Batman arkham city where to find Mr. Freeze. Walkthrough of the game Batman: Arkham City

The passage of Batman: Arkham City begins with the fact that our hero in a “civilian” guise speaks to the public, but he is captured by people with weapons and taken away in an unknown direction. As soon as control comes to us, we will find ourselves in a sitting position on a chair, and our hands are handcuffed. To begin with, it would be nice to at least leave the chair, which in our situation is not very easy anyway. To do this, use the arrows to swing our hero (the game is very friendly to beginners, it constantly gives you hints on what to do and how to do it, so there will be no problems with the controls). When you swing, you will fall from the chair, but a guard will immediately fly into the room, whom you need to deal with by pressing the counter-strike button in a timely manner.

The right moment for this action is the appearance of a blue icon above the adversary’s head. Now we go out to other prisoners, where you need to turn right and go forward. When you reach the other prisoners, wait for the gate to open. Next, we move carefully, because particularly agile prisoners will manage to climb over the fence and jump down to us from above. You will have to fight them anyway, so be prepared. One important note - opponents here need to be knocked out only with counter-strikes and nothing else, otherwise the fight risks becoming endless, enemies will rise again and again until you do what the game script requires. At the end of this stage, it remains to help Jack Ryder rise. This is where our adventures will temporarily end.

Climb higher

We are again in captivity and are raking away on the orders of an old enemy - the Penguin. He, of course, wants revenge, but Batman, even in a civilian suit and with handcuffs on his hands, is capable of much - first we carry out a counterattack on the Penguin, after which we repeat the same procedure on his comrades who rushed to help the boss. After carrying out a series of successful counterattacks, our hero will finally get rid of the handcuffs, after which you can already admire his plasticity and combat skills in full.

The passage of Batman: Arkham City is not distinguished by complex battles using a bunch of keys - fighting here is quite easy, at least while there are not so many enemies - we just press the hit button and at the same time indicate the direction where we want to hit it. By making several successful strikes in a row and not getting hit back, you can develop a super strike. When you beat everyone around, jump onto the garbage container, you will see a ladder there - climb up it. On the roof, Batman will contact Alfred - he promised to send our combat suit. But it will be higher, so let's climb further - there is nothing complicated there, you just need to accelerate and hold the desired button to make the jump. On the "ACE" building, grab onto the ledge, and then climb to the highest point.

Batman's fancy suit arrives right on schedule, with all the gadgets that make our lives so much easier. We put it on and begin to intercept enemy conversations. Here, too, everything is quite simple - you need to point the pointer on the screen to the middle of the orange circle and hold the corresponding key.

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

Continuing the passage of Batman: Arkham City, we find out that our faithful ally, Catwoman, has serious troubles. Her life hangs by a thread, so she urgently needs to be saved. In addition to her usual usefulness, we must consider that she is the only one who has the information we need, so this task quickly becomes a priority. So we look at the building where she is being kept, take a running start, jump and plan towards the courthouse without releasing the run button.

It is worth noting that you can attack opponents directly from the air; all you need to do is get closer to them and catch the right moment when the symbol appears above their heads bat. That’s when you should promptly press the strike button, just don’t miss the right moment. The entrance to the courthouse is guarded by a group of enemies - they need to be eliminated.

Once in the building, we run to the second floor, a short scene will start, after which we will climb even higher using the stairs. Upstairs it is very important to neutralize the guard with firearms, after which the passage of the game Batman: Arkham City will be simple - there is no one to fear there anymore. So you can safely plan down, where the next fight will be waiting for you. After you defeat all your opponents, we save your ally by capturing Two-Face. Now another video awaits us, after which we will have to save Catwoman’s life again - this time from a stray bullet fired by a sniper from one of the neighboring buildings.

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

Of course, such an act by the shooter cannot be ignored under any circumstances, so first you need to calculate the trajectory of the bullet by finding the hole from it in the window and the place where it entered the floor. This is done simply - launch the miracle device “Evidence Scanner”, use it to look first at the bullet-riddled window, then at the floor between two lifeless bodies. Now we know that the shooter in the person of the Joker fired from the Church - we run there to find out.

Find the point from which the shooting took place.

The entrance to the church is located below, and there are guards walking around there, whom it is advisable to neutralize. Now we enter the building where Harley will attack us - by pressing the counterattack button, you will laugh heartily, the spectacle is extremely funny. The girl’s aggression will go anywhere, so we wait until she finishes her fiery speech and leaves, wagging her... well, it doesn’t matter. When she leaves, wait for the right moment to disappear - there is a crowd of heavily armed thugs ahead, fighting them openly means suicide, which Batman himself will remind us of if you start going towards the enemies.

To disappear, we use a smoke grenade, then quickly use the hook to go upstairs, where in the dark we sit on the gargoyle. Now we see everyone, but no one sees us, which gives us tactical superiority that needs to be realized in order to continue passing Batman: Arkham City. The best way to do this is to first enable the very useful “detective” mode. Study the situation, find lone enemies, jump down, eliminate them one by one, then immediately return upstairs and look for new ways to suddenly attack the adversaries. So, one needs to be destroyed in the confessional by breaking through the wall, the other - by carefully going down the scaffolding behind his back. The other two just need to be suddenly attacked from behind.

In this way, you will save the lives of the hostages, and you will be able to concentrate on your task, which is set by the passage of Batman: Arkham City - to climb to the very top of the church, from where the shot was fired. To do this, first go towards the exit, where at the end on the left you will find the desired door leading to the bell tower. There we use the hook again to climb up. Look carefully, if you don’t see the further path - there will be a staircase standing in the shadows, you may not even notice it right away.

Scan the sniper rifle to detect evidence.

Having climbed to the very top, you will very soon notice that there is no trace of the Joker here and there never was, apparently - there is only one sniper rifle, which was controlled remotely. Scan it, and at the same time take a look at the video from our enemy, where he “pleases” with the information that everything here is mined. So after the countdown begins, promptly leave the bell tower by jumping through the window.

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

Now we need to start searching for the adversary, who almost sent our hero to the next world, from the very beginning. And this time these same searches will lead us to a steel mill. Our gunner won’t recommend anything better than getting inside through a chimney, so get ready for a not-so-easy descent (for beginners). You need to plan the landing so as not to end up in a boiling substance and not repeat the bitter fate of both terminators from the second part of the film of the same name. Having landed successfully, we continue on our way.

Infiltrate the steel mill through the main pipe.

Once inside the plant, move forward. The level is very “corridor”, it is simply impossible to go anywhere “wrong”, which greatly simplifies the passage of Batman: Arkhamcity. There will be obstacles along the way, we climb over some, slip under others, until we reach a literally hot area - the temperature is too high not to fry, we are asked to find a way to cool this area. The task is not difficult - the "Detective" mode will immediately show you the weakness of the area, all you have to do is select the Batclaw from the available arsenal and use it on the hatch, which is located just opposite.

Having cooled everything down here, we move forward, jump down, grabbing the ledge when the game requires it, so we will overcome the next obstacle in the style of Sam Fisher. For a certain period of time everything will be simple, until you run into another dead end, but even here no difficulties are foreseen - the game will again give you a hint on what to do. Let's turn on the "Detective" mode, pay attention to the fact that the floor ahead clearly glows blue, after which we use the game's hint and select an explosive gel from the arsenal, which must be placed in the "blue" area. The explosion will open the way down for us, but it interferes with the further advancement of the pairs.

We select a Batarang from the arsenal, throw it at the huge button on the top on the right side, which is impossible not to notice, thereby turning off the steam. We are underground, we see enemies from above, but they do not see us. Which is very good considering them great amount- fighting with such a crowd is completely useless. Yes, and to get to the top, for starters... To go up, you will have to play with the buttons that turn off the steam again - now there will be already three of them, which is on difficulty Batman walkthroughs: Arkham City doesn't have any effect. You just need to press the “1” button three times quickly. The path is open, we go forward and climb up, where we will be greeted not very friendly by a good dozen prisoners, as well as Harvey.

Save the doctor from the Joker's thugs.

We need to protect the life of a doctor who has been completely unjustly put in danger. We run to the left, moving forward along the corridor. Here, once again, the “Detective” mode will help - with its help it is easy to notice three armed adversaries who are in the next room. We will use a workaround route - first we will climb onto the conveyor belt in the same room, press the button, a passage will open through which you can jump up. To avoid being seen by enemies, you can use such a wonderful thing as a smoke grenade, but initially they don’t see you anyway.

We are no longer used to jumping from one gargoyle to another, and the passage of Batman: Arkham city provided us with the experience of sneaking up behind opponents. Here you need to do everything that we previously did in church to avoid bullets. It is important to do everything quietly so as not to raise the alarm. You will reach a room that you can enter by breaking the window (the game will give you a hint), then you will reach the melting chamber. It’s better not to rush there - by waiting for the right moment, you can slam two enemies patrolling the area at once. Inside the room, besides the doctor, who (or rather, who) needs to be saved, there are two more enemies, but the security does not end there - there is one more below and one above. Of course, you need to deal with all of them; you can enter the room with the hostage through the ventilation shaft, but it is unlikely that you will be able to open it quietly. When all the enemies are gone, in order for the task of rescuing Stacy to count, you need to approach her and press the appropriate button.

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

We will be kindly provided with a new device - a remote electric charge, which will be useful to us in the future - it can be used both on enemy equipment and manpower as a non-lethal weapon. You will find your first use for it very soon - you need to shoot at the industrial motor, after which the passage underneath will open. If you are unable to immediately notice the mechanism, use the ubiquitous assistant, the “Detective” mode. To move up, use the middle mouse button (click on the wheel); to move down, press the right mouse button.

Returning to the loading sector, you will meet an old friend. There we also apply a remote electric charge to the central motor, after which you need to swing the hook (this is done by pressing the middle and right mouse buttons). Next you need to break through the passage to the end and jump to the top. True, we won’t stay there for long - the good Mr. Hammer will promptly throw us out of there. Well, we'll have to fight again. As it should be, in order to make it easier for us to complete Batman: Arkham city, we first deal with the weaker enemies, leaving the stronger ones for a snack.

Here it is appropriate to quickly press the “4” key twice, which will allow you to shoot at the Hammer. As a result, the latter will scatter our opponents with his weapons. We go upstairs again, where an inevitable and not the most rosy fate awaits us - a trap from the Joker and Harley, we are captured by them. The first injects our hero with his blood, not sparing it for all the hospitals in Gotham.

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

The Joker came up with an interesting method - I get sick myself, which means let everyone else get sick too. We need to escape somehow, which Mr. Freeze should help with. Finding it is not so difficult - the closer you get, the more the temperature drops, the further you go, the temperature rises. Simply put, you need to find the coldest point, which, as we will find out right now, is located in the police department building.

The passage of Batman: Arkham city, of course, in this place will not be complete without enemies - deal with them, keep in mind that they all have weapons, so it certainly won’t be too easy. Soon we will need a remote electric charge again - we partially open the door, slide through from below, and turn right inside. Next, you need to select a chip; it needs to be reconfigured to the desired wavelength.

The total number of our opponents is five, the passages are quite reliably protected from the penetration of strangers. So, you need to look for a workaround. Climb up where there is a ladder going down. Then go through the ventilation shaft tunnel and jump onto the next gargoyle. To begin with, quietly and suddenly neutralize the enemies standing still, then get to the next “couple”, and with the third it will be much easier - he will decide to surrender, out of harm’s way. And at the same time he will share information - Frieza is being held by Penguin, they are in the museum.

Save Mr. Freeze from the Penguin in the museum.

Now we run back to the exit again, but the door is locked with bars. As usual, there is an alternative way - to make it easier to detect, just turn on the "detective" mode. As you can see, you will have to go underground, then you need to go to the next room to continue the passage of Batman: Arkham city. There we run up to the control panel, it’s time to use the encryption sequencer. The left side is rotated with the “A” and “D” keys, the right side is controlled by the left mouse button and the right one. Both parts need to be twisted until you can form a word. Finally we leave this building and head for the museum.

It’s time for the sequencer again; it’s with it that we’ll break into the central door. Behind her we will soon stumble upon two adversaries armed with blades. But the blade is not a machine gun, you can safely fight and counterattack to defeat your enemies. After you crush them, he jumps out through the window on the right. We are attempting to hack the panel...

Disable Penguin's jammers.

But this attempt is doomed to failure - interference generators interfere with the task. We leave the building, going outside to find this same generator. Enemies are roaming around him, he will have to fight. After the victory, we destroy the generator, go to each screen and press the spacebar. Having destroyed the next generator, we go upstairs, where we will again not be greeted very well by our opponents. After eliminating them, we again approach the generator displays and deal with them.

Now we have only one obstacle left and it is underground. Having reached the place, we again fight with the enemies guarding the passage, after which we go down, guided by the signal. We run forward, make our way under the pipes from below, five enemies are walking around the generator, deal with them, after which nothing will stop you from breaking the last device.

Start. Get to Arkham City. Let's look introductory video, during which we are captured and held in Arkham City on the orders of Hugo Strandge. After the conversation, the lights will turn on, and we...

Start.
Get to Arkham City.

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

Climb higher

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

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

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

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

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

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

Find the point from which the shooting took place.

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

Scan sniper rifle to discover evidence.

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

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

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

Infiltrate the steel mill through the main pipe.

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

Save the doctor from the Joker's thugs.

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

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

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

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

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

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

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

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

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

Disable Penguin's jammers.

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

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

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

Save Mr. Freeze from the Penguin in the museum.

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

Rescue the remaining police officers.

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

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

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

Fight the Penguin in Iceberg Lauge.

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

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

Solomon Grundy.

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

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

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

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

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

Follow the killer's bloody trail to find Ra's al Ghul.

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

Scan the killer's bandages for evidence.

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

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

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

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

Recover video data from mechanical guard.

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

Find a secret entrance using video data.

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

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

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

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

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

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

Batman: Arkham Origins , the harsh superhero everyday life of the Dark Knight is extremely varied and intense. Within just a couple of days, Batman manages to cleanse the criminal faces of all sorts of criminal elements of the city of Gotham, and restore the infrastructure of his native streets, and conduct a dozen detective investigations - with the collection of evidence, forensic examination and extracting testimony from suspects. It’s not difficult to get confused in all this turmoil - and that’s when we come to the rescue.

In this material you will find the most important tips for passing Batman: Arkham Origins, solutions to the most difficult problems, as well as a useful video that will allow you to complete the game 100%. With this guide, you can easily deal with all the troubles of Gotham - so that Bruce Wayne can finally have a human rest for Christmas.

First, there are a few simple, but very important points to understand about Batman: Arkham Origins that you should know. Follow these tips and your The Dark Knight will not leave the villains a single chance.

Respond to requests for help as often as possible. As you move around Gotham, you will now and then receive operational information about the riots going on right now. Since such troubles usually occur in close proximity to your current position, it is better not to ignore them. As a rule, you are required to appear at the scene of a crime and beat all opponents - the work is dust-free, fast and profitable. On the one hand, you will receive experience for every help, and on the other hand, such encounters will quickly teach you how to fight effectively in Arkham Origins. The benefits of the latter can hardly be overestimated.

Not everything you see can be immediately acquired. All kinds of trophies, secrets and alternative paths that you encounter during the game will not necessarily be available to you at that very moment. Very often, in order to receive a particular reward, you will be required to have one or another gadget or ability that opens along the way story campaign. This means that the most best time to collect, for example, Enigma data blocks - after completing the story part of the game, when you have collected the entire arsenal of the Dark Knight.

Stealthy passage gives much more experience than confronting opponents head-on. If possible, try to stun enemies without being noticed - after a little practice, you will certainly be able to do this easily and naturally. The secretive Dark Knight will gain experience much faster, and as a result, new abilities.

Stealth is good, but strong armor is better. To make your life easier, first of all upgrade Batman's armor. First for close combat, and then - ballistic. This way, you will ensure better survivability in the early stages of the game and save yourself a lot of nerves in battles. No matter how skilled you are at stealth, Arkham Origins will often force you to fight dozens of bandits in open combat - it's best to be prepared for this.

It's important for Batman to fight well. Based on the results of each skirmish with enemies, you will be given a certain amount of experience. The battle rating is influenced by the following points: the maximum length of the chain of hits (or combo multiplier), the amount of damage received (it is better to minimize it), the variety of gadgets used in battle. In other words, you will gain the most experience if you do not “miss” blows, while using your entire arsenal in the fight.

Don't hesitate to complete side quests. Capturing villains and destroying their plans is generously rewarded with a large amount of experience, as well as new abilities for Batman. Minor quests Not only will they help extend the pleasure of Batman: Arkham Origins, but they will also allow you to come face to face with the most famous characters of the DC Universe.

Complete the Dark Knight System Challenges whenever possible. The achievements built into the game itself, on the one hand, will help you better understand certain aspects game mechanics(for example, you can practice moving around Gotham or stealth), and on the other hand, they will give you a lot of experience upon completion.

PROBLEM BOSSES

During your playthrough of Batman: Arkham Origins you will meet many villains varying degrees lousiness. Some of them can cause a lot of problems for a novice player. Read below about where the main difficulties may arise.

How to defeat Deathstroke

Deathstroke, one of the first bosses in Batman: Arkham Origins, is a good test of your reactions. The main difficulty in the battle with him is to hit and counterattack in a timely manner. It is very important to take your time and press the counterstrike key only when the corresponding indicator lights up above Deathstroke's head. If he counterattacks too early or too late, Batman will receive a satisfying round of slaps from one of the most skilled melee fighters in the DC Universe.

How to defeat Bane

We will meet Bane in battle twice. During the first battle, the player is required to dodge Bane's strongest blows and respond in a timely manner with lightning-fast series. In general, your first meeting with him should not cause you much trouble if you have successfully beaten ordinary opponents before.

During the second encounter, the battle will be divided into two parts. If the first one goes through exactly the same scenario as described above, then the second part will make you tinker a little. Under the influence of Venom, Bane cannot be attacked head-on - Batman is forced to attack him covertly, using ventilation, floor gratings and electrical circuits. Please note that Bane will not fall for the same trick twice, so you will have to be as creative as possible. You can watch the successful battle with the pumped-up Bane in the video attached below.

How to defeat the Mad Hatter

The entire boss fight takes place in the Hatter's world of illusions: in order to defeat the villain, you just need to reach the end of the stage using your gadgets and wits. But this is easier said than done - several insidious traps and non-obvious scenes can very well become a problem for the player. How to overcome all this - again, in the video.

How to defeat Firefly

One of the final bosses of Batman: Arkham Origins. However, the battle is quite simple - if you know which gadgets to use at one time or another in the battle.

How to open costumes

Batman: Arkham Origins features a wide selection of Batman costumes - each one not only changes your appearance, but also provides certain advantages. Costumes are unlocked for certain actions and achievements in the game, and you can change your armor in the appropriate section of the Batcave. Here's what you need to do to unlock costumes for all occasions.

Batman- given at the beginning of the game.

Batman One Million Skin- register in the WBID service.

New 52 Graphic- Capture all the villains on the Most Wanted list.

Dark Knight- pass all the tests.

Noel- find all Enigma data blocks.

Injustice- get all the medals in the challenges.

Blackest Night- get a level in multiplayer.

Enigma caches

To complete Batman: Arkham Origins, you will need to collect all the Enigma data blocks that the villain has hidden well throughout Gotham. Interrogating Enigma agents will help you find out their location (they are marked on the city map), and this series of videos will help you figure out how to get to them.

1. Batman Begins

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

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

2. Batman: Save Catwoman from Two-Face

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

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

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

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

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

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

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

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

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

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

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

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

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

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

5. Batman: Fight the Penguin in the Iceberg Lounge

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

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

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

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

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

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

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

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

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

7. Batman: Make a Cure

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

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

8. Batman: Take the cure from the Joker

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

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

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

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

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

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

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

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

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

END OF MAIN STORYLINE!

Catwoman: Episode #1
Get access to the safe
Well, there’s a crowd of guys in front of us - it’s time to show them how sharp Catwoman’s claws are.
We take the flash card from the safe.

Catwoman: Episode #2

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

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

Catwoman: Episode #3

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

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

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

Catwoman: Episode #4

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

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

(*) Screenshots under the "spoiler" in reduced form.

Click on them to open in full size (1280x1024).

IMPORTANT! Screenshots - reveals the plot very well , that is, if you don’t want to find out what will happen, I advise you not to watch!

1. Batman Begins

Get to Arkham City

We rock on the chair to free ourselves. We counter-attack the guard and take the chip. We go to “queue A” and go through the gate. When the gate opens, we follow the two “guards”. We enter into a fight with the prisoners, for now it will be effective to carry out counter-attacks. Raising Jack Ryder.


Climb higher and contact Alfred

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

2. Batman: Save Catwoman from Two-Face

Find Two-Face's court hearing and get inside

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

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

Scan a crime scene to obtain ballistic data

We use the evidence scanner, scan the traces of the bullet:
1) Glass
2) Gender

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

Scan the sniper rifle for evidence

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


Track the source of the radio signal and find the Joker

Following the sensor, we head to the Northern Docks area. The source will come from the Sionis Industries steel mill.


Infiltrate the steel millthrough the main pipe

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

Save the doctor from the Joker's thugs

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

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

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

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

Find Freeze by identifying the coldest spot in Arkham City

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


Save Mr. Freeze from the Penguin in the museum

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

Disable Penguin's jammers

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

Rescue Mr. Freeze from the Penguin in the museum (Rescue the remaining Gotham police officers)

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

5. Batman: Fight the Penguin in the Iceberg Lounge

Remove the security key from Frieza's suit to disable the Ice Cannon

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


Solomon Grundy

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

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

Follow the killer's bloody trail to reach Ra's al Ghul

We scan the blood and follow the trail. It should lead you to the roof, where it breaks off.

Scan the killer's bandages for evidence

We scan the evidence.

Track down the killer and install a beacon

We catch up with the girl, attach a bug with a counter-attack.
We get a new gadget from Robin.


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

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

Recover video data from mechanical guard

We scan all the robots in this area. 2 on stands, 2 along the street, 1 on the roof, 2 in ruined houses.


Find a secret entrance using video data

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

7. Batman: Make a Cure

Interrogate Quincy Sharpe and get information about Hugo Strange

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

Return to Mr. Freeze in the police laboratory with a blood sample of Ra's al Ghul

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

8. Batman: Take the cure from the Joker

Rescue Vicki Vale from the helicopter crash site

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


Infiltrate the steel mill

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


Find the Joker at the steel mill

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

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

Scan TIGER helicopters to find general control software

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


Retrieve the general control program transmitter from the main helicopter

We scan the helicopter, load the data into the batcomputer - we get the access code to the Observation Tower.

Gain access to the Miracle Tower

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

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