How to complete the batman arkham city mission. The perfect crime

1. Batman Begins

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

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

2. Batman: Save Catwoman from Two-Face

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

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

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

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

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

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

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

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

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

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

Find Freeze by identifying 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, let's go through. We open the door with an electric discharge and slide under it. We take the chip from the dead guard and tune in to the new wave. We go through the door, in the hall on the left there are armed guards. We hide around the corner, from here you can jump on the gargoyle - we rise. We film everyone one by one, and interrogate the last one.

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

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

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

5. Batman: Fight the Penguin in the Iceberg Lounge

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

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

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

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

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

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

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

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

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

7. Batman: Make a Cure

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

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

8. Batman: Take the cure from the Joker

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

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

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

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

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

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

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

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

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

END OF MAIN STORYLINE!

Catwoman: Episode #1

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

Catwoman: Episode #2

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

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

Catwoman: Episode #3

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

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

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

Catwoman: Episode #4

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

PROBLEM BOSSES

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

How to defeat Deathstroke

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

How to defeat Bane

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

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

How to defeat the Mad Hatter

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

How to defeat Firefly

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

How to open costumes

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

Batman- given at the beginning of the game.

Batman One Million Skin- register in the WBID service.

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

Dark Knight- pass all the tests.

Noel- find all Enigma data blocks.

Injustice- Get all the medals in the challenges.

Blackest Night- get a level in multiplayer.

Enigma caches

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

Russian name: Batman Arkham City
Developer: Rocksteady Studios
Publisher: Warner Bros. Interactive Entertainment
Localizer in Russia: 1C-SoftClub
Release date in Russia: November 18, 2011
Platform: PS3, XBox360, PC, WiiU

Start.
Get to Arkham City.

We watch the introductory video, during which we are captured and held in Arkham City on the orders of Hugo Strange. After the conversation, the light will turn on, and we begin to loosen the chair with the left stick (arrows). We fall, and at that moment a guard enters. Press the “Counterstrike” button when a glow appears above the enemy. We go out to other prisoners, turn right and move forward. Finding yourself next to other prisoners, we wait until the gate opens. We move forward slowly, as prisoners will attack from above. We neutralize them one by one using counterattacks. We deal the last one a regular blow. Let's help Jack Ryder get up.

Climb higher

We are being beaten again on the orders of the Penguin. He wants to take revenge on us, but we won't let him. When a glow appears above it, we counterattack. We continue to counterattack the enemies until we break out of the handcuffs. Now fighting has become much easier. We perform simple combinations by pressing the strike button + direction towards the enemy. Having dealt with everyone, we climb onto the garbage container and go up the stairs. We jump onto the ventilation pipe and thus continue to climb up. Being on the roof we contact Alfred. We accelerate properly, holding the corresponding button, and jump onto the “ACE” building, grabbing the ledge. We rise to the very top. The Batman suit arrives right on schedule, complete with high-tech bells and whistles. We put it on and begin to intercept the enemy's communication frequency signal. Using the control buttons, point the pointer to the center of the orange circle and hold the corresponding button.

Save Catwoman from Two-Face.
Find Two-Face's court hearing and get inside.

Then we accelerate and jump down. We fly to the courthouse while holding the run button. We can also attack directly from the air, just get as close to the enemy as possible and when the symbol appears above him bat– press the strike button. Before entering the building, we destroy the guards. The longer the combo, the more points. Therefore, we counterattack in time those who are trying to attack us (glow above our heads) and try not to allow any breakthroughs, that is, not to hit in a direction where there are no enemies.

We enter the building and go up to the second floor. After the cut-scene we climb even higher up the stairs. We neutralize the guard with the weapon and fly down with an attack. We destroy all enemies, capture Two-Face, thereby saving the life of Catwoman. We watch the video, during which we question Selina and again protect her from the sniper, who is about to shoot.

Interrogate the Joker to learn more about Protocol 10.
Scan the crime scene to obtain ballistic data.

Now we need to find out where the shot was fired from. To do this, launch the “Evidence Scanner” and examine the traces of bullets - in the window and on the floor between the corpses. Having found out the whereabouts of the Joker, we get out and go to the church from where the shot was fired.

Find the point from which the shooting took place.

There are prisoners roaming around the city, you can bruise the sides of a couple of them for training. We penetrate the church and immediately counterattack Harley. We wait until the opportunity to use a smoke grenade arises, and immediately fly up. First, let's free the two hostages. In Detective mode it is much easier to plan your actions. We free the first hostage by breaking through the wall behind the criminal, the second by carefully going down the scaffolding. We finish off the remaining two by sneaking up from behind. We head to the exit and, having reached the end, enter the door on the left, which leads to the bell tower. Using a harpoon we climb to the very top.

Scan the sniper rifle to detect evidence.

The Joker is not here, but there is sniper rifle. Let's scan it and watch the video from the Joker. When the countdown begins, quickly jump out through the window.

Track the source of the radio signal and find the Joker.

We continue our search for the Joker. His trail leads us to a steel mill, which can be reached through a chimney.

Infiltrate the steel mill through the main pipe.

We fly from the rope to a more stable surface and move forward. While running, you can slide under obstacles. You can't go further because the fire is too hot. We select the batclaw from the arsenal and use it on the opposite hatch. We jump down and hold on to the ledge. A short run along the railing and we got stuck again. We turn on detective mode and see that the floor is highlighted in blue. We take the explosive gel and lay it on the required area. We move back and explode. The steam does not allow passage, so we turn off the source using a batarang, throwing it at the button located on the upper right. We move under the floor, watching for enemies. There are many of them, we cannot cope with them. Let's look for the way up, to do this we look for the pair control panel in detective mode and, having selected a batarang, quickly throw them at three adjacent buttons. To do this, quickly press the “1” button three times. Now we can go further and get up. We deal with ten harsh prisoners and meet Harvey.

Save the doctor from the Joker's thugs.

We go to save the doctor. We turn left and move along the corridor. Having activated the detective mode, we notice that in the next room there are three enemies with weapons. It won't be possible to go through the door, so we enter the conveyor and jump up. To avoid detection, we use a smoke grenade. Moving along the gargoyles, we sneak up behind the opponents and destroy them silently. We enter the next room by breaking the window. We go into the melting chamber and wait until one of the patrolmen stands next to the second: then we will shut them down. There are two inside the room next to the doctor, as well as one downstairs and one upstairs. We neutralize everyone and save Stacy Baker.


Find the way to the Joker's office in the loading bay.

We get a new device - remote electric charging. Shooting it at the industrial motor will open the door underneath it. This is such a mechanism rectangular shape above the doors. Clearly noticeable in detective mode. The middle mouse button raises up, the right mouse button lowers.

We return to the loading sector and meet the nasty girl again. We shoot from a remote electric charge at the central motor. Swing the hook by pressing the middle and right mouse buttons. We break through the passage to the end and jump up. We are thrown down by Mr. Hammer. First we will deal with the small enemies, and then we will attack the larger ones. Quickly press “4” twice to shoot at the Hammer, which will scatter enemies with its weapon. We climb up, Joker and Quinn lure us into a trap and tie us up. The Joker injected us with his blood and also sent it to hospitals in Gotham.

Find Mr. Freeze and take the medicine.
Find Freeze by identifying the coldest spot in Arkham City.

So, the degree will decrease towards minus as we move forward. If it increases, then we are not going in the right direction. As it turned out, the coldest point in the police department. We will deal with the enemies in the area, they are all armed. We use a remote electric charge and, having opened the door about one third, we slide along the bottom. Once inside, we turn right and select the chip, reconfiguring it to the desired wave.

There are five enemies in total, the passages are guarded. Therefore, we climb up where the stairs go down. We pass through the ventilation shaft and jump onto the gargoyle. We neutralize calmly standing enemies first. Then two more, the third will surrender himself and report that Penguin is holding Frieze in the museum.

We return back to the exit, the doors slam shut with bars. We turn on detective mode and go down to the floor. We move to the next room. We approach the control panel and use the encryption sequencer. We turn the left side with the “A, D” buttons, the right side with LMB and RMB until a word is formed. We get out of the building and get to the museum.

We break open the central door with a sequencer. Two enemies with blades are waiting for us inside; we don’t have to dodge, we just attack them. We jump into the window on the right and try to hack the panel.

Disable Penguin's jammers.

This will not be possible, as interference generators interfere. We go out into the street the old fashioned way and look for what we need. Prisoners crowded around the generator. We deal with them and destroy it. We go to each generator display and press “Space”.

Thus, we destroy the next generator. We climb to a high point and neutralize one of the prisoners. We wait for the two to run towards him, and deal with the third one who lags behind. We finish off the remaining two. We destroy the generator displays.

The last one remains, it is underground. We get to the point on the radar, deal with the enemies near the passage and go down. At the signal, we move forward and slip under the pipes. There are five enemies next to the generator. We quickly destroy those at the top and run away. We deal with the rest. We disable the last device.

Save Mr. Freeze from the Penguin in the museum.

We return to the museum, now we can hack the previously unhacked panel. We walk forward, and... a dinosaur appears in front of us. We go down and save the officer. The one with armor is first stunned with a cloak (middle mouse button), then we apply a series of short blows (LMB). We interrogate him, find out the password.

Rescue the remaining police officers.

Let's go to the next door. We go forward, the door on the right is closed. We use a controlled batarang and throw it upward to where the passage is open. We activate the button and meet the Penguin. We destroy several dozen brutal prisoners. We also destroy the mutant that appears. We perform a super stun on him (middle mouse button three times) and finish him off with blows. We take possession of his body and scatter small opponents. We repeat this action one more time.

We throw the controlled batarang up, turn it to the left until it hits the button. The door will open and we can move on. We hack the control panel and get into the elevator. We fire a remote electric charge at the motor. The elevator will go up and then stop. We coat the ceiling with gel and blow it up. We meet again with the Penguins. He freezes our hand and the officers. We jump onto the ice, but don't run! We free the officer and move forward very carefully. Moreover, in the water the shark is just eager for us to fall down. There is a fruit hanging on the right, we approach the edge of the ice and shoot at the fruit from the batclaw. We pull him towards us and step on him. We move to the officers and free them, also using the batclaw and pulling ourselves up on metal rings.
We set off to rescue three officers. They are reliably guarded by several enemies with thermal imagers. Let's launch an attack from below and lure everyone there. We speak with the liberated one and go back.

Let's go in the opposite direction. You won’t have to endure the ridicule of the prisoners for long; we hack the panel on the left and deal with them. We see Frieze in the center of the room. The control panel for his camera is on the back. When you try to blow up the wall, a one-armed thug appears on the right. We share with him and several other prisoners. We hack the panel, free Frieze and find out the secret of the weapon.

Fight the Penguin in Iceberg Lauge.

Remove the security key from Frieza's suit to disable the ice cannon.

We get to the suit in the opposite room. We take the new device and go to the Penguin. To neutralize it, you need to get closer. This will make a bridge. We stand still when the enemy attacks. We select a new gadget from the arsenal, aim and hold left button mouse, coming as close as possible to the Penguin.

Solomon Grundy.

Killing this, although huge, creature is quite simple. We run around, put the gel in the cells on the floor, where the electricity comes from. Quickly press “3” twice to release the gel, and just as quickly explode it. Having neutralized all three cells, we approach Grundy and deliver a series of blows.

We continue to de-energize the cells, but this time it will be a little more difficult. We put the gel in the cell only when it is open! We also explode the gel when the cell is open. We attack the weakened Grundy.

You want to finish him off, but he comes to life and squeezes us in his hand. Quickly press Space to escape. We repeat the previously performed actions with de-energizing the cells. This time we finally finish off the enemy by tearing out his heart. We run towards the penguin, dodging the missiles. We strike him, watch the video.

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

Scan the killer's blood so that it can be traced.
Being in the blue zone, we scan the blood on the floor.

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

After talking with the Oracle, we get out. We listen to the negotiations of the Penguin bandits. We turn on detective mode and follow the trail of blood on the ground.

Scan the killer's bandages for evidence.

Soon the trail will be interrupted, we will again examine the evidence in the blue area. Suddenly a killer will attack us. We give chase and, having caught up with the target, carry out a counterattack. Robin comes to the rescue, and we get a rope launcher from him.

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

The beacon signal leads us underground in Gotham. We deal with the enemies, including the armored ones. It's time to use the rope launcher. We can also change direction on the fly. We activate the detective mode and break through the fragile floor. We neutralize a dozen enemies and hack the gate control panel. We open the door and move on. Batman becomes ill for a short time.

We use the cable and destroy the enemies. We open it and find ourselves in the hall where the hostage is being held. First, we will deal with those below, and then we will destroy those at the top. Talk to the doctor, and we'll take her to a safe place. We jump down, open the next door and we feel bad again. We open the doors by shooting at the motors in the floor from a remote electric charge. We come across a door that has not been opened for a long time.

Recover video data from mechanical guard.

Turn on detective mode and scan the mechanical guard on the right. We approach him and hold “X”. At 32% the robot's head falls off. You'll have to look for other guards without turning off the detective mode. It’s not difficult to find them, the main thing is to look carefully to the sides, as well as up. They all lie in the same position. Occasionally, killers will appear; you can learn about their approach by listening to the music. Having completed 100% recovery, watch the video.

Find a secret entrance using video data.

Now we know about a secret passage on the wall to the left of the gate. We press the button and counterattack the enemy that appears. We go forward until we get up the stairs. Batman becomes ill and sees his deceased parents. We get up and slowly move forward. The Assassins stop us, but Talia appears and gives up. This is our ex-lover. We ask her to allow us to pass the test. We go downstairs and enter the room.

We hear the voice of Ra's al Ghul, who invites us to the first test. We drink from the cup and move on. There’s nothing you can’t touch; we fly to the first large platform. To gain altitude, we dive (L CTRL) and when the mouse icon appears, pull it up. The longer we dive, the more altitude we can gain. We cling to the platform with a hook and fly to the next one. Here you will have to deal with two enemies, just throw them down. We fly to the yellow portal below.

We continue to move from platform to platform until we get out of this place. We return to Thalia to pass the last test. We meet with Ra's al Ghul, who wants us to kill him. Batman won't do this, so he takes us back to his world.

We deal with the enemies and evade Ra's al Ghul. Having finished with them, we begin to run around, dodging the blades. Quickly press “4” twice to release electric charges at Ra’s al Ghul. We deplete the health bar, defend ourselves with counterattacks (press RMB quickly many times!). We repeat all the steps done once again, only in a more complicated version. For example, you will have to run not around, but from side to side when the blades are fired. We finish off the enemy and move to our world. Ra's al Ghul captures his daughter and is ready to kill her if we don't kill him. We throw the sword and pick up the batarang. We aim (RMB), hold SCM and release. The batarang will stun the enemy from behind.

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

We get out into the streets the same way we got here. Appeared new type enemies with shields. To break through their defense, you must first stun (SCM) and then quickly press Space twice. And accordingly, finish off so that they no longer pick up shields. We get to the mayor, he is surrounded by prisoners with weapons. There is a motor nearby that can be activated using a remote electric charge and cripple enemies. We save the lying mayor.

, Boss: Joker

Passing levels:

Gotham City Royal Hotel
Batman: Arkham Origins. Walkthrough of the game

Objective: Obtain the electromagnetic signature of the Stun Gun

We move to the very center of the Gotham Pioneer Bridge. Here we detect the signal of the Electrocutioner.


Objective: Track the electromagnetic signature

We do not see the exact location of the stun gun, only the distance sensor to it. We go in the direction where the distance decreases, as a result we come to the Diamond District quarter in the large eastern building.


Mission: Infiltrate the Gotham City Royal Hotel

We enter the building through south door. At the entrance we destroy the bandits and police. We find ourselves in the hotel's underground parking lot. We destroy all the bandits.

Hack closed door. Inside, we use a betang to press the button where the electricity converges, then we stretch the cable at the top and climb onto it. In the upper room, press the button to open the lattice door below. We enter the large elevator and go up.


Objective: Infiltrate the security room

Hotel lobby. We silently destroy the bandits.

We enter the security room. Using the CCTV camera we watch the meeting of the assassins and the Joker. Before our eyes, the Joker throws the Stun Gun out of the window. We approach the fallen enemy, take away his new weapon - shock gloves. Now all that remains is to climb up.


Objective: Infiltrate the penthouse

There is an overhead elevator next to the fallen chandelier and the Electrocutioner. We climb into it and charge it with energy. Using the hook, we climb even higher into the open window of the building.


East tower – 10th floor. Using gloves, we charge the panel on the wall, this will cause the grate in front to rise, we slide under it. We kill bandits. Gloves can also be used during battle if you press LMB+RMB.

We enter the laundry room, from there through the ventilation into the non-working elevator shaft. We get on the second elevator, charge it and go up.


East tower – 19th floor. We climb onto the open floor and deal with the bandits. A rescued hotel employee asks to save the rest of his colleagues. We move on to the open window. We stretch the cable to the opposite building and roll there along the cable.


West Tower – 19th floor. Around the corner we see a machine gun installation. We neutralize it using a destructor. Then we charge the panel on the wall and deal with the bandits.

We enter the room Ventilation shaft. We climb up the ledges, stretch the cable, turn off the fan on the control panel, climb even higher - into the open ventilation.

Ahead, open the large valve using the Batclaw to redirect the steam.



On the 25th floor we find ourselves in the Dance Hall. We fight a small gang, and then enter the Joker's testing room.

Ahead we see four bandits in electric chairs, everything on the floor is filled with water. You have 1:30 seconds to complete. We take batarangs and throw them at the left and right buttons at the top, until wooden boards will not turn to the side. Behind the shields we see the attachment points, stretch the cable between them and climb onto it. From the cable we plan to wooden balcony on the opposite wall. On the balcony we blow up the wooden wall using gel. Inside we hack the control panel. The test has passed.

We go down to the flooded floor and go through the room.

We go up the stairs and find ourselves inside a large clown mask. We stand on the green button, launch a controlled batarang through the eye window, fly through the electricity, fly into the second eye of the mask, and crash into the fuse panel. A hatch has opened at the top, we go up.

By rail we reach the next test. We look at the sequence in which the balls flash, then in the same sequence we burst them with the help of a betarang. The first time the combination is 1, 3, 4, 2 (counting balls from left to right). Second combination: 4, 3, 1, 2.

We go further along the railway. We jump down to the lower path, and from there into the arena with bandits. After winning, we jump onto the nearest balcony, there we press the button, from which a clown appears from the box. We stretch a cable between the clown’s nose and the wall, and along the cable we exit the amusement park.

Along the way, on the 25th floor we rescue another hotel employee.


Overview Bar. We approach a round structure suspended between the hotel towers. There is a closed lattice door ahead, so we climb into the hatch on the floor.

We crawl through the pipe into the bar room, get out and destroy the enemies. We pass further, blow up the thin wall on the left, and get out into the street to the facade of the building. We cling to the statue with the Batclaw, and then to the open window.

East Tower – 28th floor. We enter a room with a large timer. Hack the control panel to stop the bomb timer. But after hacking, there are 24 seconds left before the explosion. Quickly jump out of the window (W key, spacebar, spacebar). We hook ourselves onto the journalists' helicopter and then jump onto the upper terrace of the hotel. On the terrace we alternately destroy two groups of bandits. We enter the building again.

East tower – 40th floor. We enter a large room with a swimming pool. Here you need to kill all of Bane's mercenaries. After the victory, we go down under the pool, in the central part of the room we enter the elevator.



Boss: Bane

At the top we are immediately met by Bane and taken to the Joker. After the next Joker show, we are left alone with Bane. The boss attacks with ramming attacks and simple blows. We dodge rams (in any direction + space, space), carry out counterattacks (RMB) for normal attacks, then do an ultra stun (SKM, SKM, SKM). After stunning, we perform a combo and press “E” to snatch another hose with Venom from Bane.

In the middle of the battle, we fly out the window and continue the battle on the hotel terrace. Here the boss is constantly helped by several ordinary fighters, but we do not pay attention to them. It’s just better not to start an ultra stun, Bane will interrupt him with his blows. You need to wait until he delivers a regular blow and then counterattack. After landing the combo, Bane turns on the Venom boost.

When the boss is under the influence of Venom, we dodge his ram attacks three times, once we dodge his jump with an earthquake wave, after that we approach him, do an ultra stun, finish him off and pull out the hose. After tearing out five hoses from the device on Bane’s back, we defeat him.

Police helicopters arrive and engage the bandits. Bane escapes in his helicopter and blows up the Joker. Batman rushes down after the Joker serving and saves him from death. Below, the Joker falls into the hands of the police, and Batman escapes the police encirclement in time.

Blackgate Prison


In prison, the Joker was sent for psychiatric treatment. The Joker is treated by a girl, Dr. Harvey Queen. As the Joker, we participate in his nightmares. We fight with the audience in a comedy theater.

In the next nightmare, we find ourselves at a chemical plant, where bandits put a red cap on the Joker and threw him onto a conveyor belt. All along the way we hear the dialogue between the Joker and the doctor.

We also see Batman’s nightmares in which I kill his parents.

Search for Bane
Walkthrough of Batman: Arkham Origins


Objective: Take the glue grenade

We continue to play as Batman. We find ourselves in a secret cave, talking with Alfred. In the south of the cave on the workbench we take a new weapon - glue grenade.


Objective: Scan a corpse in the Gotham City Police Department morgue

We move to the Burnley area. We enter the sewer room opposite the police station. Inside we beat the police, then we go down into the sewer hatch.

IN underground tunnel use a glue grenade (key “5”) to seal open valves steam pipes. We jump down to the water. Throw a glue grenade into the water to create an ice floe. We stand on the ice floe and use the batclaw to pull ourselves towards the rings on the wall.

We go outside.


Objective: Find out the location of Bane's beacon

We are moving to the Parkovaya Street area. We enter a building on the west coast. Through the ventilation shaft we get into the sewer.

We approach the water, create a raft from a glue bomb, and ride it to the other shore. We destroy the enemies and go through closed area sewerage.

Entrance to Bane's field headquarters. We enter the room on the right. We study the screen, take the audio recording about Bane.

On the way out we inspect the couch. We enter Bane's headquarters. He's not here, but on the screens we see that Bane knows the main secret: Batman is Bruce Wayne. We quickly get to the surface.

Pioneer Bridge
Walkthrough of Batman: Arkham Origins


Objective: Warn Gordon about the bombs

Let's go to the Pioneer Bridge. We neutralize four special forces who are about to storm the bridge. We enter the door with the red wheel. In the technical room, from behind the boxes, we communicate with Captain Gordon.


Objective: Find Firefly's bombs

The police retreat, you can climb into the bridge. We hack the elevator and enter it.

Secret: at an average height near the generator, we look up and see a block behind the bars. We turn on detective vision and see that a wire goes to the left. We launch the controlled batarang up to the left, behind the wall we crash into the switch, the grate will open. We go up the platforms to a higher floor, and use our claw to pull in data block 11-7.

Secret: Freight elevator shaft. Having climbed onto the roof of the elevator, we go to the dark corner on the left. There we look up, and use the batclaw to attract data block 11-8.

Secret: Charge the generator, seal the steam on the opposite side. We jump over there, then climb along the ledges around the elevator shaft. Almost at the very top we seal another valve with steam, a little lower we open the ventilation grille, there we find data block 11-9.

We go upstairs, through the ventilation we go out into the boiler room.

Here you need to destroy all enemies and interrogate the last one. The gargoyle statues in the center contain explosives; you don't need to cling to them to avoid raising the alarm. We learn from the interrogated person that there are four bombs in total on the bridge. Let's go clear the nearest mine.


Objective: Defuse the bomb in the boiler room

We approach the panel in front of the bomb, hack it as usual, only you will need to guess 3 codes in 30 seconds.


Objective: Defuse a bomb at a train station

We take the elevator up. Let's approach charger, turn it on and raise the elevator a little higher. We blow up the door above the elevator. We defeat the enemies, unleash Special Forces Lieutenant Howard Brandon, and then stun him.

We climb up the stairs and find ourselves at the train station. We silently eliminate enemies. After the victory, we go into the control room opposite the carriage with the hostages. On the second floor of the room, press the button, this will cause the car to go down.

We approach the open bomb and break it open.


Objective: Defuse the bomb at the southern support

We enter a room with many bandits and electric walls. The electricity doesn’t hit enemies, but we don’t need to touch the walls. After winning, press the button, enter the doors and defuse the third bomb.


Objective: Defuse the bomb at the northern support

We return to the railway station, and from there we go to the northern part of the bridge. After opening the fire damper, go through the large door on the left.

We jump onto the fragment in front, follow it to the end, the side view will turn on. We jump over the abyss and cling to the cornice. We move further forward along the ledge, and then go out into the arena in the center of the bridge, where the bandits are crowded. We beat the bandits, after which the Firefly flies in.



Boss: Firefly

We dodge the boss’s fiery attacks (press in any direction + space, space). First, we throw sticky bombs at Firefly (press “5”, “5”), when he is glued together, we throw three batarangs at him (press “1”, “1”, “1”, “1”). Then we repeat again: glue it together, throw shells at it. When the Firefly is stunned, we attract it to ourselves using the batclaw (press “2”, “2”).

After the second pull with the batclaw, Firefly will get angry, set everything on fire and find a bomb detonator. After that, we run forward, escaping from the fire. We go around the cars and jump down. We climb back up along the rubble. After climbing the bridge, we run to the right, jump onto the blue hanging truck, then roll under the large truck.

Having reached a dead end, we again begin to fight with Firefly using the same method: we glue him together and throw batarangs at him. When the boss has his last bar of health left, we cling to him with a hook (F key) and finish him off in the air.


Mission: Find Alfred

We approach the main control panel and resume the work of detective vision. We are looking for Alfred, we find him far below, on the slope of the cave under the rubble. We clear the rubble and revive Alfred. We approach the control panel and find out that the Joker has captured the prison in which he was imprisoned.

Blackgate Prison
Walkthrough of Batman: Arkham Origins


Mission: Stop the Joker

We disembark right next to the prison. We go and destroy the prisoners gathered at the front entrance. We release three policemen.


Objective: Infiltrate Blackgate Prison through the sewers

We go down the hatch in front of the right burning window. We break through the floor in the tunnel and go along the lower floor. We find ourselves in a room where the water on the floor is under electricity. We create a path for ourselves by stretching cables between the attachment points. We climb higher, break through the wall, soar to the opposite bank, and there we turn off the shorted electrical panel. After this, we use a sticky grenade to create a raft on the water and swim forward through the tunnel.

We climb to the top. We go into the control room on the left, press the button there and quickly launch the controlled betarang through the electricity that appears, after which we crash into the panel with traffic jams to the left of the electricity. This will fill the lock with water. We create a raft in the water, pull ourselves up to another wall and blow up a thin spot in it.

Next we actively use sticky grenades. We seal everything steam valves, we create a raft, float on it with the current, and seal three more valves along the way. At the end we see three screws in the water, to escape from them, we shoot at the three valves from above, the pipe will explode from the pressure, after which we climb onto the upper ledge.


Mission: Stop the Joker

We enter the central room of the prison called Transition. Here you need to silently neutralize 10 prisoners. After the victory, we save a couple of guards and Dr. Harleen Quinzel.

We enter prison block B. We defeat the crowd of enemies. On the second floor in one of the cells we find Deathstroke doing push-ups, whom the Joker was afraid to let out. We go further and go down to the first floor, where you need to fight with a whole crowd of prisoners of 20 people, and then a huge brute will come out. You can't do without a dozen combat improvements.

After the victory, we go into the corridor leading to the round compartment. There is another difficult battle with the crowd ahead. We go into the round compartment itself. Here the Joker put on another show.



Boss: Bane

Bane enters the ring, a cardiometer is installed on him, counting his heartbeats. Upstairs, the bandits are holding the prison warden hostage. The Joker is seated in an electric chair, which will go off if Bane's heart beats for more than a few minutes. One of the two villains will definitely die, which Batman cannot allow.

The tactics of fighting Bane are the same: we dodge his three rams, dodge his jump, then do an ultra stun (SKM, SKM, SKM keys), a finishing move, and at the end we tear out the hose from his back. The only difference is that there are a lot of ordinary enemies around, you will have to constantly dodge them as well.

Having finished off Bane a couple of times, we activate the electric gloves to achieve Bane’s clinical death. We finish him off three more times. The battle is won.


The Joker leaves the scene, being chased by the prison warden and the arriving Captain Gordon. Batman stays behind and revives Bane with a blast of electricity. Bane immediately continues the fight and injects himself with an excessive dose of Venom. The fight continues in the prison sewer.

Bane walks in circles around the cells. Now Bane cannot be damaged by direct attacks, you need to attack him suddenly. We can hide either in underground trays or in ventilation shafts. We wait for Bane to pass by, then we attack from behind, sit on his neck and hit him against the wall or electric bars. We repeat this several times.

At the end, the almost finished Bane throws Batman and breaks through the wall with him. In time we hook his hands with cables to the attachment points. Now Bane is definitely immobilized.



We enter the control room, and from there into the death chamber. We find the wounded prison warden. The freed Killer Croc also comes here, but the sniper bandit scares off the mutant with his shot. Captain Gordon stuns the sniper and helps us in the battle.


Boss: Joker

We enter the room to the place of execution, then into the Cathedral. Here we meet a lonely Joker lying in front of the altar. We begin to beat the Joker for all his atrocities. He only sometimes fights back, but mostly he even enjoys Batman’s rage. In the end, we knock him unconscious and hand him over to Captain Gordon.

The whole game is completed!

During the end credits, we first listen to a crazy song performed by the Joker; then a television broadcast talking about the imminent opening of Arkham Asylum due to the lack of security at Blackgate Prison. After the credits, we see a video where Amanda Waller comes to the imprisoned Deathstroke and offers to join the Suicide Squad.

Completing the game unlocks the “ New game+" (playing through the game one more time, but with all the unlocked items, primaries and improvements), as well as the opportunity to change the costume of the main character.

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