Batman arkham asylum mystery secrets. Batman: arkham asylum: guides and walkthroughs

Start

So we begin. We are watching a video that reveals the whole dark essence of life in the fictional city of Gotham. Batman captures the Joker and takes him to the Arkham Asylum for the mentally ill, where the most notorious psychopaths are kept. Batman brings the Joker, there he is met by the hospitable staff of the clinic. It would seem that Batman's work is over, but our hero senses something amiss, and therefore decides to accompany the Joker to his camera. From this moment, in fact, control passes into our hands. We walk along the corridor, accompanying the Joker in a special chair, which will prevent any of his attempts to escape, we listen to the villain's jokes, mostly flat (by the way, the whole game you will have to evaluate his sense of humor, as sick as his mind). We will not be allowed to take any active actions while accompanying the "patient", so we can relax for now. We bring the Joker to the destination, stay behind the force field, while our antagonist is accompanied by a guard and a doctor. Naturally, the Joker attempts to escape, which is quickly crowned with success. His hands are untied, and he promises to arrange "fun" at the clinic. A battle begins between Batman and ordinary prisoners, during which we can truly appreciate the simplicity and at the same time the beauty of the local combat system. I will not get ahead of myself and immediately advise during fights to try to put blows into long and spectacular combos. This gives much more points than the usual short series. Later, we will spend points on improving our protagonist. We deal with two waves of criminals and go in search of the villain Joker. We go along the corridor, talk to the guard. He cannot open the door, so we will have to turn around and go back, but this time straight ahead, and not to the right, from where we left. We talk with the guard, from himwe learn that Zsazs, a dangerous psychopath, escaped, and he is holding another guard hostage. Only Batman can help him. Climb a little higher and turn on "Detective Mode" for the first time. This mode will accompany you throughout the game and you will use it constantly. In this mode, objects highlighted in orange are of interest in 80% of cases, or you can interact with them. With the help of the hook we climb onto the gargoyle, then onto the second one. We choose the gargoyle with which it will be possible to strike. The screen will display an inscription that will inform us about the possibility of a strike in planning. We observe this action, enjoy the beautiful animation of the hero in slow-mo. Zsazs is stunned, we approach him and knock him out. The guard is saved. We watch the video, then we "tear off" the ventilation grill from the wall, move along the "pipe". We see a green statuette with a question mark. This is the Riddler Prize, a large number of them are scattered throughout Arkham. Collecting them is not part of the main storyline, so collecting these prizes is not necessary.

Disinfection room

We leave the pipe, we see behind the glass a room filled with gas. It's all Joker. There are still living people in the room, so you need to save them. We look up and use the hook. We rise, we see the guard hanging on the platform asking for help. We help the guard. There is another one on the platform above, we rise there on the hook, we save it. A little further there is a platform on a level below,but the jump distance is too great, so you need to plan, done with the spacebar. We save a criminal who has fallen into the trap of his boss Joker. We cut it out, because the criminal is the criminal! We turn on the detective mode, we see the ventilation control panel in the room. We throw a betarang into the remote control (Right mouse button - aiming, left - "shot"). The air in the room is cleaned abouttons of deadly gas.

Corridor "Loop"

We jump to the floor of the room. we go along the green arrows to the door, on which the Joker's face is painted in green. Watching the video. The Joker has released a large creature. Actually, this is the first boss in the game. "A tough fight lies ahead," you thought? But no. All you need to do is dodge the creature's attacks (double-press the "space" and the corresponding movement key). In just one minute, the creature will grab its head and die. The Joker will mutter under his breath something about experimental material and "leave" in the containment chamber of such creatures away. We speak with the guard, who was passed out during the "fierce fight", he offers to call a second such camera for Batman so that he can go after the Joker. But alas, this turns out to be impossible, so we have to go out the door through which we entered this room. And rescue Commissioner Gordon, who was treacherously captured by Officer Bowles. By the way, yes, the first Batman upgrade will be available after the battle. I will say right away that there are no special techniques for pumping a character, so you can pump whatever you like first. We go to the place where Bowles grabbed Gordon (check with the map (Tab), the desired location will be marked). We scan the room, find a broken bottle of bourbon. She belonged to Bowles. With the help of the detective mode, we go through the alcoholic vapors that came from Bowles. we come to a room with an elevator, watch the video. The elevator is incapacitated. We climb with the hook upward, higher and higher. We pass through the ventilation tunnels, we meet three bandits with weapons. There is only one correct tactic against such rivals - silent neutralization, so you should not attack head-on. We climb onto the gargoyle, then onto the next one and jump to the rear of the bandits. We quietly neutralize each bandit in turn. We go into the room, there is another criminal talking to the Joker, we kill him too. We go through the ventilation. We find ourselves in the lobby of an intensive therapy building. We quietly remove two bandits with weapons. The Joker will send three more, with them the conversation will also be short. We go to where the three bandits came from. Bah, that's Frankie Bowles himself, only dead. Apparently, the Joker no longer needed his services. Edward Nygma aka Riddler bursts into our radio airwaves. He invites Batman to go through a series of "ridiculously difficult" challenges. Gives us the first riddle: "Don't cut yourself on the shabby portrait." We look a little to the right of the dead Bowles, we see the portrait of the overseer Sharpe, we scan it. Then the guard appears and opens the door for us.

Arkham island

We are tasked with reaching the surface of Arkham Island. It goes through the doors along the corridor, then more doors, through the ventilation shaft we go out into the cave, through which we get to the surface. The Oracle contacts us, we get a map of the entire island. The Joker ordered his henchmen to "fix" the Batmobile, so we go to North Arkham (west of the place where you jumped off the cave ledge, the entrance to North Arkham will be indicated on the map) to prevent them. After passing through the gate, we go around the ambulance car on the left, climb up with the hook, we go to the rear of two bandits and quietly neutralize them. We go into the next gate, we see how the Batmobile is smashed by seven bandits. Let them answer for this! We deal with them,we take from the trunk of the car the Rattling Gel, a tool that will be useful to us in the future.We scan the place near the Batmobile, find Gordon's pipe, follow the traces of tobacco. The gate turns out to be closed, but there is a fragile wall nearby, we apply an explosive gel and undermine it. The path is open. Then we meet with two more bandits, sweep them and follow the traces of tobacco, it is impossible to get lost, because these traces are almost every 2-3 meters. We are approaching the medical block.

Medblock

Near the entrance to this there is a bunch of bandits, we deal with them. You can go to the medical block, but we will not go far, Harley Quinn will be waiting for us there, and in front of her is a force field. We need to look for another way to the medical block. Climbing with a hook on the roof of the medical unit, we go to the left. We see a fragile wall, an explosive gel is used. The moment - and we are in the medical unit. Through the ventilation shafts we get to the main hall. The bandits took the doctors hostage, you need to save them. The game involves the covert destruction of each bandit, so you can sneak up and kill him. And so with everyone. You can use fragile ceilings, floors and walls by applying gel to them. A bandit came to the ceiling with a gel, voila - and there is no bandit. After removing the enemies, we go to the doctors, we rant. They report three more doctors who need help. The location of the doctors will be marked on the map. Dr. Young is held hostage by the bandits, you need to place explosives on two walls so that they explode at the same time and neutralize all the villains. Penny Young is safe, talk to her.Let's go rescue the next doctor. Dr. Kelerman is locked in a room filled with Joker gas. We speak with the guard, look up at the ventilation pipes and climb onto them, jump over to the grate and find ourselves in a room with gas. We turn on the detective mode. We need to activate three fans to clear the air from the gas.We follow the wires from the fans to the control panels, we throw batarangs around the control panels - this way we can solve this problem. We turn on each fan in turn, talk to the security guard Cash. We have the last doctor left. He is chained to a chair in the room, approaching him we fall into a "trap": several bandits. It's even funny. We calm down violent patients, we save the doctor. We return to the isolation ward, listen to the conversation, vidimi three bandits who entered the room. We quietly deal with them. We go into the elevator, go downstairs.We look at the splash screen, after which we blow up the wall on the left. We pass along the corridor and see the dead Commissioner Gordon. Batman immediately tries to contact the Oracle to tell the sad news, but the connection turns out to be unavailable. Now Batman must punish the killer. We go to the morgue, listen to the voices. We leave back, but it was not there. Again the morgue. We see three bags on the tables in the middle. We open each in turn, in one there will be Bruce's father, in the second there will be mother, and in the third there will be a terrible muzzle. These are all the tricks of the psychopath Crane aka Scarecrow. Rather, the gas that Batman inhaled in the elevator. Now we need to avoid the gaze of the giant Scarecrow, otherwise the end. We just move along the walls, squat on time, avoid looking. We blow up the defective wall, the Scarecrow will pay attention to us, will look left and right. We choose the moment when his gaze is on the left side, we go to the right. We get to the coveted searchlight, we attack the psycho. Victory is ours.We call the Oracle, go further, we see that in place of the commissar's corpse the corpse of some guard. Yeah, so it wasn't Gordon! Crane's gas made a big impact. We go to the door, bandits come running to us, one of them will be with knives. He is more experienced than ordinary blockheads, we stun him with a cloak (middle mouse button), then we beat him. Follow the arrows to reach the corridor, and the Joker decided to play his cruel games again. We need to sneak past the guards unnoticed. But no one forbids removing them, right? There are only four of them, the detective mode will help track the movements of the bandits. the first two can be removed with a blow from behind, the rest - by tracing their path and dealing with each one by one. We go up the stairs, with the help of the hook we jump to the ceiling of the room where Harley Quinn and Gordon are. We blow up the ceiling. Watching the video. There is a battle with the boss - Venom. A large and strong mutant. But beating him is pretty easy.The main thing is to dodge his throws, use the Batarang, when he flies at you, he will grab his head and be stunned, here we arewe run up and mutuzim the villain. Batman will jump onto his back and rip off the hoses that power Venom's powers. When you remove 50% of Venom's life, the Joker thugs will come to his aid. You can first deal with them, and then continue to beat Venom, or you can simply try to drive the bandits under the blows and throws of Venom, so he will sweep them aside. Venom is defeated, we are watching the video.

Batman's Secret Cave

We follow to the place marked on the map. On the way, we will run into a fight with bandits several times. We arrive at the point, jump over the fence, go through the cave. We are watching the video, we go to the computer. Batman will collect all the information about Penny Young and her research, we have to find a doctor. We get our hands on a new Batman gadget - the Batclaw. They can pull objects. The opportunity to try this device will appear immediately. We pull off three boxes, which prevent us from jumping over to the walkways. We run along the tunnel to the lattice under the vault of the cave. With the help of Batclaw, we can now pull off the grates from the ventilation tunnels, which are located on the walls at the top. So we do it. We get out on the other side, we cut down the thug. Further we meet another group of bandits. In addition, thugs who are not in a fight will try to tear off objects from the walls that can cause you damage. We deal with them. We fall into a cave with old walls, there is no way to use the hook. But nothing difficult will be, we just climb up the ledges. When we get to the surface, we will receive the next task - to climb into the Arkham mansion. The Joker, meanwhile, did not sit idly by, but placed his snipers on the towers. We remove them, because they can cause decent damage. We deal with a bunch of bandits.

Arkham Mansion

We penetrate into the mansion. With the help of the batclaw we remove the armed bandit, then we finish it off. The door is locked, but we can always bypass the ventilation shafts. We tear off the grate with the batclaw and get into the adjacent room. Penny Young is in the hands of the Joker, but she is silent. And the Joker's thugs staged a real search in the mansion, so you need to hurry. We deal with a bunch of bandits, go to the next room. In it, an armed thug threatens to kill two hospital staff. We sneak up on it from behind and neutralize it. Watching the video. The Joker reports that his bandits are now knocking the "crap" out of Cash, trying to find out the location of Dr. Young. There are six armed thugs in the next room. It is necessary to recall the secret murders that we committed in the isolation ward of the medical unit. We listen to Cash, we hurry to help the doctor. We go through the north corridor, we make our way in the labyrinth of ventilation and get to the office of Dr. Young. Three bandits are trying to break into the office, one of them is armed. We do not stand on ceremony with them for a long time. Let's look at the walls, we see ventilation again. But there is no doctor, the safe is open. Meanwhile, Batman talks to the Oracle. We scan the safe, follow her by the doctor's prints. We leave the office in the same way as we got here. Three bandits. There are no bandits. We follow in the footsteps of the doctor further, we find ourselves in the corner corridor. We carefully sit around the corner, like a commando, listening to a bandit's conversation. Dr. Young got caught. Well, you can remove the bandit. Batarang in his head, deserves no more. We go to the library. We meet six bandits, two of them are experienced. Going downstairs, we see two hostages. Ah, those Joker jokes! If we do not have time to save the hostages, they will suffocate. We quickly return back, with the help of the hook we climb to the third floor. We head to the ventilation grill. We climb into it, we pass, we get out near the chandelier. We throw the batarang into it, the chandelier breaks through the floor. Voila - the hostages are saved. We turn on the detective mode, on one of the shelves we notice Dr. Young's fingerprints. We take a formula that "after reading it must be destroyed." Batman, as an honest man, does just that. We get out of the library. At the exit we fall under the influence of the Scarecrow's hallucinogenic gas. Hello, funny drug trip! We go along the corridor, we arrive at the place of death of the parents. After standing for a while, press the movement keys and go to the exit. The scarecrow awaits us in the most hidden fears hidden in the depths of our brain. Obstacle course is what it's called. Having coped with the Scarecrow, we find ourselves in the main hall, cut off the bell and, jumping down, go into the opened room. There, violent Victor holding Dr. Young, sneak up to the corner, crouch and, seizing the moment, we stun Zsas with a batarang. Watching the video, Dr. Young dies. And we will have a fight with four bandits, one of them is armed with an electric box. After talking with the oracle, we get the task to get into the secret laboratory. We leave the room, follow the traces of Quincy Sharpe's DNA. In the large hall there are three armed bandits, we make our way above them and we cut them down one by one from behind with decisive blows.

Prison block

We follow in the footsteps of the DNA overseer Sharpe, scattering small groups of prisoners along the way, we go into the prison block. We pass cells with crazy prisoners. Having reached Sharpe, we free the old man, watch the cutscene - Harley Queen frees Ivy and psychos from prison, we get half of the code from Sharpe. Now Batman's arsenal has a code sequencer, a device for breaking electronic defenses. The principle of operation is as follows: we set up the device to the security system panel and scroll through the control circles until we catch a wide amplitude and the sequencer screen flashes green. We release the setting - the panel is hacked. We return along the same path along which we came here, on the way you will be attacked by psychos, try to knock them out with the first blow and immediately finish off, if you could jump onto your back, quickly press the spacebar many times. We getto the cells of the confinement of psychos. We're going to have a two-round fight with the Blackgate inmates commanded by Harley, the fight is not particularly difficult, I mean. Beating the prisonersturn off the electric floor and follow Harley. We go into the opened passage and find ourselves in a room with suspended guards. Harley asks a puzzle to save the guards. First, go to the boiler and scan the picture on the Wanted Prometey wall. We turn off the current supply under the first guard with the sequencer, and cut off the rope with a batarang, you can run to blow up the defective wall and scan the spider. Next, we turn off the current under the second guard and also cut the rope with a batarang. The guards are saved, but Harley is washed off. As a gift, she left us 30 seconds to get out of the room. The most complex panel of all three, the main thing is to release the setting buttons in time, as soon as the desired amplitude is found. After talking with the guards, we go to the punishment cell. Here the Joker's crazy girlfriend set a trap for us, prisoners will run to us and try to beat us,and Harvey will periodically run current on the floor. Having dealt with the prisoners, the Joker surrenders Harvey to Batman, and she immediately goes to jail. After scanning her prints, Batman contacts the Oracle. Now we go to the botanical garden for the Joker.

Botanical Garden

So, we go to the botanical garden. On the way to it, we will be attacked by bandits who have escaped from the prison block. I guess this shouldn't surprise you. We go into the botanical garden, we cut down two guards with weapons. We break open the protection panel and get into the greenhouse. Here the situation is as follows: six armed thugs, and they walk in two! Although this does not complicate the situation, we quietly deal with everyone, do not forget to retreat from the battlefield with the help of gargoyles if it gets hot. We go to the generator room, where the bandits scoff at an honest technician. We punish the bandits. The panel that opens the passage is mined, and we need three passes to break in, everything needs to be done quickly. The panel is hacked, we go further. We return to the greenhouse. We go upstairs and we pass into the next room. Suddenly, the Joker blocks the passage. On the side of the blockage we see the ventilation grill, remove it and climb into the mine.We find ourselves in an abandoned room where the hook does not work, we will have to do it the old fashioned way. We hear the voice of the Joker. It seems that the process of creating an army of mutants is not standing still. We move to the other side, we climb into the ventilation shaft under the ceiling. We climb through it, we see two bandits who torture the orderly. We need to save all the orderlies. We go to their rescue, do not forget to use the map. Meanwhile, the joker announces that if you are noticed, the orderlies will die. Attention, the guards DO NOT touch!First you need to remove the operator. We carefully move to the other side and climb into the technical passages. We cling to the hook at the very last guard, jump off, go to the ventilation, finally get to the operator. We neutralize, deal with the rest of the guards. One of the operators reports that the door to the laboratory is in this room, but the door is secret. The detective mode comes to the rescue. Turn on, look for traces. One panel contains many of Harvey's footprints, with a mined panel underneath. In three steps we open the panel. And here is the Joker himself! Unfortunately, he will only set mutants on you, and he will run away. What a coward. Tactics of the battle with mutants: as soon as one of the mutants runs at you,throw a fast batarang at him, the mutant will crash into the wall. While he is stunned, we run up to him and beat him. As a result, our hero will pull on his back to the mutant. You need to direct the mutant to another. And so several visits, until the bitter end. It remains to run up and finish off. Batman's plane arrives (Bat plane), delivers us a cable launcher. With the help of it we get out of the laboratory. We need to find Ivy, she's in Mrs. Arkham's Arkham. With the help of a cable launcher, we get over to her. We talk with her, after the conversation we need to go to the Arkham mansion. to ask Cash where Croc is being held. On the way, we will have to do a standard operation - to pacify several groups of bandits. In the greenhouse, we jump over the gargoyles again. We see that the exit from the building was blocked by huge roots - it was Ivy who released them under the influence of the Titan, the tricks of the Joker. We approach the roots and jump into the passages, move to the other side and leave the building. Ivy decided to plant the whole island with her flowers. Moreover, the colors are by no means peaceful. Fortunately, they can be destroyed. To do this, run up to them and press the spacebar. We get to the mansion. There are also problems: there are many plants inside, you cannot go down to the floor because of the deadly gas emitted by the plants. We stick to the ceiling, use the rope launcher, fly from wall to wall. We get to Cash.

Intensive care building

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

Croc's Lair

We go into the sewer, we make our way along the walls, use the rope launcher to jump from wall to wall. When we go into Croc's lair, the map disappears, we will wander in the maze, focusing on the distance sensor to the spores, we need to collect the antidote from five spores. You can't run, otherwise Krok will detect the vibrations of the water and grab you. Squatting will move faster, when the crocodile attacks, we aim at him with a batarang. The Batarang will fall into the collar, the crocodile will fall into the water. Sometimes he will break the supports under us, then you need to run. Having collected all the disputes, it's time to get out of these gloomy catacombs. We go straight where Batman is looking, now we run away from Croc, a couple of turns, here is the tunnel. Disputes we have, we go to the cave of Batman, create an "anti-titanium" agent. Having created an antidote, we watch the video, the cave is attacked by Ivy plants. After collecting the improved Batclaw, we get the opportunity to break down walls that we could not reach before. The Joker launched the Titan into the sewers, soon this mixture will reach residential areas of Gotham, the pumps must be turned off urgently. On the map, we get marks and along the destroyed part of the sewer we begin to make our way up. Jumping somewhere, rope launcher somewhere, here we are at the top. We break open the wall with a batclaw, three thugs came out to admire us, what a coincidence! And now the batclaw has three hooks, we observe the flight of three thugs. Climbing inside, we will defeat two bandits, then a fork to go left or right. It does not matter, and there, and there, turn off the panels with a sequencer, but after turning off, there will be a difficult battle in a confined space, and even with the participation of a mutant. There are benefits to be gained from this though. We stun the mutant, jump onto his back, and direct it to the bandits. It was then that they did not go well. Several races on a wide back and the fight is over. We examine the elevator shaft, break down a couple of defective walls and undermine the counterweight. Here it is, the smell of freedom. To get to the cave, we actively use Batman's ability to glide over long distances, and of course the rope launcher.

Botanical Garden ( II)

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

The final

We leave the botanical garden, head to the prison block. We will be greeted with applause by the Joker bandits, what an honor! We go into the building, admire the antics of the Joker, then the TV explodes. We pass into the formed opening. Get ready for the toughest battle in the game. We'll have to work as a fast batarang, as well as climb onto the back of one stunned mutant, direct it to another, crush small bandits with it. The experience of such battles will come in handy. Finally, the Joker himself will oppose us. Bandits will jump out from behind the railing of the makeshift amphitheater, and the Joker will occasionally throw exploding jaws onto the stage. First, we deal with the prisoners. Then the Joker will turn to the helicopter, use the ultrabatclaw to pull it, run up and deliver a series of blows until the villain gets out. In the second round, experienced prisoners will appear, the algorithm of actions is the same, including the Joker. In the third round there will be bandits with electric boxes and even a few with machine guns. You will have to sweat, do not disdain Batman's gadgets, the same ultrabat claw, for example. Jaws can be thrown with fast batarangs.

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

I believe that what doesn't kill you makes you ... weirder!

Joker, "The Dark Knight"

Gotham City is a dark spot on the US East Coast map. The gloomy, god-damned metropolis hides many secrets. During the day it is unremarkable, almost like Washington, but at night ... at night Gotham turns into an earthly hell. Under cover of darkness, thousands of criminals go out to hunt, bystanders become victims (and, if lucky, only witnesses) murders, rapes and robberies. There are prostitutes on every corner, drugs are sold on every street.

Mafia and corruption have brought Gotham to its knees. Hundreds of officials went over to the camp of those whom they promised to destroy in their fiery speeches. And those who served the city faithfully ended up as Harvey Dent, now known as Two-Face. Everything is run by money and fear, the law has long been forgotten ...

But on the map of Gotham, there was a spot of its own, which is darker than dark. Arkham Asylum, where only the worst of the worst go; those who cannot contain their lust for murder; those who are unable to overcome their manic tendencies.

Despite the fact that the clinic is located within the city, it is located on a separate island. Amadeus Arkham founded it on the site of his own mansion in memory of his mother Elizabeth. She was insane and, unable to bear the agony, committed suicide.

One day a phone call rang in Amadeus's office. A policeman in an alarmed voice announced the terrible news: a serial killer nicknamed Mad Dog escaped from the hospital. He could well wish the death of the doctor and try to harm someone close to him.

Amadeus dropped everything and immediately went home, but it was too late: the mutilated corpses of his wife and daughter lay on the floor. The killer was soon caught, and Arkham insisted on treating him on his own. For six months, he did everything he could for the Mad Dog, but an accident occurred and the maniac died from an electric shock. Although Amadeus was not to blame, he took it upon himself and soon went mad. Ironically, he grew old and died in the place he created to help others.

Batman didn't like Arkham. And not because most of the patients got there by his grace. There was simply something sinister, repulsive in this place. And now he was driving there at great speed, accompanied by the Joker chained in handcuffs. The night, the downpour, the chilly wind - everything was as usual, but there was a smell of danger in the air, and so far only the clown's overly good mood was alarming. Why should he be happy? In a couple of minutes he will be in a hospital, under the supervision of dozens of guards and doctors, and he is having fun and sneering.

Arkham was already waiting for them. Batman escorted his companion almost to the cell, but was not allowed to go inside the intensive care center. A loyal friend, Commissioner Gordon, tried to intercede, but failed, and two guards took the Joker away. Everyone had a bad feeling. Everyone, except for a couple of guards, who were already on the floor a minute later ...

The clown hit on the sly. While Batman pondered that the Joker surrendered too easily, that it was not in vain that the prisoners from the recently burned prison were transported to the clinic, he knocked out the guards and disappeared. Somehow, the psycho had planned everything in advance, and now he and his team of rare thugs have taken control of Arkham.

Welcome to the madhouse

Welcome to the madhouse!

Hundreds of robbers, murderers and maniacs were at large, all driven by a single goal: revenge. To take revenge on the city that made them step on a slippery slope; take revenge on the government that sent them to rot in jail; take revenge on Batman - the cause of their troubles.

The change of power was not without casualties, and after a couple of hours in the psychiatric hospital there was practically not a single living guard left. Someone was beaten with fittings, someone was gassed, and those who were “lucky” were shot.

Some cops and doctors managed to hide, but they were literally harassed. In search of fugitives, the Joker's thugs combed building after building, room after room, and if they found anyone, they brutally killed. Not because they were ordered, but simply for pleasure.

Arkham has become a sanctuary of fear, with madmen roaming the corridors and giggling painfully. Over the years spent in the hospital, no one was able to help them, and the psychos became like hunted animals.

The island was plunged into darkness, and a strange green glow made it even more ominous. Even the inveterate bastards who playfully hang their victims upside down in the trees, and they are afraid to enter an abandoned harbor or cemetery, where dozens of patients of the hospital and its founder are buried. Not that someone is afraid of ghosts, just wandering around the night cemetery, surrounded by gnarled crosses and under the watchful eye of dark angels, is not very pleasant even for a fierce killer.

Arkham's territory is patrolled by dozens of thugs. Most huddle in groups of ten or fifteen and cheerfully discuss the latest news, such as the kidnapping of Chief Overseer and Commissioner Gordon, or the massacre of guards. Each of the thugs has a bat or a piece of pipe in his hands, and some are so strong that they prefer fists to weapons. There are, of course, those who like knives and stun guns, but these are a minority.

To calm down this rabble will not be difficult for a connoisseur of martial arts. Batman strikes effectively and efficiently, makes trips, breaks arms and legs, makes throws and swiftly flips from one opponent to another. Best of all, he, without a doubt, succeeds in counterattacks, during which all the skill accumulated over many years of training is manifested. However, Batman tries not to kill anyone, preferring to send enemies into a prolonged knockout.

Being a good strategist, the Joker placed a sniper on each tower, and put the most dangerous and heavily armed prisoners on especially important objects. They constantly talk and keep in sight of each other, so that in case of danger, partners could help.

Invisible predator

Now this red skeleton will cover the walls with rubble.

But this will not save them from just retribution. Batman emerges from the darkness to disappear after a couple of seconds, but during this time he manages to cleanly remove one of the opponents. Nobody knows where he will appear next moment. Maybe he will gently crawl out of the ventilation shaft, quietly sneak up behind and use a choke hold? Or maybe knock it out with the famous Batarang? Or will it fall from the heavens and knock it down with a powerful kick?

However, this is far from all that the Dark Knight is capable of, and the Joker's assistants are well aware of this. They are accustomed to finding their companions hanging upside down on stone statues of gargoyles. They got used to the idea that a glass roof is unreliable, and the floor can always slip out from under their feet. Even sudden explosions have become a normal phenomenon: here the guard calmly walks along the parapet, and after a couple of seconds the comrades are already digging him out from under the pile of rubble and trying in vain to revive him.

Thugs could not accept only one thing: a sense of fear. They react violently to every loss, their pulse quickens, and their nerves slowly begin to fail. From fear, former prisoners stray into groups of two, look around all the time, often change their location and shoot when they hear a sharp sound. What does it cost a predator to catch a victim weakened by fear?

But how does he do it? Neither intelligence, nor skill in staying in the shadows, nor even high technologies are able to make a person completely invisible or protect him from a blunder that could cost him his life. Well, Batman has always been known as a great detective, and the sensor invented by him allows you to see through walls and gives out extensive information about opponents. Is the enemy unarmed? It is colored blue. On the contrary, is he armed? Then it's red. The ingenious device even shows the number of enemies in the area, measures their pulse and catches the slightest changes in their mood.

The view from the gargoyle is excellent.

In addition to tactically important information, Batman is helped to defeat strategic data, which he regularly receives from his assistant nicknamed the Oracle. She constantly gets in touch with him and informs about what and where is happening at the moment, which place is better to bypass, and where, on the contrary, it is better to run as fast as possible. Well, or fly, if possible.

The notorious Edward Nygma, aka Riddler, is also in touch. The lover of mystification and logical problems has scattered over two hundred surprises across the territory of Arkham, which are not so easy to find. But in order to experience Batman for real and check how smart he really is, Riddler makes a riddle (or even several at once) in every room that the Dark Knight visits. And what is the reward for the work? An opportunity to explore the history of Arkham and learn all about the most prominent inhabitants of the asylum.

It is important: some finds, such as green question marks, provide access to amusing images, and also give the right to fight with prisoners in one of the many arenas.

One clown circus

The most famous patient needs no introduction. Having seized control of Arkham and interrupting most of the staff, the Joker relentlessly jokes, pushes long speeches and stalls for time in every possible way, realizing his diabolical plan to destroy Gotham.

This genius psychopath never ceases to amaze with his cunning, intelligence, ruthlessness and cunning. He easily lures Batman into new traps, very competently placing nets, because who, if not the Joker, knows the weak points of his eared enemy. Either he chained two guards to a bomb, then he hung a couple of scientists over an abyss, or even let his favorite poisonous green gas into the intensive care unit.

One of Batman's hallucinations: he is eight years old in front of the lifeless bodies of his parents.

On special occasions, the clown prefers to use others to get rid of the annoying Batman. He sends him to intercept his right hand and his mistress, sexy blonde Harley Quinn, but when she is defeated, he does not even try to help her.

It is the Joker who frees the serial killer Victor Zazza, the monstrous Killer Croc, the strongman named Beach, the master of intimidation Scarecrow and the adorable red-haired beast Poison Ivy. And although a good half of this company would happily swat at the caustic clown themselves, they all first pounce on Batman.

Some appear just for a couple of minutes, then to retire untimely, others offer their company for a long time. Killer Croc hunts Batman in the sewers, and Poison Ivy, sitting in a botanical garden, floods the entire island with huge trees and carnivorous flowers.

But most of all, Batman gets from the Scarecrow, whom he in vain discounted. The biochemist poisons the Dark Knight with hallucinogenic gas three times, making his worst nightmares a reality. Either he ends up in the morgue, where his half-rotten parents appear from the body bags, then he finds himself in a long corridor, at the end of which is the very doorway in which the robber shot mom and dad. The visions are so real that the frost is chilling.

Asylum as it is

Not the least role is played in this by a special, unique style, in which grotesque, realism and dark beauty are mixed. Everything that you see on the screen, you involuntarily begin to believe: the buildings are very beautiful and stylish, and the cemetery seems so real that it is very difficult to decide on a walk between the graves. Gorgeous landscapes and high-quality special effects only add to the experience. And what a moon here! ..

Batman: Arkham Asylum has made it into the Guinness Book of Records for a reason. This is not only the best comic book hero game, but also one of the best games in the last few years. The praise of Arkham Asylum and its inhabitants is truly endless, and how can you not? Imagine even Batman's face and costume change throughout the game, with abrasions and cuts become visible, and the cloak turns into a torn doormat!


ADVANTAGES LIMITATIONS
Fascination
9
a variety of levels and tasks, spectacular fights, an impressive arsenal, some nonlinearity, stealth, high-quality artificial intelligence, additional game modesunsuccessful implementation of breaking electronic locks
Graphics
10
magnificent landscapes and effects, staging battles, physics engine, play of light and shadow, implementation of detective mode, cloak animation, grotesqueNo
Sound
10
excellent acting, fascinating
music, an abundance of extraneous, alarming sounds, off-screen effects
No
Game world
10
unique atmosphere, unpredictable
a playable plot, multifaceted characters, a large territory, a huge number of difficult puzzles
No
Convenience
9
user-friendly interface, intuitive, simple controlhorribly inconvenient at first picking locks

Characters (edit)

Even in the best and most unusual action movie, you rarely see more than two or three memorable characters. The main characters are often silent and too calm, and the villains seem to have no single goal but to enslave the world or something like that. Well, Batman: Arkham Asylum is one of the rare exceptions.

Batman

Real name: Bruce Wayne

Occupation: company president, philanthropist

Eye color: blue

Hair color: brunette

Height: 1.88 m

The weight: 95 Kg

These four will face the fate of those who have already sprawled on the floor.

Eight-year-old Bruce Wayne was a happy child until one day he fell into a cave with bats next to the family mansion. Then the boy was frightened for the first time, but this fear turned out to be nothing compared to the loss that soon followed: in front of Bruce's eyes, the robber shot his parents. On that unfortunate night, the boy vowed to protect Gotham from criminals, no matter what it cost him.

Many years have passed since then, Bruce has traveled dozens of countries, studied more than a hundred martial arts, strengthened his mind and body. The cave of childhood nightmares has long become a second home, and the bat costume, created to intimidate enemies, has turned into the everyday clothes of the man known as Batman.

Before becoming the Dark Knight, Bruce tried to cooperate with the police and the FBI, but realized that criminals must be fought with their methods. Their own code of honor allowed a lot, only murder was taboo.

Unlike most famous superheroes, Wayne did not have any extraordinary abilities, but he had a high social status and a huge bank account. Half of the money went to the development of our own company, which became one of the largest and most respected in the world, the other - to research, creation of equipment, high-tech devices and vehicles. The bulletproof suit, cloak, grappling hook, batarang and the Batmobile have become Batman's calling cards, along with high intelligence and brilliant detective abilities.

Joker

Real name: unknown

Occupation: professional criminal

Eye color: green

Hair color: green

Height: 1.83 m

The weight: 73 kg

First appears: Batman # 1 (Spring 1940)

There are many legends about the Joker. Some say he was a petty thief, others a failed comedian, others mention a vat of poisonous substances, and still others recall a broken heart. In the most interesting version, we are talking about the fact that the Joker went through a monstrously unsuccessful day, at the end of which he went crazy: the death of a family, the failure of a robbery and bathing in industrial waste. However, no one knows the truth: no matter who the Joker was before, he carefully hides his past.

Green hair, white makeup and a worn lilac suit should not mislead you, because this is an uncrowned prince of the underworld. He is merciless and extremely dangerous, he is calculating, cold-blooded and sophisticated. The Joker's main weapon is his intellect, and that is what makes him Batman's most fearsome foe.

The Joker is by nature a killer, but a genius killer and, let me put it this way, a killer sense of humor. Any, even the most deadly weapon, he is able to disguise as something funny, clown. A bomb in a gift box or a nondescript button on the palm, which turns out to be a powerful electric shock, are quite common objects for the Joker.

He is extremely unpredictable and makes any sacrifices to achieve the goal, so even the most loyal companions keep an eye on him, because a wide, frightening smile can turn into an evil grin in the blink of an eye, which does not bode well.

On a note: The Joker in the game has nothing to do with the characters of Jack Nicholson and Heath Ledger.

Harley quinn

Real name: Harlene quinzel

Occupation: professional criminal

Eye color: blue

Hair color: blond

Height: 1.70 m

The weight: 63 kg

Hallucinating aside, these walking bones can easily kill.

Dr. Harlene Quinzel was once a respected psychiatrist in Arkham. She was assigned to give the Joker treatment, but instead she fell head over heels in love with him, and her feelings bordered on obsession and madness. Harlene more than once helped her lover escape from the hospital, but none of the staff even thought that the culprit of the escape was a pretty fragile blonde.

One day, the Joker was taken to Arkham after a skirmish with Batman. There was no living space on the green-haired clown, and Harlene decided to take revenge. So Harley Quinn was born - a cruel criminal who became the main puppet of the Joker.

A sexy blonde with a thin voice and white makeup on her face defies any classification. She's definitely out of her mind, no one can understand what's going on in her head. Harley's main motivation is Joker's praise. She is capable of anything to deserve her, and will easily go for murder or robbery.

Despite being deceptively fragile, Quinn is very resilient and strong. Moreover, she is an excellent acrobat and makes something that will turn even Olympic champions green with envy.

Beach

Real name: unknown

Occupation: professional criminal

Eye color: hazel

Hair color: chestnut

Height: 1.70 m (under the influence of "Venom" - 2.07 m)

The weight: 64 kg (under the influence of "Venom" - 159 kg)

Beach spent his childhood in the terrible conditions of a maximum security colony, where he served time for his deceased father. His only friend was a teddy bear whom Beach named Osito. The guy survived only thanks to the books, which they secretly carried to prison, and tireless work on himself.

Weak in body but strong in spirit, he was the only one to survive the trials of a steroid called Venom. This substance completely changed the human body, turning it into a dangerous killing machine. But Beach was not going to cooperate with the military and fled.

Now he was not only educated, but also damn strong and decided to prove to all Gotham that there is no better fighter: Beach broke Batman's spine. However, he scrambled out and after a while struck back, defeating the strong man in the fight due to cunning. Instead of hitting the enemy, the Dark Knight cut the tube through which the Venom entered the Scourge's body.

Scarecrow

Real name: Jonathan Crane

Occupation: professional criminal

Eye color: blue

Hair color: chestnut

Height: 1.83 m

The weight: 63 kg

First appears: World's Finest Comics # 3 (Fall 1941)

No, guys, you won't steal this car.

Jonathan Crane had an unhappy childhood. He was often harassed by his classmates, bullied in every possible way and regularly beaten. None of the guys appreciated his intelligence, sensitivity and resemblance to the hero of The Legend of Sleepy Hollow Ikabod Crane.

Obsessed with hatred and a desire for revenge, Jonathan studied psychology and biochemistry and took a place as a psychiatrist in Arkham. He created a hallucinogenic gas that siphoned the deepest human fears from the subconscious and literally drove you crazy. Crane conducted experiments on patients; when they found out about it, they threw him away.

Driven by the desire to instill fear, Jonathan reincarnated as the Scarecrow - a sophisticated and insidious maniac who mocks his victims with the help of gas. He has encountered Batman more than once and managed to find out what he fears most: to relive the night when he lost his parents.

Poison ivy

Real name: Pamela Lillian Ailey

Occupation: professional criminal

Eye color: green

Hair color: fiery red

Height: 1.73 m

The weight: 52 kg

Dr. Pamela Ailey was a promising botanist in Seattle. Involved in the theft of an Egyptian artifact that contained unusual herbs, she fell prey to her partner, who did not want to share. But Pamela's body, under the influence of the poison, developed immunity to all natural poisons and diseases.

After a series of events in Seattle, Lillian's blood turned into chlorophyll, and she herself gained control of the plant world. The girl moved to Gotham and instantly declared herself, threatening to infect the air with poisonous spores if the government did not go to meet her. Batman stopped her and Pamela was taken to Arkham.

During the years spent there, her strength increased, and she herself became even more "related" with the fauna. Since Lillian's kiss became fatal and her enchantment began to turn men into toys, she received the nickname Poison Ivy. Wanting to create her own little paradise and live in harmony with nature, the girl fled from Gotham and settled on one of the uninhabited islands of the Caribbean. For the first time, she was happy and completely confident that nothing threatened her plants.

But she was wrong. The island was blown up during military trials, deeming it uninhabited. In a rage, Pamela returned to Gotham, and a wave of terrorist attacks swept through the city.

It is interesting: Poison Ivy is one of the few who at first did not want to plunge Gotham into chaos and kill Batman. Moreover, the red-haired beauty is compassionate and can be noble and proud. This is evidenced by her rescue of sixteen orphans, whom she subsequently gave a roof over their heads.

Killer Croc

Real name: Waylon Jones

Occupation: crocodile fighter, bandit, killer

Eye color: yellow

Hair color: No

Height: 3.35 m

The weight: 262 kg

Poison Ivy may be a villain, but she transformed the island perfectly.

Waylon was born with a rare mutation that caused his skin to be green and scaly. Jones was raised by an alcoholic aunt who made fun of the boy every day because of his appearance. In his youth, he moonlighted as a circus freak under the pseudonym "Killer Croc", which stuck to him for life.

However, Waylon did not like to expose himself to ridicule, and he stepped on a criminal path, gaining fame as a cunning and dangerous enemy. Croc set out to become the godfather of the Gotham underworld, but he was hindered more than once, not only by Batman, but also by Beach.

Croc is one of the most dangerous opponents of the Dark Knight. His height and strength allow him to rival the Scourge, and ruthlessness and hatred for all of humanity are pushed to terrible deeds. In addition, Waylon's body is covered with thick scales that are almost impossible to pierce, and he himself has animal instincts and flair. Krok can also be under water for a long time.

Since Jones last entered Arkham, he has made no attempt to escape. He lives in a locked and well-guarded sewer where meat is regularly dumped. Every day Croc degrades more and more and turns into a beast.

Mister zazz

Real name: Victor Zazz

Occupation: Serial killer

Eye color: blue

Hair color: blond

Height: 1.73 m

The weight: 68 kg

Victor Zazz made a fortune when he was not yet thirty. Like many others, money did not bring him happiness; Victor felt devastated and worthless. He wanted to commit suicide, but changed his mind and decided to kill others. Becoming a sociopath and a serial killer, Zazz became convinced that people are just "robots" who live for fun and comfort.

Not picky about the victims, Victor, however, constantly uses the same weapon - a carving knife. After the murder, he can stand over the body for hours, contemplating his creation, but most of all he gets pleasure from leaving the victims in routine, life positions, such as reading a book on the bed or watching TV in an armchair.

At the end of the ritual, Zazz carves a mark on his body. He is now covered in scars, but claims to have left room for Batman.

Commissioner Gordon

Real name: James Gordon

Occupation: police commissioner

Eye color: blue

Hair color: gray-haired

Height: 1.83 m

The weight: 82 kg

Batman took the trail.

Jim Gordon has dedicated his life to eradicating crime not only on the streets of Gotham, but also in the police department, where corruption rules the ball. He turned out to be the only honest cop in the city where he moved with his pregnant wife from Chicago.

At first, Gordon tried in every possible way to catch Batman and remove his mask - he saw in him another psycho who posed a danger to Gotham. However, the Commissioner's opinion soon changed, and he realized that the only one he could rely on was a man in a bat suit.

By order of James, an impressive floodlight with the image of a bat was installed on the roof of the police department: whenever Gordon needed Batman's help, he turned it on, and after a couple of minutes the Dark Knight would appear out of the darkness, as if from nowhere.

Oracle

Real name: Barbara Gordon

Occupation: information intermediary

Eye color: blue

Hair color: redheads

Height: 1.80 m

The weight: 57 kg

Commissioner Gordon forbade his daughter (according to one version - niece) to follow in her footsteps. But the girl disobeyed and without thinking twice decided to become Batman's assistant. She underwent serious physical training, studied many martial arts and became fluent in computer technology. Naturally, the bat costume fit her.

For many years, Batgirl fought the underworld of Gotham side by side with her mentor and idol, but one day an accident happened: the Joker shot the girl in the spine, and her legs were taken away. However, even confined to a wheelchair, she continued to help Batman, albeit in a different role.

All these years, photographic memory, the skill of a hacker, a brilliant mastery of modern technologies and a broad outlook have remained idle. After that fatal shot, they turned Barbara into the Oracle, and now she helps Batman with information. She is able to find out anything and about anything in a matter of seconds, and this, you see, is extremely valuable.

Riddles

In addition to a dozen main characters, there is one more who, like the Oracle, communicates with Batman exclusively by radio. In ordinary life, he is known as Edward Nygma, in the underworld everyone is used to calling him Riddler. Apparently, he was also in Arkham during the Joker revolution, but decided to stay out of the conflict.

Instead of setting up nets and carefully preparing traps, Riddler scattered various riddles throughout the territory of the asylum. As a reward for solving them, maps for the competitive mode, biographies of characters, interviews with them, as well as images of the main (and not so) heroes are opened in the game menu.

It is important: before looking for secrets, first find a map that shows all the important places. True, even with her it is difficult to find half of the hiding places, but at least she tells you where to look. And one more thing: don't try to get to half of the secrets until Batman has his entire arsenal at his disposal.

So what has Riddler prepared for us?

    Green question marks. The most common secrets in the game, they are found in large quantities at each level. They can be anywhere, for example, underground or under the ceiling. They often lie in a conspicuous place, although they are periodically hidden in ventilation shafts and behind destructible walls.

    Arkham Spirit Monuments. These are small statues covered with strange writing, with a spider in the middle. The decryption showed that they keep in themselves the history of Amadeus Arkham, his family and the hospital he created. The most difficult thing in finding monuments is that they are often in a conspicuous place and so harmoniously fit into the environment that you do not pay attention to them.

    Mr. Freeze's camera. He settled well here.

    Audio recordings. The tapes of interviews with Arkham's most famous patients (and also Batman's main enemies) are the easiest targets. They mostly lie on the tables in the doctors 'and security guards' offices, and, what is nice, they flicker, so it will not be difficult to discern this secret even in absolute darkness.

    Joker's jaws. It's not even a secret, but just a little entertainment. A master of clowning, Joker loves everything that is funny and funny, even if it seems so only to him. That is why he scattered clockwork jaws throughout the asylum. Not only do they constantly jump on the floor, but they also make nasty noises all the time that pissed Riddler out of himself so much that he offered Batman a reward for every five, ten and twenty toys broken. Trampling them with your feet will not work, but knocking them down with a batarang is the very thing.

    Riddles. Nygma always has a couple of riddles in stock. And for Batman, he cooked almost fifty. As soon as the Dark Knight gets to the next level, Riddler asks a question that at first may seem like a madman's ravings. For example, he may say: "My riddle is for those who lead the right way of life" or "Victor Zazz wants you to find his creation." And guess what, the last phrase refers to a room in which three corpses of guards seem to be sitting at poker.

    In fact, in order to find the answer, you need remarkable attentiveness and ingenuity. For example, if in detective mode you see a large question mark painted on the floor, then you should look for a point at the nearest elevation. Take a look at them for a complete picture, and voila! - the riddle is solved.

    Another nuance is the small size of some of the "clues". If the card indicates that the solution is somewhere in this room, and there is only a headless statue with a worn tablet, well, enlarge the image ("Z" button) and look at this tablet in a new way. It is likely that you will find some interesting inscription there.

    One final point: the answers to some of the mysteries lie outside of Arkham. Of course, you won't be able to get to Gotham, but you can use the magnification. And there a solution can be found on some building.

Gladiator fights

As mentioned above, Batman's main opponents are people like himself. They are in the same way woven of flesh and blood and, like any person, can die from a strong blow to the head, solar plexus or neck. As such, there are practically no boss battles in Batman: Arkham Asylum. Notice practically: Now we will talk about exceptions to the rules.

    Beach. Pumped up with drugs, it grows in breadth and sky right before our eyes. A two-meter pumped fellow can easily break Batman's back again. But we won't let that happen, right? To defeat Scourge, you need to cut three bundles of pipes with "Venom" around his neck. This can be done only when he does not understand where he is and what he is doing here. In other words, first you need to beat him well. It is not so easy to do this because of its size and strength, but there is one trick: when the Scourge runs at you with a wild cry, throw a Batarang at his head and jump to the side. The weapon will hit the eyes, and the enemy will crash into the wall at full speed.

    Poison ivy. By herself, this lady is a real angel. Beautiful, sweet and fragile. Naturally, she will not fight with her bare hands. Oh no, Dr. Ailey will climb inside a giant plant, which will shoot Batman with some strange clots and periodically hit the ground (trees instantly grow at the site of the impact, which entangle the main character). It is impossible to destroy the flower, but it is quite possible to show who is the boss in the house: every time Ivy laughs and snorts, the cocoon in which she sits opens. In critical conditions, you cannot climb to such a height, but you can launch a batarang at a girl.

    Joker. Having injected himself with the drug "Titan", a clown in a lilac suit turned into a huge monster with a mohawk and long claws. In a new look, he surpasses Batman in almost everything, so he calmly gets into a fight. However, very soon he gets bored with it, and the Joker climbs upstairs, where he poses for the cameras of journalists who flocked to Arkham. While the green-haired psychopath is having fun and shouting nasty things, former prisoners attack Batman. They climb like cockroaches during a fire, that is, from all sides and almost non-stop. Plus, little clockwork devils jump on the floor - time bombs.

    You can do whatever you want with your enemies: throw them at each other, push them onto explosive toys, drive them into electric grids. The main thing is to guess the moment when the Joker will turn his back to the arena and start waving at the camera. Get out the Ultrabatclaw quickly and shoot him in the back. The clown, like a cat, falls on its paws and gets stuck with its claws in the boards, becoming defenseless. Hold out for three halves and the villain of all Gotham City will fall.

Arsenal

Batman doesn't have any extraordinary abilities. He does not know how to release cobwebs, climb walls, change shape, shoot a laser from his eyes. He has no super-strong skeleton or superhuman strength. Replacements for all this are experience in martial arts, intelligence, ability to stay in the shadows and expensive high-tech devices, which we will talk about now.

Batarang

Gop-stop, we came around the corner ...

For some reason, the bat-shaped boomerang never returns, but that doesn't make it any less dangerous. With this sharpened heavy toy, Batman can easily knock down an opponent or knock a weapon out of his hands without revealing himself.

If you purchase the corresponding improvement, enemies will recover longer after a precise hit. But the best thing, perhaps, is to have two or even three batarangs on hand at once. Having such an advantage in your hands, you can lay down a small squad of the Joker in a matter of seconds, and then take turns finishing off each one.

You can't think of any special tactics with this weapon, but there is one rather simple and at the same time effective: if prisoners with pipes and bats are waiting for you around the corner, and several people with stun guns, knives or rifles are in their company, aim the batarangs at their heads. The rest, of course, will immediately run to beat the Dark Knight, but there will be no problems with them - certainly not after the most dangerous opponents have taken down.

Sonic Betarang

Welcome to Lilliput!

This technical miracle can be purchased with experience points. Why does Batman need a sonic boomerang? It is programmed to send sound waves in a small radius from its location. All guards who are nearby start looking for Batman, or at least the source of the noise.

Everything is in the best traditions of "Thief" and "Commando": from time to time the Dark Knight needs to quietly and carefully enter some room or ventilation shaft. And there are enemies around, and everyone is armed. You can kill them all, but it takes time. So it is easier to distract them for a while, and sneak behind their backs without being noticed.

Another use of the audible batarang is to shift attention. For example, a couple of inmates stick together all the time because they are both very scared. Climbing on two armed thugs is extremely dangerous, but if you launch the boomerang correctly, then one will go to the sound, and the second will remain to cover your back. This is where a sudden blow can be struck.

Well, the best application of this device is to cut down the enemy. The fact is that all escaped prisoners wear prison collars, which used to shock them for disobedience, and now serve as just a frightening accessory. But not for the eared hero. Batman can buy a certain upgrade, and the sonic batarang will reset the collar of the nearest enemy. At the same time, the latter is so shocked that it almost kills him.

Controlled Betarang

"Let me go!" - "Sure?"

In the same way as the previous "toy", it is acquired for experience points. At first glance, the purchase is completely pointless: what's the use of controlling the Batarang yourself, if you can take a couple of ordinary ones and knock out several enemies at the moment?

In fact, the device is very useful when you need to instantly lay down four or more opponents or hit them selectively. You are free to spin the boomerang as you want, until it hits the wall or the floor. And in the time allotted for the flight, it is quite possible to knock down six or seven prisoners.

However, the full hidden potential of the controlled Batarang is revealed during the search for secrets and answers to the riddles of the Riddler. Some of them are so well hidden that you can't make out. For example, a map shows a place that seems impossible to reach. But by running the Batarang, you can find a hidden passage or find out where the coveted cache is: perhaps everything is much simpler than it seemed, and you don't need to rack your brains in vain.

Explosive gel

Some walls cannot be bypassed, and there is only one way to get to the goal: to go through them. How? One option is the explosive gel that Batman made in his cave. It is in a small balloon and is applied to any surface, leaving the latter no chance. Moreover, the defender of Gotham cannot do with a banal "cake" - he carefully displays the image of a bat on the object.

Explosive Gel opens up truly limitless tactical possibilities, especially when purchasing important upgrades such as selective explosions and reactions to approaching enemies.

After the acid rain, the violet grew and decided to take revenge.

If there is an enemy next to a shaky wall or under a weak ceiling, it is worth reminding him that he must not forget about safety measures. Having guessed the moment, arrange an explosion and roll stones on his head. In this case, it is desirable to move away from the "avalanche", otherwise it may hurt. It is very important to plan an escape plan in advance or activate the explosive by hiding under the ceiling: the guards run to the noise in the blink of an eye.

When a prisoner watches under a glass canopy, it's time to fall on his head. To do this, you need to plant a bomb over the enemy and detonate it while standing on the glass. The blast wave and a bunch of fragments will not do much harm, but Batman, as if appearing out of nowhere, will hit with both legs and instantly knock out the enemy. Be prepared for the latter's friends to come running to help him out with the whole crowd.

Once you buy the needed upgrade and the gel starts working like a mine, you can use the following tactics. First, study the guard's route. Then place the explosives in the place where he will be in a minute or two, and take a seat more comfortable: a very pleasant sight awaits you.

It often happens that frightened prisoners rush from one corner to another without any logic. In this case, apply the gel to the floor, and when the guard passes nearby, throw a sonic betarang. The noise will attract his attention, and then a surprise!

Ultrabatclaw

The Batclaw itself is pretty useless and useless. You can drag the box or pull the enemy to you, but what's the point? No perspective, no brightness. But with the appearance in Batman's arsenal of a little thing called "Ultrabatclaw", everything becomes much more fun and interesting, because instead of one hook there are three of them.

Why so much? For example, to tear down those walls and open those ventilation shafts that you can't get close to. It happens that at a considerable distance from the ground you can see a walled up wall and neither get close to it, nor bypass it. This is where the ultrabatclaw comes to the rescue.

It is important: most of the "out of reach" places hold Riddler's secrets, from the usual question marks to the answers to riddles.

This arena is a true masterpiece of design thought.

How to use this invention in battle? For example, under a shaky wall, three guards are standing and talking about something. It is unrealistic to plant explosives there: firstly, it is noticeable, and secondly, it is impossible to jump. Then it makes sense to arm yourself with an ultrabatclaw and dump a pile of stones on unsuspecting enemies.

On a note: It's even more fun when a couple of the Joker's henchmen are standing on a flimsy floor, unaware of it. One has only to pull a little, and they will fall to the ground in shapeless screaming sacks of potatoes. This, of course, will attract everyone's attention, but the spectacle is worth it.

Some guards patrol the upper sections of the premises. They walk along the edge all the time and hold onto the railing so as not to stumble or fall. This is what they need help to do. Being below or standing opposite, Batman can release the Batclaw and throw the enemy down. The fact that the enemy will rise after such a fall is not even worth stuttering.

Rope launcher

Some cliffs or abysses cannot be crossed without special equipment. For example, no cable. Naturally, in Arkham, there are no signs anywhere “Straight and right. Enjoy your descent. " Therefore, Batman has acquired a device that can create a cable anywhere, anytime.

The rope launcher is mainly used for its intended purpose, but it is perfect for combat. No, unfortunately, you cannot stretch a rope from one enemy forehead to another. However, if there are a lot of opponents in front of you, you can put the cable into the wall behind them and arrange a small but fun bowling.

Code sequencer

Perhaps the most hated item in Batman's arsenal for most players. This device can and should be used to break electronic locks and bombs. And everything would be fine if not for a mini-game with which you can torment yourself for hours. Not because it is so heavy, but because initially nothing is clear: what kind of wheels, why turn them, and in general, what to do?

And you just need to overload the security system. This happens when a wave traveling across the screen of the device touches the walls. The monitor turns bright green and after a couple of seconds the electronic lock explodes.

The left wheel (by default the keys "A" and "D") is responsible for the wavelength, the right wheel (by default, the left and right buttons of the rodent) - for their frequency. The wavelength depends entirely on their frequency. First of all, you need to find a weak point in the lock system: slowly turn the right wheel until the screen turns a little green. Once this has happened, start playing around with wavelengths. A couple of seconds - and everything should work out.

Game: Platform: Mac, PC, PS3, X360 Genre: action Release date: August 25, 2009 In Russia: September 24, 2009 Developer: Rocksteady Studios Publisher: Eidos Interactive Publisher in Russia: New Disc Localizer: New Disc / Track Rich therapy building

Batman took the joker to a mental hospital. Something in the behavior of this clown alarms our hero and Batman decides to escort the prisoner to the cell. We follow the guards and listen to the joker chatter. Batman is not allowed further into the intensive therapy unit in the “cell” block, supposedly for the peace of mind of the prisoners, and here the joker “attacks”. Everything was planned in advance, the joker's girlfriend Harley Queen at the control panel, the bandits transferred from the burned blackgate jail.
Batman breaks the window and gets into the first mess. There are two fights, the 1st with 3 prisoners, the 2nd with 4. Try to strike combo blows, the more blows the batman inflicted without stopping, the more points you get for the battle. Points in the upcoming will be able to get improvements "Wine Tech". The Joker offers to find him, and opens the energy gate. There is no way out "we called ourselves a load, get into the box", we go in search of a criminal genius.

After going up the ramp, on the left in the room, break the teeth jumping on the floor with a battarang by aiming with the right mouse button or by pressing the "Q" button - a high-spirited batarang. We are moving along the corridor, we hear a warning from the security system about a violation of the regime, in 3 blocks the prisoners have escaped to freedom. When we reach the fork, we’ll teach 2 crushed, because we don’t want to twitch at the majestic and mighty, after the battle we go to the right, because the door is blocked on the left. Having contacted the oracle (daughter of Commissioner Gordon), Batman reports on the situation. Once in the ward for the violent madmen, we will talk with the closest watchman Zach Franklinn, he will explain the situation, the violent prisoner Victor Szas chained the watchman to the electric stove and threatens to destroy it. We pass through the open door and climb the stairs, going up to the watchmen, looking up at the walls, there are gargoyles - pressing the "F" button, the batman soars onto the gargoyle using a hook with a cable. We jump over to the nearest gargoyle, and plan on the offender by pressing the "space", in flight, press the left mouse button and strike. It is necessary to deliver the ending blow, hold CTRL and press the right mouse button.

Having dealt with the bandit, we watch the video, Harley Quinn shows us the captured senior warden Sharpy. It turns out that the joker is in control of the security system. It is necessary to get out of the ward for the violent. Turn on the detective mode button "X", inspect the room. We contemplate the grate in the wall and the transparent wall, while we leave it until the best times (in general, there are many mysteries in the game, but some will only become available at the end of the game, when the batman has collected all his devices), approaching the grate, press the spacebar quickly and many times. We go along the ventilation shafts to the grate and we remove it in the same way as the first one.

Disinfection room

The Joker has launched his own poison gas, and everyone in the room is doomed to painful death. Near the door to the room, look up and use the hook, as the icon "F" flashes. Climbing upstairs, we save the watchman, we jump with the hook on the crossbar at the ceiling and save the 1st watchman, we jump further, here we will save the prisoner, points are awarded for all those saved. It is necessary to turn on the ventilation to clear the room of gas. We look around in detective mode and aim our batarang at the ventilation control panel.

A loop

We leave the disinfection room and find ourselves in a long corridor called the loop. We go along it, arrows are drawn on the floor, two bandits will attack from behind, this is even somehow frivolous. We move along the arrows, go into the room and watch the video. The Joker releases an odd body from the container, apparently the result of some genetic mutation. We dodge his direct attacks by holding the space bar and pressing the movement buttons to the left or to the right, we lure the monster onto the power shields and while it is being mangled, we work out the blows. After several approaches, the monster falls, the joker makes notes for himself for the future, reports that Commissioner Gordon is captured and flees away. We get a new main task to find and save the commissioner. Let's talk with the watchman, he will try to lead us behind the joker, but something does not work, then Batman decides to go back and check the cells for evidence. We return only we go not to the disinfection room, but to the left into the previously closed passage. We get to the detention cells, focusing on the map. And we scan it in detective mode, finding a flask with bourbon of the traitor guardian, we start looking for him by the vapors of alcohol in the air. We move along the corridor looking for traces of whiskey in the air and get into the elevator, here a distraught Dr. Harvey appears and drops the elevator on us. We go up the stairs to the room and pick up an audio recording, listen and get glasses, now we return to the elevator and look up until we find a point where we can hook ourselves with a hook, overcome the obstacle course and find ourselves in a party of five bandits, after beating everyone, we move on. Passing through the ventilation tunnels, we see three bandits armed with machine guns. It is not worth storming in the forehead. We look up and use the hook, we jump from gargoyle to gargoyle, going to the rear of the bandits. We plan and, holding down the Ctrl button, sneak up on the nearest bandit, inflict a finishing blow on him. We deal with the remaining bandits. We go into the room where there is another bandyuk and also sneaking up from behind, we bring him down with a finishing blow. We move forward and find ourselves in the lobby of a rich therapy, there are two bandits with machine guns. Having dealt with them, the joker sends three more bandits, and we will calm them down. We take the audio recording in the security room. And we go to the killed watchman. After examining him, Edward Nygma bursts into our radio broadcast, he gives us the riddle "Don't cut yourself on the shabby portrait." We look a little to the right of the traitor officer, a portrait of the head warden Sharpe hangs on the wall, we scan it. Then the watchman appears and opens the door.

Corridor with communications

We receive the task to leave the intensive therapy department on the surface of the island. After talking with the watchman, we go out into the corridor with communications and when we approach the exit from it, we hear a critical news release, the Joker reports to the residents of the town of Gotham City about the seizure of Arkham Island. We go into the pantry and get out to the surface through the ventilation pipes. We examine the peninsula from a bird's eye view, go downstairs and head towards the botanical garden along the way, we receive a signal of excitement from the batmobile, the batman contacts the oracle and receives a map of the island, we go to the entrance to the intensive therapy department to save Commissioner Gordon and protect his car. Having passed through the gates, we go around the ambulance car on the left and using the hook we climb onto the concrete ceiling, along it we go to the rear of two bandits and remove them with silent blows. We pass through the next gate and see how seven bandits beat with clubs on our car. They are not seriously armed, we approach and distribute cuffs to the left and right. After the battle, we take the explosive gel from the trunk (it can blow up unbalanced walls). Now you need to scan the area around the car. We turn on the detective mode and scan, the search area is outlined with a yellowish stripe. Having found the tube, press the spacebar, having scanned the Batman contacts the oracle and reports to her with excellent announcements. We follow the smell of the commissar's beloved tobacco hovering in the air. To go to the next location, to the left of the locked gate, we explode a weak wall. Following the trail, we come across 2 bandits, having beaten them, we continue to look for traces of tobacco, since they are there every three meters.
Medblock

There are six prisoners at the entrance to the medical block, here you can get good points. We go into the building. We see Harley Quinn, walking up and listening to her, we hear Gordon. Harley is running away, and we need to find another passage to the hospital building. We go out into the street and look at the roof, using the hook we climb up and go to the left. There is a weak wall, we blow it up with gel and find ourselves in the medical block. Once inside, we pass through the ventilation shafts into the main hall, see a picture of how the joker's henchmen drive the medical staff into the offices. Batman decides to free them. The doctors are guarded by four armed bandits, because the game involves acting stealthily, you can catch opponents one by one, sneaking up from behind and inflicting finishing blows, but you can make some noise, then everyone will run to you and the firing will begin. I acted in secrecy. After removing the bandits, we approach the doctors, after talking with them, we get the task to find and save 3 more doctors, their position will be marked on the map.

Dr. Kelerman is locked in a room filled with gas of a joker, going to the door we will talk with the watchman, later we look at the top of the ventilation pipes and climb onto them, jump over to the grate and break it into the room. Three fans must be turned on. Having turned on the detective mode, we look at the wires going from the fans to the control panels, with the batarang we turn on the fans, after each turned on we go down to the level below.

Dr. Chen is chained to a chair, everything is ordinary, we are conducting a forceful action to bring all eight prisoners to an unaccountable state, after which the aforementioned people are calmed down, we go to Chen and press the space bar. Dr. Penny Young is guarded by five armed bandits, so that the doctor is not destroyed, it is necessary to place two charges of explosive helium on the defective walls. Having blown up their fragments of the walls, they will bury the bandits under them. Talk to a medic.

Returning to the isolation ward for the upcoming search for the commissioner, we watch the video, at the end of which it is necessary to deal with 3 bandits. Then we go down to the basement of the medical unit by the elevator. We look at the splash screen, in order to go further, we blow up the wall on the left. We pass along the communication corridor and see Commissioner Gordon, he is dead. We get a new task to punish the murderer. We go to the morgue, after wandering around it, we will try to leave this gloomy place, it was not here. When we try to leave, we again find ourselves in the morgue, only in the middle of the hall there are three bags. Opening them one by one, we meet with the father and mother; in the latter, a scarecrow awaits us. Yeah, all these antics of the schizo Crane, he is also known under the nickname "Scarecrow", or rather his hallucinogenic gas. Now it is necessary to get past him, so that he does not see us. We just move forward while he is spinning there, reaching the defective wall, we blow it up, the scarecrow turns and looks to the left and right of the wall, so while he is looking to the left, we jump to the right. Reaching the spotlight, Batman storms out.
Having defeated Crane, I called the oracle. We go back and follow the arrows, yeah, this is not a commissar, but some poor watchman. We are trying to get through the door, it is opened for us by three bandits, one of them is the most experienced, he puts a block on all blows, we need to stun him with a cloak, and then beat him. We get on the arrows to the corridor, the joker again decided to play his merciless games. It is necessary to get past the bandits without being seen. There are only four of them, turn on the detective mode, you will see their movement, the first 2, sneaking up from behind, knocked out the ending blows. The rest, having traced their path, also one by one removed from the battlefield. Climb the stairs and use the grappling hook to jump onto the ceiling of the room where Harley and Gordon are standing. Having blown up the ceiling, we watch the video. The battle with Venom is coming. A pumped-up man, and very angry, but not very difficult as a chef. We dodge his throws and throw batarangs until he starts walking holding his face, as it happened, run up to him and beat him. Batman jumping onto his back, one by one, will rip off the supply hoses. When Venom has half his life left, the joker thugs join the battle. First we deal with them, later we finish off Venom.

We are watching the video - Venom is killed by the death of the brave, Gordon sets sail for the continent, and Batman gives "tsu" to the oracle.

Batman cave

Get to the cave and analyze Dr. Young's recent research.

We follow to the place marked on the map, on the way we run into a skirmish three times. Arriving at the point, we jump over the fence, and go through the cave, watch the video and run to the computer. After reviewing all the available information about Dr. Young's research work. Batman sets off in search of the aforementioned. We get a batclaw, which you can use to pull objects. Here comes the opportunity to try it out. Batman decides to go in search of the doctor by a different method, we pull off three containers with a hook that prevent us from jumping onto the bridges. We run along the tunnel to the lattice under the vault of the cave, yeah, you can pull out the lattice with a hook, which is actually what we do. We get out on the other side, and we cut down the thug who is reporting something to the joker. Further there is a group of bandits, among them there is also the most experienced one. Plus, those unoccupied in the skirmish try to tear various objects off the walls in order to try to cause significant harm to the Batman with them. We fall into a cave with old walls and columns, the hook disappears, it is necessary to find a way to the surface. Nothing particularly difficult is foreseen. Having got out to the surface, we get a check mark on the execution of the task "to get to the surface through the sewer". We get the next "climb into the house of Arkham", the joker placed his own snipers on the towers, after filming them we follow to the eastern part of the island, there are already four snipers, and a bunch of bandits in the connecting part of the isthmus.
House Arkham

Having penetrated into the house, using the batclaw, we take down the armed bandit, and here we finish him off with a finishing blow. The door is locked, ancient good ventilation will help us out. With the batclaw we tear off the grate and get into the adjacent room. Wow, Dr. Young is in the hands of the joker, but she is silent. And the Joker bandits staged a standing search in the cottage. You need to hurry up.

We deal with a bunch of bandits, talking peacefully about something before your appearance. With due diligence, you can fill non-acid glasses. We go to the next room, there is one bandit, armed with a machine gun, threatens to kill two employees of the Arkham mental hospital, sneak up on him from behind and knock him out. We are watching the video, the joker, out of the kindness of the spiritual, reports that a bunch of his henchmen are knocking out the "crap" from Aaron Kesh in order to find out where Dr. Young is. In the adjoining room, six armed bandits, remember the medical unit and act the same way. Having dealt with the prisoners, we listen to Kesh, move the medic to help.

We go through the northern corridor, we make our way in the labyrinth of ventilation, and in the end we find ourselves in the office of Dr. Young, here three bandits try to break into the office, one with a machine gun, putting them to rest, look at the walls, again ventilation. There is no doctor, the safe is open, drawing conclusions, Batman immediately talks to the oracle. We scan the safe and follow the doctor's prints on her heels. Having got out of the office, as well as climbed into it, we go to the door, towards the three thugs like "let me light a cigarette", the batman says "I don't smoke, I say an athlete", and let's work out on their kats. Um ... that's me. In fact, following the doctor's footsteps, we find ourselves in a corner corridor, crouched around the corner and hit the head of an armed bandit with a batarang, after having previously listened to their conversation from which it follows that the doctor was caught. We go into the library, there are six bandits, two of the most experienced, going downstairs, we see two hostages, the joker is joking again. If we do not have time to save them, they will suffocate. We quickly return back and with the help of the hook we climb to the 3rd floor, run in a circle until we stumble upon the ventilation grill. Climbing into it, we overcome the labyrinth and get out near the chandelier, throw the batarang, the chandelier breaks the floor, tadam ... the hostages are saved. We turn on the detective mode and on one of the shelves we find the doctor's fingerprints. We take the formula “after reading, destroy”, which is what our hero does.

We get out of the library, at the exit we fall under the influence of Crane's hallucinogenic gas, rushed along the newest fool. We go along the corridor, having come to the place of death of parents. After standing a little, press the movement buttons, and go to the exit. The scarecrow awaits us in the most hidden horrors hidden in the depths of our brain. Obstacle course - ah, that's what it's called. Having mastered the scarecrow, we find ourselves in the main hall, cut off the bell, and jumping down we go into the opened room. There is violent Victor holding Dr. Young, sneaking up to the corner, squatting and improving the moment we stun Zsas with a batarang. Watching the video, Dr. Young dies. And we will have a skirmish with 4 bandits, one of them is armed with an electric box.

After talking with the oracle, we get the task to infiltrate the secret laboratory. We leave the room, follow in the footsteps of Sharpe's DNA. In the large hall there are three armed bandits, we make our way above them and cut them down one by one from behind with decisive blows.

Find Overseer Sharpy on the DNA trail, kill the Titan laboratory in the botanical gardens, get security codes from Sharpe, here is the list of tasks set for Batman after the Arkham house

Not everyone prefers to have direct contact with Batman, such as Riddler, like the Oracle, only communicates with him by radio. Riddler, in ordinary life Edward Nygma, scattered various riddles throughout the territory of the hospital, of which he accumulated over two hundred, or rather, all two hundred and forty. Successful solutions are rewarded with Challenge Mode maps, character bios and interviews, and images of heroes in the universe. The opportunity to solve all the riddles appears towards the end of the game, when Batman has all the available weapons in his arsenal. After completing the main part of the plot all locations of Arkham and the surrounding area open to solve the remaining puzzles. Significantly simplify the task of maps indicating the estimated locations of the mysteries. When searching for some of them follows (key [X]). Maps can be found in various locations, usually in prominent places.

Riddles in Batman: Arkham Asylum are categorized and labeled with special tags:

  • Green question marks- the most common secrets, there are several of them at each level. Some of them are in a conspicuous place, the rest are hidden quite skillfully: in ventilation shafts and behind destructible walls. Having found, we simply take them away.
  • Arkham Spirit Monuments- small statues covered with mysterious letters, in the middle of which a beetle is placed. They store information about Amadeus Arkham, about his family and about the hospital itself. It is enough to scan them.
  • Audio recordings- interviews with Arkham's most famous patients. They lie mainly in the offices of attending physicians and guards.
  • Joker's jaws- a little fun from the crazy "clown" who scattered them all over the hospital in unprecedented quantities. Not only do they jump, they also constantly make nasty sounds. For the destruction of five, ten, twenty toys by the batarang, experience points are awarded.
  • Riddles- the hardest secrets. Guessing them is a special pleasure for Riddler, since the answers are sometimes very difficult to find, remarkable attentiveness and ingenuity are needed. Once on a new level, Riddler often asks some strange question, the answer to which is somewhere nearby. If, in detective mode, you suddenly encounter a large white question mark without a dot, inscribed on the floor or wall, you know, to give an answer, you need to find a place from which both the dot and the question mark itself are visible. After combining them, you should get a whole picture, then the riddle will be solved. The answer is given by holding down the [X] key in detective mode. Also, riddles can be located outside of Arkham, in such cases it follows.
Once all the secrets of Arkham are revealed, Batman will be able to decipher the communication channel and establish the whereabouts of Edward Nygma. The police will go to capture the most mysterious criminal in Gotham, and he will be captured. No other special prizes are awarded.

Locations of maps with secrets in Batman: Arkham Asylum:

  1. In the booth next to the Batmobile in front of the intensive care building. You can get inside through the roof, blowing it up with an explosive gel.
  2. In the infirmary in front of the room with Harley Quinn and the hostage Commissioner Gordon.
  3. In the caretaker's office at the mansion where Dr. Young is killed.
  4. In the central room of the prison block where Harley Quinn is arrested.
  5. On the second floor of the generator room in the botanical garden, where the electricity is cut off for the passage through the "pool". Cracking requires an improved code sequencer.
  6. In the booth opposite the Arkham mansion and the overseer statue, a code sequencer is needed to break the door.
  7. In the office on the ground floor of intensive care, where Scarecrow is hiding in the elevator after the third meeting.
  8. In the control room of the pumping station at the very top of the sewer, after creating an antidote in Batman's cave.
  9. In the booth between the medical wing and the prison block, where ambulances are scattered around.
Dominoes