS

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

How to defeat Deathstroke

Deathstroke, one of the first bosses in Batman: Arkham Origins, is a good test of your reaction. The most important difficulty in the battle with him is to strike and counterattack in a timely manner. It is very important not to rush and press the counterblow key only when the corresponding indicator lights up above Deathstroke's head. If counterattacked too soon or too late, Batman will receive an approving slap in the face from one of the most adept melee combatants in the DC Universe.

How to beat Bane

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

During the second encounter, the battle will be split in two. 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, you cannot attack head-on - Batman is forced to attack him covertly, using ventilation, floor grates and electrical circuits. Please note that Baine will not act twice for one trick, so you will have to show maximum ingenuity. The successful battle with the pumped Bane can be seen in the video attached below.

How to defeat the Mad Hatter

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

How to defeat Firefly

One of the last bosses in Batman: Arkham Origins. However, the fight is quite simple - if you know which gadgets to use at any given moment of the battle.

How to open suits

Batman: Arkham Origins features a wide variety of Batman costumes - each not only changing your appearance, but also providing certain benefits. Costumes are unlocked for certain actions and achievements in the game, and you can change armor in the appropriate section of the Bat Cave. Here's what to do to unlock suits for all occasions.

Batman- given at the beginning of the game.

Batman one million skin- register with the WBID service.

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

Dark knight- complete all challenges.

Noel- Find all the Enigma Data Blocks.

Injustice- get all medals in challenges.

Blackest night- get a level in multiplayer.

Enigma Caches

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

Intensive care building

Batman took the joker to a mental hospital. Something in the behavior of this clown alarms our hero and Batman decides to escort the prisoner to the cell. We follow the guards and listen to the joker chatter. Batman is not allowed to enter the intensive care unit in the "cell" block, allegedly for the peace of mind of the prisoners, and then the joker "attacks". Everything was planned in advance, the joker's girlfriend Harley Queen at the control panel, bandits transferred from the burned-out Blackgate prison.

Batman breaks the window and gets into the first mess. There are two fights ahead, the first with three prisoners and the second with four. Try to inflict combo blows, the more blows Batman inflicted without stopping, the more you get points for the battle. In the future, you will be able to purchase upgrades "Wine Tech" for points. The Joker offers to find him, and opens the energy gate. There is no way out "we called ourselves a load, get into the box", we go in search of a criminal genius.

After climbing the ramp, on the left in the room, break the teeth jumping on the floor with a battarang by aiming with the right mouse button or by pressing the "Q" key - fast batarang. We move along the corridor, we hear a warning from the security system about a violation of the regime, in three blocks the prisoners escaped to freedom. Having reached the fork, we will teach two thugs a lesson, because figs do not twitch at the great and mighty, after the battle we go to the right, since the door on the left is blocked. Having contacted the oracle (daughter of Commissioner Gordon), Batman reports on the situation. Once in the ward for the violent madmen, we will talk with the closest guard Zach Franklinn, he will explain the situation, the violent prisoner Victor Szas chained the guard to the electric burner and threatens to kill him. We pass through the open door and climb the stairs, approaching the guards, look up at the walls, there are gargoyles - pressing the "F" key, the batman takes off on the gargoyle using a hook with a cable. We jump over to the nearest gargoyle, and plan to hit the criminal by pressing the "space", in flight, press the left mouse button and strike. You need to inflict the final blow, hold CTRL and press the right mouse button.

Having dealt with the bandit, we watch the video, Harley Quinn shows us the captured senior warden Sharpy. It turns out that the joker controls the security system. We need to get out of the ward for the lunatic. We turn on the detective mode key "X", we examine the room. We see a grate in the wall and a transparent wall, while we leave it until better times (in general, there are many mysteries in the game, but some will only become available at the end of the game, when the batman collects all his gadgets), approaching the grate, press the spacebar quickly and many times. We go along the ventilation shafts to the grate and we remove it in the same way as the first one.

Disinfection room

The Joker has launched his poison gas, and everyone in the room is doomed to a painful death. Near the door to the room, look up and use the hook as soon as the "F" icon flashes. Climbing upstairs, we save the guard, we jump with the hook on the crossbar under the ceiling and save another guard, we jump further, then we save the prisoner, points are awarded for all those saved. You need to turn on the ventilation to clear the room of gas. We look around in detective mode and aim our batarang at the ventilation control panel.

A loop

We leave the disinfection room and find ourselves in a long corridor called a loop. We go along it, arrows are drawn on the floor, two bandits will attack from behind, this is even somehow frivolous. We move along the arrows, go into the room and watch the video. The Joker releases a strange body from the container, apparently the result of some kind of genetic mutation. We dodge his direct attacks by holding the space bar and pressing the movement keys to the left or right, we lure the monster onto the power shields and while it is being mangled, we work out the blows. After several approaches, the monster falls, the joker makes notes for the future, reports that Commissioner Gordon is captured and flees away. We get a new main task to find and rescue the commissar. Let's talk with the guard, he will try to lead us behind the joker, but something does not work out, then Batman decides to go back and check the cells for evidence. We return only we do not go to the disinfection room, but to the left into the previously closed passage. We get to the detention cells, focusing on the map. And we scan it in detective mode, having found a flask with bourbon of a traitor to the guard, we begin to look for him by the vapors of alcohol in the air. We move along the corridor looking for traces of whiskey in the air and get into the elevator, then the mad doctor Harvey appears and drops the elevator on us. We go up the stairs to the room and select the audio recording, listen and get glasses, now we return to the elevator and look up until we find a point where we can hook ourselves with a hook, overcome the obstacle course and find ourselves in a party of five bandits, after beating everyone, we move on. After passing through the ventilation tunnels, we see three bandits armed with machine guns. It is not worth attacking head-on. We look up and use the hook, we jump from gargoyle to gargoyle, going to the rear of the bandits. We plan and, holding down the Ctrl key, sneak up on the nearest bandit, inflict the final blow on him. We deal with the remaining bandits. We go into the room where there is another bandyuk and also sneaking up from behind, we bring down him with the final blow. We move forward and find ourselves in the intensive care lobby, there are two bandits with machine guns. Having dealt with them, the joker sends three more bandits, and we will calm them down. We take the audio recording in the security room. And we go to the killed guard. After examining him, Edward Nygma bursts into our radio broadcast, he gives us the riddle "Don't cut yourself on the shabby portrait." We look a little to the right of the traitor officer, a portrait of the chief overseer Sharpe hangs on the wall, we scan it. After that, a guard appears and opens the door.

Corridor with communications

We receive the task to leave the intensive care unit on the surface of the island. After talking with the guard, we go out into the corridor with communications and when we approach the exit from it, we hear an emergency news release, the Joker informs the residents of Gotham City about the seizure of Arkham Island. We go into the pantry and get out to the surface through the ventilation pipes. We examine the island from a bird's eye view, go downstairs and head towards the botanical garden along the way, we receive an alarm from the batmobile, the batman contacts the oracle and receives a map of the island, we go to the entrance to the intensive care unit to save Commissioner Gordon and protect his car. Having passed through the gate, we go around the ambulance car on the left and using the hook we climb onto the concrete ceiling, we go along it to the two bandits in the rear and remove them with silent blows. We pass into the next gate and see how seven bandits beat with clubs on our car. They are not seriously armed, we approach and distribute cuffs to the left and right. After the battle we take the explosive gel from the trunk (they can blow up unstable walls). Now you need to scan the area around the car. We turn on the detective mode and scan, the search area is outlined with a yellow stripe. Having found the tube, press the spacebar, having scanned the batman, contacts the oracle and tells her the good news. We follow the aroma of the commissar's favorite tobacco floating in the air. To go to the next location, to the left of the locked gate, we blow up a fragile wall. Following the trail, we stumble upon two bandits, having beaten them, we continue to look for traces of tobacco, since they are every three meters.

Medblock

There are six prisoners at the entrance to the medical block, here you can get good points. We go into the building. We see Harley Quinn, coming up and listening to her we hear Gordon. Harley is running away, and we need to find another passage to the medical block building. We go out into the street and look at the roof, using the hook we climb up and go left. There is a fragile wall, we blow it up with gel and find ourselves in the medical block. Once inside, we pass through the ventilation shafts into the main hall, we observe a picture of how the joker's henchmen drive the medical staff into the offices. Batman decides to free them. The doctors are guarded by four armed bandits, since the game assumes to act covertly, you can catch enemies one by one, sneaking up from behind and inflicting finishing blows, but you can also make some noise, then everyone will run to you and the firing will begin. I acted in secrecy. After removing the bandits, we approach the doctors, after talking with them, we get the task to find and save three more doctors, their location will be marked on the map.

Dr. Kelerman is locked in a room filled with gas of a joker, going to the door we will talk to the guard, then we look at the top of the ventilation pipes and climb onto them, jump over to the grate and break it into the room. You need to turn on three fans. Having turned on the detective mode, we look at the wires going from the fans to the control panels, with the batarang we turn on the fans, after each turned on we go down to the level below.

Dr. Chen is chained to a chair, everything is banal, we are conducting a forceful action to bring all eight prisoners into unconsciousness, after this calming the aforementioned citizens, we approach Chen and press the spacebar.

Dr. Penny Young is guarded by five armed bandits so that the doctor is not killed, you need to place two charges of explosive helium on the defective walls. Having blown up their fragments of walls, they will bury the bandits under them. Talk to a doctor.

Returning to the isolation ward for further search for the commissioner, we watch the video, at the end of which we need to deal with three bandits. Then we go down to the basement of the medical block by the elevator. We look at the splash screen, in order to go further, we blow up the wall on the left. We pass along the communication corridor and see Commissioner Gordon, he is dead. We get a new task to punish the murderer. We go to the morgue, after wandering around it, we will try to leave this gloomy place, it was not there. When we try to leave, we again find ourselves in the morgue, only in the middle of the hall are three bags. Opening them in turn, we meet with dad and mom, in the latter, a scarecrow awaits us. Yeah, all this tricks of the schizo Crane, he is also known under the nickname "Scarecrow", or rather his hallucinogenic gas. Now we need to get past him so that he does not notice us. We just move forward while he is spinning there, reaching the defective wall, we blow it up, the scarecrow will turn and look to the left and right of the wall, so while he looks to the left, we jump to the right. Reaching the spotlight, Batman attacks.

Having defeated Crane, I called the oracle. We go back, and follow the arrows, yeah, this is not a commissar, but some poor security guard. We are trying to get through the door, three bandits open it to us, one of them is experienced, he puts a block on all blows, we need to stun him with a cloak, and then beat him. We get on the arrows to the corridor, the joker again decided to play his cruel games. We need to get past the bandits without being noticed. There are only four of them, turn on the detective mode, you will see their movement, the first two I sneaked up from behind, knocked out the final blows. The rest, having traced their path, also removed one by one from the battlefield. Climb the stairs and use the grappling hook to jump onto the ceiling of the room where Harley and Gordon are standing. Having blown up the ceiling, we watch the video. The battle with Venom is coming. A pumped-up man, and very angry, but as a boss, not very difficult. We dodge his throws and throw batarangs until he starts walking holding his face, as soon as this happened, run up to him and hit him. Batman jumping onto his back, one by one, will rip off the supply hoses. When Venom has half his life left, the joker thugs will join the battle. First we deal with them, then we finish off Venom.

We watch the video - Venom dies a death of the brave, Gordon goes to the mainland, and Batman gives "zu" to the oracle.

Batman cave

Get to the cave and analyze Dr. Young's latest research.

We follow to the place marked on the map, on the way we run into a fight three times. Arriving at the point, we jump over the fence, and go through the cave, watch the video and run to the computer. After reviewing all the available information about Dr. Young's research. Batman sets out in search of the aforementioned. We get a batclaw, which you can use to pull objects. There and then the opportunity comes across to try it in business. Batman decides to go in search of the doctor in a different way, we pull off three containers with a hook that prevent us from jumping onto the bridges. We run along the tunnel to the lattice under the vault of the cave, yeah, you can pull out the lattice with a hook, which is what we actually do. We get out from the other side, and we cut down the thug who is reporting something to the joker. Then there is a group of bandits, among them there is an experienced one. Plus, those who are not engaged in the fight are trying to tear off various objects from the walls in order to try to cause significant harm to Batman with them. We fall into a cave with old walls and columns, the hook disappears, you need to find a way to the surface. Nothing particularly difficult is foreseen. Having got out to the surface, we get a tick about the execution of the task "to get to the surface through the sewer". We get the next "climb into the Arkham mansion", the joker placed his snipers on the towers, after filming them we follow to the eastern part of the island, there are already four snipers, and a bunch of bandits in the connecting part of the isthmus.

Arkham Mansion

Having penetrated the mansion, using the batclaw, we take down the armed bandit, and immediately finish him off with the final blow. The door is locked, good old ventilation will help us out. We tear off the grate with the batclaw and get into the adjacent room. Wow, Dr. Young is in the hands of the joker, but she is silent. And the Joker bandits staged a standing search in the mansion. We need to hurry up.

We deal with a bunch of bandits, peacefully chatting about something before your appearance. With due diligence, you can fill non-acid glasses. We go to the next room, there is one bandit, armed with a machine gun, threatening to kill two employees of the Arkham mental hospital, sneak up on him from behind and knock him out. We are watching the video, the joker, out of the kindness of his soul, reports that a bunch of his henchmen are knocking out the "crap" from Aaron Kesh in order to find out where Dr. Young is. In the next room there are six armed bandits, remember the medical unit and act in the same way. Having dealt with the prisoners, we listen to Kesha, we move to the aid of the doctor.

We go through the northern corridor, we make our way into the labyrinth of ventilation, and finally we get to the office of Dr. Young, then three bandits are trying to break into the office, one with a machine gun, putting them to rest, look at the walls, again ventilation. There is no doctor, the safe is open, drawing conclusions, Batman communicates with the oracle at the same time. We scan the safe and follow the doctor's prints on her heels. Having got out of the office, just as we climbed into it, we go to the door, towards the three thugs like "let me light a cigarette", the batman says "I don't smoke, I'm talking about an athlete", and let's work out the kata on them. Um ... that's me. Actually following the doctor's footsteps, we find ourselves in a corner corridor, crouched around the corner and hit the head of an armed bandit with a batarang, having previously listened to their conversation from which it follows that the doctor was caught. We go into the library, there are six bandits, two experienced, going downstairs, we see two hostages, the joker is joking again. If we do not have time to save them, they will suffocate. We quickly return back and with the help of the hook we climb to the third floor, we run in a circle until we stumble upon the ventilation grill. Climbing into it, we overcome the labyrinth and get out near the chandelier, throw the batarang, the chandelier breaks the floor, tadam ... the hostages are saved. We turn on the detective mode and on one of the shelves we find the doctor's fingerprints. We take the formula "after reading, destroy", which is what our hero does.

We get out of the library, at the exit we find ourselves under the influence of Crane's hallucinogenic gas, rushed along a new oddity. We go along the corridor, having come to the place of death of the parents. After standing a little, press the movement keys, and go to the exit. The scarecrow awaits us in the most hidden fears hidden in the depths of our brain. Obstacle course is what it's called. Having coped with the scarecrow, we find ourselves in the main hall, cut off the bell, and jumping down we go into the opened room. There is violent Victor holding Dr. Young, sneaking up to the corner, squatting and improving the moment we stun Zsas with a batarang. Watching the video, Dr. Young dies. And we will have a fight with four bandits, one of them is armed with an electric box.

After talking with the oracle, we get the task to get into the secret laboratory. We leave the room, follow in the footsteps of Sharpe's DNA. In the large hall there are three armed bandits, we make our way above them and we cut them down one by one from behind with decisive blows.

Find Overseer Sharpy on the DNA trail, destroy the Titan laboratory in the botanical gardens, obtain security codes from Sharpe, here is the list of tasks assigned to Batman after the Arkham Mansion

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

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

IMPORTANT! Screenshots - very good storytelling , that is, if you do not want to know what will happen, I advise you not to watch!

1. Batman Begins

Get to Arkham City

We swing on the chair to free ourselves. We counter-attack the guard and take away the chip. We are in "turn A" and go through the gate. When the gate opens - we follow the two "guards". We enter into a fight with the prisoners, so far it will be effective to carry out counter-attacks. We raise Jack Ryder.


Climb higher and contact Alfred

We repulse the Penguin's blow and distribute cuffs to his guys. After that, you can knock out the Penguin. We go up 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.
We break the wave of TIGER negotiations.

2. Batman: Save Catwoman from Two-Face

Find Two-Faced Court Session and get inside

The goal is easy to reach. Here you have both the signal of the Bat-spotlight 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 the people of Two-Face, it doesn't matter. We go into the courthouse of Solomon Wayne and go up to the 2nd floor. We climb up the stairs and remove the guard from above, move along the tightrope - we dive into the crowd. A good time to get some combo achievements.

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

Scan a crime scene to find out ballistic data

We use the evidence scanner, scan the bullet marks:
1) Glass
2) Gender

We are heading to the church, at the entrance 3 fools are waiting for us, waiting for a thrashing. 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 rescue the hostages, 4 guards in total.
We carefully go down to the one on the left - we break through the wall and cut it down. We rise and jump to the forest to the second, cut down. There are 2 left, we go down behind them and make a "double decisive blow".

Scan a sniper rifle for evidence

We rise to the bell tower, scan the sniper rifle and jump out the window.


Trace the source of the radio signal and find the Joker

Following the sensor, we head towards the North Docks area. The source will come from the Zionis Industries steel plant.


Infiltrate a 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 wreckage. We take the batclaw, tear off the hatch from its hinges to extinguish the fire. We jump down, grab the ledge and climb over to the other side. We jump onto the railing and cross over to the other side, through the fire. We 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 batarang 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, in front there will be an armed trinity, we use the conveyor. We move around the gargoyles and silently remove them. The door is closed, we break in through the window. We go to the left, we cut out two. We neutralize everyone in the room, save the doctor - we get a gadget.

Find your way to the Joker's office in the loading area

We go to the door on the left, open it with a new gadget. We pass through the ventilation and deal with the guys who "closed the exit". We return to the loading bay, in front of the gate there will be a generator - we shoot at it with an electric charge and use the crane to break the signs from above.
A gang will come out in order 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 will finish him off. We go upstairs to the office.

4. Batman: Find Mr. Freeze and get the medicine

Find Freeze by locating the coldest spot in 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, we pass. We open the door with an electric discharge and slide under it. We take away the chip from the dead guard and tune in to a new wave. We go into the door, in the hall to the left - armed guards. Hiding around the corner, from here you can jump on the gargoyle - we go up. We shoot everyone in turn, and we interrogate the last one.


Save Mr. Freeze from the Penguin at the Museum

Use the encryption sequencer to break open the panel in the security room and open the door (ANATOMY). We leave and go to the light of the searchlight - to the museum. To get inside - we break open the lock (FOSSIL), we go. Learn to dodge cutting weapons. There will be a gate that opens (closes) by a motion sensor - we jump into the window on the right and try to turn off the sensor.

Disable Penguin Jammers

We go out into the street 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 carriage on the left - we climb up, we pass through the abandoned mines. We stun the enemies, use the cannon to raise the door - we slide inside. Our target is guarded by a crowd of armed enemies, we shoot them one by one 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)

We break open the gate a second time (DINOSAUR). We go down, save the cop - find out the code. We go down, there will be a lattice - we use a controlled betarang, we send it to the button.
We deal with the crowd, then a clown, pumped up with "TITANIUM" will come out - we climb on his back and scatter everyone. When he starts running at you, use a quick betarang, as in part 1.
To go further, you need to use a controlled betarang and activate the button. Break open the lock (YURSKY). We use the elevator, with the help of the cannon - on the way we blow up the wall. We leave and go to the hall, save the frozen cop - and then two more with the help of a raft and a batclaw. Until we go after the penguin, we 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 go to Frieze - open the gate (REPTILA). To the right of Frieze is a wall, we break it down - we meet the second twin brother (one-armed), the tactics are the same. We pass and free Freeze (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 freed, we go to the hall opposite. We break the showcase with the suit and get a new gadget.
Heading to the Ice Parlor, the 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 a stream of ice. We reach the bridge - we cut down the cannon.


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, go up and beat him. We act according to the same tactics again, do not forget to dodge balls, jumps and huge paws. We come up and finish with him. We break out of the huge arms, destroy 3 sources and now we definitely end up with him.
We run from the rockets, we beat the Penguin.

6. Batman: Find Ra "c al Ghul and get a sample of his blood

Follow the murderer's bloody trail to reach Ra "c al Ghul

We scan the blood, follow the trail. He should lead you to the roof, where it ends.

Scan the killer's bandages for evidence

Scanning evidence.

Track down the killer and place the beacon

We catch up with the girl, attach a bug with a counter-attack.
From Robin we get a new one.


Track the killer using a beacon to reach Ra "c al Ghul

We go to the icon that will lead us to the "Joker Island". We go down into the sewer, we reach the cliff - you need to use a rope-thrower. We cross over to the lattice (on the other side), from there we begin to go back, but aim in the middle to the right and cross over to the other side. We reach the hatch, break through the floor - we deal with the enemies and break open the panel (VAGONETKA). We pass through the subway and go out into the streets. We cross over to the clowns, into battle - and then into the door.
We save the hostage from the armed people of the Joker. We go down and go out to go through the gate - we use the cannon.

Recover video data from mechanical guard

We scan all robots in this area. 2 on stands, 2 along the street, 1 on the roof, 2 in collapsed houses.


Find a secret entrance using video data

We watch the video, go to 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 go and move straight to the huge gate. We follow Thalia and drink from the goblet.
We hover along a white trajectory onto a boulder, grab onto it with a hook. You can't touch anything around, otherwise - a failure. We deal with wars, we fly into the middle of the vortex. Then to the next block, then to another - we fight off the wars - in the middle of the vortex. We rise and talk with Thalia.
First, we destroy the army, then, dodging the edge of the stars, we shoot with an electric discharge at the enlarged Ra "c al Gul (we must shoot directly in the gap, between the wars around him). We quickly begin to repulse the blows. We act a couple of times using the same tactics, at the end of the counter- we attack and score the main one.
We use a controlled betarang.

7. Batman: Make Medicine

Interrogate Quincy Sharpe and obtain information on Hugo Strange

We return to the streets, along the way from which we came, we leave through the metro - we break open the gates (OFFICE). we rise. We are heading to the mayor ... we get rid of the guys near him and we take him away.

Return to Mr. Freeze in the police laboratory with a blood sample from Ra "from al Ghul

We go to the police station, we give blood.
First, we leave Freeze, you can defeat him in two quick ways:
1) Using the environment (Magnets on walls, blowing up walls, etc.).
2) Use gadgets (his own technology), hit in the back.
We finish off and take away the medicine, we get the gadget.

8. Batman: Take the medicine from the Joker

Rescue Vicky 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 on the sight). We save the reporter.


Infiltrate a steel mill

We leave for the factory, this time we go through the main door. With the help of the raft we float along the drain, we use the bat claw to swim faster and not get caught in a vice. Further, we pass through the ventilation - we effectively fly into the window, we distribute the guards 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, there is a shield to your left, and electricity is in front of you. 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 (ROMANCIONIS). The bridge will fall behind, we meet the doctor.


Find the Joker at the Steel Works

We go to 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 to the sniper behind - jump up and find ... Harley Quinn bound.
We pass through the mine, heading to the loading bay. There are two snipers and two simple clowns. We grapple with a hook and throw off the snipers, deal with the remaining enemies. We rise to the office, follow the arrows.
We beat the Joker, and then his servant. We shoot at the one-handed electric discharge - he will spread his own, use the "Titan" bruiser - 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 grab onto the helicopters and scan them until we find the main program. We need to scan ~ 6-7 helicopters.


Pick up the general control program transmitter from the main helicopter

We scan the helicopter, load the data into the bat computer - we get the access code for the Observation Tower.

Access the Miracle Tower

We are heading towards the tower. Hacking (INSPIRING). We get down and we pass to the gate, we cut down the guards with electric batons. After Hugo's message - a crowd will come out (1/2 armed). If you throw smoke, fire will start, 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 the rope launcher we pass to the hall with the gargoyles and meet the nurse. We remove all security, break into the elevator:
1) obtrusive
2) MEDICINE
We rise, we immediately get out into the hatch. There will be an ambush from above, attack them from behind. We break open the gate (RESERVATION). Along the ledge we get to the antenna (large pipe) - from its end, we cling to the highest point with a hook. We climb up the pipes.
Near the elevator shaft we break open the panel (MAINTENANCE) - we jump into the opened hatch, then into the ventilation. In the "heart of the tower" a whole crowd is guarding the mad professor, we will shoot one by one. 1 guard will go out onto the balcony, stun it - 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 (GOTHAM'S DEFENSE).

Editor's Choice
Based on Hesiod's poem "Works and Days". The immortal gods living on the bright Olympus created the first human race to be happy; it was...

A brave, fearless demigod named Gilgamesh became famous for his own exploits, love for women and the ability to be friends with men ...

A long time ago, a remarkable sculptor, painter, builder and inventor lived in the Greek city of Athens. His name was Daedalus. Let's talk about...

Before talking about the Heroes of Greece, it is necessary to determine who they are and how they differ from Genghis Khan, Napoleon and other heroes, ...
Before talking about the Heroes of Greece, it is necessary to determine who they are and how they differ from Genghis Khan, Napoleon and other heroes, ...
Greek mythology is interesting because in it the gods, like people, love, hate, and suffer from unrequited love. Psyche for her own ...
About the technology of making pencils Pencil (from Turkic kara - black and tash, -dash - stone), a rod of coal, lead, graphite, dry ...
Hello to all the brainchildren! In today's project, we will make a simple pencil with our own hands using a cutting machine and a router. So ...
Cartoon "Horns and Hooves" 12/04/2006 16:12 The funny cartoon "Horns and Hooves" released on November 23, 2006 on the screens of the country, ...