Complete walkthrough of the game Batman Arkham Origin. Walkthrough of Batman: Arkham Origins

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Twice, with the last battle divided into two stages. The first time we meet this pumped-up assassin is in hotel Gotham City Royal. He will be waiting for us at the highest tower in the penthouse. He will also meet there, who, after a short show, will leave and leave the “bat” alone with Bane.

This boss will attack us with regular blows, as well as impenetrable ramming attacks. To defeat Bane in Batman: Arkham Origins you need to dodge rams (A or D + press the spacebar twice), and parry simple blows using counterattacks (RMB), and then perform a super stun on the enemy (click the middle mouse button three times). Next, aim the mouse at the enemy and press the “E” key to tear off the hose with the Venom stimulator from Bane.

In the middle of the battle, we are thrown out through the window, and we find ourselves on the hotel terrace, where we continue the fight with our Latin thug. Now Bane will be helped by his followers, but we advise you not to pay any attention to them and let the boss scatter his “helpers” himself. Doing a super stun when regular fighters are standing nearby is not recommended. After performing a combo attack Bane will include the Venom boost.

While under this stimulant, the boss will attack you three times with a ramming attack, and then cause a local earthquake by hitting his hands on the floor. After this blow, you need to get close to him and do a super stun. Then we perform a combo and pull out the hose from it. A similar combo must be done five times, tearing out five hoses from Bane's back.

After this, the battle ends as police helicopters fly up to the roof of the hotel and attack the bandits. Bane escapes in his own helicopter and manages to shoot the Joker with a rocket launcher, blowing up the platform on which his fake employer stood. Batman saves the clown and escapes from the police in a timely manner.

The second time we meet Bane is in Blackgate Prison, where the Joker staged a massive riot. There we will have to fight again with a pumped-up mercenary, but this time someone must die in battle. The fact is that Bane has installed a cardiometer on himself, which reads the beats of his heart. If it doesn't stop within a few minutes, the electric chair the Joker is sitting on will go off. However, we cannot allow anyone to die.

The tactics of fighting this boss are the same as before: first we dodge his ramming attacks, then we try to dodge the jump, and then we do a super stun and a finishing blow, snatching the Venom hose from the enemy’s back. This fight will differ from the last fight only in the large number of ordinary bandits in the ring. However, Bane himself will scatter them, and therefore you do not have to waste your time on them.

Having pulled out several hoses, we activate our electric gloves and try to achieve the clinical death of Bane. We finish off the boss three more times and win the battle.

The Joker runs away, believing that the "bat" has finally committed murder. Police Captain Gordon and the prison warden rush after him. Batman uses his electric gloves to revive Bane. The mercenary attacks the dark knight and injects himself with a completely new type of “Venom”, because of which Bane becomes even bigger and stronger, but at the same time becomes stupider by an order of magnitude. The battle moves into the prison sewers.

In direct combat, Batman cannot defeat the boss, so he must hide from him in ventilation and underground chutes, and then suddenly attack Bane when he gets very close. We repeat this several times until a cutscene appears in which Bane throws the main character against the wall and breaks through it. Here we need to have time to tie the boss with cables and attach them to the columns. That's it, now the mercenary is completely defeated.

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Blackgate Prison

On Christmas Eve, Bruce Wayne will dress up as the fearless Batman. One of Gotham's most dangerous criminals, Black Mask, escapes from Blackgate prison. Having landed somewhere near the walls of the prison, we go inside, crouching under the rubble. We deliver the warden Joseph from the mafia. We sneak up from behind and in slow motion press the counterattack button. Similarly, we neutralize the boss himself. After questioning him, we go to prison block A and go down the stairs. We deal with a few more enemies. From the last mafioso we learn that Black Mask is leading Loeb to the execution chamber.

We find a drone in the corridor. We beat the prisoners and cling to the upper ledge with a hook. Opponents wearing body armor must first be stunned and then dealt a series of powerful blows. We use the hook again to climb up. Once at the prisoner registration point, we turn on detective vision. We select a batarang and, taking aim, throw it at the control switch of the metal gate. We accelerate and slip under a small gap. We get rid of the mafia and discover Vicki Vale, a reporter who found herself in captivity. Press the elevator door button. We go into the mine, select the explosive gel and apply it to the fragile floor. We blow it up and jump down.

There is a lot of information for each character in the “Dossier” section.


Black Mask is dissatisfied with the conditions of detention. Therefore, he decided to rebel and deal with Commissioner Loeb, who was “fed” from Musk’s handouts. It's no secret that local guards and their boss willingly accept bribes from crime bosses. We open the ventilation grill and through the shaft we get to the prisoners. We deal with him and approach the grate, behind which the last enemy is located. We go into the room on the right, use the batclaw to pull the ventilation grill. We jump into the mines and move around. We apply the gel to the fragile wall and detonate it. The next door can be opened by quickly releasing two batarangs at once into each button. We open the grate with the batclaw and get out through the shaft to the place of execution. Unfortunately, it is not possible to save Loeb.

We break through the glass by double pressing the jump button. First, we deal with the mafia without protection and only then calmly with the one who has a bulletproof vest. We run out into the corridor and remove the memory card from the damaged drone. Clinging to the batclaw, we climb higher and higher. Black Mask manages to escape. Only Killer Croc remains on the roof. We dodge to the side from his attacks. We stun the enemy and deliver a series of blows before he has time to recover. When Croc takes hold of the fuel tank, we release several batarangs. The enemy may capture us. In this case, quickly and often press the button shown and double-click the jump button, quickly moving to the side. We interrogate Killer Croc. We find out that Black Mask has placed a reward on Batman's head. Gordon and several other police officers will try to stop us. We go to the cave to read the found memory card.

Tower Hacking

We leave the take-off pad and head to the Batcomputer. The best of the best must find and finish Batman. The one who does it the fastest will receive a reward of $50,000,000. Eight assassins, each with unique skills. We have already neutralized one of them - Killer Croc.

The Penguin, just like us, is tracking down the Black Mask. The drone found in prison belonged to him. The GPS signal points to the next destination - Jezebel Plaza, where a meeting with Penguin's people will take place. Open the Gotham City map and select the drop point in the Bauer district. However, we will not be able to get there, since the signal is being jammed on the GCR tower in the Coventry area. We go forward, open the door and encounter armed mafiosi. We use a smoke grenade and quickly grab onto the upper ledge with the hook. We turn on detective vision and, jumping over the ledges, find ourselves above the enemy’s head. We hang and make a grab. We fly to the opposite corner, open the grate and go through the shaft. We neutralize another criminal and climb into the next ventilation pipe. We approach a fragile wall, break through it and capture the enemy. We jump over to the other side, turn left and run forward. We cling to the ledge with a hook and immediately capture the enemy.

Preventing crimes is another reason to earn points.


We go into the control room and find a corpse in the toilet. We activate the evidence scanner, scan the body and the mark on the wall. Let's recreate the initial situation: during the repair of the access panel, an explosion occurred with such power that the worker was thrown to the side and crashed through the wall of the restroom. We scan the access panel and find out that the body of the one who set the trap was found in Diamond County a few hours ago. You need to find the key card, without it it is impossible to disable the access panel. Let's recreate the original situation again and slowly rewind forward. We find a trail leading into the ventilation shaft. We open the grille, turn on the evidence scanner and scan the key card. We select the encryption sequencer and use it to hack the access panel. Slowly rotate the mini-joysticks until a word or phrase appears. We open the door, go up the stairs and open another door, quickly and often pressing the corresponding button. We hack the source of interference. Enigma controls all the towers in the city. There is one tower in each district. To instantly move around the city, you need to hack these same towers.

Tracking the Penguin

The path to the Bauer area lies across the bridge. We leave the room, open the door on the left side and get out onto the roof. We get to the Bauer district and head to the place of the transaction, guided by the green icon on the radar. We arrive first, so we hide in a secluded place and watch the arms deal. We attack first the one in whose hands there is a weapon. We turn on detective vision to detect the shooter. As the battle progresses, we do not allow another criminal to pick up the gun. Having neutralized everyone, we interrogate Chatterbox. We take his phone, remove the SIM card and use it to track the Penguin’s location. The signal is jammed from the GCR tower. We go to it, guided by the radar. We clear the roof from enemies. We use a controlled batarang, carry it through the electrified fissure and hit the access panel. If it’s difficult to aim, then turn off the inversion of the batarang in the settings. We open the doors and, using an encryption sequencer, hack the tower.

Let's start hacking the Penguin's communication system. Place the pointer at the center of the brown circle and hold down the button shown to decode the transmission. Penguin organized his own wireless transmission, which is why we hear criminals talking to each other. We get to the portable radio stations, neutralize the enemies and similarly decode the signals. The second radio station is guarded by two armed thugs. It is better to refrain from a direct attack. We turn on detective vision, land somewhere nearby and, sneaking up, neutralize one by one.

Liner “Final Offer”

It is best to plan actions from afar. Especially if the area is being monitored by snipers.


Penguin is hiding on the old ship "Final Offer". A fighting tournament organized by him is also being held there and, accordingly, the liner is teeming with criminals of all stripes. Before you get on board, you need to eliminate the snipers. We fly to the tower, land on it and, creeping up to the enemy, silently deal with him. Enemies see poorly, but hear perfectly. We fly to the suspended container and from it to the crane. We jump onto the lower container, on which the second sniper is located. Having neutralized it, we go down on board and move to the right side. The two occasionally separate. We deal with them when the enemy turns around on the bridge. We go to the opposite side and also stun the enemies one by one. We leave the one on the bridge for last. We climb into the position where the first sniper was. We fly straight from here to the door and deal with the criminals. If necessary, use a smoke grenade.

We get inside and encounter two opponents with daggers. You cannot counterattack them, you can only dodge by holding the counterattack button and the “back” movement button. We go down, stun opponents with weapons and deal with the rest, not allowing one of them to pick up the weapon (a characteristic reloading click will sound). We go to deck 1. We jump over the gap and go around the flooded area. We go around another area by jumping onto a metal beam. We strike in planning and neutralize the enemies. We approach the edge, select the batclaw and attract the raft. Having jumped onto it, we move through the water, pulling ourselves up by the rings on the walls. The last ring is attached to the ceiling, we cling to it and bring it down. We climb up and get to the boiler room.

The battle tournament is in full swing. We turn right and, after waiting a moment, we pass by the pipes. We cling to the ledges and continue to move forward, waiting for the steam supply to stop. We rise even higher, use the batclaw to open the metal door on the left side. We get out into the arena and meet with the Electrocutioner. One blow will be enough to knock him out. We will neutralize the criminals that Tracy will set against us. We are watching for those who have knives and who are picking up heavy objects and preparing to throw. We throw a quick batarang at them. We interrogate the surrendered enemy. You can get to the Penguin's office through the theater at the other end of the casino. Open the door with the “Exit” sign. Having risen a little higher, we go straight and open the next door. We jump down, jump over the gap and, accelerating, slip under the gap. We crawl forward, slip again and go down. We activate detective vision to detect a fragile wall, to undermine which we use explosive gel.

First, we pull ourselves up by the far ledges using a hook, then we simply accelerate and grab onto it. We move all the way to the right and grab onto the hook. We approach the very edge, look left and up. We neutralize a couple of criminals. We get out to the upper deck and press ourselves against the wall. There are three enemies around the corner. We take out a controlled batarang, launch it towards the enemies, pass it through the electrified area above the door, make several full turns in order to ultimately hit the enemy with the weapon. Dealing with the rest will not be difficult. We go to the other end of the corridor, cling to the ceiling with the batclaw and bring it down. We climb up, open the grate and go through the shaft.


Having reached the casino, we jump off from any side, sneak up on the shooter and neutralize him. It is best to follow him with detective vision. Having dealt with two, a whole crowd will appear. Let's leave the one in the armor for last. We make sure that no firearms are picked up. There is a ventilation shaft in the corner, it will lead us to the access panel. We hack it with a sequencer and return to the hall. We sneak up on each shooter with caution. They stand in one place, but can rotate around themselves. We go through the opened door, call the elevator and take it up to the security room. We neutralize Tracy by pressing the counterattack button and lock her in a cage. We hack the access panel above the table. We break through the glass by double pressing the jump button. Having opened the door, we receive a blow from a large enemy. We'll leave it for last; let's deal with the smaller enemies first. We deliver a series of blows when there are no red icons above the enemy’s head.

We go into the large hall. We go along the left side and quietly approach the enemy with a weapon. However, they are all here with weapons, so we will act secretly. We go down lower and deal with the second enemy. We cling to the high point, cross to the other side and go down through the ventilation shaft to the left of the stairs. We follow the route of the enemies using detective vision and neutralize them one by one. We attack the last one, who is near the hostage, from the air, having first climbed to the top point. Through the passage on the left side we go to the Penguin's office. Alberto Falcone, the son of the influential mafia boss Carmine Falcone, was tortured here. Through his son, Penguin tries to manipulate Carmine into weakening his influence in the city. We deal with the thugs and get to the Penguin. Under our pressure, he reports about the murder in Lacey Towers. This is where Black Mask's hideout is located.

The interrogation is interrupted by Deathstroke suddenly appearing. The enemy is tough and fast. We continuously attack him. We don’t miss counterattacks, but we also don’t commit them prematurely. Be sure to wait for the button or corresponding icons to appear above Deathstroke’s head. After the flash, quickly and often press the counterattack button, and then similarly the strike button. Immediately after this, we prepare to carry out a decisive counterattack. In the later stages, enemy attacks will become more frequent, so using the Batclaw will not be a bad idea. Having won, we take away the controlled claw. It allows you to release a cable between the walls, which you can climb on and move freely in space. We select the controlled claw, aim at the attachment point on the wall above the place where the Penguin was, and shoot. We cling to the cable, get to the doors and try to open them. The chances of getting through them are zero. Alfred will confirm that there was a murder at Lacey Towers. Moreover, not just murder, but the murder of Black Mask. We jump down, open the door and head to the exit. We go down to deck 1, release the cable to the attachment point at the other end of the flooded area. We leave the liner.

Deathstroke.


Lesley Towers murder investigation

We get to the roof of the indicated building and first of all neutralize the policeman with the weapon. Having cleared the site, we take out the encryption sequencer, point the pointer at the center of the brown circle and decode the signal. We fly to the balcony, cling to the ledge and, moving to a position under the cops, capture both of them at once. We go inside Lacey Towers.

We go to Black Mask's apartment, where the murder took place. We examine the body of the unknown. We activate the evidence scanner and examine the body again. We scan the body of Black Mask's friend, suspended from the chandelier. There are remains of a Molotov cocktail on the floor. We replay the event and understand that the room was set on fire 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. Having compared all the data, we understand that it was not Black Mask who was killed, since we saw him in prison last night. To find out the identities of the murdered man, who shot the murdered man and who entered from the balcony, we will have to get into the files of the National Crime Database, which is located in the Gotham police station. At the exit from the building we will encounter an enemy with a shield. We stun him and double-click the jump button.

Police Department

Before heading to the police station, let's visit the cave. Open the city map, move the pointer to the left of the central bridge and select the drop point on the small island. Having arrived at the cave, we go down the stairs, turn left and take the impact detonator from the table. We return to the transport and go to the Burnley area. If you can't find the right place, you can always look at the sky and see the Batman logo and arrows. There is a small group of police officers on the roof of the police headquarters. First, we neutralize the sniper in the upper central position, then those moving below us. Finally, we leave the enemies at the entrance and on the helipad.

We go inside, go downstairs, apply gel to the fragile wall and blow it up. We jump onto the elevator car and go down. When the elevator stops, we jump higher and go through the ventilation shaft. During interrogation, Gordon found out that eight hired killers were operating in the city. We neutralize the policeman in the locker room. We go into the office space; if we wish, we can use an impact detonator to briefly stun opponents. In any case, they need to be dealt with. Using the batclaw, we pull out the grate above the door. We jump upstairs and go to the meeting room. Branden and his corrupt squad also take part in the race to "Who can kill Batman the fastest." Using the controlled claw, we shoot at the attachment point on the other side. We move along the cable into the corridor, where we carefully neutralize the policeman.

You can complete the Dark Knight challenges both in the field and on the training ground in the cave.


We hack the door access panel with an encryption sequencer. We deal with the opponents, go into the interrogation room, approach the window and capture the enemy. We interrogate Chatterbox to find out information about the destructor. This device allows you to jam weapons and pick locks. We go out into the corridor, jump over the doors and deal with the special forces. After talking with the homeless person, we apply the gel to the fragile material on the left window and undermine it. We get to the locker room, neutralize the cop and open the ventilation grill. We jump down and go through the pipe. We cling to the upper ledge and climb the stairs.

Every police officer is equipped with a heartbeat sensor. That is, even if you silently neutralize him, then after a few seconds the others will find out about this and will run to the victim. We jump down, go left and go down the stairs. When the enemy is on the corner, we go into the room and neutralize the other enemy. We quickly go out into the corridor, catch up with the next one and also neutralize him. Now you can return to the high point and wait. We try to deal with several enemies at once and do it closer to some corner. Some will not go from one end of the room to the other, and we will use this in choosing a new victim. We hack the door access panel after clearing the area.

We sneak up on the two in the corridor and neutralize them at the same time. We get to the server room and try to hack the access panel. The defense system is jamming our equipment. You can't do without a destructor. We go into the room on the left. First we stun the enemy with a shield, then quickly double jump. We hack the elevator access panel. We jump into the mine and get out to the prison cells. We use a shock detonator against a crowd of enemies. First of all, we neutralize the enemy with weapons. We press the door button and go to the infirmary. We activate detective vision to detect a fragile wall. We destroy it with gel, go to the abandoned mine. We stand in the center, cling to the ledge and climb up. We use a controlled claw and release the cable to the attachment point above the head. We climb even higher, pass through the ventilation shaft into the room with evidence. We take the destructor from the table. We return to the prison cells the same way we arrived here. We take out the destructor and disable the jammer above the access panel. Then we perform a regular hack using a sequencer. We deal with the prisoners and go around the blocked passage from above.

Returning to the server room, we destroy the jammer with a destructor and hack the panel with a sequencer. Inside we meet Gordon's daughter. She will help you connect to your DNA file and tell you how to make a remote connection to the server. Soon a large group of special forces will arrive. We turn around, open the grille and move through the ventilation. The destructor also allows you to jam enemy weapons. However, this is of no use here, because the enemies are literally a couple of meters away from us. Having dealt with everyone, we run to the door on the right side, after passing through which we turn left and hack the access panel. We turn left again, and at the last moment we manage to run into the elevator. On the roof we meet Gordon. While we were talking with him, Branden's group arrived. We throw a smoke grenade, use a destructor and neutralize the opponents. We leave the police department.

The “Particularly Dangerous” section contains additional tasks.


Sewerage

There are two ways to get to the sewer hatch - through the roof or through the gate. Between the buildings (a little higher from the drop point on the map) there is a small passage from which you need to go down into the alley. In this case, you won't have to confront a group of police at the gate. If we decide to go ahead, we will first neutralize the enemy with firearms using a destructor.

In the sewers we encounter Black Mask’s people, who are mining almost every meter. Enemies in red suits are able to repel our attacks, so we will have to counterattack them much more often. We use the gel to destroy the wooden partition. We go to the water treatment area. Use the hook to cling to the ledge on the left. We simply jump over to the next ledge. Having walked forward a little, we cling to the ledge on the right and capture the enemy. Having neutralized the second one, we climb even higher. We get to the control panel, press the button and, taking out the batclaw, grab the pipe cover on the left. Having redirected the steam, we take out the controlled claw and release the cable to the attachment point a little to the right above the window. We cross to the other side, go out onto the balcony and hack the code panel. We fly to the drain, which will lead us to the communications room.

We fly to the cargo lift and deal with the opponents. We press the button, go upstairs and activate detective vision. As you can see, there is one enemy with a weapon, so first of all we run up to him. We connect to the database to the right of the monitors. We are putting together a complete picture of the events that took place in Black Mask’s apartment. So, Black Mask sent his frightened girlfriend to the safe house. Suspecting something was wrong, he later sent his double there, and he himself entered through the balcony. Inadvertently, the killer noticed him. A fight ensued, from which the killer emerged victorious. Black Mask was needed alive to infiltrate a commercial bank in Gotham. Only one person could carry out such cruel reprisals - the Joker. We get to the surface and hack the code panel to the right of the gate.

Gotham Commercial Bank

We get to the roof of the building, apply the gel to the fragile side wall to the right of the door and blow it up. Going inside, open the hatch and jump down. We use the destructor to destroy the jammer above the grate. We hack the code panel, go into the hall and fly to the other side. At the top left of the doors there is a ventilation grill. We open it and go through the mine. We apply the gel to the floor and undermine it. In the vault we encounter the Joker, hiding under the guise of Black Mask. The Joker seized power and sent assassins to kill Batman.

After the explosion, we climb to a high point and observe the arriving group of enemies. If you activate detective vision, you can only see one single enemy, behind whom there is a jammer. It can be neutralized temporarily using a destructor or permanently by neutralizing the carrier itself. We move to the side high point on the right and wait for the mafia to start climbing the stairs. We fly over to him, sneak up and neutralize him. After some time, the others will detect the body based on the signal from the heartbeat sensor. We deal with them one by one. The latter decides to surrender, so we approach him and interrogate him. We leave the bank, hide behind the car on the right and wait for the special forces to leave. You can try to deal with them, but there are two shooters there, so we use a destructor against them.

Steel Plant

Copperhead.


The factory yard is heavily guarded. We go down to the sniper and silently neutralize him. There are two people moving back and forth in the center; we leave them for last. After the sniper, we go to the enemy on the balcony above the entrance. Next, we deal with the mafiosi on the walls on each side of the gate. Somewhere to the side below we notice another enemy isolated from the others. We sneak up on the last two in the center and knock them out one by one.

We go inside and deal with the enemies. Detective vision will help identify the shooter among them. There is a ventilation system above the doors. We open the grate with the batclaw and enter the office. We neutralize the shooters, clear the room and hack the computer in the corner. We turn off the machine gun using the destructor or go back through the ventilation. We go down to the loading point, turn left and hack the code panel of the next door. The forklift and several mafiosi hid in a secret room. We deal with the remaining opponents. A new group will arrive soon. There will be a punisher among the enemies. We uncover his armor with an ultra-stun - triple pressing the stun button, then perform a series of powerful blows. We activate the button to the right of the wall of the secret room. The structure will not be able to break through a fragile wall on the first try. We swing it, catching the back ring with the batclaw. We jump into the secret room and take the elevator down. We scan the body in the cabin.

We neutralize the enemies, hack the code panel and go to the drug laboratory. Just like in the bank, one of the opponents wears a jammer on his back. He will head to the far right corner, we wait for him there. There will also be another enemy directly above the carrier. First we neutralize it. Enemies are not equipped with heartbeat sensors, so detection should not be a problem. First, we eliminate the opponents in the upper positions, and only then move on to those moving on the ground. We go to Black Mask's office, free the hostage and try to find out where the Joker went. Copperhead appears and poisons Batman. It is necessary to study the composition of the poison so that an antidote can be made. We scan the marks on the floor, slowly rewind time and, when the Copperhead is in the air, we examine another mark on the pipe. While Alfred is synthesizing the antidote, we are heading towards the exit with all our might.

In the fight with Copperhead, we use fast explosive gel to destroy a large number of clones as quickly as possible. The combination for it is in the “Basic Controls – Explosive Gel” section. Having depleted a little more than half of his health, the number of clones will noticeably decrease, but Copperhead’s attacks will increase. When she disappears from the field of vision, prepare to double-click the jump button + the move button to the side. We take the container with the antidote and, with renewed vigor, finish off the Copperhead. We head to the loading point. We deal with the enemies and use the gel to destroy the container with chemicals next to the truck. We leave the building.

Gotham City Royal Hotel

Get rich and die.


The Joker organized a meeting with the hunters for Batman. We get to the bridge support, catch the signal from the stun gun and follow the sensor to move in the right direction. The hotel is located in the Diamond area, the entrance is heavily guarded by corrupt special forces and mafiosi. Having penetrated inside, we go down and neutralize two enemies. Jumping out of the window, we eliminate a small group of mafiosi. We break the code panel of the grille. We throw the batarang at the button to turn off the electricity. There is an attachment point at the top; we launch the controlled claw into it. We go upstairs and activate the button to open the gate. We go downstairs, go into the outer room and restart the main generator.

After taking the elevator, we go into the lobby. There will be three on the second floor, one of whom moves between floors. It is best to intercept him on the stairs. We leave the two between the stairs for last. We go down to the first floor and neutralize all the mafiosi one by one. The remaining ones can be stunned with a double batarang while at a high point. Then quickly go down and finish it off. We break open the door of the security room (near the reception). It won't be difficult to locate the Joker through the cameras. At the meeting, he kills Electrocutioner. We take the shock gloves, jump onto the platform and energize the generator. Having gone upstairs, we cling to the upper structure. We approach the destroyed passage and release the hook through the window of the tenth floor.

We go to the right and, opening the door, charge the generator in the wall. The grate has risen quite a bit, so we accelerate and slide under it. The more actively we hit enemies, the faster the glove scale fills. We activate shock gloves, which will make it much more effective to knock out enemies, even those wearing body armor or with a shield. We go into the laundry room and open the grate at the top on the right side. We jump into the shaft and get to the elevator cabins. We quickly jump over to the next cabin and load it with gloves. Having not reached the desired floor, we independently cling to the ledge and throw the enemy down. Having cleared the corridor, we interview the employee. Several more hostages are being held in the observation bar. We charge the generator located to the right of the gate. Once at the window, we release the controlled claw at the attachment point of the adjacent tower. We move to the other side and knock down the enemy.

Around the corner is an automatic turret. We disable it with a destructor. We charge the generator in the wall and neutralize the enemies. We go into the ventilation shaft, cling to the ledges, move along them and climb higher and higher. We pass the last gap by releasing the cable to the attachment point on the opposite side. We activate the button and cling to the ventilation above the blades. Having passed through it, we grab the ring on the hatch cover with the batclaw. We grab onto the upper ledge on the right and throw off the thug.

Alfred's wisdom is valuable not only useful tips, but also experience points.


We get to the dance hall, which has been converted into a real amusement park. It's not much fun, because the Joker has arranged tests for us here. The reward for successful completion is the lives of the people of the Black Mask. We jump down and deal with the thugs. As soon as the gate opens, throw the batarang at the button towards which the light is directed. We repeat the same with the second button. When both boards glow green, attachment points will appear. We release a controlled claw at them, climb onto the cable and fly over to a small wooden ledge. We use gel to undermine the flimsy wall and crack the code panel (password - “TUKTUKTUK”). We jump into the water, turn around and go right. We go up the stairs. We stand on the button, launch the controlled batarang, pass it through the electrified eye of the mask, turn around and, passing it through the second eye, hit the shield.

We get out to the rails through the hatch that opened above our heads. We get to the room with the second test. The idea is simple: we remember in what order the masks flashed and in exactly the same order we burst the corresponding balls with a batarang. We pass further and, without jumping down, fly to the thugs. If we cannot do this, then first we fly to the lower rails. Having dealt with the opponents, we climb onto the balcony. We press the button and release the cable from the controlled claw to the attachment point on the little devil that appears. We move to the next balcony. We go out into the corridor, get rid of the armed mafioso and question the employee. You can enter the bar through a floor ventilation system. Finding yourself under an armed thug, we stun him. We pull the armor off the big man with a triple stun and a series of powerful blows.

After passing through the door, we apply the gel to the flimsy wall on the left. We cling to the gargoyle, then move to the open window on the left side. We charge the generator to the left of the gate. We try to defuse the bomb with a sequencer, but we only make it worse. Twenty-five seconds left before the explosion! Jump through the window by double-clicking the jump button + moving forward. At the last moment we manage to catch hold of the helicopter. Having jumped onto the roof, we continue to fight, even though the view is from a helicopter camera. Having cleared the roof, we climb higher and go into the building.

We get to the pool, climb onto the gargoyle and move to the opposite side. We kill two on the second floor in the center. We deal with the enemies on the lower floor and finish off the remaining ones. There are only 8 opponents in a fairly large area, so it’s easier to wait until they split up. We go down to the reception and hack the code panel of the elevator door (code “DROPPING”). We rise to the Joker and encounter Bane. The fight will start in the library and then move to the roof. By double pressing the jump button we dodge to the side when the enemy is furiously heading towards us. For normal attacks, we jump over him behind his back, perform a triple stun and deliver a series of blows. We act similarly outside, only we will have to dodge to the side much more often. Also, do not forget to neutralize the constantly arriving mafiosi in time to allow the shock glove scale to fill up.


Bane flies away with his men, but Batman manages to attach a tracking sensor to him. From the explosion caused by Bane, the Joker falls down. We overtake him in flight, counterattack and land more or less successfully. The special forces squad that appears will capture the Joker and take him to Blackgate Prison, and this is not the first time we have managed to escape.

Blackgate Prison

Intern Harleen Quinzel will conduct a psychiatric test on the Joker, during which the patient will immerse himself in discussions on the topic “Fatal meeting with Batman.” We fight off a crowd of criminals and slowly move through the chemical plant. Where necessary, we jump, where necessary, we squat, and where necessary, we wait for the cessation of the fiery flow.

Morgue, police department

From the cave we track Bane's signal. Alfred synthesized glue grenades. We take them from the table and go to the morgue, which is located in the police department. You can get there through the sewer. A large number of special forces are concentrated near the room with the hatch. First of all, we deal with the snipers on the helipad of the neighboring building.

We plug the steam in the pipes using glue grenades. We fly down, go through the door and clear two more passages. We climb up, hack the code panel and climb up the stairs. We scan the corpse and study the autopsy report on the computer. The secret of Bane's strength is the substance "venom". Thanks to it, muscles and bones swell before our eyes. However, there is also by-effect– memory loss with long-term use of Venom. We leave the controls the same way we got here.

Bane's headquarters

We neutralize the snipers in the area, go down and deal with less dangerous opponents. We begin the attack with a planning strike on the shooter. We go into the tunnel, open the door on the right. We open the grate, go through the shaft and, going down, clear the area from enemies. We destroy the flimsy barrier using gel. We throw a glue grenade into the water, jump onto the resulting raft and use the batclaw to pull ourselves up to the rings on the walls. When faced with Bane's real receivers, who also have power on their backs with "Venom", we dodge to the side from their attacks (red signs above the head) to prevent capture. One stun will be enough for them, after which we deliver a series of blows.

Having gone down the stairs, we make an effort to open the door. Bane has made good progress in studying the substance. Although it practically eliminated the risk of death, a side effect can still occur at any time. We get to the computers and find our photographs and videos with Batman and Bruce Wayne. Bane has learned about the secret, and now the superhero's confidentiality is in great doubt. Meanwhile, Firefly suddenly appeared on the radar. He mined Gotham's main link bridge and took hostages. The Cave and Alfred will wait, because the lives of people who find themselves in a dangerous situation because of us are at stake.

Pioneer Bridge

Additional upgrades are awarded for completing certain tasks from the “Particularly Dangerous” sections and for completing the “Dark Knight” tests.


Having reached our destination, we go down and neutralize the police. We go inside and warn Gordon about the bombs. When he leaves, go to the elevator on the right side. We hack the code panel (the password is “RESCUE”) and use the batclaw to cling to the ledge on the left. We climb up, pull out the grate and climb even higher. We charge the generator, plug the pipes with glue grenades and jump over to the other side. We grab the ledge and move all the way to the right. We turn around, look up and cling to the next ledge. We get out through the ventilation shaft into the boiler room. The four central gargoyles are mined and, if you sit on them, the enemies will immediately detect us, and after the explosion we will fall down. We neutralize criminals at the lower level. The last enemy will surrender. We interrogate him to find out about the number of bombs installed. One of them is in the center, remove the cover from the device under the oven. In a limited time we hack the code panel. There will only be one available combination at each node.

Through the door on the right, we go to the elevator. We climb up, apply gel to the fragile wall and undermine it. We jump over opponents with shock batons and attack them from behind. We untie Branden's hands and deliver a counterstrike. We go up the stairs and go to the station. We cling to the ledge next to the arrows. We neutralize both at once, go around the opponents who have come running to the noise and also deal with them. We open the door in front of the central carriage. We go up to the control room, press the button and, breaking through the window, jump onto the roof of the car. We remove the lid and defuse the second bomb. The fire door is locked. Let's ask Alfred to get the access codes. On the other side, in the corner, there is a passage that will lead us to the southern support.

Having gone around the blockage, we charge the generator and lower the grate. We slip under the pipes, try to apply gel to the fragile partition, but fall down. We cling to the carriage and, having reached the middle, turn left and jump onto one beam and jump over to the other. We turn right, fly down and at the last moment we need to catch onto the next carriage. We neutralize snipers exclusively without noise. We pass the gap, grabbing the gargoyle on the other side. We clear the electrical panel from enemies. We press the button, open the door and defuse the third bomb. We return to the station, moving on the left side. We jump over to the center and destroy the fragile partition. A new group of criminals arrived at the station. We hide under the floor, wait for the enemy and neutralize him from behind. We eliminate the enemies in the upper positions, and finally leave those near the fire door.

Firefly.


We charge the generator, get out and cling to the metal beam. We move to the right, grab the ledge and continue to move in the same direction. We pull ourselves up, climb onto the bridge and enter into battle with a large number of enemies. Shock gloves will come in handy. Firefly will arrive immediately after the fight. We grab onto it with the batclaw. The fire damage is quite high, so you will have to dodge often. When the enemy freezes in place and is preparing to attack, at that moment we immediately throw a glue bomb at him, and then crush him with quick batarangs. We attract the stunned Firefly with the batclaw by quickly and often pressing the corresponding button. After unsuccessful attempt detonation of the fourth bomb, we begin to run away. Having jumped down, we cling to the metal beam. We blind the enemy with a glue bomb and quickly climb back to the bridge. In the second stage, in addition to fire, you also need to dodge bombs. And basically we act in the same way as in the beginning. We finish the fight by clinging to the Firefly and carrying out two counterattacks.

Batman Cave

While we were busy saving lives, Bane managed to get to the cave and cause a pogrom there. We interact with the computer to restore the operation of the batcomputer. Going down the stairs, turn right and fly down to Alfred. Having removed the debris, we use shock gloves as a defibrillator. Fortunately, everything worked out: the butler survived and his condition stabilized.

Blackgate Prison

The Joker took over the prison and started a riot among the prisoners. Having arrived at the place, we jump onto the gate and attack the shooter. Having cleared the sites, we penetrate into the sewer through the hatch near the window. Having walked forward a little, we apply the gel to the fragile floor. Having fallen down, we climb to the desired level. We release the controlled claw to the attachment point on the other side. Similarly, we go around two more failures with electrified water. We destroy the flimsy wall and fly down. We strike the electrical panel, create a raft in the water from a glue grenade and pull ourselves up to the rings with the batclaw. Having gone upstairs, we go into the room on the left. As soon as we press the button, we release the controlled batarang into the window of the opposite room. We pass the batarang through the electricity and hit it on the shield on the left. The water level has risen, so we can create a raft, jump on it and pull ourselves up to the flimsy wall. Having destroyed it, we rise higher and plug the pipes with glue bombs.

We create another raft below. We jump onto it and immediately squat down. We plug the pipe on the left as quickly as possible. Then steam will come out of both pipes. And finally, we plug the last three pipes from above, after which we cling to the ledge. We neutralize the prisoners in the office building. We charge the generator, climb onto the elevator car and cling even higher. The ventilation shaft will lead us into enemy territory. We silently neutralize two opponents on the first level. We cling to the gargoyle and go down to the sniper on the fourth level. We clear the third level, and then the second. We free Harleen, go down to the doors and go to block B.

Mutated Bane.


Having dealt with the enemies, we go upstairs. After a short conversation with Deathstroke, we continue to advance towards the Joker, simultaneously eliminating a large number of prisoners. In the fight with Bane, we use the same methods as during the first meeting: dodging to the side when red icons appear, ultra-stun, after first jumping over the enemy, after which a series of blows and always a decisive blow. At the second stage, shock gloves will help to quickly scatter criminals. We don’t flirt with them and don’t lose sight of the main enemy, otherwise a few missed powerful rams will send us into a deep sleep.

The Joker escapes by shooting Gordon. We revive Bane, after which he injects himself with a modified “venom” and swells to an even larger size. In narrow corridors we try to ride the enemy from behind. Be sure to use detective vision. We crash Bane into the electric chamber and inflict many blows. We break away from the enemy by throwing a glue grenade at him. It is best to hide in the side ventilation shafts, rather than in the floor ones. When the jammer goes off, we come closer to it and turn it off with the destructor. We finish off and bind Bane with a controlled claw cable. He won’t even remember about Batman’s secret; a strong substance has erased his memory.

Now we need to catch the Joker. We pass forward, climb up and jump down through the broken grate. Together with Gordon, he holds back the onslaught of criminals. We get to the chapel and, having beaten the Joker pretty well, we hand him over to justice. Let's watch the final videos.

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 fight back 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 should 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”). We aim at a 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 a barrier - 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 marked Exit.

We go up the stairs and go straight into 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 you 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 no longer 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 into 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 placed a bounty on the Bat's head. 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 were a lot more people here 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 the 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 room. 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. Having taken the necessary 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. We destroy the 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. There is a wall next to the closed door that will succumb to the 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 give a lesson to unarmed clowns and go through the left door to the second floor to Sionis’s 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. then the Punisher will run out with them - a thug armored like Iron Man. 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. Everything can be done quietly. We enter the office and find the “former king” hanging. Next, Batman asks him about the Joker and breaks a couple of his ribs. But the copperhead got in the way. 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 a signal. Next, we look for the location using the electromagnetic wave sensor. 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 his back 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. Further it's a long time coming and a 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!

Objective: Infiltrate the security room

To find the Joker in the hotel, we go straight from the elevator to the central hall and deal with the bandits, break the lock into the room. On the camera we see a meeting of the Joker and the killers he hired. Joker throws Taser out of the window. At the exit we can take his shock (electric) gloves.

Objective: Infiltrate the penthouse

We use shock gloves to start the elevator and climb it. Next, we take a hook to get even higher to the eastern tower of the 10th floor. We go further, charge the device with gloves in order to lift the grate behind which they say bandits, we slide across the floor with a running start and fight with the bandits.

We go through the laundry and ventilation to the elevator shaft. We jump onto the elevators, one of them will collapse. We load the second with shock gloves and ride it higher to the 19th floor. They are already waiting for us, so we can try the recently purchased gloves in battle. We approach a hotel employee, he asks us to release the remaining hostages.

We charge the device to lift the grate, go along the corridor to the open window and pull the cable with a controlled claw between the towers of the hotel, along it we slide into the eastern tower. There will be a cannon around the corner; we disable it using a destructor. We charge the device, a grate rises behind which there are bandits, we fight with them.

In the ventilation shaft we climb up the ledges to get around the fans and pull the cable. We press the button to turn off the fan upstairs, cling with our claw, and climb into the ventilation. In the room below, hot steam comes out from under the grates; we grab the ring with a claw and pull to open the valve and let steam out of it. Let's move on.

West tower 25th floor. We go along the corridor, we knock out two criminals with knives. We go into the dance hall, go to the right and jump down into the shaft. At the amusement park we beat up another group of Joker's people. And we go to the water in which the current flows. This is where the Joker's interesting traps begin.

Joker's riddles at the amusement park

Time is ticking for us, so we do everything quickly. To pass water with electricity, we throw a batarang at the panels on the left and right, the grips open to which we can attach a cable. We jump onto the cable from it to the wall of boards, blow them up with gel, and then select the password to hack the device and turn off the current.

We jump into the water and move on. We stand on the button in the floor so that a current appears in the gap, after which we launch a controlled batarang through the current. The fuse is located to our right behind the net. The batarang flies out of one of the clown's eyes, so we unfold it and point it at the other eye of the clown.

A hatch will open at the top, jump in and run along the railroad tracks to another button. Opposite us is a suspended man and clowns with balloons. As soon as we step on the button, the clowns light up one by one, we need to remember this, and then shoot the balls in the same order.

The path further opens. In the fence with circles there are people of the Joker and the Punisher, we deal with them, and then we jump onto the balcony above, activate the button, a toy on the nose with a grip for the cable jumps out of the box. We stretch it and move on along it.

In front of the bar, the criminal will threaten the hostage, stun him, go to the bar. There is a lowered grate in front of the bar, so we crawl inside through the shafts in the floor. We jump out from under the floor, fight the bandits and save the hostages. We go further into the corridor, blow up the boards on the window with gel. We take a detour along the façade of the building to the 28th floor of the hotel.

We charge the device with electric (shock) gloves, the grate rises, inside we see a mined room with snowmen, we select a password to defuse the bombs. After which we jump out, clinging to the reporters’ helicopter. We jump from the helicopter onto a group of bandits and deal with them. East tower 40th floor - we get to the central room with corpses in the pool and remove all the Joker's people.

Library in the penthouse

Defeat Bane

We select the password and enter the penthouse. We hit the Joker in the face after which Bane grabs us and throws us into the library. We fight him. Everything is simple here, we dodge his attacks when there are red waves above him and give him “ cabbage soup" using ultra-stun, when he throws us out the window, we dodge his rams (when he runs at us under the influence of chemistry) and destroy the arriving help.

After the Joker falls from the building and Batman jumps after him, we use a counterstrike to dodge the Joker's blow in flight. Next is the story of the Joker in prison and his conversations with a psychologist.

The search for Bane in the walkthrough of Batman: Arkham Origins

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

We move to the Burnley area. We enter the sewer room opposite the police station. Inside we beat the police, then we go down into the sewer hatch
. In the underground tunnel we use a glue grenade (key “5”) to seal the open valves of the steam pipes. We jump down to the water. Throw a glue grenade into the water to create an ice floe. We stand on the ice floe and use the batclaw to pull ourselves towards the rings on the wall.

Objective: Find out the location of Bane's beacon

We are moving to the Parkovaya Street area. We enter a building on the west coast. Through the ventilation shaft we get into the sewer. We approach the water, create a raft from a glue bomb, and ride it to the other shore. We destroy the enemies and go into the closed sewer area.
Entrance to Bane's field headquarters. We enter the room on the right. We study the screen, take the audio recording about Bane. On the way out we inspect the couch. We enter Bane's headquarters. He's not here, but on the screens we see that Bane knows main secret: Batman is Bruce Wayne. We quickly get to the surface.

Firefly Bombs

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

Mission: Find Firefly's bombs

The police are retreating, you can climb into the bridge. We hack the elevator and enter it. We go upstairs, through the ventilation we go out into the boiler room. Here you need to destroy all enemies and interrogate the last one. The gargoyle statues in the center contain explosives; you don't need to cling to them to avoid raising the alarm. We learn from the interrogated person that there are four bombs in total on the bridge. Let's go clear the nearest mine.

Objective: Defuse the bomb in the boiler room

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

Objective: Defuse a bomb at a train station

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

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

Objective: Defuse the bomb at the southern support

We enter the southern door. Then we fall from a small explosion and move along the destroyed part of the bridge. We use the cable, from it we move further south through the hanging cars. On the side of the bridge we neutralize three snipers.
We enter a room with many bandits and electric walls. The electricity doesn't hit enemies, but we don't need to touch the walls. After the victory, press the button, enter the doors and defuse the third bomb.

Objective: Defuse the bomb at the northern support

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

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

Objective: Defeat Firefly

Mission: Find Alfred

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

Blackgate Prison.

Mission: Stop the Joker

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

Objective: Infiltrate Blackgate Prison through the sewers

We go down the hatch in front of the right burning window. We break through the floor in the tunnel and go along the lower floor. We find ourselves in a room where the water on the floor is under electricity. We create a path for ourselves by stretching cables between the attachment points. We climb higher, break through the wall, soar to the opposite bank, and there we turn off the shorted electrical panel. After this, we use a sticky grenade to create a raft on the water and swim forward through the tunnel.
We climb to the top. We go into the control room on the left, press the button there and quickly launch the controlled betarang through the electricity that appears, after which we crash into the panel with traffic jams to the left of the electricity. This will fill the lock with water. We create a raft in the water, pull ourselves up to another wall and blow up a thin spot in it.
Next we actively use sticky grenades. We seal all the steam valves, create a raft, float on it with the current, and seal three more valves along the way. At the end we see three screws in the water, to escape from them, we shoot at the three valves from above, the pipe will explode from the pressure, after which we climb onto the upper ledge.

Mission: Stop the Joker

We enter the central room of the prison called Transition. Here you need to silently neutralize 10 prisoners. After the victory, we save a couple of guards and Dr. Harleen Quinzel.
We enter prison block B. We defeat the crowd of enemies. On the second floor in one of the cells we find Deathstroke doing push-ups, whom the Joker was afraid to let out. We go further and go down to the first floor, where you need to fight with a whole crowd of prisoners of 20 people, and then a huge brute will come out. You can't do without a dozen combat improvements.
After the victory, we go into the corridor leading to the round compartment. There is another difficult battle with the crowd ahead. We go into the round compartment itself. Here the Joker put on another show.

Objective: Defeat Bane

Bane enters the ring, a cardiometer is installed on him, counting his heartbeats. Upstairs, the bandits are holding the prison warden hostage. The Joker is seated in an electric chair, which will go off if Bane's heart beats for more than a few minutes. One of the two villains will definitely die, which Batman cannot allow.
The tactics of fighting Bane are the same: we dodge his three rams, dodge his jump, then do an ultra-stun (SKM, SKM, SKM keys), a finishing move, and at the end we tear out the hose from his back. The only difference is that there are a lot of ordinary enemies around, you will have to constantly dodge them as well.
Having finished off Bane a couple of times, we activate the electric gloves to achieve Bane’s clinical death. We finish him off three more times. The battle is won.

The Joker leaves the scene, being chased by the prison warden and the arriving Captain Gordon. Batman stays behind and revives Bane with a blast of electricity. Bane immediately continues the fight and injects himself with an excessive dose of Venom. The fight continues in the prison sewer.
Bane walks in circles around the cells. Now Bane cannot be damaged by direct attacks, you need to attack him suddenly. We can hide either in underground trays or in ventilation shafts. We wait for Bane to pass by, then we attack from behind, sit on his neck and hit him against the wall or electric bars. We repeat this several times.
At the end, the almost finished Bane throws Batman and breaks through the wall with him. In time we hook his hands with cables to the attachment points. Now Bane is definitely immobilized.

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

Joker. The final

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

During the end credits, we first listen to a crazy song performed by the Joker; then a television broadcast talking about the imminent opening of Arkham Asylum due to the insufficient security of Blackgate Prison. After the credits, we see a video where Amanda Waller comes to the imprisoned Deathstroke and offers to join the Suicide Squad.
Completing the game unlocks the “ A new game+” (playing through the game one more time, but with all the unlocked items, primaries and improvements), as well as the ability to change the costume of the main character.

Walkthrough

If you don’t know how to complete a task, find the necessary item, or defeat this or that boss in the game, then you are welcome to the section Walkthrough. Here we publish a wide variety of videos of each level, collaborating with users on YouTube.

For each walkthrough, we attach a small plot description of the game and a list of missions so that you can immediately become aware of the events described in the game. In addition, we mention the author of the walkthrough with an active link to his channel so that you can subscribe to other user broadcasts.

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Here the user will always find interesting game posts with gameplay videos, pictures, plot details and descriptions of collectible editions. There are even publications with system requirements, video diaries and official reviews from developers. Special sections deserve special attention, in which large articles with walkthroughs, game tops and other interesting materials are published. We always try to keep up with the times, so we update the site every day, supplementing and, if possible, updating existing content. Our team also works closely with others information resources, services and forums to provide you with even more informative and most importantly interesting materials in a simple and understandable form. Always stay with us and be the first to find out the latest details about games.

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