Walkthrough of the game Batman Origin. Make medicine. Interrogate Quincy Sharpe and get information about Hugo Strange. Morgue, police department

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

Start.
Get to Arkham City.

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

Climb higher

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

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

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

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

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

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

Find the point from which the shooting took place.

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

Scan sniper rifle to discover evidence.

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

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

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

Infiltrate the steel mill through the main pipe.

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

Save the doctor from the Joker's thugs.

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


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

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

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

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

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

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

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

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

Disable Penguin's jammers.

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

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

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

Save Mr. Freeze from the Penguin in the museum.

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

Rescue the remaining police officers.

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

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

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

Fight the Penguin in Iceberg Lauge.

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

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

Solomon Grundy.

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

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

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

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

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

Follow on bloody trail assassin to find Ra's al Ghul.

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

Scan the killer's bandages for evidence.

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

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

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

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

Recover video data from mechanical guard.

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

Find a secret entrance using video data.

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

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

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

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

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

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

While in the Bowery area, you will hear conversations on the police radio. Someone fell out of the hotel. We need to inspect the crime scene and find out the details of the fall. Having arrived at the crime scene, we identify the victim, and then we reproduce the crime. We climb onto the roof and from the footprints on the roof we understand that someone pushed the poor guy. Now you need to find a case with documents. The case will be lying on the drainpipe. We also learn the killer's name: Robert Haynes. We ask Alfred for the location of the criminal and go to catch him. Robert will not be alone, but with friends. We scatter our friends, and interrogate Robert. This case is closed.

Crime scene. Shooting at Dixon Dock:

As we fly over the Dixon Docks, we will hear police talking about a shooting at the Dixon Dock. We need to go and investigate. First of all, we analyze the corpse. The victim was journalist Owen Grant. We reconstruct the course of events and then analyze the camera. We send the evidence to Alfred and go to catch the criminal. We scatter his friends, and then interrogate the suspect. Case is closed.

Crime scene. Fire in Coventry:

You will receive this task after examining the body of soldier Bane in the morgue. Fly to the Coventry area and listen to the police message. Fly to the place and analyze the body. Having obtained all the evidence, head to the Penguin's ship and beat Qin Li and his friends. The case is now closed.

Crime scene. Road accident to Burnley:

We will receive a tip on this investigation after the completion of the storyline. We arrive at the crime scene and scan the covered body. A special forces soldier was killed. His entire group is now under investigation. We have to find out what he was doing here. Having dealt with the evidence, we understand that the suspect is one of the former squad of the murdered man. He hangs out on the roof with his friends. We beat DeMarco and his friends, then interrogate them and close the case.

Crime scene. Amusement park beating:

We will receive it after completing the case “Road Hit in Burnley”. We arrive at the place. We scan the body and other evidence. Suspect: Andrew Carter. We go to his coordinates, beat him and interrogate him. Case is closed.

Crime scene. Shooting in Crime Alley:

We will receive a tip on this investigation after the completion of the cases: “Road collision in Burnley” and “Beating at the amusement park”. There was a shooting in Crime Alley and now there are two corpses there. Doesn't remind you of anything? We arrive at the crime scene. The crime is reminiscent of the incident that happened to little Bruce. The parents are dead, but nothing was stolen. This was not an attempted robbery. We study the evidence, tear out the bars and scan the cartridge case. Suspect name: Ian Chase. We arrive at the coordinates, beat and interrogate Ian. The matter is over.

"Dangerous List"

Enigma headquarters

In this area we are interested in the headquarters of Enigma. We arrive at the mark, feel weakness in the shelter, we break through it and go through the door. We carry on a dialogue with Enigma and approach the door with the control panel. You can't hack it, you can't destroy your computer. So we are looking for Enigma’s assistants and knocking information out of them.

Right at the exit from the building we see the informant. We beat him and get information about the location of the incriminating evidence. Now we walk around the map and collect them, and also beat up other informants.

The mission starts after Penguin leaves the ship. On the way out, we will hear Anarky, an extremist who is trying to destroy the government and Gotham. Another candidate for Batman's capture. Anarky will send his partner, who will say that there are three bombs planted in Gotham, and we need to defuse them. We go to the location of the first bomb. We have about 3 minutes to get to the bomb, defuse the enemies, and then the bomb itself.

After this, we head to the second anarchist in Coventry and talk to him. We repeat the steps to defuse the first bomb: fly, hit, defuse. We head to the third anarchist and talk to him. After that the same scheme.

Having learned that you have decided to defuse all the bombs and save the corrupt society, Anarky calls you to the courthouse for a battle. Well, we have to go. In the courthouse we deal with Arki and his henchmen. Arki turns out an ordinary child, but Batman still ties him up and leaves him to the police. You can also listen to his passionate speech about the situation in Gotham, and then leave the courthouse. This completes the task.

After the mission at the police station and meeting with Barbara Gordon, she will contact you and ask you to destroy the boxes of weapons that the Penguin has. The data will be in your GPS locator. We arrive at the place, neutralize the guards and use the destructor to destroy the weapons. As a reward for this task you will receive containers for multiplayer.

Mad Hatter

Coming out of the sewers after the Lacey Towers case, you will notice three people wearing strange masks and singing nonsense. After a while they will pass out, and the Mad Hatter will contact us. He has a hostage. We need to save her. We go to the Hatter's lair, there will be a logo in the form of a green hat. Do not miss. Come inside. The door to the Hatter is closed, pull out the grate and jump into the ventilation shaft. Jump out on the other side and knock out the guards, then interrogate the Hatter and... you will find yourself in Wonderland. Run along the path, and then, avoiding electrical traps, move on. Shoot down 6 lanterns and walk along the bridge to the ledge, jump onto it and crawl along the next ledges.

1) This will take you to the first room. The exit is as follows: left door, center door, right door.

2) In the second room, beat the enemies, and when the mirror crumbles, leave this room.

3) In the third room, go all the way and use the gel to explode the image of a clown. Using the raft, move to the other side, to the next room.

4) In the fourth room, grab the ledge, duck down, go up the stairs, go down the cable and run away from the blade into another room.

5) In the fifth room, use Deathstroke's claw to make a cable, climb up it and hit the clock, then make another cable and go out into the next room.

6) In the sixth room, jump from ledge to ledge, dodging the dial and go into the next room.

7) In the seventh room, use the hook to pull yourself onto the bowl and lower it, then jump into the ventilation. The Hatter is already swearing and crying. Go up to his room, stun him with a reverse batarang and knock him out with a right to the jaw. Alice is saved, the Hatter is lying down, the police are on their way. Let's leave here.

As you leave the bank, you will see a stroller with crying coming from it. Approach her and see that the stroller is empty, and Shiva will attack you from behind. A friend of Batman's, by the way. You will not fight with her, she will say that an innocent person may die in Gotham and Batman must save him. We arrive at the mark and hear screams. This is from the shopping center, so let's go there. There is a policeman hanging in the shopping center and an electric swimming pool underneath him. Let's try to save him. Let's go to left side and cut out the shield. Three ninjas will attack us, apparently a gift from Shiva. We get rid of them and, with the help of Deathstroke's claw, make a cable and move to the other side. On the other side we cut down the shield and again fight with Shiva’s friends. After this, we release the policeman and talk to him. Thanks to the knowledge gained, we scan the area for evidence and leave the building. On the street we follow the evidence and find the covered corpse of a policeman. Shiva will attack from behind - we counterattack and talk to her.

Now you need to come to Sheldon Park in order to fight Shiva. We arrive at the place and go into the building. Shiva will not be alone, but with his minions. Take out on counterattacks. After you remove your health from her, she will talk to you and disappear, but I have a feeling that we will see her again.

Black mask

The task will become available after you destroy the container with poison at the steel mill. It is necessary to destroy the containers with drugs that Black Mask hid. After destroying the containers, go to the park street and enter the church for a fight with Black Mask. There will be armed people in the church. We deal with them, then we hack the control console and explode the last container with drugs. Now we fight with Black Mask and his people hand-to-hand. After winning the fight, inform the police about Roman Sionis and leave the church. That's it, the mission is over.

You will receive this task after the fight with Copperhead. Alfred will contact us and say that someone is asking for help. We go to the mark and are ambushed by special forces. But the helicopter crashes. We need to find evidence and understand who shot down the plane. Start with the pilot's body, then go up to the roof and scan the propeller. After this, return to the roof and analyze the tail section. Now let's find the ballistic trail from the sniper. The sniper was a special forces soldier, but he would not shoot at his own people. It turns out Deadshot is involved. We follow his trail and find a bullet with coordinates. We drive them into the sequencer and receive a message from Deadshot. We need to go to the bank to clash with Deadshot. We arrive at the bank and immediately, using a destructor, turn off the guns of several people. After this, we methodically remove them one after another, without catching Deadshot’s eye. It's Deadshot's turn. Hit him and try to knock him out. He will dodge your final blow. After the third attempt, Deadshot will run away to the hostage. Find an advantageous position, sneak up behind him and neutralize him. That's it, the mission is over.

As you leave the morgue after analyzing one of Bane's men, you'll catch police frequency, which states that two gangs with chemical weapons started a fight. Need to check. On the spot we see fighters fighting. We break them up and interrogate the only soldier remaining conscious. We go to the amusement park and repeat the same pattern as at the docks. We interrogate the soldier, and then scan the area around the canister. Now you need to come to night club My Alibi in the Coventry area for the Bird fight. At the club we deal with Bird and his friends. After everyone falls, we interrogate the bird and knock it out. You can go, the police will deal with him.

Escaped prisoners

How to get this task? In order to receive this task, do the following:

1) We carry out all the tasks on the dangerous list, the last one being the capture of the Bird.

2) Complete all investigations. The final one will be “Shooting on Crime Alley.

3) Complete the storyline.

Having fulfilled all the conditions, you will receive an incoming call from Gordon asking you to catch 20 prisoners who escaped from Blackgate. All criminals will be marked in GPS. Remember, criminals will have friends who will come to their aid. So check out the area first. Having captured 20 escaped criminals from Blackgate, you will receive a thank you call from Gordon. The mission is over.

1. Batman Begins


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

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

2. Batman: Save Catwoman from Two-Face


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

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


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

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

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

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

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

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

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

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


Find Freeze by identifying the coldest spot in Arkham City
We have a temperature sensor, all that remains is to find Freeze. We move towards Gotham, along the river - we get to the Police building. The guys are waiting for us at the entrance, let's go through. We open the door with an electric discharge and slide under it. We take the chip from the dead guard and tune in to the new wave. We go through the door, in the hall on the left there are armed guards. We hide around the corner, from here you can jump on the gargoyle - we rise. We film everyone one by one, and interrogate the last one.

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

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

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

5. Batman: Fight the Penguin in the Iceberg Lounge


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

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

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


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

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

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

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

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

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

7. Batman: Make a Cure


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

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

8. Batman: Take the cure from the Joker


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

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

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

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


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

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

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

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


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

END OF MAIN STORYLINE!

Catwoman: Episode #1


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

Catwoman: Episode #2


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

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

Catwoman: Episode #3


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

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

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

Catwoman: Episode #4


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

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

"Blackgate". Prologue:

Christmas is just around the corner, but Batman isn't in the mood for a holiday. Black Mask started a riot at Blackgate Prison, and so Batman, and us along with him, abandons his Christmas preparations, jumps on a plane and flies into the prison, landing next to a broken wall - our only passage into the prison.

First you need to find Commissioner Loeb. We follow the trail of destruction deep into the prison and hear a conversation between the mafioso and the prison warden. We rush to the rescue and in training we knock out the thug and disarm the prison warden.

Complete walkthrough storyline


Complete storyline walkthrough

After which you can talk to him about the situation as a whole. After this, we go through the iron door into “Prison Block A”. We go down to block A2 and deal with the thugs. After this, interrogate one of them and find out that Black Mask went to the execution site with Loeb. Having gone a little further, we will see a drone; apparently, we are not alone in this prison. We move on and pacify the escaped prisoners.

We cling to the ledge with a hook and go through the next door. Here we meet the crocodile Croc, but he does not pay attention to us and moves on. But a thug in a bulletproof vest will pay attention to us. We stun him using the cloak (SCM) and finish him off. After that, we cling to the ledge and go through the door. In the room, turn on detective vision (X), select the batarang (1) and shoot it at the control panel. We run and roll into the gap, knocking down one of the enemies, finish off the remaining ones and try to talk with the rescued. Alas, they are afraid of us. We press the elevator button and thereby raise it, now using the explosive gel (3) we punch a hole in the floor and jump down. We watch a scene where Louba is taken away by Croc, and Black Mask decides to play “his own game” with the cops. We break out the grate, go through the ventilation shaft and jump onto one of the prisoners, and then deal with the rest. We go into the chamber, select the batclaw (2) and break out the grate, and then climb into the ventilation shaft. We apply explosive gel to the wall and blow it up, knocking out the mafia. We go through the next door.

We quickly press “1” and launch two batarangs into the activation buttons, go into the room, grab the grate and move through the ventilation, listening to Black Mask’s dialogue with his fighters. We jump down and watch the scene of the death of Commissioner Loeb in the gas chamber. What I fought for, I ran into, as they say. Finally, for some reason Croc throws one of the Mask’s fighters into the glass and thereby makes a crack. Using the combination “W + double-pressing the spacebar” we break through the crack and grieve over the death of Loeb. The Mask guys run into the light and lament that they can’t get out. We knock out the guys and move on. Along the way, we pick up a damaged memory card, which can be read in Batman's cave. Using the Batclaw, we fly up to the ledge, and then climb the stairs to the helipad to the first boss: Killer Croc.

Complete storyline walkthrough


Complete storyline walkthrough

The combination is as follows: when red waves appear above Croc, dodge, take the burning barrel in your hands, and shoot with batarangs at the barrel. After that, stun him with your cloak and hit him in the teeth. After the first time, two mafiosi will come to his aid, and after the third time, three mafiosi will come to his aid. Deal with them and with Croc, watch the video where the police decided to drop by for a look, and Batman finds out that there is a bounty on his head and decides to think about a plan of action in the Bat Cave.

Bat Cave:

Complete storyline walkthrough


Complete storyline walkthrough

Alfred meets us in the cave and tries to feed us Christmas dinner. We politely refuse and go to the Batcomputer to learn a lot about our killers. There are eight of them in total: Bane, Deadshot, Deathstroke, Shiva, Copperhead, Cricket, Electrocutioner, Croc (already behind bars). Now we need to find who was flying the drone. Suspicion falls on the Penguin, and to do this you need to shake the local sellers with a weapon. Also, from this moment on, a training arena opens with tests for Bats.

Complete storyline walkthrough


Complete storyline walkthrough

Using fast travel, we land at the location we need and begin searching for the Penguin.

GCR Tower in Coventry:

Complete storyline walkthrough


Complete storyline walkthrough

On his way to the Penguin, Batman notices that the towers are jamming the signal from his devices. We need to deal with this. Therefore, we dive straight into the tower building and begin to find out the reasons. There are armed enemies in the building. We open the door, throw a smoke grenade and climb onto the ledge using the hook. Now you need to save the hostage. Fly to the extreme ledge and knock out the enemy who is holding a hostage. The first hostage has been saved, two more remain. Break out the grate and knock out the enemy from cover. Now the last hostage remains. One of the enemies will run away, scared of Batman. Get around the enemy and deliver the decisive blow from behind the flimsy structure. The hostages have been rescued. Finish off the last enemy by throwing him off the ledge, and then go into the control room. Analyze the crime, starting with the corpse and ending with the access panel, and you will find out who started this whole mess, but our friend is already dead and it remains a mystery who is really behind it all. After this, we scan the key - the card, which is located in the ventilation, and hack the control panel using the encryption sequencer (0). Go further, go up the stairs and contact Alfred. After that, hack the panel and meet Enigma. This completes the quest.

Penguin:

Complete storyline walkthrough


Complete storyline walkthrough

Penguin is located in the Bowery area. You can get there via a bridge. The bridge is very long, so use the batclaw and glide to move. There is also an Enigma informant on the bridge. Beat the information out of him so you don’t have to come back several times.

Arriving at the meeting place, we will not find anyone. Great, there is time to find a secluded position and follow the deal. We watch the video, then we go down and beat the bad guys, after which we interrogate the bandit in the Santa Claus hat. After that, we take the phone from the main one and try to break through the SIM card using the decoder. But nothing works; the signal is blocked by one of the towers. We fly to the tower and deal with the bandits. After that, select the controlled batarang (=), throw it into the electric field and charge the control panel, after that we go inside and turn off the jammer using the decoder.

Complete storyline walkthrough


Complete storyline walkthrough

Now let's hack Penguin's SIM card. We find the orange dot on the decoder and begin to select the desired frequency. Having selected the frequency, we listen to the Penguin soldiers and go to the “Amusement Park” to find the first SIM card. In the park we deal with the enemies, and then use the decryption system. Now we need to come to the industrial area to find the second SIM card. There will be armed guards on site, so take them out one by one, and then hack the system. After breaking into the second place, we find out that Penguin is on the ship.

On the approaches to the ship, we see that the ship is swarming with snipers and machine gunners. We also learn that one of the killers is on the ship: Electrocutioner. Be careful. First, take out the snipers, and then take on the machine gunners. Go deep into the ship and knock out two enemies with knives as the Penguin comments.

Our goal: fighting tournament on a ship. We go into the room with weapons and knock out the machine gunner, and then turn our attention to others. We go further and hear an alarm from Candy. We deal with the next group of enemies and pull the raft towards ourselves using the batclaw and pull ourselves to the rings in the same way. After that, we pull the main ring and bring down the tiles, go upstairs to the Boiler Room.

Penguin goes into his office and Tracy remains in charge. We need to interrogate her. At the top, use the Batclaw to open the hatch. Go down to the arena and fight the Electrocutioner. The pretentious Electrocutioner falls down the street with one blow, but other guys run out into the arena and are not averse to tearing Bets’ head off.

Complete storyline walkthrough


Complete storyline walkthrough

Break noses, knock out kidneys, do what you know how to do best. Also here you can unlock the achievement “Fifty without a break”, in which you need to carry out 50 strikes without interruption. After the mess, interrogate the only one remaining conscious about the whereabouts of the Penguin. The penguin is in the casino, so we should go there. Chase Tracy using your acrobat, grappling hook and fist skills. Halfway there, Tracy will tell us that Electrocutioner has woken up and is very angry with us. Well, let's be careful. Use the Batclaw to make a hole in the floor and climb up. At the top, tear out the ventilation shaft grate and crawl along it. You go out into the hall.

Listen to Tracy, knock out enemies, break out the grate and crawl through the mine. Use the sensor to break open the door and get ready for another batch of enemies, only this time with weapons. After that, we get on the elevator, put Tracy behind bars, and we ourselves hack the panel, which will open all the doors on the ship. Trying to open the door to the Penguin, we get a shoe in the face from the Punisher (no, it’s not that Punisher, but a different one). Beware when there is a red stripe above his head, jump over him and hammer him until he falls. After that, go to the theater. There will be many armed opponents there. Try to take them off one at a time. Then go to the room where you will see the Penguin being tortured. It's time to intervene. Deal with the scum and try the Penguin. Deathstroke will interrupt the sweet conversation. It's going to be hot now!

Repel his attacks and attack yourself. In scenes, press RMB and parry his blows. Repeat until victory. After this, Deathstroke will blind you and throw you on top, frantically press RMB, and then LMB. That's it, the first phase is over. Slade without a mask. Now according to the same scheme. After this, Slade will throw a barrel at you, press RMB and pull Slade towards you using the harpoon and continue with the old tactics. Slade will blind you again and again, press RMB, and then LMB. Slade is now without his stick and takes out his sword. Now you will need to do 3 counterattacks, and then the final scene with RMB and LMB. We watch the video, the boss is defeated, and we have a new gadget: a controlled harpoon. We use the new gadget and try to enter the Penguin's apartment. Did not work out.

Complete storyline walkthrough


Complete storyline walkthrough

We contact Alfred about the murder in Lacey Towers and find out that the victim is Black Mask! This cannot happen. We need to inspect the crime scene. We are leaving the ship, there is nothing for us to do here for now.

Lacey - Towers:

Complete storyline walkthrough


Complete storyline walkthrough

We arrive at the scene and knock out three cops with weapons. After that, we hack the police frequency. We see two cops go out onto the balcony and leave the door open. We go through it without touching the police themselves, and find ourselves at the hotel. We go to the crime scene and see a corpse in a black mask. But it’s not a fact that it’s Black Mask himself lying cold on the floor. An investigation needs to be carried out. We scan the body, the chandelier, the floor. And so on. Just scan the red dots and rewind time to find new clues. After investigation, we learn about the Joker. Batman doesn't know him yet, so that's how it is. Now you need to return to the Batcave for an impact detonator, with which you can get to the police station for some biographies.

Police station:

Complete storyline walkthrough


Complete storyline walkthrough

The impact detonator will be on the table. Take it and return to Gotham. The police headquarters can be accessed through the roof. Fly up to the people standing near the door and wait until they leave, then go to the control room. Jump onto the elevator, and from there dive into the shaft and crawl to the exit, along the way listening to the police talk about the situation in Gotham. We leave the bars and knock out the policeman with a sudden blow from the bars. We go into the room and knock out three guards. After that, using the batclaw, we tear out the grate and move on. There are too many armed guards here. So, with the help of Deathstroke's claw, we pass over them, unnoticed. After that, we knock out the lone guard and hack the panel. Using the claw in the next room, we throw a fire extinguisher at the enemies and knock them out. We go into the right room and knock out the guard interrogating our old friend in a Santa hat. Now we’ll interrogate him ourselves and knock him out. We go out the door. On the way to the locker room we scatter the police. Using the gel, we blow up the window and go into the locker room, knock out the policeman and remove the bars. Don't forget to use your claw to open the cabinet door and take away the incriminating evidence. At the exit from the ventilation we witness a verbal altercation between Barbara and Gordon.

We find ourselves in an isolation ward and must knock out a dozen armed special forces. We study the route and try to catch one at a time. When the last enemy falls, we break open the door, knock out two cops and move on. Trying to hack the server room, we fail because of the blocker. You need to get the destructor out of storage and use it to eliminate the interference. We go into the room and scatter two cops. After that, we hack the control panel and jump into the elevator shaft.

We go out to the prison cells and deal with the prisoners. After that, we go to the elevator shaft and go up to the evidence room for the destructor. We return the same way and see that the cells are open and the prisoners are free. We turn off the jammer and open the camera, after which we kick the bad guys’ asses in the company of Bane’s soldier. Now you can go to the server room and download data. There we will meet Barbara Gordon, and then special forces will attack us. We tear out the bars and leave the police station, beating the police. We go further and pick the lock, then we go into the elevator, hiding from the fire of Branden, who wants to receive a reward for your head. At the exit from the elevator we will meet Gordon, and Branden will also arrive in time. Throw a smoke grenade and get rid of annoying pursuers. Now you can leave the site.

Complete storyline walkthrough


Complete storyline walkthrough

Sewerage:

Complete storyline walkthrough


Complete storyline walkthrough

We go into the sewer under police control. In the sewers we meet Mask's people in the company of martial artists. The tactics are similar to those used on Deathstroke. Counterattack and repel attacks. Having dealt with new enemies, move on. Using acrobatic tricks and ingenuity, you will go further - the police communications room. Black Mask's people want to blow up the sewer section. We need to prevent this. Jump onto the platform, knock out everyone who is standing on it, and go up. Deal with the guards and get the dossier. Now we have unraveled the Lacey Towers case and we need to go to the Gotham Commercial Bank.

Gotham Commercial Bank:

Complete storyline walkthrough


Complete storyline walkthrough

You can’t enter through the main entrance, we go around. We go up to the roof, use gel to blow up the wall and go into the bank using the hatch. In the utility room, we turn off the alarm with a destructor and hack the panel. Open up sesame! We're inside the bank. Everyone here is dead. You can’t enter through the main door, so we go through the ventilation, smear the flimsy device with gel and blow it up. We watch the video where we find out that the Mask is the Joker. Sionis (the real Mask) is beaten unconscious and taken away in a van. Bats is shot, but the armor saves him, and Sionis' assistant dies from the explosion. It's time to take revenge! Our new enemies have a man who is suppressing Bats' detective mode. Eliminate him first, and then move on to the others. The last one left standing will surrender, and you can interrogate him. The Joker's henchman will say that he went to the steel mill. After that, leave the building and break away from the police patrol.

Steel Plant:

Go to the factory, deal with the guards and enter the factory. There, the bandits discuss the new boss and his camouflage abilities, as well as Batman's durability. Cut down the weapon box so that no one can take the weapon. And with the help of Deathstroke's claw, throw the barrel against the bodies and rush in to finish off your enemies. After this, go up to the second floor and, avoiding an ambush, fly into the ventilation shaft, after which you will surprise your enemies. When the body of the last enemy cools down, connect to Sionis’ computer and download the codes. Also, Alfred will contact you and share ideas about a sticky grenade that can be synthesized in the laboratory. Hack the access panel and go through the door. Some shadow will fly there. Apparently, Copperhead. We go into the next door and deal with the bandits. Now meet the Punisher in armor. The tactic is this: press MMB three times, and then hit the punisher, repelling the attacks of his friends. Once his armor is broken, the tactics will be the same as with the regular Punisher. After the fight, press the button and try to break through the wall. Did not work out? Help with the hook and everything will work out. Once on the other side, you will hear Copperhead’s laugh and see a gift in the form of a dead mafioso. We study his body and understand that he was poisoned. After riding the elevator, we get out and turn off a couple of mafiosi. After that, we hack the panel and go further - to the drug laboratory where Sionis is being kept, and armed guards and a jammer are roaming around. First we turn off the generator, and then everyone else. Now you can go to Sionis and watch the video.

Complete storyline walkthrough


Complete storyline walkthrough

Copperhead poisoned Batman. We need to find the antipode, and to do this we need to find out what poison she poisoned us with. We scan the area and collect evidence. Having collected the evidence, we send it to the computer and ask Alfred to synthesize the antidote. All that remains is to reach the surface through hallucinogenic visions. Coming out of the elevator, we must fight Copperhead. It will be difficult, but we can do it. Fight Copperhead and her illusions. After that, we take the antidote from the container, inject it into ourselves and knock out this cobra. We leave the factory, simultaneously knocking out a couple of mafiosi and blowing up a container with poison.

Complete storyline walkthrough


Complete storyline walkthrough

Gathering of killers:

Now we need to find the place where the rest of the killers meet. This can be done thanks to the electrical signature in the Stun Gun gloves. We go to the Gotham bridge and from there we plan to Diamond County, following the sensors. The sensors will lead to the hotel, where a special forces squad will be stationed along with black masks. We knock them out and go to the hotel parking lot. In the parking lot, knock out enemies, pick the lock, use a batarang to turn off the electricity, and use a cable to get upstairs and open the gate to the parking lot. And from the parking lot, take the elevator to the hotel itself.

Complete storyline walkthrough


Complete storyline walkthrough

We are looking for a security room. We enter the foyer, knock out a man with a silencer for our electronics, and then take on other mafiosi. We break into the entrance to the security room and watch the video. The stun gun is burned out. We select his gloves, they will be useful to us in the future. We energize the trolley and go up to the roof, from there we fly into the open window with the help of a hook and go along the corridor. In the corridor we charge the electric drive and scatter the mafiosi. Combining our gadgets, we climb further along the floors of the hotel and knock out more and more enemies. And this is the scheme throughout the entire level: we combine gadgets and fight with enemies.

On the twenty-fifth floor we find ourselves in a dance hall designed by the Joker. In this room we fight with enemies, then we get out of the trap as follows: we shoot batarangs at the illuminated buttons, throw a cable, blow up the wall and hack the control panel. That's it, we're not trapped anymore. Let's go further, throw the batarang into the electricity and turn it 180 degrees to charge the panel. We fly up. Now you need to solve the puzzle with balls in two moves. If you make a mistake, start again. The solution is under the spoiler.

Complete storyline walkthrough


Complete storyline walkthrough

Complete storyline walkthrough


Complete storyline walkthrough

After solving the riddle, jump into the arena and knock out the mafiosi. Then throw the cable and get out of here. Along the way, knock out the machine gunner and save the life of the hostage, who will say that his friends are still in captivity. We jump into the hole in the floor and knock out the machine gunner, after which we deal with the rest. We blow up the window and fly to the 28th floor. On the 28th floor, try to defuse the bomb, but it will turn out to be a trap, so jump out the window and cling to the helicopter. Hang and that's enough. We jump onto the balcony to the mercenaries of the Joker and Bane and give them hell. After that, we go into the building and methodically turn off Bane’s machine guns. We hack the control panel and get into the elevator.

Complete storyline walkthrough


Complete storyline walkthrough

There will be a fight with Bane. Dodge when he gets enraged, hit him with your cloak (SMB three times), and then with your fists. And so on until the second phase. In the second phase, Bane will call his people for help. We do not pay attention to them, since Bane, under his rage, will sweep them out of his way. When Bane is under Venom, make three hits with your cloak and hit him all the way. When he becomes normal, then make one blow with the cloak and hit again until it stops. Repeat until victory. After this, we watch the video and are transported to Blackgate Prison.

Blackgate Prison:

Complete storyline walkthrough


Complete storyline walkthrough

In prison you will play as the Joker. More precisely, you will be in the mind of the Joker. While the clown talks to the psychiatrist (hello, future Harley), you'll fight off a bunch of enemies with counter-strikes.

After the fight in the theater, we are transported to a chemical plant in the skin of the Red Hood. We just walk along listening to the dialogue between Joker and Harley. We watch the video, and after that the game switches us to Batman. We select the glue grenade and head to the morgue of the Gotham Police Department.

Complete storyline walkthrough


Complete storyline walkthrough

Firefly:

Complete storyline walkthrough


Complete storyline walkthrough

In the garage next to the police department, we cut down the special forces and jump into the hatch. There we use a glue grenade and remove the steam. On the water we also use a grenade and make an ice raft. After this, we go to the morgue and analyze the corpse. After analyzing the corpse, we read the autopsy results and leave the morgue.

Now we need to find the trace of the beacon that we threw on Bane during the battle on the roof. We fly to Bane's hideout, deal with his mercenaries and, with the help of gadgets, get into his hideout. We find out that Bane knows or guesses who we really are and rush to the Batcave.

But that’s not the case, we catch a message from the police. Firefly has taken hostages and is holding them on a bridge. We connect to the Firefly communication channel and listen. We rush to the Gotham bridge to rescue the hostages and beat Firefly. On the approach to the bridge, we call the Batclaw to distract Firefly. Branden's special forces arrive at the wrong time. We knock them out and go into the technical room where Gordon is located. We tell Gordon about the explosives planted, but he doesn’t listen to us. Because of this, Branden was captured. Thanks to the gadgets, we get to the location with the first explosive, turn off the guys with the guns and talk to the surrendered enemy about bombs. The first bomb is right here, we defuse it and move on. We'll free Brandon along the way. But Brandon is not very good at expressing gratitude, so we knock him out, get on the elevator and go to the second bomb. We deal with the enemies and defuse the second bomb.

We go to the third bomb through the debris. Once in a room with enemies, we defuse them and the bomb.

Now we go to the fourth bomb, through the place where the second bomb was defused and we come across Firefly on the bridge. The tactics are as follows: we throw adhesive grants at him (5), then fire at him with batarangs (1), and at the end we shoot with a claw (2) and press space. Repeat until the second phase. In the second phase you will have to run among cars and debris from Firefly fire, after which you will go to open area. On the ground, dodge his attacks and use the tactics of the first phase. When the Firefly sets the area on fire, grab onto it with the hook (F) and counterattack (RMB). Then we watch the video.

Complete storyline walkthrough


Full storyline walkthrough Full storyline walkthrough

Deal with the loafers at the main gate to the prison, and then jump through the hatch and find yourself in the sewer. James Gordon will arrive soon and the police officers you saved will meet him. In the sewer, destroy the fragile floor, and then pour it onto the ledge. From there, use the cable to cross to the other side and you will find yourself in a location with electric water. We make a cable, blow up the flimsy wall on the other side and plan on the ledge. We destroy the electrical panel, and then make ourselves a raft using a glue grenade and move to the other side. In the room with water, press the button and turn on the electricity, select the controlled batarang and launch the control panel, after passing the batarang over the electricity. The water level will rise. We make a raft using a sticky grenade, pull ourselves up to a fragile wall and blow it up. Let's do the raft again and close the steam valves. Because of this, the pressure level in the pipes will exceed the permissible values, and we will move on. In the office building, we explain to the prisoners with our fists that plotting escapes while we are on duty is bad. We leave the room and power up the mini-generator. The elevator falls. We climb onto it and pull ourselves up to the top floor. After this we find ourselves in a compartment with armed prisoners. We deal with them using gadgets and ingenuity, and then save the prisoners. Now we follow the Joker to block B. In the block we beat up the prisoners and move on. Along the way we meet Deathstroke while away the time doing push-ups. We go along the next blocks and make our way to the Joker through the bodies.

Complete storyline walkthrough


Complete storyline walkthrough

Arriving at the Joker, we fight with Bane, who has put on a cardiometer. A difficult battle lies ahead. We dodge his fast run three times in a row. Then we dodge his air strike. After that, we hit him three times with a cloak and begin to beat him until we disable the Venom device. The second time, Bane's minions will interfere with us. We don’t pay attention to them and repeat the previous tactics. After the second time, Bane will catch us and we will turn on the electric gloves. We hit Bane with them, repeat the previous tactics, and watch the video. The Joker ran away, and Gordon and Joseph followed him. Let's revive Bane. He will wake up, but will not be very happy about the loss of the device, and will inject himself with TN - 1, swelling to large sizes. Here is the following tactic: we hide in the mines and under the floor, or we go around from behind and attack, trying to turn him into electricity, and we begin to beat him while he is unconscious. Repeat until victorious. Mistakenly thinking that we have won, we receive a couple of blows and break through the wall. We get up and wait for Bane to run up to attack. Using a controlled claw, we bind Bane and knock him out. By the way, the mutagen damaged Bane's memory and he forgot everything he knew about Batman.

Start

So here we go. We are watching a video that reveals the dark essence of life in the fictional city of Gotham. Batman has caught the Joker and is taking him to the Arkham mental hospital, where the most notorious psychopaths are kept. Batman brings the Joker, where he is greeted by the hospitable staff of the clinic. It would seem that Batman's work is finished, but our hero senses something wrong, so he decides to accompany the Joker to his cell. From this moment, in fact, control passes into our hands. We walk along the corridor, accompanying the Joker in a special chair that will prevent any of his attempts to escape, listening to the villain’s jokes, mostly flat (by the way, throughout the game you will have to evaluate his sense of humor, which is as sick as his mind). We will not be allowed to take any active actions while accompanying the “patient,” so we can relax for now. We bring the Joker to his destination, remain behind the force field, while our antagonist is accompanied by a guard and a doctor. Naturally, the Joker makes an escape attempt, which is quickly crowned with success. His hands are free, and he promises to have “fun” at the clinic. A battle begins between Batman and ordinary prisoners, during which we can appreciate the simplicity and at the same time beauty of the local combat system. I won’t get ahead of myself and will immediately advise you to try to combine blows into long and spectacular combos during fights. This gives much more points than normal short episodes. We will subsequently spend points on improving our protagonist. We deal with two waves of criminals and go in search of the villain Joker. We walk along the corridor and talk with the guard. He can't open the door, so we'll have to turn around and go back, but straight ahead, and not to the right where we came from. We talk with the guard, from himWe learn that Zsazs, a dangerous psychopath, has escaped and is holding another guard hostage. Only Batman can help him. We rise a little higher and turn on “Detective Mode” for the first time. This mode will accompany you throughout the game and you will use it constantly. In this mode, objects highlighted orange, in 80% of cases they are of interest or you can interact with them. Using the hook, we climb onto the gargoyle, then onto the second one. We choose the gargoyle with which we can strike. An inscription will appear on the screen, which will notify us of the possibility of a planning strike. We watch this action and enjoy the beautiful animation of the hero in slow-mo. Zsazs is stunned, we approach him and knock him out. The guard is saved. We watch the video, then “tear off” the ventilation grille from the wall and move along the “pipe”. We see a green figurine with a question mark. This is the Riddler's prize a large number of they are scattered throughout Arkham. Collecting them is not related to the main storyline, so collecting these prizes is not necessary.

Disinfection room

We exit the pipe and see behind the glass a room filled with gas. It's all Joker. There are still living people in the room, so we need to save them. We look up and use the hook. We rise, we see a guard hanging on the platform asking for help. We help the guard. There is another one on the platform above, we go up there on the hook and save him. A little further there is a platform level below,but the distance for the jump is too great, so you need to plan, which is done using the “space” button. We save a criminal who fell into the trap of his boss, the Joker. We knock you out, because a criminal is a criminal! We turn on the detective mode, we see the ventilation control panel in the room. We throw a batarang at the remote control (Right mouse button - aiming, left - “shot”). The air in the room is purifiedtons of deadly gas.

Corridor "Loop"

We jump to the floor of the room. follow the green arrows to the door on which green The Joker's face is drawn. Let's watch the video. The Joker released the big beast. Actually, this is the first boss in the game. “This is going to be a tough fight,” you thought? But no. All you need to do is dodge the creature’s attacks (double-press the space bar and the corresponding movement key). In literally one minute the creature will grab its head and die. The Joker will mutter something under his breath about experimental material and “ride away” in the chamber containing such creatures. We speak with the guard, who was passed out during the “furious battle”, he offers to call a second such cell for Batman so that he can go after the Joker. But alas, this turns out to be impossible, so we have to go out the door through which we entered this room. And save Commissioner Gordon, who was treacherously captured by Officer Bowles. By the way, yes, after the battle the first Batman upgrade will be available. I’ll say right away that there are no special techniques for leveling up a character, so you can level up whatever you want first. We go to the place where Bowles grabbed Gordon (check the map (Tab), the correct location will be marked). We scan the room and find a broken bottle of bourbon. It belonged to Bowles. Using the detective mode, we follow the alcohol vapors that came from Bowles. We come to the room with the elevator, watch the video. The elevator turns out to be inoperable. We climb up using the hook, higher and higher. We pass through the ventilation tunnels and meet three bandits with weapons. There is only one correct tactic against such opponents - silent neutralization, so you should not attack head-on. We climb onto the gargoyle, then onto the next one and jump to the rear of the bandits. We quietly neutralize each bandit in turn. We go into the room, there is another criminal talking to the Joker, we kill him too. We go through the ventilation. We find ourselves in the lobby of the intensive care building. We silently remove two bandits with weapons. The Joker will send three more, and the conversation with them will also be short. We go to where the three bandits came from. Bah, it's Frankie Bowles himself, only dead. Apparently, the Joker no longer needed his services. Edward Nygma aka Riddler bursts into our radio air. He challenges Batman to complete a series of "ridiculously difficult" tests. Gives us the first riddle: “Don’t cut yourself on the shabby portrait.” We look a little to the right of the dead Bowles, he sees a portrait of Warden Sharpe, we scan. Then a guard appears and opens the door for us.

Arkham Island

We receive a task to go to the surface of Arkham Island. It goes through the doors along the corridor, then more doors, through the ventilation shaft we go out into the cave, through which we will get to the surface. The Oracle contacts us, we receive a map of the entire island. The Joker ordered his henchmen to “fix” the Batmobile, so we go to Arkham North (to the west of the place where you jumped from the cave ledge, the entrance to Arkham North will be indicated on the map) to stop them. Having passed through the gate, we go around the ambulance on the left, climb up using the hook, go to the rear of the two bandits and quietly neutralize them. We go through the next gate, we see how the Batmobile is broken by seven bandits. Let them answer for this! Let's deal with themWe take the Explosive Gel from the trunk of the car, a product that will be useful to us in the future.We scan the place near the Batmobile, find Gordon's pipe, and follow the trail of tobacco. The gate turns out to be closed, but there is a weak wall nearby, we apply explosive gel and undermine it. The way is open. Next we meet two more bandits, sweep them away and follow the trails of tobacco; it is impossible to get lost, because these tracks are found almost every 2-3 meters. We are approaching the medical bay.

Medblock

Near the entrance to it there is a bunch of bandits, we deal with them. You can go into the medical unit, but we won’t go far, Harley Quinn will be waiting for us there, and in front of her is a force field. We need to look for another way to the medical bay. Use the hook to climb onto the roof of the medical unit and go left. We see a fragile wall, an explosive gel is used. The moment - and we are in the medical bay. Through the ventilation shafts we get to main hall. Bandits have taken doctors hostage, you need to save them. The game involves the secret destruction of each bandit, so you can sneak up and kill him. And so with everyone. You can use fragile ceilings, floors and walls by applying gel to them. A bandit came to the ceiling with gel, voila - and there is no bandit. Having removed the enemies, we approach the doctors and talk. They report three more doctors who need help. The location of doctors will be marked on the map. Dr. Young is being held hostage by bandits; you need to place explosives on two walls so that they explode simultaneously and neutralize all the villains. Penny Young is safe, let's talk to her.Let's go save the next doctor. Dr. Kelerman is locked in a room filled with Joker gas. We talk to the guard, look up at the ventilation pipes and climb onto them, jump over to the grate and find ourselves in a room with gas. Turn on detective mode. We need to activate three fans to clear the air of gas.We follow the wires from the fans to the control panels, throw batarangs at the control panels - this way we can solve this problem. We turn on each fan in turn and talk to the guard Cash. We have our last doctor left. He is chained to a chair in the room, approaching him we fall into a “trap”: several bandits. It's even funny. We calm violent patients and save the doctor. We return to the isolation ward, listen to the conversation, and see three bandits entering the room. We quietly deal with them. We go into the elevator and go down.We watch the cutscene, after it we blow up the wall on the left. We walk along the corridor and see the dead Commissioner Gordon. Batman immediately tries to contact the Oracle to convey the sad news, but the connection turns out to be inaccessible. Now Batman must punish the killer. We go to the morgue and listen to the voices. We go back out, but that was not the case. Again the morgue. We see three bags on the tables in the middle. We open each one in turn, in one there will be Bruce's father, in the second his mother, and in the third there will be a SCARY MUZZLE. These are all the tricks of the psychopath Crane aka Scarecrow. Or rather, the gas that Batman inhaled in the elevator. Now we need to avoid the gaze of the giant Scarecrow, otherwise it's the end. We just move along the walls, crouch at the right time, and avoid looking at them. We blow up the defective wall, the Scarecrow will pay attention to us, will look left and right. We choose the moment when his gaze is on the left side, go to the right. We get to the coveted spotlight and attack the psycho. Victory is ours.We call the Oracle, move on, and see that in place of the commissar’s corpse is the corpse of some security guard. Yeah, so it wasn't Gordon! Crane's gas had a major impact. We go to the door, bandits come running to us, one of them will have knives. He is more experienced than ordinary blockheads, we stun him with a cloak (middle mouse button), then beat him. We follow the arrows to the corridor, and the Joker decided to play his games again cruel games. We need to slip past the guards unnoticed. But no one forbids removing them, right? There are only four of them, the detective mode will help track the movements of the bandits. the first two can be removed with a blow from behind, the rest - by tracking their path and dealing with each one one by one. We go up the stairs and use the hook to jump onto the ceiling of the room where Harley Quinn and Gordon are standing. We blow up the ceiling. Let's watch the video. There is a boss battle ahead - Venom. A big and strong mutant. But defeating him is quite easy.The main thing is to dodge his throws, use a batarang, when he flies at you, he will grab his head and be stunned, this is where weWe run up and beat up the villain. Batman will jump on his back and tear off the hoses that feed Venom's powers. When you remove 50% of Venom's life, Joker's thugs will come to his aid. You can deal with them first, and then continue to beat Venom, or you can simply try to lead the bandits under Venom’s blows and throws, so he himself will sweep them away. Venom is defeated, we watch the video.

Batman's Secret Cave

We follow to the place marked on the map. Along the way we will run into fights with bandits several times. We arrive at the point, jump over the fence, and walk through the cave. We watch the video and go to the computer. Batman will collect all the information about Penny Young and her research, we have to find the doctor. Batman's new gadget, the Batclaw, falls into our hands. They can pull objects up. The opportunity to try this device will appear immediately. We pull down three boxes that prevent us from jumping onto the bridge. We run along the tunnel to the grate under the cave arch. With the help of the Batclaw, we can now pull off the gratings from the ventilation tunnels that are located on the walls above. That's what we do. We get out from the other side and knock out the thug. Next we meet another group of bandits. In addition, thugs who are not engaged in a fight will try to tear objects off the walls that could cause you damage. Let's deal with them. We find ourselves in a cave with old walls; there is no way to use a hook. But nothing difficult will happen, we just climb up the ledges. When we get to the surface, we will receive the next task - to climb into Arkham Mansion. Meanwhile, the Joker did not sit idly by, but placed his snipers on the towers. We remove them, because they can cause decent damage. We're dealing with a bunch of bandits.

Arkham Mansion

We enter the mansion. Using the Batclaw, we remove the armed bandit, then finish him off. The door is blocked, but we can always go around through the ventilation shafts. We tear off the grate with the Batclaw and find ourselves in the adjacent room. Penny Young is in the hands of the Joker, but she is silent. And the Joker's thugs staged a real search in the mansion, so we must hurry. We deal with a bunch of bandits and go to the next room. In it, an armed thug threatens to kill two hospital employees. We sneak up behind him and neutralize him. Let's watch the video. The Joker reveals that his thugs are now beating the crap out of Cash, trying to find out the location of Dr. Young. There are six armed thugs in the next room. We have to remember the secret murders that we committed in the isolation ward of the medical unit. We listen to Cash and rush to the doctor’s aid. We go through the northern corridor, make our way through the ventilation labyrinth and find ourselves in Dr. Young’s office. Three bandits are trying to break into the office, one of them is armed. We don’t stand on ceremony with them for a long time. Let's look at the walls and see ventilation again. But there is no doctor, the safe is open. Meanwhile, Batman talks with Oracle. We scan the safe and follow her using the doctor’s prints. We leave the office in the same way as we got here. Three bandits. No bandits. We follow the doctor's footsteps further and find ourselves in a corner corridor. We carefully sit down around the corner, like a commando, and listen to the bandit’s conversation. Dr. Young got caught. Well, you can remove the bandit. Batarang to his head, he doesn't deserve more. We go to the library. We meet six bandits, two of them are experienced. Going downstairs, we see two hostages. Oh those Joker jokes! If we don't have time to save the hostages, they will suffocate. We quickly go back and use the hook to climb onto the third floor. We head to the ventilation grille. We climb into it, go through it, and get out near the chandelier. We throw a batarang at her, the chandelier breaks through the floor. Voila - the hostages are saved. We turn on detective mode and notice Dr. Young’s fingerprints on one of the shelves. We take a formula that “must be destroyed after reading.” Batman, being an honest man, does just that. We get out of the library. At the exit we fall under the influence of Scarecrow's hallucinogenic gas. Hello, fun drug trip! We walk along the corridor and come to the place of the death of our parents. After standing for a while, press the movement keys and go to the exit. The scarecrow awaits us in our deepest fears, hidden in the depths of our brain. An obstacle course is what it's called. Having dealt with the Scarecrow, we find ourselves in the main hall, cut off the bell and, jumping down, go into the opened room. There is a violent Victor holding Doctor Young, we creep up to the corner, crouch down and, seizing the moment, stun Zsasz with a batarang. We watch the video, Dr. Young dies. And we have a fight with four bandits, one of them is armed with an electric baton. After talking with the oracle, we receive the task of infiltrating a secret laboratory. We leave the room and follow the DNA traces of Quincy Sharpe. There are three armed bandits standing in the large hall, we make our way over them and knock them out one by one from behind with decisive blows.

Prison block

We follow the DNA of warden Sharpe, scattering small groups of prisoners along the way, and enter the prison block. We pass by cells with crazy prisoners. Having reached Sharpe, we free the old man, watch the cutscene - Harley Quinn frees Ivy and the psychos from prison, and we receive half of the code from Sharpe. Now Batman has a code sequencer in his arsenal, a device for hacking electronic protections. The principle of operation is this: we set up the device on the security system panel and scroll through the control circles until we catch a wide amplitude and the sequencer screen flashes green. We release the setting - the panel is hacked. We return along the same path along which we came here, on the way you will be attacked by psychos, try to knock them out with the first blow and finish them off immediately, if you were able to jump on your back, quickly press the spacebar many times. Let's get thereto the prison cells for psychos. We have to fight in two rounds with the Blackgate prisoners, commanded by Harley, the fight is not particularly difficult, I want to say. After beating the prisoners,turn off the electric floor and follow Harley. We go through the opened passage and find ourselves in a room with suspended guards. Harley sets the task to save the guards. First, go behind the boiler and scan the "Wanted Prometey" picture on the wall. We turn off the current supply under the first guard with the sequencer, and cut off the rope with a batarang, you can run to blow up the defective wall and scan the spider. Next, we turn off the current under the second guard and also cut the rope with a batarang. The guards are saved, but Harley escapes. As a gift, she left us 30 seconds to get out of the room. The most difficult panel of all three, the main thing is to release the adjustment buttons in time as soon as the desired amplitude is found. After talking with the guards, we go to the punishment cell. Here the Joker's crazy girlfriend has set a trap for us, prisoners will run towards us and try to beat us,and Harvey will periodically send current across the floor. Having dealt with the prisoners, the Joker turns Harvey over to Batman, and she immediately goes to jail. After scanning her prints, Batman contacts Oracle. Now we go to the botanical garden for the Joker.

Botanical Garden

So we're going to the botanical garden. On the way to it, we will be attacked by bandits who escaped from the prison block. I don't think this should surprise you. We go into the botanical garden, knock out two guards with weapons. We hack the security panel and find ourselves in the greenhouse. Here the situation is as follows: six armed thugs, and they go in twos! Although this does not complicate the situation, we quietly deal with everyone, do not forget to retreat from the battlefield with the help of gargoyles if it gets hot. We go to the generator room, where the bandits are mocking an honest technician. We punish the bandits. The panel opening the passage is mined, and we need three passes to break it, everything needs to be done quickly. The panel has been hacked, we move on. We return to the greenhouse. We go upstairs and go into the next room. Suddenly the Joker blocks the passage. On the side of the rubble we see a ventilation grille, remove it and climb into the shaft.We find ourselves in an abandoned room where the hook doesn’t work, we’ll have to do it the old fashioned way. We hear the Joker's voice. It seems that the process of creating an army of mutants is not standing still. We move to the other side, climb into the ventilation shaft under the ceiling. We climb through it, we see two bandits who are torturing an orderly. We need to save all the orderlies. Let's go to their rescue, don't forget to use the map. Meanwhile, the joker says that if you are noticed, the orderlies will die. Attention, DO NOT touch the guards!First you need to remove the operator. We carefully move to the other side and climb into the technical passages. We hook onto the very last guard, jump off, go to the ventilation, and finally get to the operator. We neutralize and deal with the rest of the guards. One of the operators reports that the door to the laboratory is in this room, but the door is secret. Detective mode comes to our aid. Turn it on, look for traces. One panel has multiple footprints of Harvey, with a booby-trapped panel underneath. Open the panel in three steps. And here comes the Joker himself! Unfortunately, he will only set mutants on you and run away. What a coward. Tactics for fighting mutants: as soon as one of the mutants runs at you,throw a fast batarang at him, the mutant will crash into the wall. While he is stunned, we run up to him and hit him. As a result, our hero will be locked on his back to the mutant. You need to direct the mutant to another. And so on several times, until the bitter end. All that remains is to run up and finish it off. Batman's plane (Batplane) arrives and delivers us a rope launcher. With his help we get out of the laboratory. We need to find Ivy, she's in Mrs. Arkham's greenhouse. Using a rope launcher, we move to it. We talk with her, after the conversation we need to go to Arkham Mansion. to find out from Cash where Croc is being held. Along the way, we will have to carry out a standard operation - to pacify several groups of bandits. In the greenhouse we will jump on the gargoyles again. We see that the exit from the building was blocked by huge roots - Ivy released them under the influence of Titan, the trick of the Joker. We approach the roots and jump into the passages, move to the other side and exit the building. Ivy decided to plant her flowers on the entire island. Moreover, the flowers are by no means peaceful. Fortunately, they can be destroyed. To do this, run up to them and press space. We get to the mansion. There are also problems there: there are a lot of plants inside, you can’t go down to the floor because of the deadly gas released by the plants. We stick to the ceiling, use a rope launcher, and fly from wall to wall. We get to Cash.

Intensive care building

To get into the intensive care building, we climb onto one of the towers, but not onto the roof. We knock out the sniper with a batarang and use a cable launcher. We're in the building. We make our way through the ventilation shaft into the building's lobby. There are six armed bandits walking around there, and the gargoyles are booby-trapped. The guys got ready. We knock out all six of them and go to the security room. There, using a sequencer, we disable the gate protection panel. We go into the passage to the cells, suddenly we fall under the Scarecrow's gas. How untimely! Fortunately, this will be our last meeting with him. On the way to the spotlight, you will have to disperse the crowd of skeletons; be careful during the fight, do not jump out under the gaze of the Joker. Having reached the spotlight, we have a fight ahead of us. First, just skeletons, then a mutant skeleton, we knock it out in the same way as normal ones, stun it with a batarang, and it itself will break against the wall, and in the end there will be a bunch of skeletons and a mutant. As you already understood, it was a bad trip, although we fought for real. Crane escapes and goes down to Croc's basement.we jump down, there are three bandits in the elevator control room. We knock them out and hack into the booby-trapped control panel. We jump into the opening hatch, there is a crowd of bandits, we fight with them, but make sure that during the fight they do not open the box with weapons, otherwise it will be difficult.

Croc's Lair

We go into the sewer, make our way along the walls, use the rope launcher to jump from wall to wall. When we enter Croc's lair, the map disappears, we will wander in the maze, focusing on the distance sensor to the spores, we need to collect the antidote from five spores. You can't run, otherwise Croc will detect the vibrations of the water and grab you. It will be faster to move in a squat position; when the crocodile attacks, we aim at it with a batarang. The batarang will hit the collar and the crocodile will fall into the water. Sometimes he will break the supports under us, then we need to run. Having collected all the disputes, it’s time to get out of these dark catacombs. We go straight where Batman is looking, now we run away from Croc, a couple of turns, and here is the tunnel. We are in dispute, we are going to the Batman cave to create an “anti-titanium” agent. Having created the antidote, we watch the video; the cave is attacked by Ivy plants. Having collected an improved batclaw, we get the opportunity to break down walls that we could not reach before. The Joker launched the Titan into the sewer; soon this mixture will reach the residential areas of Gotham; the pumps must be turned off urgently. We get marks on the map and begin to make our way up along the destroyed part of the sewer. Somewhere we jumped, somewhere we threw a rope, and here we are at the top. We break open the wall with the batclaw, three thugs come out to admire us, what a coincidence! And the batclaw now has three hooks, we observe the flight of three thugs. Having climbed inside, we will defeat two bandits; here there is a fork to go left or right. It doesn’t matter whether you turn off the panels with a sequencer here or there, but after turning off there will be a difficult battle in a limited space, and even with the participation of a mutant. Although this can have advantages. We stun the mutant, jump on his back, and point him at the bandits. It was then that things went wrong for them. A few runs on the wide back and the fight is over. We inspect the elevator shaft, break a couple of defective walls and undermine the counterweight. This is the smell of freedom. To get to the cave, we actively use Batman’s ability to glide over long distances, and of course the rope launcher.

Botanical Garden ( II)

Now we need to get to botanical garden, neutralize Ivy, thereby preventing her from destroying the island. Plants and snipers prevent us from getting to the garden. We make our way into the garden, go to the greenhouse. There is a fight ahead, which consists of two rounds. In the first, we throw a huge flower bud with a quick batarang, dodge flying balls and watch the roots growing out of the ground so that they don’t grab us. When Ivy’s life bar is empty, we apply explosive gel to the wall of the cocoon that separates us from the villainess. We blow it up, and the second round of battle begins. The fighting style is the same, only Ivy was joined by fighters in the form of guards enchanted by Ivy. We deal with Ivy. Joker is next.

The final

We leave the botanical garden and head towards the prison block. We will be greeted with applause by the Joker's bandits, what an honor! We go into the building, admire the Joker's antics, then the TV explodes. We pass through the resulting opening. Get ready for the toughest battle in the game. You will have to work with a fast batarang, and also climb onto the back of one stunned mutant, point it at another, and crush small bandits with it. The experience of such battles will come in handy. Finally, the Joker himself will come against us. Bandits will jump out from behind the railings of the makeshift amphitheater, and the Joker will occasionally throw exploding jaws onto the stage. First we deal with the prisoners. Then the Joker will turn to the helicopter, use the ultra-batclaw to pull him in, run up and deliver a series of blows until the villain gets out. In the second round, already experienced prisoners will appear, the algorithm of actions is the same, including the Joker. In the third round there will be bandits with electric batons and even a few with machine guns. You'll have to work hard, don't disdain Batman's gadgets, the same ultra-batclaw, for example. You can throw fast batarangs at the jaws.

Well, the Joker is defeated, Gordon is saved, and you have completed the game. Congratulations!



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