Batman origins walkthrough. Walkthrough of the game Batman: Arkham Origins

  • 28.07.2019
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 sniper rifle to discover 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 Steel Plant 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 point 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 interferer. Then a second transmitter, just north of you...and then the last one. It is located in the subway. We go down to the trains, there will be a carriage on the left - we climb up, pass through the abandoned mines. We stun the enemies, use the cannon to lift the door and slide inside. Our goal is guarded by a crowd of armed enemies; we take them out one by one using gargoyles. We destroy the target and return to the museum.

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

5. Batman: Fight the Penguin in the Iceberg Lounge

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

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

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

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

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

Track down the killer and install a beacon
We catch up with the girl, attach a bug with a counter-attack.
We receive 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 start going back, but aim to the right at the middle and cross to the other side. We reach the hatch, break through the floor - we deal with the enemies and break open the panel (TRACK). We pass through the metro and go out into the streets. We move to the clowns, into battle - and then through the door.
We save the hostage from the Joker's armed men. We go down and go out to go through the gate - we use the cannon.

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

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

7. Batman: Make a Cure

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

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

8. Batman: Take the cure from the Joker

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

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

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

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

Scan TIGER helicopters to find the program general management
We cling to helicopters and scan them until we find them 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, we cling to the highest point with a hook. 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 stun - the others will start searching. Jumping from balcony to balcony we get rid of everyone (you can also use gargoyles to hang guards). We approach Hugo (DEFENSE OF GOTHAM).

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 goods 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.

  • DLC Batgirl: A Matter of Family :
    Plot . Audio diaries. Balloons . Jaws. Caskets.
  • general information

    Developer: Rocksteady Studios. Publisher: Warner Bros. Games.

    System requirements

    Characteristic Minimum Requirements Recommended Requirements
    CPU Intel Core i5-750 2.7 GHz
    AMD Phenom II X4 3.4 GHz
    Intel Core i7 3.4 GHz
    AMD FX-8350 4.0 GHz
    RAM 4 GB RAM 8 GB RAM
    Video card Nvidia GeForce GTX 660
    AMD Radeon HD 7870
    DirectX 10
    Nvidia GeForce GTX 760
    AMD Radeon HD 7970
    DirectX 11
    45 GB 55 GB
    operating system Windows 64-bit: 7/8.1 Windows 64-bit: 7/8.1

    Storyline "City of Fear"

    1. Long night
    Batman Arkham Knight. Walkthrough


    Introduction

    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. Strange smoke spread throughout the hall, causing all the visitors to go crazy and began to see zombies.

    On the streets of the city, Scarecrow appears on the screens, informing that the incident in the cafe was only a warning, now he is threatening the entire city with violence.

    Objective: Meet Commissioner Gordon near the Bat-Signal

    Now you play as Batman. Your first task is to meet Commissioner Gordon on the roof of the police station. Jump off the building and soar through the air to your destination. Use the Bat Claw periodically. At the top of the screen there is a kind of radar on which your destination point where the meeting will take place is indicated by a green square.

    After you reach your destination, Gordon will tell you about current situation, about your main opponent - the Scarecrow, and will also inform you about your next goals.



    Objective: Rescue the missing officer

    Get to the square and deal with the thugs surrounding the car. After the last enemy is destroyed, raise the police officer to his feet. Call the Batmobile.

    It's time to learn the basics of driving the Batmobile. The training system will tell you about all this.


    Objective: Interrogate the driver of the military vehicle for information about the Scarecrow

    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.



    Objective: Explore Scarecrow's Hideout

    When you drive the Batmobile, arrows will appear on the road indicating the direction of travel. Climb onto the roof of a building in Chinatown and glide downwards by breaking the glass roof. Defeat all the thugs. By pressing the indicated keys, you will carry out various combos and get more points for them. In addition, you will be able to learn techniques that will later help you in battles with more serious opponents.

    After talking with Poison Ivy, go into gadgets and select the remote control of the Batmobile. Destroy several enemy vehicles, then position yourself on the indicated area, near Batman.


    Objective: Run diagnostics on combat mode weapon energy system

    Move to the checkpoint, start the test. Destroy simple weapons enemy vehicles, then fire a missile at them. 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.

    In the third stage, charge the energy weapon again and shoot four targets. By the way, if you are hit by enemies, the charge of the weapon will subside and you will have to kill a certain number of cars again. The simulation will be completed.



    Waynetek screen

    On the WayneTech screen you can see a list of available techniques or WayneTech upgrade points earned. Complete missions from the “Highly Dangerous” category or gain experience points to upgrade your Batsuit, Batmobile, and gain additional skills. Tip: The most experience points are awarded for capturing supervillains terrorizing Gotham.

    You can open the skill tree and explore it yourself. Choose for yourself which improvement will be better.


    Objective: Destroy a group of unmanned tanks occupying Panessa Studios

    Move to the indicated point, destroy a huge group of unmanned tanks using newly learned techniques. Use jet engines Batmobile to avoid gunfire.


    Objective: Deliver Poison Ivy to the punishment cell

    From now on, AR tests are available to you.

    Use the Challenges section to place a marker on any available challenge. You can also view the requirements for unlocking unavailable challenges here.



    Go down to the lower levels of the police department and stop at the indicated place.

    When Ivy is behind bars, you can explore the police station and listen to conversations. Next, go to Commissioner Gordon and listen to information about the current state of affairs.

    Once the cutscene ends, you will be given access to the mission selection screen. Explore the missions that are currently available to you:

    Duty Calls(in this additional mission you will need to rescue the firefighters of the 17th station),

    The Riddler's Revenge(find out the Riddler's last location),

    City of Fear(plot task).

    When you select a mission, its marker will be placed on the map. At any time, you can choose another mission, thereby changing the marker. We continue the story missions, and at the end of the passage we will return to additional tasks.

    Objective: Meet the Oracle in the clock tower

    After selecting the mission, go through the gate, and then past the prison cells through the door. You can talk to Jack Ryder in the interrogation room on the left side. Continue down the hallway past the detention centers and exit into the parking lot. Jump into the Batmobile.

    Move to the clock tower and climb to the roof. Once you reach the marker on the map, you can enter the clock tower through the secret entrance on the roof.

    Once inside, go into detective mode and use the retinal scan on the statue that is on the shelf. This will help you get into the shelter. Go to the computer in the center of the room and watch the cutscene.



    Goal: Determine the location of the Scarecrow using the Panessa Studios antenna

    Apply power to the Panessa Studios antenna using the Batmobile's drive winch.

    Exit back to the roof and move to the next marker on the map. Go to the door and attach the remote access device. 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.

    Enter the car's combat mode, shoot the winch and hold the reverse key. This will demolish the building in front of you. Use boost to get to the other side, then look to the right. Shoot the winch and pull the roof behind you to create a springboard.

    Use boost again to jump forward. While you move along the roof, stay in combat mode, it’s more convenient to control the car. 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. This time you don't have to put anything on hold. We just drive forward, and then wind up the winch so that the car rises up the sheer wall.

    Follow left, then turn right. Here you need to use a drive winch for breaking. We monitor the sensor in the lower right corner of the screen, and press the button so that the arrow remains in the orange zone.



    Objective: Find the scarecrow using the antenna in the Falcone Shipping warehouse

    Enter detective mode to look inside the building and find out how many bandits you will face. Climb to the highest point, cross to the other side to improve your view. Select the batarang from the gadgets inventory and hit the door. Two men will go outside.

    After they leave the building, jump down and deal with the enemies. Do this carefully so they don't alert anyone. 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. Next, go to the door. Batman will call Lucius to get a new suit.


    Goal: Get a new Batman costume

    We put on the discarded suit. At this time, several stages of testing will begin. For each mission you receive a skill point. (You can skip the mission - it's up to you).

    W. Scary Multi-Strike. 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. In order to deal with both enemies, they must be visible on the screen. Otherwise the technique will not work.

    W. Predator Basics. All you need to do is get all three enemies on the ground at the same time. When you knock down one enemy, they only fall to the ground for a few seconds and nothing more. Use a glancing blow, then quickly move on to the second enemy. You can also use various Batman gadgets.



    Objective: Find the scarecrow using the antenna in the Falcone Shipping warehouse (continued)

    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. Approach the policeman sitting on the ground and free him.

    Go to the electronic panel on the wall and attach the remote access device to it. Go through the door, throw the batarang in the air. On the screen global map rotate the two types of signal to find the Scarecrow. Both signals coincide in the right corner of the island - at the Ace Chemicals chemical plant.


    Several more test missions appeared on the roof.

    W. Ejection and Flight. Call the Batmobile, follow the blue arrows on the ground until you reach the first round sign with a picture of a bat inside. Get out of the Batmobile and fly to the next bat sign. You must follow the indicated route until you reach the ground. Before landing, we call the Batmobile again.

    W. Hook reinforcement Mk II. Using the hook, press the spacebar several times to fly into the air by inertia. In flight, we control the direction so as to fly into the rings.

    After this, you need to stay in the air for 60 seconds, to do this we use the acceleration of the hook. Also, there is another trick for a long flight: by diving down a little (Ctrl), we can direct Batman upward, and he will fly up much higher than the original height.

    W. Return throw. Stand between enemies and wait for one of them to strike (blue lines will appear above your head). At this moment, press counterstrike (right mouse button) and the arrow in the direction of any other enemy. Repeat the procedure 5 times.

    2. Prevent Ace Chemicals from exploding
    Batman Arkham Knight. Walkthrough


    Objective: Meet with Gordon at the Ace Chemicals plant

    Objective: Rescue the missing Ace Chemicals workers to obtain information about the Scarecrow

    Climb onto the roof of the factory, enter detective mode to scan the area for enemies. Use the vertical shaft coming from the roof to reach the lower area of ​​the plant.

    Use the lever, go to the terminal, and then use a new technique to neutralize enemies without raising the alarm. 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.

    You must reach the top of the plant for good review. On the scanning screen, move the target, turn on the scanner, and find the location of 5 workers one by one.

    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.



    Objective: Open the main gate of the chemical plant so the Batmobile can be driven in

    We return to the gate and fly through the roof into the building with the guards. Here the captured worker has already been killed. Access the panel located next to it to open the main gate.

    We turn on the remote control of the Batmobile (the "=" key), use the drive winch to destroy the structure and form a springboard. Accelerate, using boost to fly to the other side. There will be unmanned tanks inside, deal with them. Use a winch to tear out the doors in the corner. Go to the next level and find the springboard.

    Use the Batmobile's cannons to take out enemies on the platform. Leave the Batmobile and deal with the remaining enemies on the platform. When they are defeated, another enemy group will come running. Access the panel on the platform and slide the platform to the right and down. Return to the Batmobile and use the new ramp to get to the other side.


    Move to the right and take out several tanks in the second half of the plant. Use the power winch to break the pipe attached to the building.

    Leave the Batmobile and go a little higher to climb through the windows. Deal with the opponents inside the building. Go to the pipe in the corner of the room and select the explosive gel (key "3"). Apply the gel to the damaged area on the right side of the pipe, run to the side and blow up the pipe. Here the worker is also dead.


    Climb through the hole and move to the left. Explode the gel on the crack in the floor. Access the panel near the door, again use the explosive gel on the crack, which this time is located on the wall on the other side. Blow up the wall, switch to remote control of the Batmobile and select the drive winch to rip out the pipe.

    Move down the corridor and crouch to get under the partially open door. Go to the opposite side of the hall and access the panel with the switch. Open the gate using the panel. On the Batmobile, select a 60 mm caliber cannon and destroy the wall with cracks. You will see cables from the elevator. Use the Batmobile's drive winch and drive back to raise the elevator car.


    Get into the elevator as Batman. Use the Batmobile to lower the elevator with the hero; to do this, move forward. With Batman, leave the elevator and climb onto the ledge a little higher in the corridor. Crouch down to get into the next room. Remove the grate on the left side, then go to one of the two grates ahead. Switch to detective mode if you can't find them yourself.

    Use new techniques to deal with the enemies in the room, then talk to the worker. Return back to the elevator, climb into it and use the Batmobile to lift your hero up.

    Once you leave the elevator, you'll need to deal with the helicopter. Use the Batmobile. First, we destroy all self-propelled guns on the ground. We dodge helicopter mines, leaving the red zones. Homing missiles We shoot down the enemy with machine gun shots.



    Objective: Take the Ace Chemicals worker to Gordon on the bridge

    We need to leave the factory. There is a tunnel in the corner of the site. We place the Batmobile on the platform in front of the tunnel, exit, press the button to raise the platform, and move on. Use the boost to jump over the gap and deliver the worker to Gordon on the other side.

    Jump back to the factory, go up to the upper platform, but now you need to go to the small side building where the last worker remained. Walk around the building to find the entrance. Use the Batmobile's drive winch to pry open the door. Take out the enemies inside, then look around to find a door. This door will lead you to a room with a worker.

    We are ambushed, and we see someone who calls himself the Arkham Knight. After the cutscene, switch to remote control of the Batmobile and deal with your opponents. Free the worker, then drive back to deliver him to Gordon.



    Objective: Don't let Scarecrow blow up Ace Chemicals

    Use the springboard to return to the factory. Use the cannon to blow up the marked brick wall. Using Batman, we climb up to the crane control panel, move the springboard to the left, turn it and lower it down. We drive along the springboard into the hole in the brick wall.

    Inside the building, deal with two tanks. Leave the Batmobile and climb onto the top beam. After dealing with the enemies below, look to the left and make your way under the grate. You will find yourself behind two enemies. Wait for the sentry to red colors will pass, then use the technique and return under the bars. Access the panel on the wall to lower the gate, allowing the Batmobile to enter the area.

    Move further along the tunnel, climb through the gate at the top. We attack two enemies from under the bars, and then immediately hide back. We wait for the machine gun turret to turn away, approach it from behind and break it. We open the 2nd gate.

    You must deal with all the thugs before you fight the Scarecrow in the central room. While the enemies are talking, you can quietly jump down and open the gate to drive in the Batmobile and quickly eliminate some of the enemies. The rest will have time to hide, you need to finish them off manually.

    Go to the room in the center. We meet the Scarecrow. He threatens to kill our oracle if we don't let him go. So he manages to escape.



    Batman remains in a locked room. We approach the control panel in the center of the room. Now you need to move the four neutralizing barrels into the open slots. You need to move slowly, if the motion sensor starts going off scale, the substance will explode. When you see red colors on the sensor, you need to stop for a while.

    When you grab the last fourth barrel, the Joker will stop you...


    We play as Commissioner Gordon. Walk along the red carpet towards the elevator. Open the door and go inside. Examine the prisoners who look like the Joker. We meet Batman and learn that people infected with the Joker’s blood begin to behave the same way as him. All the infected were caught, except one. (This was just a memory from the past. Let's return to our days).


    Goal: Leave the chemical plant

    Switch to remote control of the Batmobile and break the walls ahead. We drive the car to the surface and fly out of the plant along the springboard.

    The plant exploded, but we reduced the power of the explosion to 25%, and only a small area of ​​the city was contaminated. Batman himself also became infected, and now often sees hallucinations of the Joker.

    3. Save the Oracle
    Walkthrough Batman Arkham Knight


    Objective: Meet Gordon outside the police department

    We return to the police. Along the way you will meet several unmanned tanks. Destroy them. Leave the Batmobile and talk to Commissioner Gordon at the car.


    Objective: Escort Gordon to the Oracle Clock Tower

    Follow Gordon's car. Several enemy cars will try to stop you. Deal with them. Almost every vehicle is destroyed with one missile, but to launch it does not require combat mode (this is how we lose speed), but long auto-aiming. Having fought off the attack, we transfer Gordon into our car.


    Objective: Deal with the Arkham Knight's militia occupying the Clock Tower

    Near the tower, deal with unmanned tanks. Leave the Batmobile and deal with the thugs on the low roof.



    Purpose: Explore clock tower in search of clues to the location of the Oracle

    Climb to the roof of the tower and use the hidden entrance. You'll end up in a flashback where Oracle gets shot. After the Joker disappears, pick up the stroller in the middle of the room. Go to the statue, call the hidden computer.

    Gordon, who arrived, is indignant that we did not save his daughter, and goes to look for her alone.

    It's time to check the video footage to find out who kidnapped the Oracle. Go to the screen in the upper right corner and rewind the frames to approximately 36:00. Select the video square of the Arkham Knight carrying the oracle (2nd row, 2nd column). Fast forward the video to 48:00 and view the square with the jeep in which the oracle was taken away (3rd row, 2nd column). Using the video, we determine the tire tread mark. Leave the clock tower.

    Objective: Follow the Arkham Knight's car

    Call the Batmobile. Enter combat mode and select the scanner ("X" key). The scanning waves will show the found track from the tires of the Arkham Knight's car.


    Purpose: To study the structure of militants

    Objective: Defuse a bomb with a controlled explosion

    An enemy helicopter dropped an unknown device into the ground. Leave the Batmobile and examine the device. This is a bomb, let's start hacking it.

    Drone tanks are heading towards you, so get back into the Batmobile and deal with them. The catch is that you can't move too far while hacking the bomb. Circle around the bomb, dodge tank attacks and destroy them.

    Then use the drive winch and engine to set off a controlled bomb explosion. Keep the arrow in the orange zone in the lower right until the bomb explodes.

    Particularly dangerous: Disarmament).


    Objective: Take the access point at Grand Avenue Station to lower the Mersey Bridge

    Continue following the tire tracks to the bridge, move to the next point on the map. Take out the enemies along the way and gain access to the computer in the central area.



    Objective: Go to the Riddler's Shelter to rescue Catwoman

    The Riddler gets in touch. He took Catwoman captive so that we could undergo his tests. We go to the marked gang of thugs. We stun all the enemies, except for the one marked with a green silhouette - this is the Riddler’s informant, we interrogate him.

    We go to the Pinkney Shelter building. Jump down, walk around the perimeter of the room to avoid the electric floor in the middle, and save Catwoman in the center. Deal with the robots. But to save the cat, you need to remove the bomb collar, and to do this, you first need to solve all the Enigma riddles.

    (You have unlocked additional missions Particularly Dangerous: The Riddler's Revenge). Let's leave this for later, but now let's return to storyline"City of Fear"

    Returning to the bridge, on one of the roofs we come across a meeting with a mutant bat. (Open additional missions Particularly dangerous: Night flyer).

    Objective: Return to Mercy Bridge to continue tracking vehicle Arkham Knight

    Go back to the bridge and get into the Batmobile. Move closer to the bridge by car, a conversation with Alfred will begin. Deal with the tanks on the other side. Small self-propelled guns have a weak spot marked with a purple dot; if we hit it with a conventional machine gun, the self-propelled gun will immediately explode.


    Objective: Explore the crash site to find out what happened to the Oracle

    The trail leads to a wrecked jeep on the side of the road. Leave the Batmobile and activate detective mode to find details about how the car crashed.

    2. We rewind the reconstruction of the accident, inspect the right front seat, we see that the door flew off before landing. We examine the real door where it landed.

    3. We rewind the accident, we see how the Oracle jumped out on the fly. She tried to crawl away, but was stopped by the Knight's shot. We examine the place where the bullet hit.

    4. We rewind the accident and carefully watch how the Oracle crawled. At one point she quickly waves her hand to the side. In this place we examine the box and find a discarded flash drive under it.

    We communicate with Alfred. (Additional missions open Particularly Dangerous: Knight's Heir And Particularly dangerous: Duty calls). We will continue the plot part for now.


    Objective: Travel to Wayne Tower and analyze the Arkham Knight's encryption protocols

    Follow Wayne Tower to this moment the marker indicates. When you reach the balcony, Batman will automatically open the door. Inside, on the computer at the table, we improve the Batmobile’s weapons. We activate the statue on the shelf to get a new weapon.

    Objective: Penetrate the tunnel under Miagani Island

    We have identified the Arkham Knight's hideout in the underground tunnels of the city, and we are going there. Deal with unmanned tanks. The inner gate in the tunnel is closed. We drive a little further away from them, we see a large fan from above, we hook it with a winch and pull it out.

    Use Batman to climb into the ventilation. Use the explosive gel on the boards ahead. Next, you need to move through the grate on the left, and then use the Line Launcher gadget to ride along the cable above the fan.

    Look to the right (in detective mode), there is a switch behind the fence. You must select the "controlled betarang" (key "9"), launch it and fly around the fence using remote control. You need to hit the switch. Select the zip line launcher again and aim for the opened door behind you, through the fan.

    Follow forward and go up to a higher area. Use the zipline launcher to cross the other ventilation system, then turn around and use the steerable betarang to hit the next switch. To the right of the switch there is a large hole in the wall. Launch the batarang through this hole, then lower it a little lower to the left and hit the third switch.


    We go out onto the balcony, from which you can jump to the Knight’s military.

    We move through the pipes above the enemies, go down underground through the ventilation, and go into the side room. Here we are caught by the Arkham Knight. He leaves us as ordinary military men.

    Brutes appear among the enemies. Regular attacks will not kill them, you must first stun them (middle mouse button) and then hit them. Stay in the room to avoid machine gun fire.

    After winning, go to the corner of the room where the remote control is located, open the gate in the tunnel. Switch to the Batmobile, blow up the door ahead and destroy the tanks. Drive to the far end of the tunnel, jump out of the Batmobile and hack the control panel to open the doors.

    Follow the column of cars, get to the front APC and stop it. Intimidate and interrogate the driver. We are on the trail of the Penguin, who supplies the Knight with weapons.

    Having contacted Alfred, we find out the location of other armored personnel carriers with officers for interrogation. (Additional missions open Particularly dangerous: Armored and very dangerous).

    Objective: Meet with Beving to equip the Batmobile with a second weapon

    Go to the meeting point on the map to find the Batwing. Immediately after the update, you will be ambushed by several tanks. Deal with all enemies.

    On the roof we meet the superhero Nightwing. He gives us a new weapon, “Destructor” (key “7”). We increase the sight (key "Z"), shoot with a destructor at the box with weapons and at two machine guns in the hands of the bandits. Go down and deal with the enemies below. Use the destructor to leave a beacon on the van.


    Objective: Follow the weapons truck to find Penguin's secret hideout

    Knock on the back door of the van and quietly pursue the fleeing enemies, flying across the rooftops. When the van stops, climb up and finish off the people guarding the roof.



    Objective: Get to the weapons cache and interrogate the Penguin

    Go inside, jump into the building, go to the left side and find a ventilation shaft. Move through it under the floor surface until you find yourself near the Penguin, who should be interrogated. During interrogation, you must fend off enemy attacks.

    Eventually Penguin will escape and Nightwing will come to your aid. Deal with the enemies and clear the location.


    Objective: Destroy Penguin's weapons cache

    Go to the vault and open the door. Use the explosive gel in the weapons warehouse, then close the massive round door, move 20 meters away and blow up the warehouse.

    (An additional mission will become available " Particularly dangerous: Weapon smuggling").

    Return to the roof, where an ambush of people and turrets awaits you. No devices will help here. Switch to the Batmobile, drive to the top floor of the parking lot and deal with the people located on the balcony.

    Penguin told us that the Knight will attack the airships, we fly towards them.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Batman is on the lookout.

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

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

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

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

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

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

    Bezpaleva.

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

    IN Arkham Asylum Scarecrow created our hallucinations, but now Ra’s is replacing him.

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

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

    There is Batman in this screenshot, try to find him.

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

    We get out into the street through another exit. To prevent hot steam from being a problem for us, we plug the pipes with an ice blow. Going outside, we see a helicopter crash with a journalist on board named Vicki Vale. We head to the crash site, get rid of the snipers and save 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 the steel door, we notice that the switch for it is located to our left behind the bars. We take out a controlled batarang, launch it into electricity, and then redirect it to the shield. We create an ice raft and go with the flow. There is a ledge under the ceiling to our right, we climb up there. Having hacked the console with the password “Romansionis”, we turn around and walk across the bridge. Approaching the door, we hit the nose with a steel pipe. 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.

    With the help of the play of light and shadow, Batman becomes even more brutal.

    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 into the sewer hatch. Using a cable launcher, we get to the room with the clock, where we undermine the floor. We meet the doctor. Having dealt with the guards at the base of the tower, we hack the elevator from the outside and inside - “Intrusive”, “Medicine”. Having risen to the very top, we get out of the elevator through the hatch at the top. Through the glass we deliver the decisive blow and finish off the remaining enemies. We open the gate - “Reservation”. We move forward along the antenna, from its end we climb with a hook to the next point, which is higher. So we continue to climb the beams higher and higher. We hack the console – “Maintenance”. We rise through the opened hatch, where we climb into the ventilation. We get out to six armed fighters, having neutralized them, we hack the panel to Strange - “Defense of Gotham”. We turn off Protocol-10 and start searching for the Joker.

    Whatever one may say, Gotham is beautiful.

    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.

    Let's watch the video. From it we learn that it is Christmas Eve outside the window. Suddenly they say that the suspect, Black Mask, has been identified. Commissar Loeb is captured. Next, Bruce Wayne puts on his suit and flies to prison, despite Alfred's reminder about Christmas. Heroes don't have days off.

    Having landed, we go into a dilapidated building and walk along the corridor. We hear a dialogue between the head of the prisons and the mafia. We threateningly approach the enemy from behind and force him to shit his pants after he saw a shadow on the wall. The enemy attacks, we make a counterattack and he lies down. The warden also tries to confront the unknown, but Bates takes a piece of pipe from him and lets him go. We find out the whereabouts of Commissar Loeb and Black Mask from the boss.
    Let's move on. We find ourselves in prison block A. We go down the stairs and find ourselves in the “arena”. We repel a couple of enemies and after interrogating one of them we learn that Black Mask is going with Loeb to the execution chamber. Now let’s give the mafia a rest by stunning him.


    We go through the next door and come across a drone. We remove the next group around the corner. Desperate guys, because they don’t know who is in front of them. The grille is locked. We pull ourselves up onto the ledge from above with the Batclaw and move to the other side. We pass the door and go along the corridor. The stunned guards lie leaning on the walls. Let's look at the insert. And now we see Killer Croc in action. An armored villain stands in our way. Regular blows will not work with him; you must first stun him by pressing [MBM], and only then deliver a series of powerful blows. Again we cling to the ledge with our claw and rise. We go into the room and turn on “Detective Mode”. You need to open the door to punish the next bandits. We launch the Batarang at the button that activates the door and slide under the door. We show the next group of enemies who Batman is here and again turning on the “detective mode” we find the elevator start button.
    Let's look at the insert. We open the ventilation grille and make our way into the death row cells. This is how we deal with another bunch of criminals. What do we see? On one side there is a door, on the other there is a bandit behind bars who will definitely not open it for us. As it turns out, the door is closed. We turn on “detective mode” and see a wall that can be blown up with gel. That's what we do. We go into the Calendar Man’s cell, this is clear judging by the calendars hung everywhere, and break the ventilation grill. We go further and spray the gel on the wall. We undermine the wall and along with it the criminal.

    We go through the door and the next door by throwing 2 batarangs at the buttons. We go through some procedure room to the ventilation room. Looking into the gap we see Black Mask and his accomplices. We get out of the ventilation and watch the insert of Loeb being put in the gas chamber. We break the glass and break into the execution chamber. Loeb is dead. We eliminate the thugs who ran into the room. We go out into the corridor, at the end there are two paths: left and right, where will we go? Right.

    There we take the memory card. It can only be decrypted in the Batcave. Let's go upstairs. We watch a video where a battle ensues between Bats and Croc. Now quickly press dodge to avoid being hit and stun the reptile by pressing [MBR] so you can now unleash a series of strikes. At the right moment, dodge the attack again when Croc recovers. Next, to blow up the fuel container in his hands, launch a quick batarang. Then stun him again, only now the thugs will interfere. Personally, they didn’t bother me; I beat Croc and at the same time managed to counterattack the villains. Carry out a series of blows over him a couple more times, avoiding the evil jaws, and he is defeated. We watch a video where Batman interrogates Croc and he tells him that a hunt is open for Bats. Gordon appears and our hero hides in his “Bat” into the cave.

    Penguin Hunt

    We arrive at the place. Let's watch a video of how the transaction is carried out. Did you finish watching? Now we finish off the guys and interrogate “Santa”. He turned out to be evil and did not bring a gift to Batman, for which he was hung on a gargoyle. When he woke up after being stunned and realized where he was, his tongue immediately loosened, but it was too late...


    To hack a SIM card, you need to disable the tower that blocks the signal from Batman's equipment. We fly towards it, a couple of guys with bats are wielding it on the roof. Let's get them to work quickly. Next, we launch the controlled batarang through the electric field and send it to the fuse box. Now the door is open. We calmly enter and open the next door. And behind it...yes, behind the door is a jammer that needs to be hacked. Now you can read the information from the SIM card that Bates took from the arms dealer (the same “Santa”). Let's aim for the bright yellow spot and scan. To locate Piguin, you need to find 2 portable stations where you can find SIM cards and scan them.

    We go to the first one, where we knock out the next group of Cobblepot's followers and scan the map. To accurately locate the Penguin, you need to find another station with a map. Be careful, some of the enemies on it are armed, but I think this won't be a problem. By scanning the SIM card we find out that the Penguin is hiding on the Final Offer liner. Well, it's time to fly.

    Liner Final Offer

    We arrive on the liner. Snipers are preventing us from getting inside. We throw one off the tower, you can jump onto the other from above. Let's go inside.
    According to Bats, Penguin is organizing a fighting tournament. And something tells me that they will let us show ourselves. Having passed through the door, we move along the corridor and reach the next door, where the thugs are waiting for us. We try to score a record series of blows, if it doesn’t work, then it doesn’t matter, they will still lie flat. We enter the next corridor, we go to the right... and again there is a door, how many doors there are.
    We find ourselves on Deck 1. We run along the corridor, jump over the sewer, a little more and reach the destroyed building. There was clearly some kind of accident here. We jump onto the pipe and move along it to the other side. Next we have enemies. We remove the one standing with his back to us in flight and begin the batch. Now you need to get to the other side. But there is an obstacle - water. We pull the raft towards us with the batclaw and, standing on it, cling to the ring on the wall, thus we pull ourselves up and swim across to the desired side. Having climbed the ledge, we go up the stairs and go through the door. We're in the boiler room. All that remains is to enter the arena. Let's watch the video.

    A sexy blonde invites you to a fight with some type of electricity. The villain refused to say where Black Mask was. Well, let's go. Wow what happened? The show-off man missed the first blow and was knocked out. Strongly. Well, if he couldn’t, maybe the guys will give us some fun? At the end of the battle, we interrogate the surrendered criminal. Let's find out where Cobblepot is. We enter the door with the inscription Exit.

    We go up the stairs and go straight to the next door. We find ourselves in a corridor and follow a linear route, overcoming obstacles. We slip through the gap and land near the ice wall, which we subsequently destroy with exploding gel. Let's listen to the criminals' dialogue about Penguin's new ship. Quite funny. We move to the other side and find ourselves at the wall on which we need to jump to find the hook points. We go up the circle of the turret and climb onto the final one, where the nice guys are having a dialogue. Then the guys are not only cute, but also calm...lying with their faces to the floor. Let's go straight. There are a few guys waiting for us outside the door. Now you need to find the Penguin's assistant - Tracy. After passing the door, you need to turn on “detective mode” to see a place in the ceiling that can be broken. Next, we break the panel using a controlled batarang and electricity, which we saw at the entrance above the door. Having opened the passage to the ventilation, we find ourselves in a bar, where we see the door to the casino, where we need to go. There are 3 thugs inside, one is armed and walking around the area. The other 2 are standing with their backs and looking at something. We quietly knock out the criminal with the machine gun and the other two. We fight off the running support.

    Now our task is to infiltrate Penguin's office. We turn on the detective mode, we see the ventilation grille, there is a door opening panel that needs to be hacked. We deal with the bandits who came out and go inside, into the elevator. There we put Tracy in a cage and hack the security system. Now all doors are open. We go through the door of the theater, having previously repelled another attack by the attackers. Not a frail bunch of people are waiting for us there either. Having dealt with her, we enter the office where Penguin and Kinzie are interrogating Alberto Falcone. Now it's time for Batman to interrogate the Penguin.

    He asks where Black Mask is hiding, who has put a bounty on his head. bat. But then Deathstroke appears and drags Bat to the battlefield. In fact, the fight made me sweat 3 times, but I still completed it. The most important thing is to press the counter-attack button in time. And in no case earlier than expected. Then we leave the building.

    Crime at Lacey Towers

    Now you can leave the ship and go to the crime scene to collect evidence. A signal was received, allegedly the victim is Black Mask. We arrive at the scene and connect to the police frequency. Now we can hear their conversations. Having found two police officers on the balcony, we go there, there is the entrance to Lacey Towers. Having gone inside, we follow to the right. Behind the door is a crime scene. The police blame Penguin for the murder of Black Mask. You need to turn on Detective Mode and scan the place and restore the picture of the murder.

    First, we scan the body of the murdered man, then the body of Black Mask’s friend, suspended from the chandelier. There are remains of a Molotov cocktail on the floor. We reproduce the picture and understand that the room was set on fire in order to cover their tracks. We study the bullet mark on the body of the dead man. We re-scan the body of Black Mask's friend. We study the Penguin's fingerprints on the wall next to the body. We scan the marks on the floor in detail. We study the mark on the floor under the body on the chandelier. We rewind to find the fabric of clothing on the window frame of the balcony. We scan the trace on the counter. Slowly rewinding time, you can see that the girl’s phone flew off. The last message sent involves the Joker.

    After investigating, Batman realizes that Penguin was here after the murder. It also turned out that there was much more people than it seemed. A certain Joker appears on the list of people who have visited. We need the National Criminal Database to find out the identity. According to Alfred, she is at the police station. It wouldn't hurt to look into the cave first for some new equipment.

    Police station

    You need to get inside using the entrance from the roof. They are guarding her, she will have to fight. Inside we go down the stairs and use the gel to penetrate the elevator shaft. We need to find a server room, it won't be easy. But to find out what happened at Lacey Towers, Batman will do anything. We pass through the ventilation shaft, from the conversation of the police it can be understood that they must find Batman before the thugs. We reach the end and knock out one standing at the grate. We go into the next room and see several guys watching TV. For example, I pulled two of them down with a controlled claw and finished one off like that. The doors are locked and you can't break them with a sequinator. We look up and see ventilation. Next you need to get past a bunch of cops discussing something below. To do this, we use a controlled claw and overcome the obstacle along the cable. But for fun, I tried to jump into their company, and after 20 seconds they killed me. But I think if you try harder, you can put them down. Well, let's get to the point. We jump down and pass by them, stunning the cop who was buying coffee from the machine. We go through the door. You need to beat the cops and go into the interrogation room, this door is on the right. Wow, this is our “Santa”, we deal with the cop and begin the interrogation. We learn that the destructor is in the evidence room, which opens electronic locks. We're knocking out our friend again.


    Along the way we come across a rabble of police beating up civilians. Let's teach them a lesson. We go around the closed door, breaking the window sealed with boards. We get to the locker room. After listening to the cop’s problems, we neutralize him and climb into the ventilation; then there will be a ledge, which we climb onto and climb the stairs. You need to eliminate all the cops, and then calmly move on. We find ourselves at a shooting range. We hear from two guys that Branden made a deal with Black Mask to eliminate Batman. We pull them with a hook and stun them. The new security system prevents the panel from being hacked to open the door. Bats remembered the destructor in the evidence vault. Let's head there. We climb into the elevator shaft, breaking open the panel. Walking along the corridor, we find ourselves in prison cells. There will be a large group of enemies here. Use the detonator to make your life easier. We press the button and go to the Infirmary. On the left we undermine the flimsy wall and penetrate into the mine. We cling to the cable and rise. Next, stretch out Deathstroke’s hook and climb into the ventilation. Taking the right weapon, we return back to the blocked door. We use the found device to turn off the plugs. Along the way there will be many criminals who have escaped from their cells. We watch the video, after which we leave through the ventilation. At the exit, we turn off the security and open the door. We go to the left. We go out to the elevator and go up. At the exit we come across Gordon. We throw a smoke grenade and knock out the attacking cops.

    Sewerage

    It is necessary to penetrate the sewer under police control. The entrance will be just below the marker. Open the hatch and jump. Inside we will meet martial artists, they are a little more difficult than ordinary enemies and can block attacks and counterattack. Let's spread it fragile wall by applying liquid gel. Having risen to the very top, we press the button, grab the hatch with a hook and open it, redirecting the flow of steam. Now we stretch the cable and fly to the other side. There we hack the panel and fly to the enemy inside the tunnel. Next you need to glide into the elevator and activate it. Having gone upstairs, we deal with the thugs. Alfred reports that the wires we need are right under our noses. Let's see the analysis. It turns out Roman Sionis owns the Gotham Commercial Bank. The information found was enough to unravel the case at Lacey Towers. Let's look at the picture of the incident.

    Gotham Commercial Bank

    The entrance to the interior is on the roof. Near closed door there is a wall that will succumb to explosion. Inside, we turn off the alarm by shooting from the destructor. Oh my God, so many corpses! Going into the ventilation to the left of the entrance, we blow up the floor with gel and watch the video. And here comes the Joker. And with him is another crazy woman who laughs without calming down. Now you need to carefully kill the armed bandits who entered inside. One of them has a jammer. It would be wise to take him out first to keep track of the others' movements. The last living criminal surrenders. From the interrogation we learn that the Joker killed many of the Black Mask guys who refused to obey. Also, he took Sionis to the steel mill and can kill him. After all this, you can scan the woman’s body. As it turned out, she was not laughing, but was slowly dying. It was poison. The cops will be waiting at the exit of the building.

    Steel Plant

    There will be quite a few guards at the entrance to the plant. It is best to do everything in stealth, sneaking up on enemies from behind and knocking them out. Having gone inside, we teach the unarmed clowns a lesson and go through the left door to the second floor to Sionis’ office. To avoid an ambush, it is better to go through the ventilation above the entrance. After the fight, we hack the computer in a cozy corner to find out the door access code.

    We follow through the premises to the warehouse. Hmm...secret room. We need to get inside. But first, let's destroy the enemies. after that they will also run out and with them the Punisher - armored, like iron Man thug. You can win by removing his armor and then finishing him off with a large number of blows, like his smaller brothers. We press the button and move the crane with the beams closer to the wall. Then we grab the hooks on one side of the beams and, pulling them, break the wall. We enter the elevator. We scan the mafioso who arrived in it. He was poisoned. And the Joker is still having fun. Having gone down to those. room again we deal with the enemies and go to break down the door. There are quite a few enemies in the next room. You can do everything quietly. We enter the office and find " former king"suspended. Next, Batman asks him about the Joker and breaks a couple of his ribs. But the copperhead prevented everything. As a result, Sionis goes into hiding.

    Boss fight Copperhead

    You have been poisoned. Go back. Everything around is green, Batman has begun to hallucinate - the victims whom he did not save are talking to him...


    When you reach the circle, the battle will be based on the usual repelling attacks and inflicting your own. Another moment, you need to jump away from the blue rays from which the clones fly out. When the container with the antidote arrives, inject it and then calmly grab the Copperhead.

    Gotham City Royal Hotel

    We go to the Gotham Pioneer Bridge, where we catch the signal. Next, we look for the location using the sensor electromagnetic waves. The signal appears to be coming from Diamond County. A stun gun was lodged in the Gotham City Royal Hotel. They are not waiting for us at the entrance. very friendly cops. No problem though. We enter the park and, having finished off a few criminals, we hack the panel and turn off the electric current that prevents us from getting upstairs. Afterwards, we pull the cable from above and go up. We press the button that opens the gate to the elevators. Having risen, we go to the lobby. And it’s beautiful here, everything is decorated. Next, you should enter the security room. While exploring the premises through the cameras, Bats found the Joker. A short video follows.



    We take away the electric gloves of the Stun Gun. Now it's time to get to the penthouse. we use the elevator, charging it with energy from the gloves. Someone forgot to close the window. We fly into it and we are already on the eastern tower. Getting to the Joker will be difficult, at least it can't be done by elevator. Well, we'll have to do it the old fashioned way. But the crazy psychopathic people waiting for us on the stairs have also not been canceled. We go and along the way we load the panel with gloves to lift the grille and the fun begins. New gloves with electricity put on an enchanting show. Next we go right. In the laundry room we climb through the ventilation into the elevator shaft. We charge the panel and go up. The Joker's unsuspecting thugs are there. We go further along the corridor. So, we found a bar. All that's left is to get to the other side. We hook the cable and fly from building to building. The grille is closed again. Well, let's try to charge the panel. BANG! There is a weapon near the wall that shoots if you get close. Let's turn it off with a destructor and calmly open the door. After beating the guys, we move on and climb to the very top of the ventilation shaft.

    There we go out into the corridor through the laundry room. We go along the corridor and go into the door where the Joker has equipped a dance hall. We go down the shaft on the right to the very bottom. We deal with the guys and the gate opens with a fashionable clown above the entrance. Joker decided to have fun again? You need to hurry in order to save the thugs tied to the chair in time. First, throw 2 batarangs at the buttons, then stretch the rope and climb onto it, make your way further, blow up the boards with gel and hack the panel. Bravo, the Joker will repay us! Next, you need to stand on the button and throw a controlled batarang. Having flown out of one of the clown's eyes, charged with energy, it must be directed through the second eye to break the panel.

    A passage has opened above us, we rise. There's another puzzle at the top. You need to hit four balls, but only in the order in which the masks light up. Try to make a mistake and the criminal will be shocked. Next, we plan to go to the arena and beat whoever we see. We fly up onto the balcony and activate the panel. We shoot the cable at the doll's head and go into the next room. The hostage says that they have more people and they need to be saved. We climb through the ventilation and neutralize the threat. Next, on the 28th floor in the room, we deactivate the bomb, after which the timer goes to 14 seconds. We jump out the window and cling to the helicopter. Having jumped off it, you will need to seriously tinker with the thugs. Next, we remove everyone from the building quietly. We take the elevator to the penthouse. Watch the video as Bane beats Batman. Then they let us hit the Joker a couple of times and...


    ...Boss fight Bane

    At first you can just beat Bane. When he turns on the toxin, we do this: when he wants to hit, a red indicator will appear above him, we jump behind him and deal three stun hits and then do a combo. Having torn out his green veins, he will throw Bets out the window.

    Bane now attacks with a running attack. Dodge. Then three stun hits [SKM+SKM+SKM], we do a combo (many times [LMB]), the decisive blow [E] + [LMB+RMB] to turn on the electric gloves. It is advisable to kill crawling enemies if you want to successfully perform a combo. Next comes a long and beautiful video.

    Playing as the Joker, just hit the enemies and then just move forward. Playing as Batman, take a new gadget in the cave and go back to Gotham.

    Scan the corpse in the police morgue

    Having arrived at the place, repel the attack of the cops and go down into the sewer. Use a glue grenade to stop the steam and move on. Having reached the place, you will need to hack the panel and climb up the stairs. Now you need to examine the body using the evidence scanner. Having finished work, we return. Bane's beacon went off.

    Bane's Hideout

    There is a guard at the entrance. We knock them out and, having knocked out the source of interference at the door, we go inside. Along the way, you will meet Bane's henchmen, among them there will be a guy with a Venom. Next, break the wall and create a raft using a glue grenade. Grabbing and pulling ourselves up by the rings, we reach the other “shore”. There the enemies push us out before we can get inside. Bane found the beacon and left it on the table. He also knows about Batman's secret. We must hurry to the cave. Innocents may be harmed. We return to the surface.

    Gotham Pioneer Bridge

    Along the way, we are informed about hostages on the bridge. Let's hack Firefly's channel to hear conversations. Arriving at the bridge, we watch the video. Firefly has filled the bridge with bombs and if the cops get in the way, the bridge will be blown up. We must warn Captain Gordon about the bombs. Having informed, we break the elevator panel and climb up. Along the way, we break the grate and charge the panel with gloves to move the elevator. Now we throw 3 glue grenades into the pipes and after passing we jump onto the beam. Once you enter the door, you will have to deal with the guards. The last one will surrender, and we interrogate him. It turns out that we have 4 bombs in total. The first one can be neutralized right here. We remove the cover and break the system. You need to enter 3 passwords within a certain time. The bomb has been defused. Three more.

    The second bomb will be at the train station. We remove the guards and go to the control room to lower the carriage and release the hostages. We defuse the bomb and move on to the next one. We are under the bridge. Climbing through the rubble we reach a solid surface. We neutralize the snipers. A bunch of enemies are waiting for us inside, guarding explosives. But they were easier than I expected. We press the button to turn off the electricity and break the bomb. The last one remained at the other end of the bridge. Return to the place where you saved the people in the carriage. We bring down the guards and go through the fire door. There's the last bomb.

    Firefly boss fight

    First phase
    Because he flies, you need to hit him with ranged attacks. First we throw a glue grenade, then we throw batarangs and finally we pull him towards us with the batclaw. Then we run until we slip under the truck, dodging the Firefly’s beam.

    Second phase
    Now you will have to dodge the beam many times, and then everything will be the same as in the first phase.

    Third phase
    The firefly will light up the battlefield. Pull yourself towards it [F]. Press [RMB] a couple of times when necessary. After a long struggle in the air, the enemy will be defeated.

    Bane snuck out of Bats' lair. Upon arrival, you need to find Alfred. Fix the computer, use Detective Mode to find Alfred. We rescue him from the rubble and resurrect him with electric shocks from his gloves.

    Joker Escape

    The police frequency is reporting that the Joker has escaped from his cell in Blackgate and organized a riot, there are numerous casualties. Having landed in Blackgate, we will kill the criminals in the yard. Batman will order the cops to guard the exit so that no one escapes. Now it's time to go down into the sewer. Having passed further, blow up the floor and go down. Fly over the destroyed bridge, you can also use the rope to cross. But to get across electricity, you can’t do without a rope. Having blown up the fragile wall, we go to the other side and smash the panel. When the electricity runs out, we cross to the other side using a raft.
    We go to the room on the left. Having turned on the button, we throw the controlled batarang out the window and pass it through the electric field opposite and direct it into the panel. Now we’ll make a raft with glue grenades and blow up the wall.

    Once inside, we seal the pipes with grenades. Having built the next vessel and glue, you need to swim, sealing the pipes that impede progress. At the end of the path we close up 3 pipes on the wall so that after the explosion we can fly into the opening. We fight with the guys in robes and go up the elevator shaft. We knock out all the thugs in the next room and save the girl. Next we go along the prison corridors and kill all the enemies who fell under the “shock” hand of Bets.

    Fight with Bane in the mental hospital

    Bane put on a cardiometer and now every heartbeat will charge the electric chair. Either Batman will kill Bane, or he will die at Bane's hand.

    First phase
    Scheme with him.


    Second phase
    When Bane injects himself with TN1, he will turn into a huge monster. You need to throw a glue grenade, then a smoke grenade and go behind Bane’s back and stick him into a wall or electrical grid. But it happened to me only occasionally. I was hiding behind the bars and as Bane approached I made the decisive blow. Or you can sneak up quietly behind him and also make the decisive blow. After watching the video, you will need to double-click the mouse at a certain moment.


    Let's move on and help Gordon cope with the criminals. Our ever-smiling friend is very close. Having reached the bell tower, all that remains is to beat up the Joker. We watch the video and credits. GAME OVER!