Batman arkham origins firefly walkthrough. Story line. Firefly boss fight

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

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

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

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

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

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

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

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

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

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

PROBLEM BOSSES

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

How to defeat Deathstroke

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

How to defeat Bane

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

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

How to defeat the Mad Hatter

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

How to defeat Firefly

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

How to open costumes

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

Batman- given at the beginning of the game.

Batman One Million Skin- register in the WBID service.

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

Dark Knight- pass all the tests.

Noel- find all Enigma data blocks.

Injustice- get all the medals in the challenges.

Blackest Night- get a level in multiplayer.

Enigma caches

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

.
Steelworks, Boss: Copperhead.
Gotham City Royal Hotel, Boss: Bane.
Blackgate Prison.
Bane's Search.
Pioneer Bridge, Boss: Firefly.
Blackgate Prison, Boss: Bane, Boss: Joker

Passing levels:

Gotham City Royal Hotel
Batman: Arkham Origins. Walkthrough

Objective: Obtain the electromagnetic signature of the Stun Gun

We move to the very center of the Gotham Pioneer Bridge. Here we detect the signal of the Electrocutioner.


Objective: Track the electromagnetic signature

We do not see the exact location of the stun gun, only the distance sensor to it. We go in the direction where the distance decreases, as a result we come to the Diamond District quarter in the large eastern building.


Mission: Infiltrate the Gotham City Royal Hotel

We enter the building through the southern door. At the entrance we destroy the bandits and police. We find ourselves in the hotel's underground parking lot. We destroy all the bandits.

We break open the closed door. Inside, we use a betang to press the button where the electricity converges, then we stretch the cable at the top and climb onto it. In the upper room, press the button to open the lattice door below. We enter the large elevator and go upstairs.


Objective: Infiltrate the security room

Hotel lobby. We silently destroy the bandits.

We enter the security room. Using the CCTV camera we watch the meeting of the assassins and the Joker. Before our eyes, the Joker throws the Stun Gun out of the window. We approach the fallen enemy, take away his new weapon - shock gloves. Now all that remains is to climb up.


Objective: Infiltrate the penthouse

There is an overhead elevator next to the fallen chandelier and the Electrocutioner. We climb into it and charge it with energy. Using the hook, we climb even higher into the open window of the building.


East tower – 10th floor. Using gloves, we charge the panel on the wall, this will cause the grate in front to rise, we slide under it. We kill bandits. Gloves can also be used during battle if you press LMB+RMB.

We enter the laundry room, from there through the ventilation into the non-working elevator shaft. We get on the second elevator, charge it and go up.


East tower – 19th floor. We climb onto the open floor and deal with the bandits. A rescued hotel employee asks to save the rest of his colleagues. Let's move on to open window. We stretch the cable to the opposite building and roll there along the cable.


West Tower – 19th floor. Around the corner we see a machine gun installation. We neutralize it using a destructor. Then we charge the panel on the wall and deal with the bandits.

We enter the room Ventilation shaft. We climb up the ledges, stretch the cable, turn off the fan on the control panel, climb even higher - into the open ventilation.

Ahead, open the large valve using the Batclaw to redirect the steam.



On the 25th floor we find ourselves in the Dance Hall. We fight a small gang, and then enter the Joker's testing room.

Ahead we see four bandits in electric chairs, everything on the floor is filled with water. You have 1:30 seconds to complete. We take batarangs and throw them to the left and right button at the top until the wooden panels turn to the side. Behind the shields we see the attachment points, stretch the cable between them and climb onto it. From the cable we plan to a wooden balcony on the opposite wall. On the balcony we blow up the wooden wall using gel. Inside we hack the control panel. The test has passed.

We go down to the flooded floor and go through the room.

We go up the stairs and find ourselves inside a large clown mask. We stand on the green button, launch a controlled batarang through the eye window, fly through the electricity, fly into the second eye of the mask, and crash into the fuse panel. A hatch has opened at the top, we go up.

By railway We reach the next test. We look at the sequence in which the balls flash, then in the same sequence we burst them with the help of a betarang. The first time the combination is 1, 3, 4, 2 (counting balls from left to right). Second combination: 4, 3, 1, 2.

We go further along the railway. We jump down to the lower path, and from there into the arena with bandits. After winning, we jump onto the nearest balcony, there we press the button, from which a clown appears from the box. We stretch a cable between the clown’s nose and the wall, and along the cable we exit the amusement park.

On the way, on the 25th floor we rescue another hotel employee.


Overview Bar. We approach a round structure suspended between the hotel towers. There is a closed lattice door ahead, so we climb into the hatch on the floor.

We crawl through the pipe into the bar room, get out and destroy the enemies. We pass further, blow up the thin wall on the left, and get out into the street to the facade of the building. We cling to the statue with the Batclaw, and then to the open window.

East Tower – 28th floor. We enter a room with a large timer. We hack the control panel to stop the bomb timer. But after hacking, there are 24 seconds left before the explosion. Quickly jump out of the window (W key, spacebar, spacebar). We hook ourselves onto the journalists' helicopter and then jump onto the upper terrace of the hotel. On the terrace we alternately destroy two groups of bandits. We enter the building again.

East tower – 40th floor. We enter a large room with a swimming pool. Here you need to kill all of Bane's mercenaries. After the victory, we go down under the pool, in the central part of the room we enter the elevator.



Boss: Bane

At the top we are immediately met by Bane and taken to the Joker. After the next Joker show, we are left alone with Bane. The boss attacks with ramming attacks and simple blows. We dodge rams (in any direction + space, space), carry out counterattacks (RMB) for normal attacks, then do an ultra stun (SKM, SKM, SKM). After stunning, we perform a combo and press “E” to snatch another hose with Venom from Bane.

In the middle of the battle, we fly out the window and continue the battle on the hotel terrace. Here the boss is constantly helped by several ordinary fighters, but we do not pay attention to them. It’s just better not to start an ultra stun, Bane will interrupt him with his blows. You need to wait until he delivers a regular blow and then counterattack. After landing the combo, Bane turns on the Venom boost.

When the boss is under the influence of Venom, we dodge his ram attacks three times, once we dodge his jump with an earthquake wave, after that we approach him, do an ultra stun, finish him off and pull out the hose. After tearing out five hoses from the device on Bane’s back, we defeat him.

Police helicopters arrive and engage the bandits. Bane escapes in his helicopter and blows up the Joker. Batman rushes down after the Joker serving and saves him from death. Below, the Joker falls into the hands of the police, and Batman escapes the police encirclement in time.

Blackgate Prison


In prison, the Joker was sent for psychiatric treatment. The Joker is treated by a girl, Dr. Harvey Queen. As the Joker, we participate in his nightmares. We fight with the audience in a comedy theater.

In the next nightmare, we find ourselves at a chemical plant, where bandits put a red cap on the Joker and threw him onto a conveyor belt. All along the way we hear the dialogue between the Joker and the doctor.

We also see Batman’s nightmares in which I kill his parents.

Search for Bane
Walkthrough of Batman: Arkham Origins


Objective: Take the glue grenade

We continue to play as Batman. We find ourselves in a secret cave, talking with Alfred. In the south of the cave on the workbench we take a new weapon - glue grenade.


Objective: Scan a corpse in the Gotham City Police Department morgue

We move to the Burnley area. We enter the sewer room opposite the police station. Inside we beat the police, then we go down into the sewer hatch.

In the underground tunnel we use a glue grenade (key “5”) to seal the open valves of the steam pipes. We jump down to the water. Throw a glue grenade into the water to create an ice floe. We stand on the ice floe and use the batclaw to pull ourselves towards the rings on the wall.

We go outside.


Objective: Find out the location of Bane's beacon

We are moving to the Parkovaya Street area. We enter a building on the west coast. Through the ventilation shaft we get into the sewer.

We approach the water, create a raft from a glue bomb, and ride it to the other shore. We destroy the enemies and go into the closed sewer area.

Entrance to Bane's field headquarters. We enter the room on the right. We study the screen, take the audio recording about Bane.

On the way out we inspect the couch. We enter Bane's headquarters. He's not here, but on the screens we see that Bane knows the main secret: Batman is Bruce Wayne. We quickly get to the surface.

Pioneer Bridge
Walkthrough of Batman: Arkham Origins


Objective: Warn Gordon about the bombs

Let's go to the Pioneer Bridge. We neutralize four special forces who are about to storm the bridge. We enter the door with the red wheel. In the technical room, from behind the boxes, we communicate with Captain Gordon.


Mission: Find Firefly's bombs

The police are retreating, you can climb into the bridge. We hack the elevator and enter it.

Secret: at an average height near the generator, we look up and see a block behind the bars. We turn on detective vision and see that a wire goes to the left. We launch the controlled batarang up to the left, behind the wall we crash into the switch, the grate will open. We go up the platforms to a higher floor, and use our claw to pull in data block 11-7.

Secret: Freight elevator shaft. Having climbed onto the roof of the elevator, we go to the dark corner on the left. There we look up, and use the batclaw to attract data block 11-8.

Secret: Charge the generator, seal the steam on opposite side. We jump over there, then climb along the ledges around the elevator shaft. Almost at the very top we seal another valve with steam, a little lower we open the ventilation grill, there we find data block 11-9.

We go upstairs, through the ventilation we go out into the boiler room.

Here you need to destroy all enemies and interrogate the last one. The gargoyle statues in the center contain explosives; you don't need to cling to them to avoid raising the alarm. We learn from the interrogated person that there are four bombs in total on the bridge. Let's go clear the nearest mine.


Objective: Defuse the bomb in the boiler room

We approach the panel in front of the bomb, hack it as usual, only you will need to guess 3 codes in 30 seconds.


Objective: Defuse a bomb at a train station

We take the elevator up. We approach the charger, turn it on and raise the elevator a little higher. We blow up the door above the elevator. We defeat the enemies, unleash Special Forces Lieutenant Howard Brandon, and then stun him.

We climb up the stairs and find ourselves at the train station. We silently eliminate enemies. After the victory, we go into the control room opposite the carriage with the hostages. On the second floor of the room, press the button, this will cause the car to go down.

We approach the open bomb and break it open.


Objective: Defuse the bomb at the southern support

We enter a room with many bandits and electric walls. The electricity doesn't hit enemies, but we don't need to touch the walls. After the victory, press the button, enter the doors and defuse the third bomb.


Objective: Defuse the bomb at the northern support

We return to the railway station, and from there we go to the northern part of the bridge. After opening the fire damper, go through the large door on the left.

We jump onto the fragment in front, follow it to the end, the side view will turn on. We jump over the abyss and cling to the cornice. We move further forward along the ledge, and then go out into the arena in the center of the bridge, where the bandits are crowded. We beat the bandits, after which the Firefly flies in.



Boss: Firefly

We dodge the boss’s fiery attacks (press in any direction + space, space). First, we throw sticky bombs at Firefly (press “5”, “5”), when he is glued together, we throw three batarangs at him (press “1”, “1”, “1”, “1”). Then we repeat again: glue it together, throw shells at it. When the Firefly is stunned, we attract it to ourselves using the batclaw (press “2”, “2”).

After the second pull with the batclaw, Firefly will get angry, set everything on fire and find a bomb detonator. After that, we run forward, escaping from the fire. We go around the cars and jump down. We climb back up along the rubble. After climbing the bridge, we run to the right, jump onto the blue hanging truck, then roll under the large truck.

Having reached a dead end, we again begin to fight with Firefly using the same method: we glue him together and throw batarangs at him. When the boss has his last bar of health left, we cling to him with a hook (F key) and finish him off in the air.


Mission: Find Alfred

We approach the main control panel and resume the work of detective vision. We are looking for Alfred, we find him far below, on the slope of the cave under the rubble. We clear the rubble and revive Alfred. We approach the control panel and find out that the Joker has captured the prison in which he was imprisoned.

Blackgate Prison
Walkthrough of Batman: Arkham Origins


Mission: Stop the Joker

We disembark right next to the prison. We go and destroy the prisoners gathered at the front entrance. We release three policemen.


Objective: Infiltrate Blackgate Prison through the sewers

We go down the hatch in front of the right burning window. We break through the floor in the tunnel and go along the lower floor. We find ourselves in a room where the water on the floor is under electricity. We create a path for ourselves by stretching cables between the attachment points. We climb higher, break through the wall, soar to the opposite bank, and there we turn off the shorted electrical panel. After this, we use a sticky grenade to create a raft on the water and swim forward through the tunnel.

We climb to the top. We go into the control room on the left, press the button there and quickly launch the controlled betarang through the electricity that appears, after which we crash into the panel with traffic jams to the left of the electricity. This will fill the lock with water. We create a raft in the water, pull ourselves up to another wall and blow up a thin spot in it.

Next we actively use sticky grenades. We seal all the steam valves, create a raft, float on it with the current, and seal three more valves along the way. At the end we see three screws in the water, to escape from them, we shoot at the three valves from above, the pipe will explode from the pressure, after which we climb onto the upper ledge.


Mission: Stop the Joker

We enter the central room of the prison called Transition. Here you need to silently neutralize 10 prisoners. After the victory, we save a couple of guards and Dr. Harleen Quinzel.

We enter prison block B. We defeat the crowd of enemies. On the second floor in one of the cells we find Deathstroke doing push-ups, whom the Joker was afraid to let out. We go further and go down to the first floor, where you need to fight with a whole crowd of prisoners of 20 people, and then a huge brute will come out. You can't do without a dozen combat improvements.

After the victory, we go into the corridor leading to the round compartment. There is another difficult battle with the crowd ahead. We go into the round compartment itself. Here the Joker put on another show.



Boss: Bane

Bane enters the ring, a cardiometer is installed on him, counting his heartbeats. Upstairs, the bandits are holding the prison warden hostage. The Joker is seated in an electric chair, which will go off if Bane's heart beats for more than a few minutes. One of the two villains will definitely die, which Batman cannot allow.

The tactics of fighting Bane are the same: we dodge his three rams, dodge his jump, then do an ultra stun (SKM, SKM, SKM keys), a finishing move, and at the end we tear out the hose from his back. The only difference is that there are a lot of ordinary enemies around, you will have to constantly dodge them as well.

Having finished off Bane a couple of times, we activate the electric gloves to achieve Bane’s clinical death. We finish him off three more times. The battle is won.


The Joker leaves the scene, being chased by the prison warden and the arriving Captain Gordon. Batman stays behind and revives Bane with a blast of electricity. Bane immediately continues the fight and injects himself with an excessive dose of Venom. The fight continues in the prison sewer.

Bane walks in circles around the cells. Now Bane cannot be damaged by direct attacks, you need to attack him suddenly. We can hide either in underground trays or in ventilation shafts. We wait for Bane to pass by, then we attack from behind, sit on his neck and hit him against the wall or electric bars. We repeat this several times.

At the end, the almost finished Bane throws Batman and breaks through the wall with him. In time we hook his hands with cables to the attachment points. Now Bane is definitely immobilized.



We enter the control room, and from there into the death chamber. We find the wounded prison warden. The freed Killer Croc also comes here, but the sniper bandit scares off the mutant with his shot. Captain Gordon stuns the sniper and helps us in the battle.


Boss: Joker

We enter the room to the place of execution, then into the Cathedral. Here we meet a lonely Joker lying in front of the altar. We begin to beat the Joker for all his atrocities. He only sometimes fights back, but mostly he even enjoys Batman’s rage. In the end, we knock him unconscious and hand him over to Captain Gordon.

The whole game is completed!

During the end credits, we first listen to a crazy song performed by the Joker; then a television broadcast talking about the imminent opening of Arkham Asylum due to the insufficient security of Blackgate Prison. After the credits, we see a video where Amanda Waller comes to the imprisoned Deathstroke and offers to join the Suicide Squad.

Completing the game unlocks the “ A new game+” (playing through the game one more time, but with all the unlocked items, primaries and improvements), as well as the ability to change the costume of the main character.

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Objective: Infiltrate the security room

To find the Joker in the hotel, we go straight from the elevator to the central hall and deal with the bandits, break the lock into the room. On the camera we see a meeting of the Joker and the killers he hired. Joker throws Taser out of the window. At the exit we can take his shock (electric) gloves.

Objective: Infiltrate the penthouse

We use shock gloves to start the elevator and climb it. Next, we take a hook to get even higher to the eastern tower of the 10th floor. We go further, charge the device with gloves in order to lift the grate behind which they say bandits, we slide across the floor with a running start and fight with the bandits.

We go through the laundry and ventilation to the elevator shaft. We jump onto the elevators, one of them will collapse. We load the second with shock gloves and ride it higher to the 19th floor. They are already waiting for us, so we can try the recently purchased gloves in battle. We approach a hotel employee, he asks us to release the remaining hostages.

We charge the device to lift the grate, go along the corridor to the open window and pull the cable with a controlled claw between the towers of the hotel, along it we slide into the eastern tower. There will be a cannon around the corner; we disable it using a destructor. We charge the device, a grate rises behind which there are bandits, we fight with them.

In the ventilation shaft we climb up the ledges to get around the fans and pull the cable. We press the button to turn off the fan upstairs, cling with our claw, and climb into the ventilation. In the room below, hot steam comes out from under the grates; we grab the ring with a claw and pull to open the valve and let steam out of it. Let's move on.

West tower 25th floor. We go along the corridor, we knock out two criminals with knives. We go into the dance hall, go to the right and jump down into the shaft. At the amusement park we beat up another group of Joker's people. And we go to the water in which the current flows. This is where the Joker's interesting traps begin.

Joker's riddles at the amusement park

Time is ticking for us, so we do everything quickly. To pass water with electricity, we throw a batarang at the panels on the left and right, the grips open to which we can attach a cable. We jump onto the cable from it to the wall of boards, blow them up with gel, and then select the password to hack the device and turn off the current.

We jump into the water and move on. We stand on the button in the floor so that a current appears in the gap, after which we launch a controlled batarang through the current. The fuse is located to our right behind the net. The batarang flies out of one of the clown's eyes, so we unfold it and point it at the other eye of the clown.

A hatch will open at the top, jump in and run along the railroad tracks to another button. Opposite us is a suspended man and clowns with balloons. As soon as we step on the button, the clowns light up one by one, we need to remember this, and then shoot the balls in the same order.

The path further opens. In the fence with circles there are people of the Joker and the Punisher, we deal with them, and then we jump onto the balcony above, activate the button, a toy on the nose with a grip for the cable jumps out of the box. We stretch it and move on along it.

In front of the bar, the criminal will threaten the hostage, stun him, go to the bar. There is a lowered grate in front of the bar, so we crawl inside through the shafts in the floor. We jump out from under the floor, fight the bandits and save the hostages. We go further into the corridor, blow up the boards on the window with gel. We take a detour along the façade of the building to the 28th floor of the hotel.

We charge the device with electric (shock) gloves, the grate rises, inside we see a mined room with snowmen, we select a password to defuse the bombs. After which we jump out, clinging to the reporters’ helicopter. We jump from the helicopter onto a group of bandits and deal with them. East tower 40th floor - we get to the central room with corpses in the pool and remove all the Joker's people.

Library in the penthouse

Defeat Bane

We select the password and enter the penthouse. We hit the Joker in the face after which Bane grabs us and throws us into the library. We fight him. Everything is simple here, we dodge his attacks when there are red waves above him and give him “ cabbage soup" using ultra-stun, when he throws us out the window, we dodge his rams (when he runs at us under the influence of chemistry) and destroy the arriving help.

After the Joker falls from the building and Batman jumps after him, we use a counterstrike to dodge the Joker's blow in flight. Next is the story of the Joker in prison and his conversations with a psychologist.

The search for Bane in the walkthrough of Batman: Arkham Origins

Objective: Scan a corpse in the Gotham City Police Department morgue

We move to the Burnley area. We enter the sewer room opposite the police station. Inside we beat the police, then we go down into the sewer hatch
. In the underground tunnel we use a glue grenade (key “5”) to seal the open valves of the steam pipes. We jump down to the water. Throw a glue grenade into the water to create an ice floe. We stand on the ice floe and use the batclaw to pull ourselves towards the rings on the wall.

Objective: Find out the location of Bane's beacon

We are moving to the Parkovaya Street area. We enter a building on the west coast. Through the ventilation shaft we get into the sewer. We approach the water, create a raft from a glue bomb, and ride it to the other shore. We destroy the enemies and go into the closed sewer area.
Entrance to Bane's field headquarters. We enter the room on the right. We study the screen, take the audio recording about Bane. On the way out we inspect the couch. We enter Bane's headquarters. He's not here, but on the screens we see that Bane knows the main secret: Batman is Bruce Wayne. We quickly get to the surface.

Firefly Bombs

Objective: Warn Gordon about the bombs
Let's go to the Pioneer Bridge. We neutralize four special forces who are about to storm the bridge. We enter the door with the red wheel. In the technical room, from behind the boxes, we communicate with Captain Gordon.

Mission: Find Firefly's bombs

The police are retreating, you can climb into the bridge. We hack the elevator and enter it. We go upstairs, through the ventilation we go out into the boiler room. Here you need to destroy all enemies and interrogate the last one. The gargoyle statues in the center contain explosives; you don't need to cling to them to avoid raising the alarm. We learn from the interrogated person that there are four bombs in total on the bridge. Let's go clear the nearest mine.

Objective: Defuse the bomb in the boiler room

We approach the panel in front of the bomb, hack it as usual, only you will need to guess 3 codes in 30 seconds.

Objective: Defuse a bomb at a train station

We take the elevator up. We approach the charger, turn it on and raise the elevator a little higher. We blow up the door above the elevator. We defeat the enemies, unleash Special Forces Lieutenant Howard Brandon, and then stun him.

We climb up the stairs and find ourselves at the train station. We silently eliminate enemies. After the victory, we go into the control room opposite the carriage with the hostages. On the second floor of the room, press the button, this will cause the car to go down.

Objective: Defuse the bomb at the southern support

We enter the southern door. Then we fall from a small explosion and move along the destroyed part of the bridge. We use the cable, from it we move further south through the hanging cars. On the side of the bridge we neutralize three snipers.
We enter a room with many bandits and electric walls. The electricity doesn't hit enemies, but we don't need to touch the walls. After the victory, press the button, enter the doors and defuse the third bomb.

Objective: Defuse the bomb at the northern support

We return to the railway station, and from there we go to the northern part of the bridge. After opening the fire damper, go through the large door on the left.

We jump onto the fragment in front, follow it to the end, the side view will turn on. We jump over the abyss and cling to the cornice. We move further forward along the ledge, and then go out into the arena in the center of the bridge, where the bandits are crowded. We beat the bandits, after which the Firefly flies in.

Objective: Defeat Firefly

Mission: Find Alfred

We approach the main control panel and resume the work of detective vision. We are looking for Alfred, we find him far below, on the slope of the cave under the rubble. We clear the rubble and revive Alfred. We approach the control panel and find out that the Joker has captured the prison in which he was imprisoned.

Blackgate Prison.

Mission: Stop the Joker

We disembark right next to the prison. We go and destroy the prisoners gathered at the front entrance. We release three policemen.

Objective: Infiltrate Blackgate Prison through the sewers

We go down the hatch in front of the right burning window. We break through the floor in the tunnel and go along the lower floor. We find ourselves in a room where the water on the floor is under electricity. We create a path for ourselves by stretching cables between the attachment points. We climb higher, break through the wall, soar to the opposite bank, and there we turn off the shorted electrical panel. After this, we use a sticky grenade to create a raft on the water and swim forward through the tunnel.
We climb to the top. We go into the control room on the left, press the button there and quickly launch the controlled betarang through the electricity that appears, after which we crash into the panel with traffic jams to the left of the electricity. This will fill the lock with water. We create a raft in the water, pull ourselves up to another wall and blow up a thin spot in it.
Next we actively use sticky grenades. We seal all the steam valves, create a raft, float on it with the current, and seal three more valves along the way. At the end we see three screws in the water, to escape from them, we shoot at the three valves from above, the pipe will explode from the pressure, after which we climb onto the upper ledge.

Mission: Stop the Joker

We enter the central room of the prison called Transition. Here you need to silently neutralize 10 prisoners. After the victory, we save a couple of guards and Dr. Harleen Quinzel.
We enter prison block B. We defeat the crowd of enemies. On the second floor in one of the cells we find Deathstroke doing push-ups, whom the Joker was afraid to let out. We go further and go down to the first floor, where you need to fight with a whole crowd of prisoners of 20 people, and then a huge brute will come out. You can't do without a dozen combat improvements.
After the victory, we go into the corridor leading to the round compartment. There is another difficult battle with the crowd ahead. We go into the round compartment itself. Here the Joker put on another show.

Objective: Defeat Bane

Bane enters the ring, a cardiometer is installed on him, counting his heartbeats. Upstairs, the bandits are holding the prison warden hostage. The Joker is seated in an electric chair, which will go off if Bane's heart beats for more than a few minutes. One of the two villains will definitely die, which Batman cannot allow.
The tactics of fighting Bane are the same: we dodge his three rams, dodge his jump, then do an ultra-stun (SKM, SKM, SKM keys), a finishing move, and at the end we tear out the hose from his back. The only difference is that there are a lot of ordinary enemies around, you will have to constantly dodge them as well.
Having finished off Bane a couple of times, we activate the electric gloves to achieve Bane’s clinical death. We finish him off three more times. The battle is won.

The Joker leaves the scene, being chased by the prison warden and the arriving Captain Gordon. Batman stays behind and revives Bane with a blast of electricity. Bane immediately continues the fight and injects himself with an excessive dose of Venom. The fight continues in the prison sewer.
Bane walks in circles around the cells. Now Bane cannot be damaged by direct attacks, you need to attack him suddenly. We can hide either in underground trays or in ventilation shafts. We wait for Bane to pass by, then we attack from behind, sit on his neck and hit him against the wall or electric bars. We repeat this several times.
At the end, the almost finished Bane throws Batman and breaks through the wall with him. In time we hook his hands with cables to the attachment points. Now Bane is definitely immobilized.

We enter the control room, and from there into the death chamber. We find the wounded prison warden. The freed Killer Croc also comes here, but the sniper bandit scares off the mutant with his shot. Captain Gordon stuns the sniper and helps us in the battle.

Joker. The final

We enter the room to the place of execution, then into the Cathedral. Here we meet a lonely Joker lying in front of the altar. We begin to beat the Joker for all his atrocities. He only sometimes fights back, but mostly he even enjoys Batman’s rage. In the end, we knock him unconscious and hand him over to Captain Gordon.
The whole game is completed!

During the end credits, we first listen to a crazy song performed by the Joker; then a television broadcast talking about the imminent opening of Arkham Asylum due to the insufficient security of Blackgate Prison. After the credits, we see a video where Amanda Waller comes to the imprisoned Deathstroke and offers to join the Suicide Squad.
For completing the game, the “New Game +” mode opens (playing the game again, but with all the unlocked items, primaries and improvements), as well as the opportunity to change the main character’s costume.

Twice, with the last battle divided into two stages. The first time we meet this pumped-up assassin is at the Gotham City Royal Hotel. He will be waiting for us at the highest tower in the penthouse. He will also meet there, who, after a short show, will leave and leave the “bat” alone with Bane.

This boss will attack us with regular blows, as well as impenetrable ramming attacks. To defeat Bane in Batman: Arkham Origins you need to dodge rams (A or D + press the spacebar twice), and parry simple blows using counterattacks (RMB), and then perform a super stun on the enemy (click the middle mouse button three times). Next, aim the mouse at the enemy and press the “E” key to tear off the hose with the Venom stimulator from Bane.

In the middle of the battle, we are thrown out through the window, and we find ourselves on the hotel terrace, where we continue the fight with our Latin thug. Now Bane will be helped by his followers, but we advise you not to pay any attention to them and let the boss scatter his “helpers” himself. Doing a super stun when regular fighters are standing nearby is not recommended. After performing a combo attack Bane will include the Venom boost.

While under this stimulant, the boss will attack you three times with a ramming attack, and then cause a local earthquake by hitting his hands on the floor. After this blow, you need to get close to him and do a super stun. Then we perform a combo and pull out the hose from it. A similar combo must be done five times, tearing out five hoses from Bane's back.

After this, the battle ends as police helicopters fly up to the roof of the hotel and attack the bandits. Bane escapes in his own helicopter and manages to shoot the Joker with a rocket launcher, blowing up the platform on which his fake employer stood. Batman saves the clown and escapes from the police in a timely manner.

The second time we meet Bane is in Blackgate Prison, where the Joker staged a massive riot. There we will have to fight again with a pumped-up mercenary, but this time someone must die in battle. The fact is that Bane has installed a cardiometer on himself, which reads the beats of his heart. If it doesn't stop within a few minutes, the electric chair the Joker is sitting on will go off. However, we cannot allow anyone to die.

The tactics of fighting this boss are the same as before: first we dodge his ramming attacks, then we try to dodge the jump, and then we do a super stun and a finishing blow, snatching the Venom hose from the enemy’s back. This fight will differ from the last fight only in the large number of ordinary bandits in the ring. However, Bane himself will scatter them, and therefore you do not have to waste your time on them.

Having pulled out several hoses, we activate our electric gloves and try to achieve the clinical death of Bane. We finish off the boss three more times and win the battle.

The Joker runs away, believing that the "bat" has finally committed murder. Police Captain Gordon and the prison warden rush after him. Batman uses his electric gloves to revive Bane. The mercenary attacks the dark knight and injects himself with a completely new type of “Venom”, because of which Bane becomes even bigger and stronger, but at the same time becomes stupider by an order of magnitude. The battle moves into the prison sewers.

In direct combat, Batman cannot defeat the boss, so he must hide from him in ventilation and underground chutes, and then suddenly attack Bane when he gets very close. We repeat this several times until a cutscene appears in which Bane throws the main character against the wall and breaks through it. Here we need to have time to tie the boss with cables and attach them to the columns. That's it, now the mercenary is completely defeated.

If the game about Batman doesn’t grab your attention, then try your hand at racing online. , 5.0 out of 5 based on 2 ratings

Walkthrough

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