Start

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

Disinfection room

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

Corridor "Loop"

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

Arkham Island

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

Medblock

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

Batman's Secret Cave

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

Arkham Mansion

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

Prison block

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

Botanical Garden

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

Intensive care building

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

Croc's Lair

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

Botanical Garden ( II)

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

The final

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

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

  • DLC Batgirl: A Matter of Family :
    Plot . Audio diaries. Balloons . Jaws. Caskets.
  • general information

    Developer: Rocksteady Studios. Publisher: Warner Bros. Games.

    System requirements

    Characteristic Minimum Requirements Recommended Requirements
    CPU Intel Core i5-750 2.7 GHz
    AMD Phenom II X4 3.4 GHz
    Intel Core i7 3.4 GHz
    AMD FX-8350 4.0 GHz
    RAM 4 GB RAM 8 GB RAM
    Video card Nvidia GeForce GTX 660
    AMD Radeon HD 7870
    DirectX 10
    Nvidia GeForce GTX 760
    AMD Radeon HD 7970
    DirectX 11
    45 GB 55 GB
    operating system Windows 64-bit: 7/8.1 Windows 64-bit: 7/8.1

    Storyline "City of Fear"

    1. Long night
    Batman Arkham Knight. Walkthrough


    Introduction

    You play as Officer Owen. When a concerned person approaches you, go to the end of the hall and start a dialogue with the smoking visitor. Strange smoke spread throughout the hall, causing all the visitors to go crazy and began to see zombies.

    On the streets of the city, Scarecrow appears on the screens, informing that the incident in the cafe was only a warning, now he is threatening the entire city with violence.

    Objective: Meet Commissioner Gordon near the Bat-Signal

    Now you play as Batman. Your first task is to meet Commissioner Gordon on the roof of the police station. Jump off the building and soar through the air to your destination. Use the Bat Claw periodically. At the top of the screen there is a kind of radar on which your destination point where the meeting will take place is indicated by a green square.

    After you reach your destination, Gordon will tell you about the current situation, about your main opponent - the Scarecrow, and also inform you of your next goals.



    Objective: Rescue the missing officer

    Get to the square and deal with the thugs surrounding the car. After the last enemy is destroyed, raise the police officer to his feet. Call the Batmobile.

    It's time to learn the basics of driving the Batmobile. The training system will tell you about all this.


    Objective: Interrogate the driver of the military vehicle for information about the Scarecrow

    When chasing a war machine, you need to look at it for a certain period of time in order to capture the target. After that, press the key to release the missiles. You need to hit it three times for the machine to fail. Leave the Batmobile, go to the broken military vehicle and interrogate the driver crawling on the ground.



    Objective: Explore Scarecrow's hideout

    When you drive the Batmobile, arrows will appear on the road indicating the direction of travel. Climb onto the roof of a building in Chinatown and glide downwards by breaking the glass roof. Defeat all the thugs. By pressing the indicated keys, you will carry out various combos and get more points for them. In addition, you will be able to learn techniques that will later help you in battles with more serious opponents.

    After talking with Poison Ivy, go into gadgets and select the remote control of the Batmobile. Destroy several enemy vehicles, then position yourself on the indicated area, near Batman.


    Objective: Run diagnostics on combat mode weapon energy system

    Move to the checkpoint, start the test. Destroy enemy vehicles with simple weapons, then fire a rocket at them. During the second stage of the challenge, continue blowing up cars to fill both gauges. After that, select targets and launch missiles at them. The required key is indicated on the screen.

    In the third stage, charge the energy weapon again and shoot four targets. By the way, if you are hit by enemies, the charge of the weapon will subside and you will have to kill a certain number of cars again. The simulation will be completed.



    Waynetek screen

    On the WayneTech screen you can see a list of available techniques or WayneTech upgrade points earned. Complete missions from the “Highly Dangerous” category or gain experience points to upgrade your Batsuit, Batmobile, and gain additional skills. Tip: The most experience points are awarded for capturing supervillains terrorizing Gotham.

    You can open the skill tree and explore it yourself. Choose for yourself which improvement will be better.


    Objective: Destroy a group of unmanned tanks occupying Panessa Studios

    Move to the specified point, destroy a huge group of unmanned tanks using newly learned techniques. Use the Batmobile's jet engines to avoid gunfire.


    Objective: Deliver Poison Ivy to the punishment cell

    From now on, AR tests are available to you.

    Use the "Challenges" section to set the marker to any available test. You can also view the requirements for unlocking unavailable challenges here.



    Go down to the lower levels of the police department and stop at the indicated place.

    When Ivy is behind bars, you can explore the police station and listen to conversations. Next, go to Commissioner Gordon and listen to information about the current state of affairs.

    Once the cutscene ends, you will be given access to the mission selection screen. Explore the missions that are currently available to you:

    Duty Calls(in this additional mission you will need to rescue the firefighters of the 17th station),

    The Riddler's Revenge(find out the Riddler's last location),

    City of Fear(plot task).

    When you select a mission, its marker will be placed on the map. At any time, you can choose another mission, thereby changing the marker. We continue the story missions, and at the end of the passage we will return to additional tasks.

    Objective: Meet the Oracle in the clock tower

    After selecting the mission, go through the gate, and then past the prison cells through the door. You can talk to Jack Ryder in the interrogation room on the left side. Continue down the hallway past the detention centers and exit into the parking lot. Jump into the Batmobile.

    Move to the clock tower and climb to the roof. Once you reach the marker on the map, you can enter the clock tower through the secret entrance on the roof.

    Once inside, go into detective mode, use the retinal scan on the statue that is on the shelf. This will help you get into the shelter. Go to the computer in the center of the room and watch the cutscene.



    Goal: Determine the location of the Scarecrow using the Panessa Studios antenna

    Apply power to the Panessa Studios antenna using the Batmobile's drive winch.

    Exit back to the roof and move to the next marker on the map. Go to the door and attach the remote access device. After the next cut-scene, go to another point on the map and park the Batmobile in the indicated place. This will allow you to install a drive winch on your vehicle.

    Enter the car's combat mode, shoot the winch and hold the reverse key. This will demolish the building in front of you. Use boost to get to the other side and then look to the right. Shoot the winch and pull the roof behind you to create a springboard.

    Use boost again to jump forward. While you are moving along the roof, stay in combat mode, this makes it more convenient to control the car. Be careful as you may fall from the roof. (If you do fall down, just follow the blue arrows back to where you first used the winch).

    When you reach the platform on the opposite side of the roof, use the Batmobile's drive winch again. This time you don't have to put anything on hold. We just drive forward, and then wind up the winch so that the car rises up the sheer wall.

    Follow left, then turn right. Here you need to use a drive winch for breaking. We monitor the sensor in the lower right corner of the screen and press the button so that the arrow remains in the orange zone.



    Objective: Find the scarecrow using the antenna in the Falcone Shipping warehouse

    Enter detective mode to look inside the building and find out how many bandits you will face. Climb to the highest point, cross to the other side to improve your view. Select the batarang from the gadgets inventory and hit the door. Two men will go outside.

    After they leave the building, jump down and deal with the enemies. Do this carefully so they don't alert anyone. If it is problematic to kill two at once, then after you deal with the first, jump onto the roof and lure the second one out. Next, go to the door. Batman will call Lucius to get new suit.


    Goal: Get a new Batman costume

    We put on the discarded suit. At this time, several stages of testing will begin. For each mission you receive a skill point. (You can skip the mission - it's up to you).

    W. Scary Multi-Strike. A new technique will allow you to sneak up on enemies and quickly deal with them. The first three rounds of this tutorial are quite simple. Simply approach enemies from behind and press the indicated key several times when it appears on the screen. In order to deal with both enemies, they must be visible on the screen. Otherwise the technique will not work.

    W. Predator Basics. All you need to do is get all three enemies on the ground at the same time. When you knock down one enemy, they only fall to the ground for a few seconds and nothing more. Use a glancing blow, then quickly move on to the second enemy. You can also use various Batman gadgets.



    Objective: Find the scarecrow using the antenna in the Falcone Shipping warehouse (continued)

    After completing the training missions, use the earned skill points. Go to the right side of the building and jump into the ventilation shaft (Ctrl + middle mouse button). Get into the building through the bars and use new techniques to quickly neutralize three enemies. Approach the policeman sitting on the ground and free him.

    Go to the electronic panel on the wall and attach the remote access device to it. Go through the door, throw the batarang in the air. On the global map screen, rotate two types of signals to find the Scarecrow. Both signals coincide in the right corner of the island - at the Ace Chemicals chemical plant.


    Several more test missions appeared on the roof.

    W. Ejection and Flight. Call the Batmobile, follow the blue arrows on the ground until you reach the first round sign with a picture of a bat inside. Get out of the Batmobile and fly to the next bat sign. You must follow the indicated route until you reach the ground. Before landing, we call the Batmobile again.

    W. Hook reinforcement Mk II. Using the hook, press the spacebar several times to fly into the air by inertia. In flight, we control the direction so as to fly into the rings.

    After this, you need to stay in the air for 60 seconds, to do this we use the acceleration of the hook. Also, there is another trick for a long flight: by diving down a little (Ctrl), we can direct Batman upward, and he will fly up much higher than the original height.

    W. Return throw. Stand between enemies and wait for one of them to strike (blue lines will appear above your head). At this moment, press counterstrike (right mouse button) and the arrow in the direction of any other enemy. Repeat the procedure 5 times.

    2. Prevent Ace Chemicals from exploding
    Batman Arkham Knight. Walkthrough


    Objective: Meet with Gordon at the Ace Chemicals plant

    Objective: Rescue the missing Ace Chemicals workers to obtain information about the Scarecrow

    Climb onto the roof of the factory, enter detective mode to scan the area for enemies. Use the vertical shaft coming from the roof to reach the lower area of ​​the plant.

    Use the lever, go to the terminal, and then use a new technique to neutralize enemies without raising the alarm. Go back to the mine, move around the area and kill the remaining enemies. After all the guards are neutralized, gain access to the terminal.

    You must reach the top of the plant for good review. On the scanning screen, move the target, turn on the scanner, and find the location of 5 workers one by one.

    First, go to the worker furthest away from everyone else. We fly through the roof into the control room and neutralize the enemies. But the path to the captive worker is blocked by poisonous gas. To go further, you need a Batmobile.



    Objective: Open the main gate of the chemical plant so the Batmobile can be driven in

    We return to the gate and fly through the roof into the building with the guards. Here the captured worker has already been killed. Access the panel located next to it to open the main gate.

    We turn on the remote control of the Batmobile (the "=" key), use the drive winch to destroy the structure and form a springboard. Accelerate, using boost to fly to the other side. There will be unmanned tanks inside, deal with them. Use a winch to tear out the doors in the corner. Go to the next level and find the springboard.

    Use the Batmobile's cannons to take out enemies on the platform. Leave the Batmobile and deal with the remaining enemies on the platform. When they are defeated, another enemy group will come running. Access the panel on the platform and slide the platform to the right and down. Return to the Batmobile and use new springboard to get to the other side.


    Move to the right and take out several tanks in the second half of the plant. Use the power winch to break the pipe attached to the building.

    Leave the Batmobile and go a little higher to climb through the windows. Deal with the opponents inside the building. Go to the pipe in the corner of the room and select the explosive gel (key "3"). Apply the gel to the damaged area on the right side of the pipe, run to the side and blow up the pipe. Here the worker is also dead.


    Climb through the hole, move into left side. Explode the gel on the crack in the floor. Access the panel near the door, again use the explosive gel on the crack, which this time is located on the wall on the other side. Blow up the wall, switch to remote control of the Batmobile and select the drive winch to rip out the pipe.

    Move down the corridor and crouch to get under the partially open door. Go to the opposite side of the hall and access the panel with the switch. Open the gate using the panel. On the Batmobile, select a 60 mm caliber cannon and destroy the wall with cracks. You will see cables from the elevator. Use the Batmobile's drive winch and drive back to raise the elevator car.


    Get into the elevator as Batman. Use the Batmobile to lower the elevator with the hero; to do this, move forward. With Batman, leave the elevator and climb onto the ledge a little higher in the corridor. Crouch down to get into the next room. Remove the grate on the left side, then go to one of the two grates ahead. Switch to detective mode if you can't find them yourself.

    Use new techniques to deal with the enemies in the room, then talk to the worker. Return back to the elevator, climb into it and use the Batmobile to lift your hero up.

    Once you leave the elevator, you'll need to deal with the helicopter. Use the Batmobile. First, we destroy all self-propelled guns on the ground. We dodge helicopter mines, leaving the red zones. We shoot down enemy homing missiles with machine gun shots.



    Objective: Take the Ace Chemicals worker to Gordon on the bridge

    We need to leave the factory. There is a tunnel in the corner of the site. We place the Batmobile on the platform in front of the tunnel, exit, press the button to raise the platform, and move on. Use the boost to jump over the gap and deliver the worker to Gordon on the other side.

    Jump back to the factory, go up to the upper platform, but now you need to go to the small side building where the last worker remained. Walk around the building to find the entrance. Use the Batmobile's drive winch to pry open the door. Take out the enemies inside, then look around to find a door. This door will lead you to a room with a worker.

    We are ambushed, and we see someone who calls himself the Arkham Knight. After the cutscene, switch to remote control of the Batmobile and deal with your opponents. Free the worker, then drive back to deliver him to Gordon.



    Objective: Don't let Scarecrow blow up Ace Chemicals

    Use the springboard to return to the factory. Use the cannon to blow up the marked brick wall. Using Batman, we climb up to the crane control panel, move the springboard to the left, turn it and lower it down. We drive along the springboard into the hole in the brick wall.

    Inside the building, deal with two tanks. Leave the Batmobile and climb onto the top beam. After dealing with the enemies below, look to the left and make your way under the grate. You will find yourself behind two enemies. Wait for the red sentry to pass, then use the move and return under the bars. Access the panel on the wall to lower the gate, allowing the Batmobile to enter the area.

    Move further along the tunnel, climb through the gate at the top. We attack two enemies from under the bars, and then immediately hide back. We wait for the machine gun turret to turn away, approach it from behind and break it. We open the 2nd gate.

    You must deal with all the thugs before you fight the Scarecrow in the central room. While the enemies are talking, you can quietly jump down and open the gate to drive in the Batmobile and quickly eliminate some of the enemies. The rest will have time to hide, you need to finish them off manually.

    Go to the room in the center. We meet the Scarecrow. He threatens to kill our oracle if we don't let him go. So he manages to escape.



    Batman remains in a locked room. We approach the control panel in the center of the room. Now you need to move the four neutralizing barrels into the open slots. You need to move slowly, if the motion sensor starts going off scale, the substance will explode. When you see red colors on the sensor, you need to stop for a while.

    When you grab the last fourth barrel, the Joker will stop you...


    We play as Commissioner Gordon. Walk along the red carpet towards the elevator. Open the door and go inside. Examine the prisoners who look like the Joker. We meet Batman and learn that people infected with the Joker’s blood begin to behave the same way as him. All the infected were caught, except one. (This was just a memory from the past. Let's return to our days).


    Objective: Leave the chemical plant

    Switch to remote control of the Batmobile and break the walls ahead. We drive the car to the surface and fly out of the plant along the springboard.

    The plant exploded, but we reduced the power of the explosion to 25%, and only small area cities. Batman himself also became infected, and now often sees hallucinations of the Joker.

    3. Save the Oracle
    Walkthrough Batman Arkham Knight


    Objective: Meet Gordon outside the police department

    We return to the police. Along the way you will meet several unmanned tanks. Destroy them. Leave the Batmobile and talk to Commissioner Gordon at the car.


    Objective: Escort Gordon to the Oracle Clock Tower

    Follow Gordon's car. Several enemy cars will try to stop you. Deal with them. Almost every vehicle is destroyed with one missile, but to launch it does not require combat mode (this is how we lose speed), but long auto-aiming. Having fought off the attack, we transfer Gordon into our car.


    Objective: Deal with the Arkham Knight's militia occupying the Clock Tower

    Near the tower, deal with unmanned tanks. Leave the Batmobile and deal with the thugs on the low roof.



    Objective: Explore the clock tower for clues to the location of the Oracle

    Climb to the roof of the tower and use the hidden entrance. You'll end up in a flashback where Oracle gets shot. After the Joker disappears, pick up the stroller in the middle of the room. Go to the statue, call the hidden computer.

    Gordon, who arrived, is indignant that we did not save his daughter, and goes to look for her alone.

    It's time to check the video footage to find out who kidnapped the Oracle. Go to the screen in the upper right corner and rewind the frames to approximately 36:00. Select the video square of the Arkham Knight carrying the oracle (2nd row, 2nd column). Fast forward the video to 48:00 and view the square with the jeep in which the oracle was taken away (3rd row, 2nd column). Using the video, we determine the tire tread mark. Leave the clock tower.

    Objective: Follow the Arkham Knight's car

    Call the Batmobile. Enter combat mode and select the scanner ("X" key). The scanning waves will show the found track from the tires of the Arkham Knight's car.


    Purpose: To study the structure of militants

    Objective: Defuse a bomb with a controlled explosion

    An enemy helicopter dropped an unknown device into the ground. Leave the Batmobile and examine the device. This is a bomb, let's start hacking it.

    Drone tanks are heading towards you, so get back into the Batmobile and deal with them. The catch is that you can't move too far while hacking the bomb. Circle around the bomb, dodge tank attacks and destroy them.

    Then use the drive winch and engine to set off a controlled bomb explosion. Keep the arrow in the orange zone in the lower right until the bomb explodes.

    Particularly dangerous: Disarmament).


    Objective: Take the access point at Grand Avenue Station to lower the Mersey Bridge

    Continue following the tire tracks to the bridge, move to the next point on the map. Take out the enemies along the way and gain access to the computer in the central area.



    Objective: Go to the Riddler's Shelter to rescue Catwoman

    The Riddler gets in touch. He took Catwoman captive so that we could undergo his tests. We go to the marked gang of thugs. We stun all the enemies, except for the one marked with a green silhouette - this is the Riddler’s informant, we interrogate him.

    We go to the Pinkney Shelter building. Jump down, walk around the perimeter of the room to avoid the electric floor in the middle, and save Catwoman in the center. Deal with the robots. But to save the cat, you need to remove the bomb collar, and to do this, you first need to solve all the Enigma riddles.

    (You have unlocked additional missions Particularly Dangerous: The Riddler's Revenge). We'll leave that for later, but now let's get back to the "City of Fear" storyline.

    Returning to the bridge, on one of the roofs we come across a meeting with a mutant bat. (Open additional missions Particularly dangerous: Night flyer).

    Objective: Return to Mercy Bridge to continue tracking the Arkham Knight's vehicle

    Go back to the bridge and get into the Batmobile. Move closer to the bridge by car, a conversation with Alfred will begin. Deal with the tanks on the other side. Small self-propelled guns have a weak spot marked with a purple dot; if we hit it with a conventional machine gun, the self-propelled gun will immediately explode.


    Objective: Explore the crash site to find out what happened to the Oracle

    The trail leads to a wrecked jeep on the side of the road. Leave the Batmobile and activate detective mode to find details about how the car crashed.

    2. We rewind the reconstruction of the accident, inspect the right front seat, we see that the door flew off before landing. We examine the real door where it landed.

    3. We rewind the accident, we see how the Oracle jumped out on the fly. She tried to crawl away, but was stopped by the Knight's shot. We examine the place where the bullet hit.

    4. We rewind the accident and carefully watch how the Oracle crawled. At one point she quickly waves her hand to the side. In this place we examine the box and find a discarded flash drive under it.

    We communicate with Alfred. (Additional missions open Particularly Dangerous: Knight's Heir And Particularly dangerous: Duty calls). We will continue the plot part for now.


    Objective: Travel to Wayne Tower and analyze the Arkham Knight's encryption protocols

    Follow Wayne Tower to this moment the marker indicates. When you reach the balcony, Batman will automatically open the door. Inside, on the computer at the table, we improve the Batmobile’s weapons. We activate the statue on the shelf to get a new weapon.

    Objective: Penetrate the tunnel under Miagani Island

    We have identified the Arkham Knight's hideout in the underground tunnels of the city, and we are going there. Deal with unmanned tanks. The inner gate in the tunnel is closed. We drive away from them a little further, we see a large fan from above, we hook it with a winch and pull it out.

    Use Batman to climb into the ventilation. Use the explosive gel on the boards ahead. Next, you need to move through the grate on the left, and then use the Line Launcher gadget to ride along the cable above the fan.

    Look in right side(in detective mode), there is a switch behind the fence. You must select the "controlled betarang" (key "9"), launch it and fly around the fence using remote control. You need to hit the switch. Select the zip line launcher again and aim for the opened door behind you, through the fan.

    Follow forward and climb to a higher area. Use the zipline launcher to cross the other ventilation system, then turn around and use the steerable betarang to hit the next switch. To the right of the switch there is a large hole in the wall. Launch the batarang through this hole, then lower it a little lower to the left and hit the third switch.


    We go out onto the balcony, from which you can jump to the Knight’s military.

    We move through the pipes above the enemies, go down underground through the ventilation, and go into the side room. Here we are caught by the Arkham Knight. He leaves us as ordinary military men.

    Brutes appear among the enemies. Regular attacks will not kill them, you must first stun them (middle mouse button) and then hit them. Stay in the room to avoid machine gun fire.

    After winning, go to the corner of the room where the remote control is located, open the gate in the tunnel. Switch to the Batmobile, blow up the door ahead and destroy the tanks. Drive to the far end of the tunnel, jump out of the Batmobile and hack the control panel to open the doors.

    Follow the column of cars, get to the front APC and stop it. Intimidate and interrogate the driver. We are on the trail of the Penguin, who supplies the Knight with weapons.

    Having contacted Alfred, we find out the location of other armored personnel carriers with officers for interrogation. (Additional missions open Particularly dangerous: Armored and very dangerous).

    Objective: Meet with Beving to equip the Batmobile with a second weapon

    Go to the meeting point on the map to find the Batwing. Immediately after the update, you will be ambushed by several tanks. Deal with all enemies.

    On the roof we meet the superhero Nightwing. He gives us a new weapon, “Destructor” (key “7”). We increase the sight (key "Z"), shoot with a destructor at the box with weapons and at two machine guns in the hands of the bandits. Go down and deal with the enemies below. Use the destructor to leave a beacon on the van.


    Objective: Follow the weapons truck to find Penguin's secret hideout

    Knock on the back door of the van and quietly pursue the fleeing enemies, flying across the rooftops. When the van stops, climb up and finish off the people guarding the roof.



    Objective: Get to the weapons cache and interrogate the Penguin

    Go inside, jump into the building, go to the left side and find a ventilation shaft. Move through it under the floor surface until you find yourself near the Penguin, who should be interrogated. During interrogation, you must fend off enemy attacks.

    Eventually Penguin will escape and Nightwing will come to your aid. Deal with the enemies and clear the location.


    Objective: Destroy Penguin's weapons cache

    Go to the vault and open the door. Use the explosive gel in the weapons warehouse, then close the massive round door, move 20 meters away and blow up the warehouse.

    (An additional mission will become available " Particularly dangerous: Weapon smuggling").

    Return to the roof, where an ambush of people and turrets awaits you. No devices will help here. Switch to the Batmobile, drive to the top floor of the parking lot and deal with the people located on the balcony.

    Penguin told us that the Knight will attack the airships, we fly towards them.

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

    Start.
    Get to Arkham City.

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

    Climb higher

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

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

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

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

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

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

    Find the point from which the shooting took place.

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

    Scan the sniper rifle to detect evidence.

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

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

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

    Infiltrate the steel mill through the main pipe.

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

    Save the doctor from the Joker's thugs.

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


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

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

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

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

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

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

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

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

    Disable Penguin's jammers.

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

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

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

    Save Mr. Freeze from the Penguin in the museum.

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

    Rescue the remaining police officers.

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

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

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

    Fight the Penguin in Iceberg Lauge.

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

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

    Solomon Grundy.

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

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

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

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

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

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

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

    Scan the killer's bandages for evidence.

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

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

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

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

    Recover video data from mechanical guard.

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

    Find a secret entrance using video data.

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

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

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

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

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

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

    Start. Get to Arkham City. We watch the introductory video, during which we are captured and held in Arkham City on the orders of Hugo Strange. After the conversation, the lights will turn on, and we...

    Start.
    Get to Arkham City.

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

    Climb higher

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

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

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

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

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

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

    Find the point from which the shooting took place.

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

    Scan the sniper rifle to detect evidence.

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

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

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

    Infiltrate the steel mill through the main pipe.

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

    Save the doctor from the Joker's thugs.

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

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

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

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

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

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

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

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

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

    Disable Penguin's jammers.

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

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

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

    Save Mr. Freeze from the Penguin in the museum.

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

    Rescue the remaining police officers.

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

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

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

    Fight the Penguin in Iceberg Lauge.

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

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

    Solomon Grundy.

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

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

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

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

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

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

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

    Scan the killer's bandages for evidence.

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

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

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

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

    Recover video data from mechanical guard.

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

    Find a secret entrance using video data.

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

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

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

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

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

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

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    Read and watch all the latest about games
    Part 1. City of Fear

    At the beginning of the game, burn the Joker's corpse. After the cutscene, you will control police officer Owen. Go to the table in the corner of the establishment, standing near the window. During the nightmare, shoot the monsters several times and watch the cut-scene.

    We play as Officer Owen.


    As Batman, go to the roof of the police department and talk to Gordon. After contacting the Oracle, move to the indicated point and engage in the first battle with the bandits. After defeating them, talk to the policeman lying on the asphalt to help him get up.

    Use the "Even the Odds" ability and you will find yourself in the Batmobile. Deal with the enemy vehicles, park and leave the Batmobile. Question the driver.

    Part 2. Scarecrow's Hideout

    Follow the Scarecrow's hideout, go up to the roof and deal with the guards outside the house. Get inside by breaking the glass roof and defeat your opponents. Approach the gas chamber and watch the cut-scene.

    Once outside, switch to remote control of the Batmobile and destroy six unmanned tanks. It's not hard to tell when a tank is about to shoot at you. At this moment you are in motion. After destroying all the tanks, park the Batmobile in the indicated location.

    First meeting with Poison Ivy.


    On the Batmobile, move to the indicated point, then activate the energy weapon. Complete the diagnostics by completing the tasks that appear on your screen.

    Part 3. Police Department

    Drive the car to the police department to put Poison Ivy behind bars. Move into the room with Gordon and talk to him. From now on you will be able to choose available missions. To move along the storyline, choose tasks marked with a green exclamation mark.

    First visit to the cops.


    Move towards the clock tower, climb onto the roof and go to the shelter. There is a figurine on the shelf. Interact with her, then use the computer.

    Part 4. Tower activation

    After the cutscene, leave the tower and move towards the film studio. Find the indicated point and interact with it. Proceed to the marked position and call the Batmobile. Batwing will install a powerful drive on the car, and you can now use it to destroy obstacles. Move to the edge of the road and fire the drive to knock over the object. After this, accelerate, using the afterburner, to fly to the roof of the neighboring building.

    Pull out another object on the roof using the drive, then fly to the other side, again accelerating. Destroy the next obstacle on the way in the Batmobile's combat mode. Move along the roof until you find another place where you can use the drive. Do this and head to the generator. Engage the generator with the drive and make several engine revolutions. The pin in the lower right corner of the screen should be in the orange box. The task will be updated: you cannot use the Batmobile, so move to the next location on foot.

    Once you are there, go to the roof and activate the detective mode. Batman will be able to determine the number of enemies and hostages. Find a point from which you can attack enemies from above. Hover in the air to the nearest ledge, and from it to the one opposite. you will see front door. Pick up a batarang and throw it at a target to lure enemies out. After that, attack them, act covertly.

    Use the received tech points to improve weapons, gadgets, the Batmobile and other equipment. Three enemies with weapons are waiting for you inside. After making upgrades, go inside, move under the floor and use multi-strike. Rescue the captured inspector and use the panel inside. After completing the cutscene, leave the building. You will learn the location of the Scarecrow toxin plant. Move the pointers to the Ace Chemicals plant located in the upper right corner of the screen.

    Part 5. "Ace Chemicals" (Saving the first worker)

    Move to the indicated location and chat with Gordon. After the cutscene, find the way to the facility. Enter detective mode and scan the area for threats. The screen will highlight the security terminals to which you have access. It is best to deal with the guards secretly, without making a fuss. After you deal with them, you can freely use the terminal. You need to get to the top of the Ace Chemicals building. When playing on a console, you should move the cursor (using the Batscanner) until the joystick starts to vibrate. To scan, hold down the corresponding button indicated on the screen. You need to find all five workers at the factory.

    Gordon gives new installation Batman


    Next, you need to deliver the Batmobile to the factory territory, and for this you will need to lower the gate. There is a security post near the gate. Deal with the enemies inside, one of the workers will be dead. Pull the lever located here and switch to controlling the Batmobile.

    When you control the Batmobile, use the drive to pull out the destroyed part of the bridge. Deal with all unmanned tanks. Now you can help one of the nearby hostages. It is located inside the room on a separate platform (in the corner). Switch to the Batmobile, go into combat mode. Move along the pipes and use the drive to break down the door. Neutralize the guards and go into the room where the hostage is.

    After the cutscene, switch to the Batmobile and deal with the enemies. You must use a cursor to designate targets. Get into the Batmobile and take the rescued worker to Commissioner Gordon.

    Part 6. “Ace Chemicals” (Rescue of the second worker)

    Head back to the factory, you need to get to the controls. After destroying the first wave of guards, you will encounter elite soldiers fighting in close combat. Defeat them and start operating the crane. Move the boom so that you can use the crane as a springboard. Use the Batmobile to fly to another part of the location.

    Deal with the tanks as you did before. After clearing the yard, locate the gas valve under the loading dock and pull it out using a powerful puller. Clear the loading docks and use explosive gel on the wall near the pipe. There is a crack. Move forward and find another dead hostage. Continue moving forward and use the explosive gel on the floor in the indicated location. Move to a safe distance and explode the gel.

    Jump down and supply power to the electrical panel. A window will open through which you can fire a powerful drive on the Batmobile. Destroy the next wall and take out the valve. Turn left and you will find one of the workers. Continue forward and interact with another electrical panel near the hatch. Take control of the Batmobile again and blow up the crack. Attach the winch (drive) and drive backwards to raise the elevator. With Batman, climb inside the cabin, then use the Batmobile to lower it down, driving a little forward.

    Below there will be a hostage and several unarmed soldiers. Use the hook to open the ceiling valve. Move to the next grate you can pull out. Move inside until you are in an advantageous position where you can use your multi-strike. Three can be killed with a multi-strike, and the rest of the enemies will have to be dealt with using the usual method.

    Free the hostage, return to the elevator, go inside and switch to the Batmobile. Back up a little to bring the elevator car up. Leave the elevator as Batman and you will see a cutscene. You will be attacked by several unmanned tanks and a helicopter. Destroy the tanks first. Use the Vulcan weapon to repel homing missiles flying from a helicopter. After you win, park the Batmobile on the lift and disembark. Activate the elevator control panel nearby to raise the elevator and take the Batmobile out to Gordon. Hand over the hostage to the commissioner, and then return to the factory.

    Part 7. "Ace Chemicals"

    Blow up the wall of the main building, then leave the Batmobile. Use the crane again and aim the arrow so that the Batmobile can use it as a springboard. Fly further on the Batmobile, move along the road, killing enemies. When you reach another gate, leave the Batmobile and use the grappling hook to climb onto the ledge above. Use multi-strike to deal with the enemies below. Climb inside the building through one of the ventilation holes on the sides. You will find yourself under the floor, from where you can attack the guards. Quickly use the grappling hook to leave the area and hide from the sentry. Deal with the sentry, use the electrical panel again to open the gate.

    When you reach the other gate, climb up the ledge and jump down next to the electrical panel. After you figure it out and open the gate, you can continue your journey in the Batmobile. Leave the car and finish off the remaining enemies on foot. When you kill everyone, get back into the Batmobile and use new feature. If you wish, kill the enemies. You need to destroy the unit and enemies to stop the supply of chemicals.

    Meeting the Scarecrow at Ace Chemicals


    After this, go into the main chamber to find the Scarecrow. Next there will be a cut-scene, after which you need to use the panel. The four tubes need to be aligned with the other holes. Chemical substances They are highly volatile, so when moving, pay attention to the color of the indicator. Also be careful when placing them in the holes. After you install the latter, a cut-scene will start.

    As Commissioner Gordon, go into the elevator and press the button. Chat with all the prisoners until the cutscene starts. Next, switch to the Batmobile and use the drive to pull out the camera. Use the Batmobile to leave this area.

    Part 8: Tracking the Oracle

    Enter the police department and talk to Gordon. You need to escort his car to the clock tower. After you leave the police department, Gordon will be chased by rebel cars. Deal with them while covering the commissar. When Gordon gets into the Batmobile, go to the clock tower and take out all the unmanned tanks along the way. Before you go inside, kill all the guards. Enter the tower, watch the cutscene and just look around until the hallucination becomes strong. As a result, you should see a stroller. Interact with her and a cutscene will begin.

    After the cutscene, go to the Batcomputer interface. Review CCTV footage. Select the video in the upper right corner and rewind. You should see the Arkham Knight and Barbara. Select this frame and scan the car's license plate.

    Barbara Gordon, aka "The Oracle".


    Turn off the Batcomputer and leave the clock tower. Get into the Batmobile and drive to the indicated location. Use the Batmobile's scanner to track the enemy vehicle's route. Follow the tracks and you will eventually see a bomb on the road. Leave the Batmobile and explore the area.

    After talking with Alfred, you will learn about unmanned vehicles moving towards you. Protect this location until the virus is successfully downloaded. Then use the powerful drive to pull the bomb out and cause a controlled explosion. The additional mission “Disarmament Campaign” will become active.

    Continue following the trail until you reach a bridge. The next island needs to be explored on foot. Deal with all the guards and use the computer. Return to the bridge and get into the Batmobile. On the bridge you will encounter serious resistance, including enemy vehicles firing homing missiles. They should be destroyed using the Vulcan. Using the scanner, follow the tracks.

    Part 9. Investigation of the crash site

    Destroy all drones you encounter. Follow the trail until you find a crashed vehicle. Approach it on foot and examine it using the scanner to search for evidence. Examine the doorknob to trigger a reenactment scene. Find the body of the driver who flew through the windshield. Examine this body, and then examine the passenger seat. You will see the door fly out. Find this door near the river and scan again. Return to the crash site and play the reconstruction to see where the Oracle landed. Scan broken wooden pallets. The reconstruction will be expanded. Look where the bullet hit (on the ground) and Batman will draw his conclusions.

    Rewind the reconstruction scene again and you will see Oracle throw something towards the pallets. Find this item and you will unlock two additional missions: "Gotham is Burning" and "The Hooded Follower". Get to the ledge at the top of Wayne Tower and go inside. You can examine some of Lucius' prototypes. Use the computer to locate the Arkham Knight. Make upgrades, then move into the Miagani tunnel network.

    Part 10. The Bat Tunnel

    Head to Grand Avenue and take out 12 unmanned tanks. After this, move to the entrance to the tunnels and wait for Alfred to open the passage. Continue forward to reach another closed gate. Use the powerful drive to pull out the huge fan. Get through the hole, squeeze explosive gel onto the blocked doorway and detonate. Remove the cover and crawl through the vent. When you're on the other side, shoot the Line Launcher to get to the other end of the room. Use detective mode and find the button. Take out the controlled batarang and throw it at that very button.

    A gate will open on the right side. Use the Line Launcher again to get to the next ledge. Move forward and use the Line Launcher again to reach the ledge near the vent. Launch a controlled batarang through this hole and hit the other power button. When the gate opens, go through it using, you guessed it, the Line Launcher. In the ruins on the right lies one of the Riddler's trophies, but we will look at them a little later.

    Continue moving until you find an opening near the locked gate. Make your way into the control room and pull out the grate. Watch the cut-scene, then fight the thug. Use the BeatDown technique. Soon several more enemies will appear, use dodges, counterattacks, cloak swings, etc. When you defeat most of the enemies, the door ahead will be blocked by an unmanned tank. He will shoot at you. Go slightly to the right of him, where there is a “blind spot” for the tank. Finish off the remaining enemies.

    Deal with the electrical panel to open the gate. Follow here in the Batmobile and destroy the tanks. After that, go to the next closed gate and open it. Enemies will try to escape. Pursue them and eliminate the convoy escort using the immobilizer. Continue the chase and then interrogate the tank driver. Intimidate him by pressing the button (key) that appears on the screen.

    Go to the location marked on the map on Grand Avenue and upgrade the Batmobile. Several tanks will head in your direction - destroy them by checking the new improvement. After destroying all the tanks, Alfred will give you an update. The mission “Armored and Dangerous” will open.

    Part 11. Hunting the Penguin

    Move to the terminal and climb onto the roof, where Nightwing is waiting for you. You will also receive a disintegrator. Practice using it, then go down and finish off the enemies. Shoot the disruptor at the van and knock to scare away the enemies. Now you can climb onto rooftops and chase vehicles. Chase him until they lead you to the Penguin's base. Deal with the enemies on the roof and destroy the machine guns. Go inside, find a hatch on the floor that you can crawl through. Eventually you will meet Penguin and his thugs.

    Old Penguin.


    There are ventilation holes on both sides. Climb under the floor, get close to the Penguin and grab him from behind. Deal with all his thugs who attack from behind. After the interrogation, Nightwing will come to your aid. Together with him, finish off the remaining opponents. When the room is clear, go to the storage room and leave some explosive gel there. Exit and close the vault, then explode the gel. The mission "Smuggler" (Gunrunner) will become available.

    Leave the shelter through the roof to encounter more enemies. You can use the Batmobile, which has access to the top floor. Destroy your opponents.

    Part 12. Stagg's Alpha Airship

    When you're ready, head to Founders Island and get to the tower where the airship is moored. Beware of enemy helicopters flying around, as they will shoot you if they spot you. After you get to the right place, you will need to deal with the enemies and gain access to the terminal, with which you can disable the anti-aircraft guns. You also need to destroy enemies with special equipment. You will see them through detective mode. When you destroy everyone, use the terminal, then use the explosive gel to disable the watchtower.

    Once inside, go down to the level below and then open the grate. Scan the area inside and collect the Riddler Trophy. Hack the security console to remove the gate and collect the trophy. Go down below where there will be guards. Use the gadget to download codes from the soldier's PDA, after which you will be able to control the drone. Paralyze the guards.

    Find the security panel, hack it and open the gate. Use another panel to control the airship. Tilt the airship forward to move the large metal box. You will see a hatch that you should go through. After going down through the hatch, tilt the ship to the left to clear the way. Hack the Riddler's terminal nearby, thereby releasing the ball, which contains a trophy inside. Now you again have access to the airship control system. Guide the ball through the pipes to throw it down.

    Reactivate the magnet, then tilt the airship to the left. The path is clear. Head inside to find another Riddler Trophy. Stand on the tile to highlight the green question mark. Throw a controlled batarang at him through the hole and hit the spot on the question mark. Take the trophy.

    To get the trophy you need to hit the target with the batarang.


    When everything is ready, go further and deal with the military. Dodge their attacks, then perform a throw or other technique. Hack the door using the gadget. In the large hall below is Stagg. The soldiers do not have weapons, but some of them are still dangerous. Use combos and defeat them. Leave the Brute for last, since ordinary opponents will not allow you to use the technique against him.

    Talk to Stagg and watch the cutscene. Hallucinations again: fight off everyone until the hallucinations disappear. Next, you will need to activate or deactivate the magnetic locks on metal containers and clear the way for yourself. First, go to the grate near the control panel, activate the first container on the left side, then tilt the airship to the right to get to the grate. Activate the magnetic lock.

    Go through the grate and continue forward. Unlock the next container and tilt the boat to the left. Use the explosive gel on the wall on the right and blow it up. Tilt the ship to the right side so that the containers fit through the newly created hole (as a result of the explosion). Turn left and go through the grate. Reach the Riddler trophy.

    Leave the grate and tilt the vessel to the left first, and after securing the other container, tilt the vessel to the right. You can now go through the door. Go straight, lock the next box on the right. Tilt the ship to the left and clear a path for yourself. Move forward until you find a grate.

    There is a Riddler trophy inside the airlock chamber. You will be able to receive it a little later. Move upstairs and unlock the door by hacking the console. Climb to the hatch above and turn right. Walk onto the ledge in front of the huge hatch and turn around to see the Riddler Trophy. You need to activate three question marks, so the Batarang skill must be level three.

    You cannot go through a hatch blocked by a biometric panel. On the ledge opposite the Riddler trophy, look for a passage to the research laboratory. Deal with the enemies. If you remain in detective mode for a long time, an enemy with special equipment may spot you. Hack a flying drone. When enemies notice you, they will throw mines. Basically, clear the area.

    Gain access to your computer and view the CCTV footage. You need to find the surface that Stagg touched and recover his prints. Turn on the video in the upper left corner of the screen, stop the recording at 11:57 and view the frame. Next, watch the top right video and stop recording at 23:03. Scan the prints where Stagg touched the floor.

    Watch the bottom left video, stop the recording at 37:44 and see that Stagg touched the wall. Finally, review latest video and stop recording at 46:99. Remember the place. Now you need to find and scan all four of these places to recreate Stagg's fingerprints. Enter detective mode when you are at one of these places. There are prints on the floor behind Batman, on the stairs, at the bottom of the stairs, and on the large door to the left. Once you have a complete set of fingerprints, you will be able to gain control of Stagg's computer. Go through the main door.

    There is a Riddler's mark on one of the monkey cages at the far end of the room. Hack the console using the gadget to open this cage and free the monkey. The monkey will approach you, stand on the tile to press it into the floor. The monkey must stand on another tile to open the grate at the top. To get the trophy on the ceiling, you need to throw the Batclaw at it.

    Return to the cargo hold and meet opponents. There will be both doctors and enemies shooting with electric charges. Deal with the medics first, avoiding collisions with the electrified guy. After winning, Lucius will contact you and ask you to choose another upgrade for the Batmobile. When everything is ready, hack the console in the cargo hold and open the loading hatch. Follow through the window into the second airship.

    Part 13. Stagg's Beta Airship

    Defeat all enemies and blow up the wall near the broken window. Use the airship control console at the end of the room. Tilt the airship all the way to the left, then tilt it all the way to the right until you hear a large box breaking the glass door. Repeat the procedure to clear the way for yourself. Go through the broken door and turn left. The locked box contains the Riddler trophy. Add it to your map and you can come back later.

    Move to the left, use the explosive gel to blow up the wall and find the Riddler's riddle.

    Move into the next large room with several guards. A very interesting point: if the enemies notice that their number is decreasing, they will gradually begin to look for you and walk in pairs. Using a disintegrator, you can disable enemy weapons. Priority targets are guards who are constantly moving.

    And you were upset that the Joker was over.


    When the mini-gunner is alone, deal with him. Dodge his attacks and use counterattacks. After dealing with the enemy, go up to Stagg and talk to him. Go through the door and attack one of the Scarecrows. When control appears, attack the enemies until a new video starts. Now you need to leave the airship and save the Oracle. Go to Scarecrow's hideout in Chinatown and go downstairs for a cutscene.

    Part 14. In tandem with Poison Ivy

    After the cutscene, go to the blocked police department. You will need to deal with the enemies nearby. Inside, talk to Poison Ivy, after which you will need to go to the botanical garden. On the way to the botanical garden, you will be forced to stop in front of a new tank called "Cobra". Leave the Batmobile and examine the tank up close to see its weak spots. After this, return to the Batmobile and destroy the tank. You need to shoot at the rear exhaust of the tank. To do this, get into the Batmobile out of sight of enemy vehicles, sneak up and destroy it.

    To defeat the Scarecrow, Batman will have to form an alliance with Poison Ivy.


    When you destroy the Cobra, head to the clock tower to get the second Batmobile upgrade. Follow the marker on the map and park the Batmobile in the hidden parking lot to get upgrades. Escort Poison Ivy to the Miagani Island Botanical Garden.

    Along the way you will encounter several more Cobras. You need to get up behind them and destroy everything. Only after this will it be possible to continue the journey further. There is a radar in the lower right corner of the screen that will show their location. Sneak up (so to speak, because you have to ride the Batmobile) behind them, then shoot. When you are discovered by tanks, fly away at full speed.

    After clearing the location, move further to the botanical garden and watch the cut-scene. A new one will appear in the list of your additional missions - “Two-Faced Bandit”. When you're ready to continue the main story, head to the Wayne Tower garage. Park the Batmobile at the indicated location, when suddenly unmanned tanks appear. After destroying them, park again and get a radar upgrade on the Batmobile. An army of drones will appear on the location again.

    Use the new radar to find the ancient root system. As you move towards the center of the roots, destroy your opponents. In the center of the roots, press and hold the button to use the radar, which will allow you to awaken the plant. Enemies will appear. Protect the plant from them. However, the opponents are not armed, but there is a specialist among the group. After destroying all ill-wishers, the task will be completed.

    Part 15. System protection

    When everything is done, proceed to Blake Island and go to the film studio to study the powers of the Arkham Knight. Take the elevator inside Wayne's film studio and move to the isolation wards. Use the Batcomputer to update the mission objective.

    Now return to Founders Island to find the drone. When you find the drone, approach it and climb to the top. Use the found part to improve the gadget. Equip it and hack the helicopter nearby. Move to the first radar and destroy it with explosive gel. Head to the next radar on top of Lex Corp. You need to defeat all the enemies before going inside where the radar panel is located. After defeating all enemies, use the console and open the door. There will be turrets in the room. Use a hacking gadget to temporarily disable them. Destroy both turrets, then do the same with the radar panel. You can now destroy the rocket launcher.

    Deal with the guards. To destroy the missile launcher, you will first need to disable the shields through the control room. Switch to remote control of the Batmobile and take out all the Cobra tanks that get in your way. You need to fight them the same way as usual. After destroying all the Cobras, follow the GPS line to reach the springboard. Use the powerful drive to raise the springboard. Meanwhile, the Arkham Knight and his companions will appear in the control room. Fight them, use multi-strike to hit several targets at the same time. After the cutscene, defeat all the enemies in the control room. Use the computer again. You will automatically switch to remote control of the Batmobile.

    Your mad rival, the Arkham Knight.


    Back up to extend the springboard as high as possible. Speed ​​up to fly to the other side. Finally, destroy the rocket launcher. Use your primary and secondary weapons to destroy homing missiles. After this, you will be able to freely use the Batmobile at the location.

    Part 16. Harley Quinn

    When you're ready, return to the story missions. Move to the clock tower and use the Batcomputer. When the goals are updated, leave the clock tower and move towards the film studio. The entrance inside is guarded by Harley Quinn's thugs. Deal with them and try to open the elevator. Harley Quinn has changed voice access to the elevator. You need to use Batman's voice synthesizer. But first you need to manually adjust the modulation and pitch to imitate Harley's voice. After completing the match check, save the sample and use the synthesizer to open the elevator door.

    Harley's thugs will appear on the roof again. Deal with them. But now you can use the voice synthesizer to give orders to thugs using a sample of Harley Quinn's voice. At your order, they will move in one direction or another. You can deliberately replace them even with explosive traps. Among the enemies there will be a familiar enemy with a mini-weapon. Disable it using a disintegrator. After you deal with the enemies on the roof, go inside the elevator.

    As you leave the elevator, deal with the enemy and use the synthesizer to open the gate. Robin will join you and help you deal with the bandits. After everyone is destroyed, one of the enemies will remain conscious. Interrogate him. Check the Batcomputer and find out in which part of the film studio the infected person is located. You must visit three places and Robin will be with you everywhere.

    Head to "Block B" as this is the only one currently available. Open the door and defeat all the bandits. Go to the next door and continue until you meet a mini-gunner. Climb to the observation point and drop down behind him. Sneak up behind him and perform a double move (only possible with Robin). Go to the next room to fight another enemy group.

    After clearing the location, head to the room where Christina Bell is hiding. Stop Christina when she starts trying to scratch Robin's face. Robin must lock her in the isolation ward himself. Go to "Block A". Use the synthesizer to convince one of the bandits to open the gate for you. Deal with him after that, open the gate and “rescue” Jason Todd. After the cutscene, Robin will appear.

    Move forward and meet Albert King. He attacks faster and more powerful than regular brutes. Dodge him if you see him about to attack you like crazy. You need to use combo attacks and also perform a team move with Robin. Destroy regular enemies to store energy, which you spend on double moves with Robin. After defeating Albert King, Batman will contact Alfred and ask for an upgrade for the Batmobile.

    One of the additions to the game will be a storyline about Harley Quinn


    Head to Block C to find Johnny Charisma. The gate is guarded by a mini-gunner. So find a vent nearby. Make your way through it until you find yourself in an empty room with worn-out walls. Apply explosive gel to them, go back through the ventilation and use the voice synthesizer to order the mini-gunner to check the wall. When he is nearby, blow up the wall (gel).

    Open the gate and continue forward. Open the next door and interact with the body. After the cutscene, continue moving around block C and examine the keyboard. You need to watch the video and find out the access code. Focus on the shot of Johnny looking at himself in the mirror. Enlarge the picture and see the code. In any case, you don’t have to do this, but simply enter the following sequence: 0539.

    Go into the room and approach Johnny. You will switch to Robin trying to defuse the bomb. Make sure Johnny can't see you or he'll blow himself up along with you. When Johnny (Joker) turns away, run further. After all the bombs have been defused, you must approach Johnny from behind and perform a sneak attack.

    Return to the holding cells and meet Harley Quinn's men behind the locked gate. Find the grate, use the voice synthesizer from under the floor and give the order for one of the thugs to open the gate. Harley Quinn will appear. Watch the video.

    While Harley is walking around the room and trying to teach Robin about life, wait until the villainess comes right to the opening in the floor, and then perform the attack. Eliminate the remaining thugs. Take Harley Quinn and lock her up in an isolation cell. After the cutscene, go to the camera and go inside. Look to the side, then through the window, after which the Joker should appear. Exit the cell and approach Jason Todd. Another video and go into the chamber again. When you are near him, click on the corresponding button.

    Now you can get a new upgrade for the Batmobile. Leave the film studio to find that the Arkham Knight has once again beefed up security across the city, adding more drones, watchtowers, checkpoints and explosive devices. First, move to the marker and pick up a new upgrade for the Batmobile. A new additional mission, “A Friend in Need,” will become available.

    Part 17. Sea of ​​Fear

    When you are ready, get to the source of seismic activity. After the cutscene, Poison Ivy will help you deal with the rebels. Eliminate the first wave of enemies, after which the Arkham Knight will send several Cobras at you. As before, you need to get close to them from behind. When the location is cleared, go up to Poison Ivy and talk to her. After the cutscene, you will need to find Stagg's airship and interrogate an old acquaintance. You will begin to collect information on the Rainfall tank.

    When you get to the airship, you will defeat the enemies. To open the airship door, you need to use a synthesizer and configure it to create Stagg's voice. Go inside, fight another group of enemies, approach Stagg's cage and activate detective mode to look for fingerprints. The prints will be below. Take the Nimbus.

    You can now leave the airship to find a way to repair the Batmobile. Return to the marked location and press the button to plunge into the cloud of toxins. You need to remove the Batmobile's power core and replace one of the cells with a Nimbus. Quickly deal with the enemies, return the core to its place and climb into the Batmobile. Move around Founders Island and find the root located under the church. To find alternative path underground, you need to go to Port Adams. Deal with all the drones you encounter along the way.

    Part 18. Ancient roots

    Find the springboard and use it to fly to the port courtyard. There will be several drones here. After destroying them, find the freight elevator and use a powerful drive to break its doors. Once you reach the lower level, underground, move along the tunnel walls to avoid obstacles. Continue straight until you reach a locked gate. Leave the Batmobile and go through the grate. Use a hacking device to blind the drone. If you have improved the disruptor, then you can use it to destroy any drones that detect you.

    Continue forward, destroy or blind the patrol drone and reach the control room. Find a way inside the room to open the gate. You will switch to remote control of the Batmobile. Use your vehicle to destroy the enemies, unlock the second gate and continue on.

    Lower the cargo door and use it as a springboard for the Batmobile. You will find yourself in front of another gate. Go back a little, speed up and go around the obstacles along the tunnel wall. After this, leave the Batmobile and find another control room. Use another cargo door to get across the flooded part of the tunnel. Switch to the locator to find the roots. Awaken the plant.

    Part 19. Rain

    After giant tree wakes up, you will need to protect him against an army of drones. Ivy will help you in this matter, but still she can only kill enemies in the church courtyard. Be in constant motion to avoid being surrounded. After this, you will have to face the Arkham Knight and his Rainstorm tank.

    "Rain" will be surrounded by several "Cobras". Now is the time for full upgrade Batmobile.

    First, you need to destroy the Cobra tanks.

    In the second stage, you have to shoot the tanks on the sides of the tank that contain the coolant. Don't get too close, or the Downpour will detect you. To shoot each tank, you will need to go into combat mode. After the attack, you need to do everything possible to break away from the “Shower” and again become invisible to it. Repeat the process and once all four tanks are destroyed, the tank will overheat.

    How to destroy the Arkham Knight's Rainstorm tank.


    Now you will see the weak points on the tank. Now you can fight him literally head-on, but in order to inflict damage on this machine, you must hit a vulnerable spot. As usual, destroy homing missiles using the Vulcan weapon.

    After the cutscene, check what happened to Poison Ivy. Return to the police department and talk to the officer to find out where Gordon is.

    Part 20. Descent underground

    Having reached the indicated mark, find a hole and make your way through it. Use the new device to turn off the generator, after which you can go through the flooded corridor. Coming out of the water, activate the generator to open the passage and continue on your way. Get to the vent and you will find yourself under the floor. There will be several enemies at the top. Switch to the speech synthesizer and order one of them to open the gate. Switch to the Batmobile and take out all the enemies. Switch to Batman and clear the location to the end. Use the fuses to open the gate.

    Switch control back to the Batmobile and destroy the weak wall ahead. As Batman, move along the ledges and activate the lever to lower the barricade and allow the Batmobile to pass. Using the powerful drive, slowly lower the Batmobile down along the wall. You will see another damaged wall. Destroy it and, as Batman, make your way through the new hole. Activate the generator, return to the Batmobile and ride it down below. Destroy another wall with a crack and kill the enemies.

    Get to the elevator, activate it using the new gadget. Shoot twice to go down two floors. Blow up the cracked wall using explosive gel. There will be enemies ahead - destroy them. Pull down the lever to open the gate. You'll find another generator hidden behind thick glass. Move to the next room.

    Climb onto the ledge, use the new gadget and turn on the generator. Pull the lever at the end of the corridor, then go into the next elevator. Take the elevator higher, blow up the next wall to find the Riddler Trophy. Take the elevator all the way down, climb out of it, climb into a niche in the shaft, and then send the elevator higher. When he leaves, you can get out of the niche and go down the shaft. Climb onto the ledge and go through the grate. Deal with the enemies.

    After defeating them, use the fuse box. Drop down and go through the hole. There will be a guard drone ahead. Use the hacking device to blind him temporarily, then climb into the elevator shaft. Jump to the ledge above and reach the new generator. Reboot it using the gadget, which will allow you to lower the Batmobile.

    Attach the winch to any of the four hooks and pull to the left to lower the platform. When you get to the bottom, destroy the wall with the crack and destroy the weapons in front of the shaft.

    Part 21. And again the tunnels

    Get into the Batmobile, raise the drilling platform so that the Batmobile can rise to the tunnel above. Use the fuse to open the gate and drive forward. When you see the Arkham Knight on a new tank with a drill, just hide from him deeper into the tunnel.

    Ultimately, you will find yourself in a maze. You need to lure the Arkham Knight into dead ends with red markers. Move quickly. Only there can you deal damage to the Knight’s new tank. You cannot see the Knight's tank on the radar. When the tank's durability is running low, Alfred will be able to open the door for you. Move there and use the powerful drive to remove the cover from the vent. Hide through the hole and watch the cutscene.

    Part 22. Arkham Knight

    Climb onto the ledge and get to the place where Gordon is. Stand under the bars to perform a multi-strike. Deal with the enemies and talk to Gordon to trigger a cutscene. You need to sneak up on the Arkham Knight and take him by surprise. After his capture, reinforcements will appear. Destroy everyone.

    The knight will control an unmanned tank, and you need to deal with it using a disintegrator. After killing the enemies, approach the Knight, moving along the shaft under the floor. Attack him suddenly. Then he will block you. You must escape from the premises, otherwise you will be killed by the gas. Open the gate and leave the premises.

    Face to face with the Arkham Knight.


    At the third stage of the battle, you need to deal with the attacking wave of opponents. You won't see these enemies in detective mode. Deal with them and sneak up on the Knight again to take away another piece of his health.

    Finally, you will fight the Knight, his drone and his machine gun. Use the hacking device to blind the drone and machine gun, then sneak up behind them and disarm them. This stage is easier than the previous ones. Next, free Gordon and defeat another group of opponents. Leave the location on the elevator and watch the video.

    Part 23. Saving the Oracle

    After the cutscene, you will find yourself surrounded by drones. Switch to the new Batmobile and deal with everyone. Put Barbara in the Batmobile and take her to the police department. Follow the clock tower to deal with the enemies. It should be noted that there will be snipers here. Gain access to the control panel (as you kill everyone).

    Part 24. Attack on the police department

    Return to the police department and talk to the Oracle. Go into the garage and you will see two armored tanks. Enter the Batmobile and take out the enemies. Next, use the Batmobile's winch to pull out the fan. Follow through the opening until you see a huge squad surrounding the building. Reach the generator outside, but it will be destroyed. Go to the garage entrance and go inside. Call the Batmobile and destroy the drones on the street.

    The Oracle will be able to help hack several drones. Shoot the highlighted targets to cause explosions. Cobras will appear in the battle a little later. Destroy them and rocket launchers. When everyone is destroyed, enemies will appear on the roof. Move there and engage in battle. There will be three waves in total.

    Move to the film studio.

    Part 25. Final fight

    Move into the next room, examine the monitors and approach the table. Move to the door to surrender. When you get hit in the head, get up and jump over the fence. Try to open the door to the store and then go to the middle of the street. When the Joker appears, kill him. After the cutscene, use the new Batmobile to destroy the soldiers. Leave the Batmobile and go up the stairs. Go through the door and move around the building, killing enemies.

    The deceased Joker is trying to drive Batman crazy.


    When the screen goes dark, wait a few seconds and then turn on the flashlight. Approach the image of Batman, then turn around and approach the Joker. When you push the Joker into the oven, go into the corridor. Approach the Joker statue, turn around and go the other way. Turn left to the Scarecrow statue, go around and find yourself at the end of the corridor. Destroy the Batman statue and continue on until you meet Harley.

    Eventually, one of the statues will come to life and knock you down. Shoot the crack in the wall to create a passage, then move through it. Pull the lever at the end of the bridge. Shoot Batman as he approaches you, then go into the Joker's cell and hit him as many times as necessary to lock him inside. Watch the final cutscene.