Batman arkham knight the last mission of the mystery man. Batman: Arkham Asylum Secret Card Locations

  • 20.07.2019

Not everyone prefers to have direct contact with Batman, e.g. Riddler, like the Oracle, communicates with him only by radio. Riddler, in ordinary life Edward Nygma, scattered various riddles throughout the hospital, of which he had over two hundred, or rather, all two hundred and forty. The reward for successfully solving them are maps for the challenge mode, character biographies and interviews with them, as well as images of the heroes of the universe. The opportunity to solve all the riddles appears towards the end of the game, when Batman has all the available weapons in his arsenal. After completing the main part of the story all locations of Arkham and the surrounding area are opened to solve the remaining mysteries. Maps indicating the expected locations of riddles greatly simplify the task. When searching for some of them, follow ([X] key). Cards can be found in various locations, usually in prominent places.

The puzzles in Batman: Arkham Asylum are divided into categories and marked with special tags:

  • Green question marks- the most common secrets, there are several of them at each level. Some of them are in a visible place, the rest are hidden quite skillfully: in ventilation shafts and behind destructible walls. Having found them, we simply take them.
  • Arkham Spirit Monuments- small statues covered mysterious letters, in the middle of which a beetle is placed. They store information about Amadeus Arkham, his family and the hospital itself. All you have to do is scan them.
  • Audio recordings- interviews with the most famous Arkham patients. They are located mainly in the offices of attending physicians and security guards.
  • Joker Jaws- a little fun from a crazy “clown” who scattered them throughout the hospital in unprecedented quantities. Not only do they jump, but they also constantly make nasty noises. For destroying five, ten, twenty toys with a batarang, experience points are awarded.
  • Puzzles- the most difficult secrets. Riddles are a special pleasure for the Riddler, since the answers are sometimes very difficult to find and require remarkable attentiveness and ingenuity. Once on new level, Riddler often asks some strange question, the answer to which is somewhere nearby. If in detective mode you suddenly encounter a big white question mark without a dot, inscribed on the floor or wall, know that in order to give an answer, you need to find a place where both the dot and the question mark itself are visible. After combining them, you should get a solid picture, then the riddle will be solved. The answer is given by holding down the [X] key in detective mode. Also, puzzles can be located outside of Arkham, in such cases it should be.
Once all the secrets of Arkham are revealed, Batman will be able to decipher the communication channel and establish the whereabouts of Edward Nygma. The police will go to catch Gotham's most mysterious criminal, and he will be captured. There are no other special prizes.

Locations of cards with secrets in Batman: Arkham Asylum:

  1. In the booth next to the Batmobile in front of the intensive care building. You can get inside through the roof using explosive gel.
  2. In the medical bay in front of the room with Harley Quinn and the hostage Commissioner Gordon.
  3. In the caretaker's office at the mansion where Dr. Young dies.
  4. In the central room of the prison block where Harley Quinn is arrested.
  5. On the second floor of the generator room in the botanical garden, where the electricity is turned off to pass through the "pool". An improved code sequencer is required for hacking.
  6. In the booth opposite Arkham Mansion and the caretaker statue, a code sequencer is needed to break into the door.
  7. In the office on the ground floor of intensive care, where the Scarecrow is hiding in the elevator after the third meeting.
  8. In the control room pumping station at the very top of the sewer, after creating the antidote in Batman's cave.
  9. In a booth between the medical wing and the prison block, where ambulances are scattered.

The events of the game begin a year after the Joker died in the city. Batman still continues to fight criminals, simultaneously inventing more and more new gadgets. A villain nicknamed “Scarecrow” is gradually becoming popular in the city, who, it turns out, has invented his own new toxin, the effect of which instills fear in people.

To spread his deadly toxin throughout the city, he plants bombs, thereby forcing all people to evacuate the city. In addition, he also assembled a team of supervillains, which already includes Two-Face and Harley Quinn. The villains have only one goal in common - to kill Batman.

The game project presents to your attention complete walkthrough Batman games: Arkham Knight. Our material will have text walkthrough and video walkthrough of the game Batman: Arkham Knight. If you have difficulty passing, then we will undoubtedly help you! We will also be glad to receive your comments with wishes, remarks, tips and guides.

Long night

Introduction

You start playing as Officer Owen. As soon as an excited person approaches you, go immediately to the end of this room, to the smoking visitor. Soon, due to the strange smoke, all the visitors go crazy and they all have severe hallucinations.

Soon on screens located throughout the city, in live Scarecrow appears. He reports that the incident that occurred in the cafe is just the beginning. And now he threatens absolutely the entire city with this unknown toxin.

Meet with Commissioner Gordon near the Bat-Signal

Now the game starts as Batman. Your first goal will be to meet Commissioner Gordon on the roof of the nearby police station. Jump from the building you are on and travel to your destination. By the way, use the Bat-claw periodically - it will greatly simplify your movement. If you look at the top of the screen, you will notice that there is a radar with a square in it Green colour- this is your destination, where the meeting with Gordon is scheduled.

Once you reach your destination, Commissioner Gordon will inform you about current situation affairs, as well as about your main enemy - the Scarecrow. In addition, Gordon also tells you new goals.

Rescue the missing officer

Get to the marked point and, upon arrival, neutralize all the bandits who surrounded the car. Once you kill the last enemy, approach the police officer and pick him up. After that, call your Batmobile. As soon as the transport arrives to you, it is time to get acquainted with the controls of this equipment. You will have a tutorial, so the game itself will introduce you to all the details.

Interrogate the driver of the military vehicle for information and Pugale

In pursuit of a military vehicle, you will need to observe it for a certain distance. At the end of the day, you just have to capture the target. As soon as the moment of target acquisition occurs, press the appropriate key to fire several missiles. In order for the car to fail, you have to hit it three times. As soon as you succeed, drive up to the wrecked vehicle, get out of the Batmobile, go to the military vehicle and interrogate the crawling driver.

Explore the Scarecrow's Hideout

When you drive the Batmobile, glowing arrows will appear on the road, which in turn will indicate the correct direction of movement. Soon you will need to climb onto the roof of one of the houses in Chinatown. As soon as you rise, you will need to go down inside through the glass roof. Inside the building you will need to deal with all the bandits. By pressing various buttons, you will perform combo attacks. Combo hits will give you special points. For the points you receive, you will be able to learn new techniques, which will make it easier for you in the future to complete passages and battles with more serious enemies.

After talking with Poison Ivy, go into your gadgets. There, select the section with the remote control of the Batmobile. As soon as you switch to your car, destroy the enemy’s equipment. Having cleared the area, position yourself at the indicated point, near the main character.

Run Combat Mode Weapon Energy System Diagnostics

Move to the next checkpoint, where you can begin a new challenge. Upon arrival, you will need to destroy the enemy military equipment. But this is only the first stage of the task. In the second stage, you will need to continue to destroy equipment again, and you will now have two scales that will need to be filled. In the end, you will only need to fire a few missiles at enemy vehicles. The launch key will be indicated on the screen.

And in the last test you will again need to charge energy weapons and shoot at targets - this time there will be four of them. And by the way, if you are hit by enemies, the weapon’s charge will gradually decrease, and thus you will have to charge it again. But if you successfully destroy the enemies, then the task will be completed.

Destroy a group of unmanned tanks occupying Panessa Studios

Go to the marked point. Upon arrival, you will need to destroy a huge “pack” of unmanned enemy tanks. Use previously learned techniques in this matter. In addition, do not forget to use jet engines Batmobile to avoid gunfire.

Deliver Poison Ivy to the punishment cell

From this moment on, AR tests become available to you. To do this, use the “Challenges” section so that you can place a marker on any test available to you. In addition, in this same section you can see what is required to unlock other tests.

In any case, in this task, go down to the lower levels of the local police station and stand in the place that is marked on your screen. Once Ivy is behind bars, you can start exploring the police station and even overhear some conversations.

In any case, you will need to go to Commissioner Gordon and talk to him about current affairs. As soon as the short scene ends, you will have access to a selection of tasks on your screen. We recommend that you carefully study the tasks that become available to you: “Duty Calls” is additional task, in which you will need to save firefighters at the 17th station; “The Riddler's Revenge” is another additional task in which you need to find the location of the Riddler; "City of Fear" is a story mission.

When you select a task, a corresponding marker with its location will appear on your map. You are free to choose another task at any time, thereby changing the location of the marker to another task.

Meet in the clock tower with the Oracle

After you have chosen the task, move towards the gate. From the gate, go past the prison cells straight to the doors. There will be an interrogation room on the left side, so you can chat with Jack Ryder there. But in any case, you will need to go past the isolation cells to the parking lot and jump into the Batmobile there.

Once in your car, go to the clock tower and climb to the roof there. Once you reach the corresponding marker on your map, you can get inside the tower using the secret entrance on the roof.

Inside, you will need to activate the “Detective” mode and use the retinal scan, but only on the statue standing in this place. The statue will be located on a shelf. Thanks to this, you will be able to get into the shelter. In the shelter, go to the computer (which is located in the center of the room) and a cut-scene will soon begin.

Find out the Scarecrow's location using Panessa Studios

You need to supply power to the antenna, which is located at PanessaStudios, using the Batmobile's drive winch. Go back out onto the roof and go to the next marker marked on the map. Once you get to the doors, attach the remote access device to the doors.

At this moment, a new cut-scene begins, after which you will have to go to another checkpoint, where first you will need to park your Batmobile in the indicated place. Having done everything as you were told, you can install a drive winch on the Batmobile.

Enter combat mode on your Batmobile and shoot with the winch, then start holding down the key that is responsible for moving backwards. If you did everything correctly, then you will safely demolish the structure that is in front of your eyes. Now use acceleration to get over to the opposite side. On the other side, look to the right. Shoot the winch again and start pulling the roof behind you to create a springboard.

Use the boost again to jump further. While you are moving along the roof, still remain in combat mode, as this mode is more convenient to control the Batmobile. And try to be careful, because here you can fall down without any problems (if it turns out that you fell, then just follow the arrows of blue color and soon find yourself in the place where you used the winch).

Once you reach the platform, which is located on the other side of the roof, use the drive winch on the Batmobile again. But this time you won't have to delay anything. You just need to move forward, and then wind up the winch so that the Batmobile eventually rises up.

When you go up, go to the left and at the first turn turn to the right. At this point you will need to use a drive winch, but this time for hacking. And by the way, keep an eye on the sensor on the right side of your screen. You need to press the button so that the arrow is constantly in the orange zone.

Find the scarecrow using the antenna in the Falcone Shipping warehouse - Part 1

Enter Detective mode again to look inside the indicated building and find out which group of bandits you have to fight. Once you have checked everything, go up to the very top. high point, where you can move to the opposite side to slightly improve your view. Select a batarang from your gadget inventory and throw it at the doors. As a result, two bandits will come out to you.

As soon as they come towards you, jump down and deal with the opponents. And by the way, do this extremely carefully, as there is a chance that they may have time to warn other bandits about the attack. If it is very difficult for you to kill these two, then deal with the first bandit first, then return back to the roof and start luring the second one out. Once you have everything, go to the doors. At this point in the game, Batman will call Lucius to get his new suit.

Get a new Batman costume

As soon as you get the suit, put it on. Several stages of the test will begin immediately. For each completed stage you are entitled to a reward - skill points (one completed stage - one skill point). And by the way, you can skip the test that appears - it's up to you.

Trial: Scary Multi-Strike is a new move that will give you the ability to sneak up on enemies and quickly deal with enemies. The first three stages of training will be very simple. You will just need to carefully approach your enemies and press the key that will be shown on the screen, and you will have to press it several times. And in order to deal with both opponents, you will need to get up to them from behind so that your technique fixes them, and then press the indicated key. If you don't do this, then the technique won't work.

Trial: The basics of Predator - all you need to do is get all three enemies on the ground. Moreover, if you knock over one enemy, he simply falls for a couple of seconds and no more. You need to use a glancing blow, and then move on to the second enemy. In addition, you can use other gadgets that Batman has.

Find the scarecrow using the antenna in the Falcone Shipping warehouse - Part 2

As soon as you complete the training, it’s time to use the skill points you received. Walk to the right side of the building and jump into the ventilation shaft. You can get inside the building through the bars, but don’t forget to use new techniques, because as soon as you get out, you have to face enemies. Either way, go to the policeman who is sitting on the ground and free him.

After rescuing the policeman, go to the electronic panel that is on the wall and attach the remote access device to it. And as soon as you manage to get through the door, throw the batarang in the air. Now pay attention to the screen global map, since there will be two types of signals that will allow you to find the Scarecrow. Both signals will coincide on the right side of the island (in the corner) - that is, at a chemical plant called Ace Chemicals. In addition, pay your attention to the roof, as several more tests have appeared there.

Trial: Ejection and flight - the first thing you need to do is call your Batmobile. Having done this, follow the blue arrows (on the ground) all the way to the first round icon, where a bat will be depicted. At the place of arrival, get out of the car and fly to the next icon. You will need to move along the indicated road until you find yourself on the ground. One more thing: call your Batmobile before you land.

Trial: Hook booster Mk II - using the hook, press the “Space” key several times so that you can take off by inertia. During the flight, you will need to control the hero in such a way that he successfully flies through the rings. Moreover, after completing the ring, you need to remain in the air for another 60 seconds, so use a grappling hook to do this. In addition, you can dive down a little, so to speak (using the Ctrl key), to direct your hero higher, and he will fly up much higher than his previous height.

Trial: Counter-throw - stand between the enemy and wait for the moment when one of the bandits wants to attack you (at this moment a blue mark should appear above your head). At this moment, you will need to make a counterattack - RMB and an arrow in the direction of any other enemy. If you did everything correctly, then you will only have to repeat this procedure 4 more times.

Prevent the explosion of Ace Chemicals

Meet Gordon/Rescue the missing Ace Chemicals workers

Climb to the roof of the factory and enter Detective mode there to scan the area for enemies. Use the vertical shaft that comes from the roof to get to the very bottom of this plant.

Use the lever, and then a new technique, so that you can neutralize enemies and not raise the alarm. Go back into the mine and move further along the territory of the plant, killing enemies along the way. As soon as you can neutralize all the guards, you will gain access to the local terminal.

In order to receive good review terrain, you need to get to the very top of the plant. Once you are at the top, move the target on your scanning screen, activate the scanner and eventually find five factory workers.

Once you do this, go to the worker who is furthest away from everyone else. From the side of the roof, fly into the control rooms and quickly neutralize all the enemies standing here. You soon learn that the path to the worker is blocked by poisonous gas, so in order for you to go further, you will need the Batmobile.

Open the main gate of the chemical plant

Go back to the gate. Climb to the roof and fly from there into the building where the guards are located. Inside, it turns out that the captive worker has already been killed. You need to access the panel that is located near the corpse in order to unlock the main gate.

Activate the remote control of the Batmobile and use the drive winch on it so that you can destroy the marked buildings and thus create a springboard. It's time to accelerate and use the acceleration so that you can fly to the opposite side. On the other side you are faced with unmanned tanks, so destroy them quickly. As soon as the enemies are finished, use a winch to pull out the doors that are located in the corner. Thus, you move to another level, where you need to find the next springboard.

Move to the right, where you will soon have to deal with another “pack” of tanks (the second half of the plant). After the carnage, use the drive winch to destroy the pipe that is attached to the building. After this, leave your car and climb up to get inside the building through the window. Inside you will encounter bandits as usual. As soon as all the enemies are neutralized, go to the pipe, which is located in the very corner of the room and select the gel in your gadgets (key - “3”). Next, you need to apply this gel to the damaged area, which is located on the right side of the pipe. Having done this, immediately run to the side and explode the pipe. At this point the worker will also be dead.

Make your way through the hole in front of you and go to the left. Soon you will come across a crack that will be located on the floor, so you will need to blow it up with the help of gel. Having done this, you will quickly gain access to the control panel near the doors. Soon you again have to use the explosive gel on the crack (the crack is on the wall on the other side). After blowing up the wall, switch to the remote control of the Batmobile and activate the drive winch to tear out the next pipe.

Continue further down the corridor and at some point crouch down so you can get under the partially open doors. Go to the opposite side of the hall and there you will gain access to the panel with the switch. Using the found panel, finally open the gate. Next, on your Batmobile, select a 60 mm caliber cannon and destroy the wall, which already has cracks. This way you will be able to notice the cables from the elevator. Now you need to use your Batmobile's drive winch and drive back to raise the elevator car.

After pulling out the elevator, climb into it. Next, switch to the Batmobile and release the elevator with Batman inside, so move forward to do this. As soon as you find yourself in the corridor, leave the elevator and climb onto the ledge, which is located a little higher. To get into the room next door, you will need to crouch. There is a grate on the left side - remove it, then go to one of the two grates in front. If you can't find them, then go to Detective mode.

Use new techniques to deal with new enemies in the room further down. Once you neutralize them, you can talk to the workers. After talking with this man, go back to the elevator and climb into it using the Batmobile and go up.

As soon as you get out of the elevator, you will have to deal with the arriving helicopter. Use your Batmobile for this task. As soon as the battle begins, the first thing to do is deal with the self-propelled guns on the ground. At the same time, try to avoid helicopter mines (just drive out of the red zones). Concerning homing missiles helicopter, then you can shoot them down with a machine gun.

Take the Ace Chemicals worker to Gordon on the bridge

It's time to leave the factory. There is a tunnel in the corner of the nearby site. You need to place your Batmobile on the platform in front of the tunnel itself. Having done this, go out and press the button to raise this platform and move on. Next, use the acceleration so that you can fly over the gap and get with the worker to Gordon, who is located on the opposite side.

After successfully delivering the hostage, return back to the factory and climb to the upper platform, but now go to the small building on the side, where the last worker remains to be saved. Walking around the building on the other side (in a circle), you will definitely come across the entrance inside. But the door will be locked, so you will have to use the drive winch on the Batmobile to break the doors open. Enemies will be waiting for you inside, so after dealing with them, examine everything inside and find another door. And it is this door that will lead you to the worker.

It soon turns out that you have been ambushed. At this point, you meet with someone who calls himself the Arkham Knight. As soon as the cut-scene passes, you need to quickly switch to remote control of your car and use it to deal with enemies. Having dealt with everyone, free the worker, and then go back to Gordon for the same reason as last time.

Don't let Scarecrow blow up Ace Chemicals

It's time to go back to the factory again. You can do this using a springboard. Use the cannon so you can tear apart the brick wall blocking your path. Next, you need to get to the crane control panel to use it to move the springboard to the left side and lower it down. Once you do this, you can use the springboard to drive inside the desired hole that you previously made in the brick wall.

Now, once inside the building, deal with two battle tanks. After this short fight, leave your vehicle and climb onto the upper beam. And as soon as you deal with the next enemies, look lower to the left and make your way through the grate located there. As a result, you find yourself behind two opponents. At this point, you need to wait for the moment when the red sentry passes by. As soon as this happens, use your surprise move and return back to the grate. In order for you to lower the gate, you will first have to gain access to the panel that is located on the wall, thanks to which the Batmobile can enter this area.

Moving further along the tunnel, you soon have to climb through a gate. In addition, on the other side you will have to overcome two opponents, whom you can easily neutralize from under the bars. Having hidden back, wait for the moment when the machine gun turret turns away, then approach it from behind and destroy it. Now you can open the second gate.

Before you encounter the Scarecrow in the central room, first defeat all the bandits. While the opponents are chatting, you can quietly jump down and unlock the gate you need, so that you can eventually drive in the Batmobile and very quickly neutralize all the enemies. And keep in mind that some will hide, so you will need to kill them manually. Either way, once the enemies are dealt with, you can go into the central room and face the Scarecrow. It turns out that he has captured the Oracle, so if you don't want her to die, you need to let the Scarecrow go - and you don't want that.

Soon Batman finds himself in a locked room. Go to the control panel, which is located in the center of the room. You will need to move four barrels into the open holes. And keep in mind that you need to move extremely slowly - if the motion sensor starts to go off scale, then an explosion of the substance that is inside will occur. In any case, there are indicators on the bombs that will help you understand when to stop. When you take the last bomb, the Joker will suddenly stop you.

The game then continues as Commissioner Gordon. Follow the red path towards the elevator. Open the doors and go inside. After examining the prisoners, you realize that they all look like the Joker. Soon you meet Batman and learn that people who are infected with the Joker's blood begin to behave exactly like him. And by the way, all the infected were caught except one.

Leave the chemical plant

Switch to remote control of the Batmobile and break the walls that are located in front of you. Next, drive your car up and use the springboard to fly out of this plant. Soon the plant explodes, but the power of the explosion was reduced by 25%, so not such a large area was infected, but the virus still spread a little. In addition, Batman was also infected, so he will often now see hallucinations involving the Joker.

Save the Oracle

Meet Gordon outside the police department

Return back to the police station. On the way to this place you will encounter unmanned tanks, so you will have to fight at times. As soon as you get to the desired location, leave your Batmobile and go to Commissioner Gordon.

Escort Gordon to the Oracle Clock Tower

Soon you will need to follow Commissioner Gordon's car. In addition, several bandit cars will try to stop you along the way. Dealing with the cars is quite simple, for this you just need to launch a rocket at the car, only to do this you will need to go into combat mode, but keep in mind that if you go into combat mode, then you will suddenly lose speed. In any case, as soon as you fight off the attack, transfer Commissioner Gordon to your Batmobile.

Deal with the Arkham Knight's militia

As soon as you get to the tower, deal with all unmanned vehicles. Once you deal with the enemies, then deal with the bandits on the small roof.

Explore the tower for clues to the Oracle's location

Climb onto the roof of the indicated tower and use the secret entrance at the top. Soon you find yourself in a certain memory where the Oracle is being shot. As soon as the Joker disappears, pick up the stroller in the middle of the room. Next, go to the statue and activate there hidden computer. Soon Commissioner Gordon arrives, who is indignant at the fact that you failed to save his beloved daughter and soon sets off to look for her alone.

You need to check the video footage carefully to find out who exactly kidnapped the Oracle. Go to the screen in the upper right corner and scroll down to the 36th minute of the video. There, select the square in the video to see the first clues. You will see how the Arkham Knight takes the missing Oracle somewhere (2nd row and 2nd column). Now it’s time to rewind the video further, but now to the 48th minute and carefully look at the footage of the jeep in which the kidnapped Oracle is taken away (3rd row and 2nd column). In addition, thanks to the video, you can determine the type of worn tires. Once you have checked everything, you can leave the tower.

Follow the Arkham Knight's car

Call your Batmobile. As soon as he is near you, go into combat mode and select the scanner on it using the “X” key. As a result, the scanner waves will show you the tracks found from the tires of the Arkham Knight's car.

Study the militants' device/Deminify the bomb

An enemy helicopter dropped an incomprehensible device on the ground, so quickly get out of your Batmobile and carefully examine this device. It soon turns out that it is a bomb, so it is necessary to defuse it as soon as possible.

At some point, unmanned tanks come towards you. Therefore, it is advisable to quickly return back to your Batmobile to deal with the enemies. In addition, the main problem in the task arises from the fact that it is impossible to drive far from the bomb. You will have to constantly circle around the explosives and constantly monitor enemy attacks.

As soon as the enemy equipment is finished, use the drive winch and engine to set up a controlled explosion. You will have an arrow appear, so make sure it is in the area orange color- this is the lower right corner. You will have to keep it in that place until the bomb explodes. If you did everything correctly, then the task of defusing the bomb will be successfully completed and the additional task “Particularly Dangerous: Disarmament” will open for you.

Occupy the hotspot at Grand Avenue Station

You still need to follow the tire tracks, which now lead to the bridge. The essence of this task is that you drive from point to point. Then, in the end, you have to deal with the enemies and gain access to the computer in the center.

Go to the Riddler's Shelter to rescue Catwoman

The Riddler unexpectedly contacts you. He informs you that he has taken Catwoman hostage. He took it for a reason - all so that you pass a couple of tests. In general, after his message, go to the marked point where you will meet thugs. After stunning all the bandits (except the one with the green silhouette), interrogate your target.

From him you will learn where to go. He will direct you to a building called Pinkney's Shelter. Jump down and move around the room and be careful with the floor here, as it is electric in the middle, so we recommend that you move around the perimeter. If you do everything right, you can save Catwoman, who is in the very center. Soon after the rescue you have to deal with the bandits. In addition, your friend is, so to speak, “not completely saved.” There is a collar with a bomb on her neck, so for complete salvation it is necessary to remove this object from her. To do this, you have to solve all the available Enigma riddles.

After solving the riddles, you will unlock the additional mission “Wanted: Revenge of the Riddler.” You can leave the task for later and complete it later storyline"City of Fear" In any case, it's up to you.

In addition, returning back to the bridge, on one of the roofs you will come across a huge bat. By meeting this creature, you will discover the additional mission “Wanted: Night Flyer”.

The Riddler's Revenge is the most difficult and lengthy test for Dark Knight. There you will be taught the basics of Batmobile behavior on specialized Riddler tracks. Inside the building, deal with two tanks. Riddler's goal, as always, is to make you solve a series of puzzles, take part in a series of challenges, and collect all the trophies.

In order to complete the missions, you must complete a series of tasks throughout Gotham. However, you won’t be able to complete all of Riddler’s tasks from the very beginning; different missions open at different stages of the main story.

Even after passing all of Riddler's tests, you will not be able to put him behind bars. You will receive the keys only if you fulfill all the conditions in the Riddler's tasks.

Access to the last riddle Riddler on Miagani Island, which you will receive in the "Final Exam". The first meeting with Nygma will take place on Blik Island as part of a short briefing on what to expect from the closed Riddler Race.

After completing the training missions and meeting the newly minted open world, you will find yourself in front of the bridge on Miagani Island. You will gain access to it during the passage. We go to the place and find a tied up Catwoman, free him and enter into a fight with several robots.

We learn that the cat is wearing a booby-trapped collar that needs to be opened with certain keys. The Riddler's second test takes place in an abandoned building underground east of Pinckney's Rest. We're doing the Batmobile challenge, it's pretty fun. And above the PUZZLES on the island of Miagani, the Founders, etc.

You play as Officer Owen. When a concerned person approaches you, go to the end of the hall and start a dialogue with the smoking visitor. Get to the square and deal with the thugs surrounding the car. It's time to learn the basics of driving the Batmobile.

TrophiesMiagani Island. Riddler Trophy Locations

When chasing a war machine, you need to look at it for a certain period of time in order to capture the target. After that, press the key to release the missiles. You need to hit it three times for the machine to fail. Leave the Batmobile, go to the broken military vehicle and interrogate the driver crawling on the ground.

The Riddler's Revenge

During the second stage of the challenge, continue blowing up cars to fill both gauges. After that, select targets and launch missiles at them. The required key is indicated on the screen. At any time you can select another mission, thereby changing the marker. Continue story missions, and at the end of the passage we will return to additional tasks.

RiddlesMiagani Island. Location of riddles

Jump into the Batmobile. Go to the computer in the center of the room and watch the cutscene. Apply power to the Panessa Studios antenna using the Batmobile's drive winch. After the next cut-scene, go to another point on the map and park the Batmobile in the indicated place. This will allow you to install a drive winch on your vehicle.

Be careful as you may fall from the roof. (If you do fall down, just follow the blue arrows back to where you first used the winch). When you reach the platform on the opposite side of the roof, use the Batmobile's drive winch again. Here you need to use a drive winch for breaking.

After they leave the building, jump down and deal with the enemies. If it is problematic to kill two at once, then after you deal with the first, jump onto the roof and lure the second one out. At this time, several stages of testing will begin. A new technique will allow you to sneak up on enemies and quickly deal with them. The first three rounds of this tutorial are quite simple. Simply approach enemies from behind and press the indicated key several times when it appears on the screen.

All you need to do is get all three enemies on the ground at the same time. After completing the training missions, use the earned skill points. Go to the right side of the building and jump into the ventilation shaft (Ctrl + middle mouse button). Get into the building through the bars and use new techniques to quickly neutralize three enemies. W. Ejection and flight. Call the Batmobile, follow the blue arrows on the ground until you reach the first round sign with a picture bat inside.

Use the vertical shaft coming from the roof to reach the lower area of ​​the plant. Go back to the mine, move around the area and kill the remaining enemies. After all the guards are neutralized, gain access to the terminal. First, go to the worker furthest away from everyone else. We fly through the roof into the control room and neutralize the enemies. But the path to the captive worker is blocked by poisonous gas. To go further, you need a Batmobile.

In order to send him to Commissioner Gordon at the station, you will need to solve and find all his trophies and riddles. Go to the opposite side of the hall and access the panel with the switch. After talking with Poison Ivy, go into gadgets and select the remote control of the Batmobile. After the cutscene, switch to remote control of the Batmobile and deal with your opponents.

In this section of our guides we will talk about Riddler riddles, enclosed in a word of combined verses. Typically, Riddler riddles in the game are marked with parentheses. Solving such riddles will unlock one of the Gotham City stories in the knowledge section. We'll show you how to solve Riddler's puzzles on Bleak Island.

In order to solve one of these riddles, you first have to find a certain place, then hold down the detective mode button, capture and photograph the encrypted object. Based on Riddler's witty speeches, you will immediately understand whether you succeeded or not. If you suddenly haven’t read the previous guides, or are looking for information on other riddles, then pay attention to our detailed guides:

The Cauldron Riddle

The riddle of Cauldron.

The bars are no longer an obstacle to him, but few places welcome madness.

Solving this puzzle will give you access to one of the stories in the Batcomputer. In order for everything to work out, you will have to go to the eastern part of Blik Island. A little further south you will see a crane with the Sionis logo. Climb onto it and look into the distance, increasing your view, you should see four pillars with red lamps on top, fix and photograph this place.

The Mystery of the Chemical Plant / Ace Chemical

The Mystery of the Chemical Plant / Ace Chemical.

A killer covered in scales, the air smells of trouble.

After solving this riddle, you will be rewarded with a Cargo story. Your task is to find a location near the destroyed tower next to the Ace Chemical Plant, this small island. Stand in front of the entrance to the tower and take a photo of the place.

Mystery in Chinatown

Mystery in Chinatown

A fighter has a lot of muscles and a teddy bear, but since there is no doping, then books will not help.

After completing this puzzle, you will gain access to the Mission story. In order to solve the riddle you will need to find a sign that says “The Deacon’s Mission”. The sign is located on the ground floor on one of the streets of Chinatown, east of Langstrom's laboratory.

GCPD Mystery

GCPD Mystery

Hope shines brightly in the night, go to your goal and look for that light.

The riddle will unlock the history of Fallout. How else to decide? It's very simple, you need to climb to the top of the GCPD building, standing next to Beth with a signal to analyze it. You may not be able to lock onto the target the first time, so take our advice and step back a couple of steps so as not to stand too close.

The Langstrom Lab Mystery

Langstrom Laboratory Location

Riddle in Langstrom's Laboratory

The doctor created a vaccine, hearing can be saved, but instinct wins and leads you astray.

After solving the puzzle you will gain access to a story called White Noise. In order to find a solution, you will first have to go to northern part islands. Next to the large Ace Chemical sign is the entrance to Langstrom's Laboratory. Go through the back door with south side, and then go down the corridor. You will find yourself in Langstrom's laboratory, look at the board next to the door and examine it.

Batgirl Mystery

Location of Batgirl's Riddler's Mystery

Batgirl Mystery

Companions will pay high price. Here's a reminder for those coming in to replace you.

Solving this riddle will give you a short piece of the Batgirl story - The Trap. It's quite simple here, you need to move to clock tower, and use the remote hacking device on the console, as shown in the screenshot. The shelf will move aside and you will see the Batgirl costume, examine it.

Riddle Gotham Statue

Riddle Gotham Statue

Rising in the center, beautiful to look at, she will cover and protect everyone with her hand.

After solving it, you will receive the story False Dawn. Climb one of the tall buildings on Blick Island to see the Gotham statue, which is located on a small separate island. Explore it in detective mode and you will solve the mystery.

Riddle Mercenary

The mystery at the GCPD police station is Mercenary.

Mystery Mercenary.

The mercenary is happy, the price is ideal. If he hits without missing, he will get it in full.

Solving this riddle will introduce you to a story called the Backup Option. Go to the GCPD police station on Blik Island, go to the Special Security Punishment Cell, and then to the Communications Room. There you will find a white board with photographs of some criminals, examine it.

Riddle Mask

Riddle Mask

Getting an invitation is a dream come true, but who will dress just like you?

By solving the riddle you will receive the story of Masquerade. The puzzle can be solved during or after completing Chapter 9 of the main story, the goal of which is to protect the Oracle servers. Go to the lower level of the Clock Tower, there will be a door leading to the server room, which was previously locked. When you enter, go up the stairs to find a room with a poster of a mask on it. Zoom in and explore.

The Mystery of Jack Ryder

The Mystery of Jack Ryder

The reporter wants to know all the secrets, but where is the best place to look for information?

Jack will open the story with you when you solve the riddle. Go to the GCPD police station without entering the Special Security Punishment Room, turn right and go through the door. Go to Jack Ryder's desk and examine it workplace. It makes no difference whether Ryder is present at the table or not.

The Mystery of Aaron Cash

The Mystery of Aaron Cash

There is no better souvenir than a hook, I lost my hand - why do I need a hand?

After solving the riddle, you will receive the Poisoned Chalice story as a reward. Go to the Special Regime Punishment Cell, Aaron Cash will be standing at the table, examine it left hand, or more precisely, his hook.