The passage of the hatter. Passage of the game Batman: Arkham Origins. Mortuary, police department

.
4. Police station.
5. Sewerage.
6. Commercial Bank of Gotham.
7. Steelworks, Boss: Copperhead.
8. Gotham City Royal Hotel, Boss: Bane.
9. Blackgate Prison.
10. Quest for Bane.
11. Pioneer Bridge, Boss: Firefly.
12. Blackgate Prison, Boss: Bane, Boss: Joker.


Communication tower Parkovaya street

(device needed: managed betarang)

At the bottom of the tower we see a closed lattice door, and behind it is electricity and a steel door. We turn on detective vision, to the left of the door we find a hatch in the floor, we climb there and go through the pipe into the room.

Inside, on the left, we see a window into an adjacent closed room. We launch a controlled betarang, fly through the window, touch the electricity on the left, then crash into the fuse box. The electricity is gone, we go into the steel door, break open the communication tower.


Communication tower Amusement park

(device needed: glue grenade, guided claw)

To get inside the communication tower, we throw a glue grenade into the water, an ice floe is formed, standing on an ice floe, we pull ourselves up to the rings on the walls. So let's dive in. Inside, we close up the valves with steam, climb up, defeat several bandits. After the victory, we pull the ring on the ceiling, stretch the cable at the top and jump onto it. We deal with another group of bandits, pushing them to the electric walls. At the top we crack the communication tower.


Communication tower Industrial area

(device needed: no)

Having reached the tower, we climb onto the platform from the east side, we defeat the bandits. We see a lattice door under electricity. We destroy the panel in the south of the site. We destroy the panel below on the street from the north side. After that, the electricity will disappear. We enter the communication tower and hack it.


Communication tower Coventry


Communication tower Diamond County

(device needed: electric gloves, destructor)

We enter the tower, we try to hack it, but the jammer located nearby does not let our signal through. We jump to the lower platform, sit down in the overhead elevator, charge the device with electric gloves, from this the elevator will go down. At the bottom we blow up a thin wall with gel, inside we destroy the jammer with a destructor. We climb up and calmly hack the communication tower.


Burnley communications tower

(device needed: controlled claw)

We climb the tower, we finish off all the bandits on the upper platform. To the right of the tower we stretch the cable with the help of a controlled claw. We climb onto the cable, roll along it and at the end we break the glass of the communication room.

Inside we break open the control panel, but from this the window is closed with bars. To get out, look up and cling to the ventilation grate with a batclaw. We climb into the ventilation.

(There is a bug in the game that prevents you from climbing into this particular ventilation. We are waiting for a patch that fixes this. If you get into a locked room in this place, then simply end the game by exiting to the main menu, and then continue again).

You can find 10 repeaters without turning off the jammer on the communication tower. To do this, turn on detective vision and fly around the city. Repeaters will be visible from afar and through buildings as green circular waves.


After destroying the relays throughout the city, you can return to the lair of Enigma. Inside we break the Enigma server, for this we get access to the Batman costume - “ Hand drawn Batman from the New 52».

We crack the password on the door on the left. In the Enigma room, we climb to the other side, blow up a thin wall, inside we find the sign of the enigmatic (we get 100,000 experience) - a secret thing from previous Batman games.

Additional missions. Anarky

Conditions for the appearance of the task: after passing the ship of the Penguin.


Task 1: Find Anarky's supporter and talk to him

In the Amusement Park area, on the Penguin's ship, we climb the mast, where the canvas for the projector is hung out and Anarky's performance is broadcast. We talk with the anarchist on the mast.


Task 2: Find and defuse the first Anarky bomb

On the ship we learn about the first bomb. You have 3 minutes to deactivate. During this time, you need to: get to the bomb, which is located in the Bowery area on the roof of a commercial bank (at the same time, quick access points do not work), defeat a gang of several anarchists on the roof, and tear out the wires from the bomb.


Task 3: Find Anarky's supporter and talk to him

The second canvas with the projection of Anarky hangs in Diamond County on the northwest corner of the district. Here we learn the location of the second bomb.


Task 4: Find and defuse the second Anarky bomb

3:30 seconds are given for neutralization. The bomb is located in the Amusement Park area on the casino building on the balcony of the second floor.


Task 5: Find Anarky's supporter and talk to him

The third canvas with the projection of Anarky hangs in the Coventry area on the chimney of the factory. The anarchist stands below on the western parapet of the plant. Here we learn the location of the third bomb.


Task 6: Find and defuse the third Anarky bomb

3:30 seconds are given for neutralization. The bomb is located in the Burnley area on the south coast next to the police station building.


Task 7: Fight Anarky in the courthouse

We are moving to the area Parkovaya street to the courthouse. Outside, we defeat the gang, we go inside the building. In the central room we fight with the first wave of anarchists. Then a second wave of anarchists jumps down from the top floor, and Anarky starts throwing Molotov cocktails from above. The third wave of enemies comes out, and Anarky descends with them. He has an electric baton in his hands, so we neutralize him from afar, throwing betarangs. After the victory, we learn that an ordinary teenager was hiding behind the mask of Anarky.

Additional missions. Penguin

Conditions for the appearance of the task: after passing story mission on the intrusion into the police database.


We get from the programmer Barbara Gordon additional task. There are six caches of Penguin's weapons in the city. Caches are indicated on the map, and it will not be difficult to find them. Caches are guarded by corrupt policemen, we neutralize them. After that, use the Destructor gadget to burn the red panel on the weapon box.

Task 1. Burnley area on the street under the communication tower.

Task 2. Diamond County on the north coast in a truck.

Task 3. Coventry area on the north coast in a loader.

Task 4. Sheldon park on the balcony of the factory building.

Task 5. District Amusement park on the Penguin ship. We look at the container raised by the crane, we cling to the container doors with a batclaw to open them. We shoot at the weapon box inside the container.

Task 6. The Bowery area in the western underpass.

For completing these tasks, we get weapons in Cubbplot Boxes, which are used in the multiplayer game.

Additional missions. deadshot

Conditions for the appearance of the task: after defeating the Bronzehead.


An additional task "Call for help" appears on the map, we go to it.


helicopter crash

The Bowery is the tallest building in the west. We approach the yellow smoke signal on the top floor. This turns out to be a cop trap, they show up in a helicopter and order Batman to surrender. But suddenly someone shoots down the helicopter.

We go down to the crash site. 1. We examine the body of the pilot. 2. We examine the remains of the helicopter. 3. On the top floor on the other side of the building we find the fallen tail. 4. We calculate the trajectory of the bullet, climb onto the hotel building opposite, then fly further to the water tower. We find Deadshot's sleeve, using the radio frequency numbers left on it, we contact Deadshot. The crime has been solved.


Task 1. Fight Deadshot in the Commercial Bank of Gotham

We go into the bank through the door on the roof. Inside we see Deadshot, 5 bandits with machine guns and one hostage. Deadshot constantly scans the entire area with his laser. His fatal shot can overtake anywhere in the room, so you need to act quietly.

We silently eliminate the side bandits, last of all we neutralize the central bandit, who is constantly monitored by the boss. After that, we attack Deadshot from behind. One sudden blow cannot kill him, so we stun him and finish him off hand-to-hand.

When Deadshot has very little health left, he will hide from Batman and stand next to the hostage, hiding behind him. At this time, 5 more bandits will come running, but now with night vision devices and with a supply of mines. Just silently neutralize them. At the end, we imperceptibly approach the boss from behind and wring his hands. Deadshot caught.

Additional missions. Mad Hatter

Conditions for the appearance of the task: after completing the story mission in the sewers.


We receive an invitation to a tea party from the Hatter. He has a girl, Alice, held hostage. Let's go to the Bowery. We find a store with a green hat on the corner of the house on the first floor, we go inside.

We jump into the room where the Mad Hatter is training his zombified bandits in rabbit masks. We defeat the bandits, interrogate the Hatter. But, suddenly, we are hypnotized and find ourselves in Wonderland.

In Wonderland, the side view is turned on. We go to the right, we wait until the electric traps on the floor turn off, at this time we run further. We reach a cliff and a locked gate. When there is no electricity on the floor, we approach the edge and shoot with betarangs at six green lanterns. From this, the gates are lowered, we move on. We jump over the next abyss, climb several ledges, fall into the cave.

Room 1. We get into a room with many doors, we look at all this from the keyhole. If you enter one door, you will immediately exit the other. To get out of here, we enter those doors, over which the rabbit stands in the picture above.

Room 3. We go to the right until it stops. We put explosive gel on the wall with the image of the Hatter and blow it up. We get out, we see a tea river with spoons and forks stuck in it. We stand on a small plate, with a batclaw we cling first to the first ring, then to the second. Let's go to the next test.

Room 4. We crawl, clinging to the ledge. We crawl into the next ledge and get to the stairs. From above we go along the cable, then we slide along it to break the map ahead. Immediately after that, we run further along the cards, as the pendulum begins to pursue us.

Room 5. We look up, we stretch the cable. We jump to the second floor, break the device. We stretch the cable between the upper points, climb up.

Room 6. Just jump over the gaps, avoiding the pendulum.

Room 7. With the help of the batclaw, we climb onto the upper platform. When it goes down, we jump into the opened hatch on the ceiling.

We get into the room with the Mad Hatter and the hostage Alice. We use a reverse batarang against the Hatter (hold RMB, hold MMB). The Hatter is caught, Alice is freed.

Completion unlocks several additional upgrades, including reverse beta rank.

Additional missions. Bird

Conditions for the appearance of the task: after completion story mission according to the analysis of the corpse in the police morgue.


Task 1: Investigate a fight between bandits

In the Coventry area on the west coast. We neutralize two fighting gangs. We interrogate the latter, we don’t find out anything, but another fight breaks out on the other side of the city.


Task 2: Investigate a fight between bandits

In the North Shore Amusement Park area. We neutralize the gangs, we scan the opened container, we find open cage for birds and matches from the My Alibi bar.


Task 3: Inspect the bar "My Alibi"

In the Coventry area we enter a bar.

Inside we fight with a gang led by a man who calls himself Bird. This is Bane's assistant. After the victory, we arrest him.

Reward: Upgrade Increased smoke duration.

Additional missions. Escaped prisoners

This task from the list of especially dangerous criminals is completed last. For this task to appear, three conditions must be met:

1) Complete all tasks "Especially dangerous" (not counting Enigma).

2) Complete all 9 murder investigations.

3) Complete the main story to the end.


When all conditions are met, we receive a call from Captain Gordon with a request to catch 20 prisoners who have escaped from Blackgate. The location of the criminals is indicated on the map. Each criminal is guarded by a gang of his accomplices, who will need to be neutralized.

Additional missions. Shiva

Conditions for the appearance of the task: after completing the story mission in the bank.


Bowery area. From the building of the central bank of Gotham we go north along down street under glass. In the fenced part of the street we find an abandoned stroller with a crying child. We look into the carriage, but we do not find anyone. At this time, the assassin Shiva attacks from behind. Stepping back, she offers us to complete the task.

Task 1: Find and save the "innocent person"

Diamond County. We approach the mark, we hear cries of help. From below we enter the building of the shopping center. Inside, a policeman is hanging from a rope over electric water.

First, we climb to the second floor on the right, there we destroy the electrical panel. After defeating the ninja, we look up, we stretch the cable to another part of the second floor. There we also break the device and fight off three ninjas.

On the cable we get out to the central part. We release the betarang into a rope. We speak with the released policeman. We learn about the second policeman. On the near wall of the pool we find evidence.


Task 2: Follow the trail of blood to find the police partner

Diamond County. On the street we follow the trail of blood. At the end we find a dead body. At this time, Shiva attacks. She gives us one more task.


Task 3: Fight Shiva

Sheldon Park. We enter the Tower of Miracles. Inside, we fight with Shiva, surrounded by four ninja girls. When Shiva is at half health, three more male ninjas will appear, and Shiva herself will start using the sword. Having lost all his health, Shiva will praise us and hide in the smoke.

Reward: Improved Critical Strikes.

Additional missions. Black mask

Conditions for the appearance of the task: after completing the story mission at the steel plant.


We learn that the Black Mask, even before the arrival of the Joker, was spreading a dangerous substance around the city - a venom. From the database we learn the exact location of all the tanks with the venom. Having found a white tank, we apply an explosive gel on it and detonate it.

Locations of all Black Mask caches:

Sheldon park. In the building of the power plant "Gotham City Light & Power". At a dead end.

Park street. In the south of the region. In the yard behind bars opposite the ACE chemical building.

Park street. In the north of the region. In the courtyard of an abandoned courthouse.

Coventry. South, behind the Koul Brau Brewery. On a small platform we kill two bandits. We charge the device with electric gloves, inside the opened sewer we find a tank.

Burnley. On the south coast behind the southeast building.

On the Gotham Pioneer Bridge. In the center on the lower tier under the road.

Fight Black Mask in the church

We kill all the mafiosi, break open the panel to the right of the altar, behind the open grate we blow up the last barrel with venom.

After that, the Black Mask himself comes with a new portion of mafiosi. We defeat them all, as a result - the Black Mask is detained.

Reward: Batclaw Disarm upgrade.

Additional missions. Crime scene

Tower trap in Coventry

(performed according to the plot)


Murders at Lacey Towers

(performed according to the plot)


Fall in Jesable Plaza

In the Bowery quarter in the northeastern part we see a small broken part of the glass ceiling, and a dead man lies on the ground below. We begin to examine the crime scene. 1. We examine the corpse. 2. We calculate the trajectory of the fall of the body. 3. We climb up, scan the destroyed railings on the top floor. 4. We go down a little lower, we scan the suitcase lying on the ventilation pipe. We can identify the suspect from the fingerprints.

We find the suspect in Diamond County. We kill the bandits around, interrogate the suspect. The crime has been solved.


helicopter crash

(performed in missions with Deadshot)


Shooting at Dixon Dock

On the roof of the house we find a body covered with a film. 1. Scan the body. 2. Create a chronology of movement. 3. We calculate the trajectory after the shot. 4. We find the camera around the corner of the glass part of the roof. Find out information about the person in the photographs.

We find the suspect on a rooftop in Diamond County.


Fire in Coventry

In Coventry in the north-west of the district on the street we find a covered corpse. 1. Scan the body. 2. Blood stain nearby. 3. Trail from the fire. 4. We reproduce the chronology of the murder, climb to the second floor, find a footprint on the wall. 5. We calculate the retreat path of the suspect, we scan a piece of stairs on the floor. The suspect is Qin Liu. We find it on the Penguin ship on upper deck, and delay.


Road accident in Burnley

In the Burnley area, right in front of the entrance to the police station, we find the body of a commando. 1. Scan the body. 2. Scan the blood stain on the left. 3. We go further along the flight path, we scan one more spot. 4. We reproduce the chronology of the murder, we see where the car turned. At the turn near the wall we find a sample of the paint of the car, according to this information we recognize the suspect. We find a commando on the roof of the nearest right house. The case is open.


Amusement park beating

In the north of the district on the second floor we find a dead body. 1. Scan the body. 2. Scan the blood stain. 3. Scroll forward the chronology of the crime. We jump to the first floor, we find the murder weapon - air conditioning, as well as fingerprints. We find the suspect in the center of Parkovaya Street, we tie him up.


Shooting in Crime Alley

In the east of Parkova Street in the alley in front of the power plant we find two bodies. The crime is reminiscent of the incident that happened to little Bruce: both people are dead, but nothing is stolen. 1. We scan one body. 2. Then the second. 3. Based on blood stains, we restore the chronology of the murder. 4. We look through the chronology, we see how one of the shells rolled into the ventilation grate. Let's remove the grate, scan the sleeve. Based on it, we calculate the killer. In the south of the industrial area we find the killer and detain him.

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Quest: Take the Destructor from the Evidence Locker

We go through the door to the left of the server room, inside there are two special forces, one of them with a shield, deal with them, break open the lock to open the grate to the elevator shaft, and then jump down into the basement of the police station.

When we reach the prison cells, we throw a shock detonator into the crowd of special forces, after which we burst into it and put everyone down. We go to the infirmary, blow up the thin wall with gel and get into the old mine leading to the storage of evidence. We cling to the top with a claw to climb the elevator shaft, after which we use a controlled claw - we pull the cable and cling to it in order to climb even higher. We get into the storage and take the destructor in the locker for storing evidence.

We return the same way as we came, back to the prison cells, we deal with the rebellious prisoners. We get out of the basement of the police station, again by the already passed path, straight to the server room, shoot the destructor on the panel above combination lock and hack it. Inside, Batman communicates with Barbara, who says that you can connect to the police servers through the cables located in the sewers.

Quest: Escape the Gotham Police Department

We climb into the ventilation in the floor and get into the shooting range. We use the destructor on the recommendation of Batman to neutralize the special forces (but I preferred smoke grenades), after which we beat them to a complete blackout on the ground. We break open the door to the investigation room and take the elevator upstairs, where we meet Captain Gordon. After talking with him, we repel the attack of the special forces and go out to the roof of the police station.

Mission: Break into the sewers under the Gotham City Police Department

Upon entering the roof, we receive an additional task from Barbara to destroy the Penguin's weapon caches.

The video shows the hacking of the Burnley communications tower and the destruction of network relays in the area

Burnley sewer

Task: Download the National Crime Database to the Batcomputer

We get to the sewer hatch, climb inside. In the sewer we find that people of the black Mask are hanging out in it. We jump down and deal with them, after which we blow up the boards with gel to make our way further. We make our way to the water purification zone, carefully go through the hot steam rising up, crawling along the ledges and cutting down the next bandits.

We press the button to close the water, after which we shoot at the hatch of the pipe from which steam comes out. We shoot in front of the wall to stretch the cable. On it we make our way forward, breaking through the glass into the room and knocking out another bandit. We hack the device. Below, another sewer tunnel opens in which the criminal stands, we get to him and cut him down.

We pass into the police communication room. We see how Maska's people completely mined the sewers under the police station. We cut down the bandits below and then go up on the freight elevator. As soon as we exit the elevator, the grate behind us immediately closes, again we fight with the bandits. When we cope, we connect to the police database.

As a result, Batman conducts a DNA analysis of the victim in Lacey Towers, from which he understands that this is the corpse of only a double of the Black Mask. The Mask himself was captured by the Joker to steal his money from the Gotham Commercial Bank.

We leave the sewers. As soon as we go up the stairs, three cheerful singing rabbits and an offer from the Hatter to visit him and save the hostage are waiting for us. We select the password to the castle and go out into the city.

Walkthrough additional mission Mad Hatter

Commercial Bank of Gotham

Mission: Infiltrate the Gotham Commercial Bank

We go to the Bowery to the bank. There is a locked door on the roof of the bank, on the right in the wall there is weakness explode with gel, penetrate inside, open the lid in the floor. Inside the grate in front of the door with a destructor, we shoot at the panel above the grate and break open the lock.

We get into the big hall of the bank, where there are a lot of corpses. The central door is closed, but there is ventilation to the right of it, climb through it and jump into a small room. A flimsy floor can be blown up, so we apply an explosive gel on it.

Batman falls down and is caught in the midst of a bank robbery. The Joker will play a scene in front of us, dressed in the Black Mask, and then shooting at our hero and blowing up the passage behind him, he kills the hostage and leaves Batman.

Mission: Capture the Joker.

We find ourselves again in the central hall of the bank. The Joker orders his people to kill us, so we deal with his people one by one. We interrogate the last one who surrendered about where the Joker is now. He informs us that he is now at the steel mill. Before leaving the bank, you can examine the body of a laughing girl. As a result, it turns out that she did not laugh, but was poisoned with poison.

Steel Plant

Task: Explore the steel mill.

We leave the Gotham Bank through the main entrance, special forces are already waiting for us on the street, we deal with them in order to go further.

We are heading to the industrial area to the steel plant. The main entrance is heavily guarded by armed guards, so we carefully eliminate them all and go inside. The building is full of Joker's people, but with firearms there is no one, so you can heartily prescribe combo attacks to them.

We go up the stairs, there is ventilation in front of the door above, we climb through it to the office of Sionis, we deal with the bandits, we approach the Black Mask computer so that Alfred can crack it and get the security codes. We go back to the door and break open the lock, we get into the loading point from it we pass to the warehouse.

We deal with the bandits who are engaged in loading. Another detachment with a punisher at the head comes out of the opening wall, put them down, and then press the button to move the crane to the wall. Then we hook the load on the crane and pull it to break the wall.

We jump into the secret room, after which we go into the elevator, we scan the corpse to find out what he died from. We leave the elevator, fight with another group, break open the lock and get into the drug laboratory. In the laboratory, we deal with armed people. We go to the office of the Black Mask.

Objective: Examine the Bronzehead Poison Sample. Get to the antidote drop site

Batman finds Sionis and frees him, but at the same time he is attacked by Bronzehead and poisons him. We scan the place and find the rest of her poison.

We leave the laboratory from it and return back to the surface of the city, on the way we see hallucinations, we fight with the multiplied Copperhead.

Quest: Defeat Bronzehead.

Having reached the warehouse, we will meet the Copperhead, due to poisoning with poison, we see many of her illusions-twins. We fight with everyone, but upon impact, we observe whether the health of the boss is taken away. If this happens, then we have identified the real Copperhead, we are pressing on it.

When she has little health left, she will start attacking us from the dark, leaving doubles, we beat everyone and wait for the poison vaccine from Alfred. After that, we beat her a little. Batman ties up Bronzehead and locks him in a container.

Quest: Obtain the electromagnetic signature of the Taser

The Electrocutioner's gloves emit a strong electromagnetic signature. We get out of the steel plant, the way we came. There will be a few more bandits at the exit, we deal with them and go to the Pioneer Bridge to catch the signal of the Electric Shocker gloves.

Having caught the signal on the bridge, we go to its source in Diamond County. As a result, we get to the hotel "Gotham City Royal"

Gotham City Royal Hotel

Mission: Infiltrate the Gotham City Royal Hotel

We break through the bandits and special forces, we get to the hotel parking lot. We pass by the broken cars, cut down two bandits and jump down to deal with another group of criminals. Then we crack the code to the grate. Inside, we shoot with a betarang at the switch to turn off the electric current. We pull the cable at the top to catch on. In the room, press the button and open the parking gate, go there and start the generator. the elevator will open.

I'll split the side quests as follows:

1) Crimes. Batman picks up a police frequency about a crime that has taken place or is about to take place. We arrive at the place along the arrow and fight with the enemies. The difficulty of fights will increase as the storyline progresses.

2) Repeaters, data blocks, informants, towers. Necessary things in order to catch Enigma. We destroy the repeaters, collect data blocks, interrogate informants to find data blocks, and climb into the towers and break open to find repeaters and get the opportunity to quickly move in this district.

3) Training planning in DR mode. We arrive at the place and get marks on which you need to fly. With increasing complexity, the sophistication of flight and hassle increases.

These tasks are those that you can complete yourself, but here Danger List and Crime Scene are best done with this guide.

Investigations:

Let's start with investigations.

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

Crime scene. Drop in Jezebel Plaza:

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

While in the Bowery, you will hear the police radio. Someone fell out of the hotel. We need to inspect the crime scene and find out the details of the fall. Arriving at the scene of the crime, we identify the victim, and then we reproduce the crime. We climb onto the roof and, following the footprints on the roof, we understand that someone pushed the poor fellow. Now you need to find a case with documents. The case will lie on the drainpipe. Also, we learn the name of the killer: 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 Druzhkov, and interrogate Robert. This case is closed.

Crime scene. Shooting at Dickson Dock:

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

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

Crime scene. Fire in Coventry:

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

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

Crime scene. Traffic accident in Burnley:

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

We will receive a tip on this investigation after completion. storyline. We arrive at the crime scene and scan the covered body. A commando 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 killed. He hangs out on the roof with his buddies. We beat Demarco and his friends, then we interrogate and close the case.

Crime scene. Beating in an amusement park:

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

We will receive after the completion of the case "Road collision in Burnley". We arrive at the place. We scan the body and other evidence. Suspect: Andrew Carter. We go to his coordinates, beat him up and interrogate him. Case is closed.

Crime scene. Shooting in Crime Alley:

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

We will get a tip on this investigation after the completion of the cases: "Road hit in Burnley" and "Beating in the amusement park." There was shooting in Crime Alley and now there are two dead bodies. Doesn't it remind you of anything? We arrive at the scene of the crime. The crime is reminiscent of the incident that happened to little Bruce. The parents are dead, but nothing has been stolen. This was not a robbery attempt. We study the evidence, tear out the grate and scan the sleeve. Suspect's name: Ian Chase. We arrive at the coordinates, beat and interrogate Jan. The case is over.

"Danger List":

After investigations, we move on to the "Dangerous List".

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

Enigma Headquarters (dangerous list):

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

In this area, we are interested in the headquarters of Enigma. We arrive at the mark, grope for a weak spot in the shelter, break through it and go through the door. We carry on a dialogue with Enigma and approach the door with the control panel. Hacking will not work, the computer cannot be destroyed. So we are looking for Enigma's helpers and knocking information out of them.

Right at the exit from the building we see an informant. We beat him and get information about the whereabouts of compromising materials. Now we walk around the map and collect them, and also beat other informants.

Anarky (dangerous list):

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

The mission starts after leaving the Penguin's ship. On the way to the exit, we will hear Anarky - an extremist who is trying to destroy the government and Gotham. Another candidate for capture by Batman. Anarky will send his partner, who will say that there are three bombs 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 opponents, and then the bomb itself.

After that, 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.

After learning that you have decided to defuse all the bombs and save the corrupt society, Anarky calls you to the courthouse for a fight. Well then, we must go. In the courthouse, we deal with Arki and his henchmen. Arki turns out to be an ordinary child, but Batman ties him up anyway and leaves him with the police. You can also listen to his impassioned speech about the situation in Gotham, and then exit the courthouse. This completes the task.

Penguin (dangerous list):

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

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

Mad Hatter (dangerous list):

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

After getting out of the sewers after the Lacey - Towers case, you will notice three people in strange masks and humming 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 ... .. find yourself in Wonderland. Run along the path, and then, avoiding electric traps, go further. Shoot down 6 lanterns and go across the bridge to a ledge, jump on it and crawl along the next ledges.

1) This will take you to the first room. The way out is: 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 blow up the image of the clown with the gel. Use the raft to get 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 Destroke's claw to make a cable, climb it and hit the clock, then make another cable and exit 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 with the reverse batarang and knock out with the right in the jaw. Alice is saved, the Hatter is lying down, the police are on their way. Let's get out of here.

Shiva (dangerous list):

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

Leaving the bank, you will see a stroller from which weeping can be heard. Approach her and see that the carriage is empty, and Shiva will attack you from behind. An acquaintance of Batman, by the way. You will not fight her, she will say that an innocent person can die in Gotham and Batman must save him. We come to the mark and hear screams. It's from the mall, so let's go there. There is a policeman hanging in the mall, and under him is an electric pool. Let's try to save him. We go to the left side and cut down the shield. Three ninjas will attack us, apparently a gift from Shiva. We get rid of them and with the help of Destroke's claw we make a cable and move to the other side. On the other side we cut down the shield and again we fight with Shiva's friends. After that, we release the policeman and talk to him. Thanks to the knowledge gained, we scan the area in search of evidence and exit the building. On the street, we follow the evidence and find the covered corpse of a policeman. Shiva will attack from behind - 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 minions. Take out on counterattacks. After you remove your health from her, she will talk to you and disappear, but I feel that we will see her again.

Black Mask (dangerous list):

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

The task will become available after you destroy the poison container in 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 the Black Mask. There will be armed men in the church. We deal with them, then we crack the control console and blow up the last container with drugs. Now we fight with the Black Mask and his people hand-to-hand. After winning the fight, inform the police about Roman Sionis and leave the church. All mission completed.

Deadshot (dangerous list):

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

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 fall into an ambush of 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 that, return to the roof and analyze the tail section. Now let's find the ballistic trace from the sniper. The sniper was a commando, but he wouldn't shoot his own. It turns out that Deadshot is involved. We follow his trail and find a bullet with coordinates. We drive them into the sequencer and get a message from Deadshot. We need to go to the bank to face Deadshot. We come to the bank and immediately with the help of the destructor we turn off the guns of several people. After that, we methodically remove them one by one, without falling into the eyes of Deadshot. It's Deadshot's turn. Beat him and try to knock him out. He will dodge your final blow. After the third attempt, Deadshot will run to the hostage. Find an advantageous position, sneak up on him from behind and neutralize him. All mission completed.

Bird (dangerous list):

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

As you exit the morgue after analyzing one of Bane's men, you'll pick up a police frequency saying that two chemical weapons gangs are having a skirmish. Need to check. On the spot we see fighting fighters. We break them and interrogate the only soldier left in the mind. We go to the amusement park and repeat the same pattern as in the docks. We interrogate the soldier, and then we scan the area around the canister. Now you need to come to night club My Alibi in the Coventry area to fight the Bird. In the club, we deal with the Bird and his friends. After everyone falls, we interrogate the bird and cut it down. You can go, the police will deal with him.

Escaped prisoners (danger list):

Complete Walkthrough of Side Quests in Batman: Arkham Origins


Complete Walkthrough of Side Quests in Batman: Arkham Origins

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

1) We carry out all the cases on the dangerous list last, which will be the capture of the Bird.

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

3) Complete the storyline.

After completing all the conditions, you will receive an incoming call from Gordon asking you to catch 20 escaped prisoners from Blackgate. All criminals will be marked in the GPS. Remember, criminals will have friends who will come to their aid. So check the area first. After breaking 20 escaped Blackgate criminals, you will receive a call from Gordon with gratitude. Mission completed.

While in the Bowery, you will hear the police radio. Someone fell out of the hotel. We need to inspect the crime scene and find out the details of the fall. Arriving at the scene of the crime, we identify the victim, and then we reproduce the crime. We climb onto the roof and, following the footprints on the roof, we understand that someone pushed the poor fellow. Now you need to find a case with documents. The case will lie on the drainpipe. Also, we learn the name of the killer: 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 Druzhkov, and interrogate Robert. This case is closed.

Crime scene. Shooting at Dickson Dock:

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

Crime scene. Fire in Coventry:

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

Crime scene. Traffic accident in 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 commando 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 killed. He hangs out on the roof with his buddies. We beat Demarco and his friends, then we interrogate and close the case.

Crime scene. Beating in an amusement park:

We will receive after the completion of the case "Road collision in Burnley". We arrive at the place. We scan the body and other evidence. Suspect: Andrew Carter. We go to his coordinates, beat him up and interrogate him. Case is closed.

Crime scene. Shooting in Crime Alley:

We will get a tip on this investigation after the completion of the cases: "Road hit in Burnley" and "Beating in the amusement park." There was shooting in Crime Alley and now there are two dead bodies. Doesn't it remind you of anything? We arrive at the scene of the crime. The crime is reminiscent of the incident that happened to little Bruce. The parents are dead, but nothing has been stolen. This was not a robbery attempt. We study the evidence, tear out the grate and scan the sleeve. Suspect's name: Ian Chase. We arrive at the coordinates, beat and interrogate Jan. The case is over.

"Danger List"

Enigma Headquarters

In this area, we are interested in the headquarters of Enigma. We arrive at the mark, grope for a weak spot in the shelter, break through it and go through the door. We carry on a dialogue with Enigma and approach the door with the control panel. Hacking will not work, the computer cannot be destroyed. So we are looking for Enigma's helpers and knocking information out of them.

Right at the exit from the building we see an informant. We beat him and get information about the whereabouts of compromising materials. Now we walk around the map and collect them, and also beat other informants.

The mission starts after leaving the Penguin's ship. On the way to the exit, we will hear Anarky - an extremist who is trying to destroy the government and Gotham. Another candidate for capture by Batman. Anarky will send his partner, who will say that there are three bombs 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 opponents, and then the bomb itself.

After that, 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.

After learning that you have decided to defuse all the bombs and save the corrupt society, Anarky calls you to the courthouse for a fight. Well then, we must go. In the courthouse, we deal with Arki and his henchmen. Arki turns out to be an ordinary child, but Batman ties him up anyway and leaves him with the police. You can also listen to his impassioned speech about the situation in Gotham, and then exit 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 weapon boxes owned by the Penguin. The data will be in your GPS locator. We arrive at the place, neutralize the guards and use the destructor to destroy the weapon. As a reward for this task, you will receive containers for multiplayer.

Mad Hatter

After getting out of the sewers after the Lacey - Towers case, you will notice three people in strange masks and humming 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 ... .. find yourself in Wonderland. Run along the path, and then, avoiding electric traps, go further. Shoot down 6 lanterns and go across the bridge to a ledge, jump on it and crawl along the next ledges.

1) This will take you to the first room. The way out is: 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 blow up the image of the clown with the gel. Use the raft to get 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 Destroke's claw to make a cable, climb it and hit the clock, then make another cable and exit 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 with the reverse batarang and knock out with the right in the jaw. Alice is saved, the Hatter is lying down, the police are on their way. Let's get out of here.

Leaving the bank, you will see a stroller from which weeping can be heard. Approach her and see that the carriage is empty, and Shiva will attack you from behind. An acquaintance of Batman, by the way. You will not fight her, she will say that an innocent person can die in Gotham and Batman must save him. We come to the mark and hear screams. It's from the mall, so let's go there. There is a policeman hanging in the mall, and under him is an electric pool. Let's try to save him. We go to the left side and cut down the shield. Three ninjas will attack us, apparently a gift from Shiva. We get rid of them and with the help of Destroke's claw we make a cable and move to the other side. On the other side we cut down the shield and again we fight with Shiva's friends. After that, we release the policeman and talk to him. Thanks to the knowledge gained, we scan the area in search of evidence and exit the building. On the street, we follow the evidence and find the covered corpse of a policeman. Shiva will attack from behind - 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 minions. Take out on counterattacks. After you remove your health from her, she will talk to you and disappear, but I feel that we will see her again.

Black mask

The task will become available after you destroy the poison container in 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 the Black Mask. There will be armed men in the church. We deal with them, then we crack the control console and blow up the last container with drugs. Now we fight with the Black Mask and his people hand-to-hand. After winning the fight, inform the police about Roman Sionis and leave the church. All mission completed.

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 fall into an ambush of 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 that, return to the roof and analyze the tail section. Now let's find the ballistic trace from the sniper. The sniper was a commando, but he wouldn't shoot his own. It turns out that Deadshot is involved. We follow his trail and find a bullet with coordinates. We drive them into the sequencer and get a message from Deadshot. We need to go to the bank to face Deadshot. We come to the bank and immediately with the help of the destructor we turn off the guns of several people. After that, we methodically remove them one by one, without falling into the eyes of Deadshot. It's Deadshot's turn. Beat him and try to knock him out. He will dodge your final blow. After the third attempt, Deadshot will run to the hostage. Find an advantageous position, sneak up on him from behind and neutralize him. All mission completed.

As you exit the morgue after analyzing one of Bane's men, you'll pick up a police frequency saying that two chemical weapons gangs are having a skirmish. Need to check. On the spot we see fighting fighters. We break them and interrogate the only soldier left in the mind. We go to the amusement park and repeat the same pattern as in the docks. We interrogate the soldier, and then we scan the area around the canister. Now you need to come to the My Alibi nightclub in the Coventry area to fight the Bird. In the club, we deal with the Bird and his friends. After everyone falls, we interrogate the bird and cut it down. You can go, the police will deal with him.

Escaped prisoners

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

1) We carry out all the cases on the dangerous list last, which will be the capture of the Bird.

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

3) Complete the storyline.

After completing all the conditions, you will receive an incoming call from Gordon asking you to catch 20 escaped prisoners from Blackgate. All criminals will be marked in the GPS. Remember, criminals will have friends who will come to their aid. So check the area first. After breaking 20 escaped Blackgate criminals, you will receive a call from Gordon with gratitude. Mission completed.

Blackgate Prison

On the eve of Christmas, Bruce Wayne will be dressed in a fearless Batman costume. One of Gotham's most dangerous criminals, Black Mask, is escaping from Blackgate Prison. Having landed somewhere near the walls of the prison, we pass inside, crouching under the rubble. We save the head of the prison Joseph from the mafia. We sneak up behind and in slowdown we press the counterattack button. Similarly, we neutralize the boss himself. After asking him, we go to cell block And we go down the stairs. We deal with a few more enemies. We learn from the last mafia that the Black Mask is leading Loub to the execution chamber.

In the corridor we find a drone. We beat the prisoners and cling to the upper ledge with a hook. Enemies in body armor must first be stunned, and then inflicted with a series of powerful blows. Use the hook again to climb up. Once at the point of registration of prisoners, we turn on detective vision. We select the betarang and, after aiming, we throw it at the control switch of the metal gate. We accelerate, we slip under a small gap. We get rid of the mafiosi and find Vicki Vale, a reporter who is imprisoned. Click on the elevator door button. We go into the mine, select the explosive gel and apply it to the fragile floor. We undermine and jump down.

For each character there is a lot of information in the "Dossier" section.


Black Mask is unhappy with the containment. Therefore, he decided to raise a rebellion and crack down on Commissioner Loub, who "fed" from Mask's handouts. It's no secret that local guards and their boss willingly accept bribes from crime bosses. We open the ventilation grate and through the mine we get to the prisoners. We deal with him and approach the grate, behind which is the last enemy. We go into the room on the right, use the batclaw to pull the ventilation grate. We jump into the mines and move around. We apply the gel on a fragile wall and make an undermining. The next door can be opened by quickly releasing two batarangs at once at each button. We open the grate with a batclaw and get out through the mine to the place of execution. Save Loba, unfortunately, fails.

We break through the glass by double-clicking on the jump button. First, we deal with the mafia without protection, and only then calmly with the one with the bulletproof vest. We run out into the corridor, remove the memory card from the damaged drone. Clinging to the batclaw, we climb higher and higher. Black Mask manages to escape. Only Killer Croc remains on the roof. We dodge away from his attacks. We stun the enemy and inflict a series of blows until he has time to recover. When Krok takes up the fuel tank, we release several betarangs. The enemy can grab us. In this case, quickly and often click on the displayed button and double-click on the jump button, quickly step aside. We interrogate Croc the Killer. We find out that Black Mask has put a bounty on Batman's head. Gordon and a few other cops will try to stop us. We go to the cave to read the found memory card.

tower hack

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

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

Crime prevention is another reason to earn points.


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

Tracking the Penguin

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

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

Liner «Final Offer»

It is best to plan actions from afar. Especially if the territory is viewed by snipers.


The penguin hides on the old Final Offer ship. A fighting tournament organized by him is also held there and, accordingly, the liner is teeming with criminals of all stripes. Before you get on board, you need to eliminate the snipers. We fly to the tower, we land on it and, having crept up to the enemy, we silently deal with him. Enemies have poor vision, but excellent hearing. We fly to the suspended container and from it to the crane. We jump to the lower container, on which there is a second sniper. After neutralizing it, we go down aboard and move to the right side. The two separate from time to time. We deal with them when the enemy turns around on the bridge. We pass to the opposite side and also stun the enemies one by one. We leave the one on the bridge for last. We climb to the position where the first sniper was. Right from here we fly to the doors and deal with the criminals. If necessary, use a smoke grenade.

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

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

First, we pull ourselves up by the far ledges with the help of a hook, then we simply accelerate and grab onto it. We move to the end to the right and cling to the hook. We approach the very edge, look to the left and up. We neutralize a couple of criminals. We get out to the upper deck and cling to the wall. There are three enemies around the corner. We take out a controlled batarang, launch it towards the enemies, pass it through the electrified area above the door, make several full turns in order to eventually hit the enemy with a weapon. The rest won't be hard to deal with. We go to the other end of the corridor, cling to the ceiling with a batclaw and bring it down. We climb up, open the grate and go through the mine.


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

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

The interrogation is interrupted by the sudden appearance of Deathstroke. The enemy is tough and fast. We keep attacking him. We do not yawn counterattacks, but we do not make them ahead of time either. Be sure to wait for the appearance of the button or the corresponding icons above Deathstroke's head. After the flash, quickly and often press the counterattack button, and then similarly press the strike button. Immediately after that, we are preparing to conduct a decisive counterattack. In the later stages, the attacks of the enemy will become more frequent, so it will not be superfluous to use a Batclaw. Having won, we take away the controlled claw. It allows you to release a cable between the walls, which you can climb and move freely in space. We select a controlled claw, aim at the attachment point on the wall above the place where the Penguin was, and shoot. We cling to the cable, get to the doors and try to open them. The chances of breaking through them are zero. Alfred will confirm that there was a murder in Lacey Towers. Besides, not just a murder, but the murder of the Black Mask. We jump down, open the door and head to the exit. We go down to deck 1, release the cable to the anchor point at the other end of the flooded area. We leave the liner.

Deathstroke.


Murder investigation at Leslie Towers

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

We go to the apartment of the Black Mask, where the murder took place. We examine the body of the unknown. We activate the evidence scanner and examine the body again. We scan the body of the Black Mask's girlfriend, suspended from the chandelier. On the floor are the remains of a Molotov cocktail. We reproduce the event and understand that the room was set on fire in order to cover the tracks. We study the trace of a bullet on the body of the victim. We re-scan the body of Black Mask's girlfriend. We study the fingerprints of the Penguin on the wall next to the body. We scan the footprints on the floor in detail. We study the trace on the floor under the body on the chandelier. We rewind back to find the fabric of clothes on the window frame of the balcony. We scan the footprint on the counter. Slowly rewinding time back, you can see that the girl's phone flew off. The last message sent featured the Joker. Having compared all the data, we understand that it was not Black Mask who was killed, since we saw him in prison tonight. To find out the identities of the victim who shot the victim and entered from the balcony, we will have to get into the file cabinet of the National Crime Database, which is located in the Gotham Police Station. At the exit from the building we will face the enemy with a shield. We stun him and perform a double-click on the jump button.

Police Department

Before going to the police station, we will visit the cave. We open the city map, move the pointer to the left side of the central bridge and select a reset point on a small island. Arriving in the cave, we go down the stairs, turn left and pick up the shock detonator from the table. We return to the transport and go to the Burnley area. If you can't find the right spot, you can always look up to the sky and see the Batman logo and arrows. There is a small group of police officers on the roof of the police headquarters. First, we neutralize the sniper in the upper central position, then those that move under us. Finally, we leave the opponents at the entrance and on the helipad.

We go inside, go down, apply the gel on a fragile wall and undermine it. We jump onto the elevator car and go down. When the elevator stops, we jump higher and go through the ventilation shaft. During interrogation, Gordon found out that eight assassins were operating in the city. We neutralize the policeman in the locker room. We pass into the office building, if desired, we can use an impact detonator to briefly stun opponents. Either way, they need to be dealt with. With the help of the batclaw, we pull out the bars above the door. We jump up, go to the meeting room. Branden and his corrupt squad also take part in the "Who can kill Batman faster" race. Using a controlled claw, we shoot at the attachment point on the other side. We move along the cable into the corridor, where we carefully neutralize the policeman.

The Dark Knight Challenge can be completed both in the field and on the training ground in the cave.


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

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

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

Returning to the server room, we destroy the jammer with the destructor and hack the panel with the sequencer. Inside we meet Gordon's daughter. It will help you connect to the DNA file cabinet and tell you how to make a remote connection to the server. Soon a large group of special forces will be pulled up. We turn around, open the grate and move through the ventilation. The destructor also allows you to silence enemy weapons. However, this is useless here, because the enemies are literally a couple of meters away from us. Having dealt with everyone, we run to the door on the right side, after passing through which we turn left and break open the access panel. We turn left again, at the last moment we manage to run into the elevator. On the roof we face Gordon. While we were talking to him, Branden's group arrived. We throw a smoke grenade, use the destructor and neutralize the opponents. We leave the police department.

In the section "Especially dangerous" there are additional tasks.


Sewerage

There are two ways to get to the sewer hatch - through the roof or through the gate. Between the building (slightly higher from the reset point on the map) there is a small passage from which you need to go down to the alley. In this case, you do not have to confront a group of policemen at the gate. If you decide to go ahead, then first we will neutralize the enemy with a firearm with the help of a destructor.

In the sewers, we encounter the people of the Black Mask, who mine almost every meter. Enemies in red suits are able to reflect our attacks, so they will have to counterattack much more often. We use the gel to destroy the wooden partition. We pass into the water treatment area. Hook cling to the ledge on the left. Just jump over to the next ledge. Having gone forward a little, we cling to the ledge on the right and carry out the capture of the enemy. Having neutralized the second, we climb even higher. We get to the control panel, press the button and, taking out the batclaw, we grab the pipe cover on the left. Having redirected the steam, we take out a controlled claw and release the cable to the attachment point a little to the right above the window. We cross over to the other side, go out onto the balcony and crack the code panel. We fly to the drain, which will lead us to the communication room.

We fly to the cargo lift and deal with opponents. We press the button, go upstairs and activate detective vision. As you can see, there is one enemy with a weapon, so first of all we run up to him. We connect to the database to the right of the monitors. We are compiling a complete picture of the events that took place in the Black Mask's apartment. So, Black Mask sent his frightened girlfriend to the safe house. Suspecting something was wrong, he later sent his double there, and he himself entered through the balcony. By negligence, the killer noticed him. A fight ensued, the winner of which was the killer. Black Mask was needed alive to infiltrate Gotham's commercial bank. Such a brutal reprisal could only be embodied by one person - the Joker. We get out to the surface and crack the code panel to the right of the gate.

Commercial Bank of Gotham

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

After the explosion, we climb a high point and observe the arrived group of enemies. If you activate detective vision, then you can see only one single enemy, behind whose back is a jammer. You can neutralize it temporarily with the help of a destructor or permanently by neutralizing the carrier itself. We move to the side high point on the right and wait for the mafia to start climbing the stairs. We fly to him, sneak up and neutralize. After a while, the rest will detect the body by a signal from the heartbeat sensor. Let's deal with them one by one. The latter decides to surrender, we approach him and interrogate him. We leave the bank, hide behind the car on the right and wait for the special forces to leave. You can try to deal with them, but there are two shooters, so we use a destructor against them.

Steel Plant

Copperhead.


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

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

We neutralize the enemies, crack the code panel and go to the drug lab. As in the bank, one of the opponents wears a jammer on his back. He will head to the far right corner, we are waiting for him there. There will also be another enemy right above the carrier. Let's disable it first. Enemies are not equipped with heartbeat sensors, so there should be no problems with detection. First, we eliminate the opponents in the upper positions, and only then we move on to those moving on the ground. We go to the office of the Black Mask, free the hostage and try to find out where the Joker went. Bronzehead appears and poisons Batman. It is necessary to study the composition of the poison so that an antidote can be made. We scan the traces on the floor, slowly rewind the time and, when the Copperhead is in the air, we study another trace on the pipe. While Alfred is synthesizing the antidote, we head for the exit with the last of our strength.

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

Gotham City Royal Hotel

Get rich and die.


The Joker arranged a meeting with the Batman hunters. We get to the bridge support, catch the signal of the Taser and use the sensor to move in the right direction. The hotel is located in the Diamond area, the entrance is heavily guarded by corrupt commandos and mafiosi. Having penetrated inside, we go down and neutralize two enemies. After jumping out of the window, we eliminate a small group of mafiosi. We crack the code panel of the lattice. We throw the betarang at the button to turn off the electricity. At the top there is an attachment point, we launch a controlled claw into it. We go up, activate the button to open the gate. We go down, go to the last room and restart the main generator.

Rising on the elevator, we pass into the lobby. There will be three on the second floor, one of which moves between floors. It is best to intercept it on the stairs. We leave two between the stairs for the last. We go down to the first floor and neutralize all the mafiosi one by one. The rest can be stunned with a double batarang while on a high point. Then quickly go down and finish. We break open the door of the security room (near the reception). Through the cameras, it will not be difficult to determine the location of the Joker. At the meeting, he kills Electrocutioner. We pick up the shock gloves, jump onto the platform and feed the generator. Rising up, we cling to the upper structure. We approach the destroyed passage and release the hook into the window of the tenth floor.

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

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

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


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

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

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

We get to the pool, climb the gargoyle and move to the opposite side. We kill two on the second floor in the center. We deal with the enemies on the lower floor and finish off the rest. There are only 8 opponents in a fairly large area, so it's easier to wait until they split up. We go down to the reception and break open the code panel of the elevator door (code "DRIVE"). We rise to the Joker and face Bane. The fight will start in the library and then move on to the rooftop. By double pressing the jump button, we dodge to the side when the enemy is furiously heading towards us. With normal attacks, we jump over him behind his back, carry out a triple stun and inflict a series of blows. We act similarly from the outside, only we will have to dodge to the side much more often. Also, do not forget to neutralize the constantly arriving mafiosi in time to allow the scale of shock gloves to fill up.


Bane flies away with his men, but Batman manages to attach a tracking sensor to him. From the explosion inflicted by Bane, the Joker breaks down. We overtake him in flight, counterattack and more or less successfully land. A special forces squad will appear to grab the Joker and send him to Blackgate Prison, and this is not the first time we have managed to escape.

Blackgate Prison

Intern Harleen Quinzel will conduct a psychiatric test for the Joker, during which the patient will immerse himself in reasoning on the topic "Fateful meeting with Batman." We fight off the crowd of criminals, we slowly move along the chemical plant. Where necessary - we jump, where necessary - we squat, and where necessary - we wait for the cessation of the fiery stream.

Mortuary, police department

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

We plug the steam in the pipes with glue grenades. We fly down, go through the door and release two more passages. We climb up, crack the code panel and climb the stairs. We scan the corpse and study the autopsy protocol on the computer. The secret of Bane's power is the venom substance. Thanks to him, muscles and bones swell before our eyes. However, there is a side effect - memory loss, with long-term use of "venom". We leave the administration in the same way that we entered here.

Bane HQ

We neutralize the snipers in the district, go down and deal with less dangerous opponents. We start the attack with a strike in planning on the shooter. We go into the tunnel, open the door on the right. We open the grate, we pass through the mine and, having gone down, we clean the territory from enemies. We destroy the flimsy barrier with the help of the gel. We throw a glue grenade into the water, jump onto the formed raft and with a batclaw we pull ourselves up to the rings on the walls. Faced with the real receivers of Bane, who also have recharge on the back with a "venom", we dodge to the side of their attacks (red signs above our heads) to prevent capture. One stun will be enough for them, after which we inflict a series of blows.

Going down the stairs, we make an effort to open the door. Bain made good progress in the study of matter. Although he practically leveled the danger of death, the side effect can still occur at any time. We get to the computers and find our photos and videos with Batman and Bruce Wayne. Bane found out about the secret, and now the superhero's privacy is in great doubt. Meanwhile, Firefly suddenly appeared on the radar. He mined Gotham's main link bridge and took hostages. The cave and Alfred will wait, because the lives of people who are in a dangerous situation because of us are at stake.

Bridge of Pioneers

Additional improvements are issued for completing certain tasks from the "Especially Dangerous" sections and for completing the "Dark Knight" trials.


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

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

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

Firefly.


We charge the generator, get out and cling to the metal beam. We shift to the right, grab the ledge and continue to move in the same direction. We pull ourselves up, climb onto the bridge and engage in a fight with a large number of enemies. Shock gloves will come in handy. Firefly will arrive right after the fight. We grab onto him with a batclaw. The fire damage is very high, so you will often have to dodge. When the enemy freezes in place and prepares to attack, at this moment we immediately throw a glue bomb at him, and then crush him with fast batarangs. Stunned Firefly, we attract with a batclaw, quickly and often pressing the corresponding button. After an unsuccessful attempt to detonate the fourth bomb, we begin to run away. Jumping down, we cling to the metal beam. We blind the enemy with a glue bomb and quickly climb back to the bridge. At the second stage, in addition to fire, you also need to evade bombs. And basically we act in the same way as in the beginning. We complete the fight by clinging to the Firefly and conducting two counterattacks.

Batman Cave

While we were saving lives, Bane managed to get to the cave and arrange a mayhem there. We interact with the computer to restore the work of the batcomputer. After going down the stairs, we turn right and fly down to Alfred. After removing the debris, we use shock gloves as a defibrillator. Fortunately, everything worked out: the butler survived and his condition stabilized.

Blackgate Prison

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

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

Mutated Bane.


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

The Joker escapes by shooting Gordon. We revive Bane, after which he injects himself with a modified "vein" and inflates to an even larger size. In narrow corridors we try to saddle the enemy from the back. Be sure to use detective vision. We crash into the electric chamber with Bane and inflict many blows. We break away from the enemy by throwing a glue grenade at him. It is best to hide in the side ventilation shafts, and not in the floor ones. When the jammer works, we approach it closer and turn it off with the destructor. We finish off and bind Bane with a cable of a controlled claw. He won't even remember Batman's secret, a strong substance erased his memory.

Now you need to catch the Joker. We pass forward, climb up and jump down through the broken grate. Together with Gordon, he holds back the onslaught of criminals. We get to the chapel and, having fairly beaten the Joker, we transfer him to the hands of justice. Watch the final videos.