Walkthrough of Batman: Arkham Origins. Tips for the game Batman: Arkham Origins Batman arkham origins wonderland walkthrough

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


Communication tower Parkovaya street

(need device: controlled betarang)

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

Inside on the left we see a window into the adjacent closed room. We launch the controlled batarang, fly through the window, touch the electricity on the left, then crash into the fuse panel. The electricity is gone, we go through the steel door and hack into the communications tower.


Communication tower Amusement park

(need device: glue grenade, controlled claw)

To get inside the communications tower, we throw a glue grenade into the water, an ice floe forms, standing on the ice floe, we pull ourselves up to the rings on the walls. So let's swim inside. We seal the valves with steam inside, climb up, and defeat several bandits. After winning, we pull the ring on the ceiling, stretch the cable at the top and jump onto it. We deal with another group of bandits, pushing them against the electric walls. At the top we hack the communications tower.


Communication tower Industrial area

(device required: no)

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


Coventry Communications Tower


Diamond County Communications Tower

(device needed: electric gloves, destructor)

We enter the tower and try to hack it, but our signal is blocked by a jammer located nearby. We jump to the lower platform, sit in the suspended elevator, charge the device with electric gloves, this will cause the elevator to go down. Below we blow up the thin wall with gel, and inside we destroy the jammer with a destructor. We climb up and calmly hack into the communications tower.


Burnley Communications Tower

(need device: controlled claw)

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

Inside we hack the control panel, but this causes the window to be covered with bars. To get out, look up and grab the ventilation grill with the batclaw. We climb into the ventilation.

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

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


After destroying relays throughout the city, you can return to Enigma's lair. Inside we break the Enigma server, for this we get access to Batman’s suit - “ New 52 Batman».

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

Additional missions. Anarky

Conditions for the task to appear: after passing the Penguin's ship.


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

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


Objective 2: Find and defuse Anarky's first bomb

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


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

A second painting of Anarky hangs in Diamond County on the northwest corner of the area. Here we find out the location of the second bomb.


Objective 4: Find and defuse the second Anarky bomb

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


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

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


Objective 6: Find and defuse the third Anarky bomb

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


Objective 7: Fight Anarky at the courthouse

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

Additional missions. Penguin

Conditions for the appearance of the task: after completing story mission for an intrusion into a police database.


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

Task 1. Burnley district on the street under the communications tower.

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

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

Task 4. Sheldon Park on the balcony of a factory building.

Task 5. Area Amusement Park on the Penguin's ship. We look at the container raised by the crane, cling to the doors of the container with the batclaw to open them. We shoot at the weapon box inside the container.

Task 6. Bowery area in the western underpass.

For completing these tasks we receive weapons in Kabbplot Boxes, used in multiplayer games.

Additional missions. Deadshot

Conditions for the quest to appear: after defeating Copperhead.


An additional task “Call for Help” appears on the map, go to it.


Helicopter crash

Bowery area tall building to the west. We approach the yellow smoke signal on the top floor. This turns out to be a trap for the police, who appear in a helicopter and order Batman to surrender. But suddenly someone shoots down the helicopter.

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


Objective 1. Fight Deadshot at the Gotham Commercial Bank

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

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

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

Additional missions. Mad Hatter

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


We receive an invitation to a tea party from the Hatter. He has a girl named Alice hostage. Let's go to the Bowery area. We find a store with a picture of a green hat on the corner of the house on the ground floor and go inside.

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

In Wonderland, the side view is turned on. We go to the right, wait until the electrical traps on the floor turn off, at which time we run further. We reach a cliff and a locked gate. When there is no electricity on the floor, we go to the edge and shoot betarangs at the six green lanterns. This lowers the gate, let's move on. We jump over the next abyss, climb up several ledges, and fall into the cave.

Room 1. We find ourselves in a room with many doors, we look at it all from the keyhole. If you enter one door, you will immediately come out of another. To get out of here, we enter the doors above which the rabbit stands in the picture above.

Room 3. Go right all the way. We apply explosive gel to the wall with the image of the Hatter and blow it up. We get out and see a tea river with spoons and forks stuck into it. We stand on a small plate, cling to the first ring with the batclaw, then to the second. We enter the next test.

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

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

Room 6. We simply jump over the gaps, avoiding the pendulum.

Room 7. Using the Batclaw, we climb onto the upper platform. When it lowers, we jump into the opened hatch on the ceiling.

We find ourselves in a room with the Mad Hatter and the hostage Alice. We use a reverse batarang against the Hatter (hold RMB, hold SMB). The Hatter is caught, Alice is freed.

Completing it unlocks several additional upgrades, including the reverse betaran.

Additional missions. Bird

Conditions for the task to appear: after completion story mission on analysis of a corpse at the police morgue.


Task 1: Investigate a bandit fight

In the Coventry area on the west coast. We neutralize two fighting gangs. We interrogate the latter, find out nothing, but another fight breaks out on the other side of the city.


Task 2: Investigate a bandit fight

In the Amusement Park area on the north coast. We neutralize the gangs, scan the opened container, find an open bird cage and matches from the My Alibi bar.


Task 3: Explore the My Alibi bar

In the Coventry area we enter a bar.

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

Reward: Improved Increased smoke duration.

Additional missions. Escaped prisoners

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

1) Complete all “Particularly Dangerous” missions (not counting Enigma).

2) Complete all 9 murder investigations.

3) Complete the main story to the end.


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

Additional missions. Shiva

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


Bowery area. From the building of the central bank of Gotham we go north along the lower street, located under glass. In a fenced part of the street we find an abandoned stroller with a crying child. We look into the stroller, but find no one. At this time, the assassin Shiva attacks from behind. Having retreated, she invites us to complete the task.

Task 1: Find and save the "innocent person"

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

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

We get out along the cable to the central part. We release the batarang into the rope. We speak with the released policeman. We learn about the second policeman. We find evidence on the near wall of the pool.


Task 2: Follow bloody trail to find a police partner

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


Task 3: Fight Shiva

Sheldon Park. We enter the Tower of Miracles. Inside we fight with Shiva, surrounded by four ninja girls. When Shiva has half his health left, three more male ninjas will appear, and Shiva herself will begin to use the sword. Having lost all his health, Shiva will praise us and disappear into the smoke.

Reward: Improved Critical Hits.

Additional missions. Black mask

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


We learn that Black Mask, even before the Joker arrived, was distributing a dangerous substance throughout the city - venom. From the database we find out the exact location of all tanks with Venom. Having found a white tank, we apply explosive gel to it and detonate it.

Locations of all Black Mask caches:

Sheldon Park. Inside the Gotham City Light & Power plant. At a dead end.

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

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

Coventry. In the south behind the Koul Brau Brewery building. On a small area we kill two bandits. Using electric gloves, we charge the device, and inside the opened sewer we find a tank.

Burnley. On the south coast behind the southeast building.

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

Fight Black Mask in the church

We kill all the mafiosi, hack the panel to the right of the altar, and behind the open grate we explode the last barrel with Venom.

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

Reward: Batclaw Disarm upgrade.

Additional missions. Crime scene

Tower trap in Coventry

(performed according to the plot)


Murders at Lacey Towers

(performed according to the plot)


Fall in Jezebel Plaza

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

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


Helicopter crash

(performed in missions with Deadshot)


Shooting at Dixon Dock

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

We find the suspect on a roof in Diamond County.


Fire in Coventry

In Coventry, in the north-west of the region, we find a covered corpse on the street. 1. Scan the body. 2. Blood stain nearby. 3. Fire trail. 4. We reproduce the chronology of the murder, climb to the second floor, find a footprint on the wall. 5. We calculate the suspect’s escape route, scan a piece of stairs on the floor. The suspect is Qin Liu. We find him on the Penguin's ship on the upper deck and detain him.


Road accident in Burnley

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


Amusement park beating

In the north of the area on the second floor we find a dead body. 1. Scan the body. 2. Scan the blood stain. 3. Let's fast forward the chronology of the crime. We jump to the first floor, find the murder weapon - an air conditioner, as well as fingerprints. We find the suspect in the center of Parkovaya Street and tie him up.


Shooting in Crime Alley

In the east of Parkovaya Street, in the alley in front of the power plant, we find two bodies. The crime is reminiscent of what happened to little Bruce: both people are dead, but nothing is stolen. 1. Scan one body. 2. Then the second. 3. Based on the blood stains, we reconstruct the chronology of the murder. 4. We look through the chronology, we see how one of the cartridges rolled behind the ventilation grille. Let's remove the grille and scan the cartridge case. Using it we figure out the killer. In the south of the industrial area we find the killer and detain him.

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Objective: Take the Destructor from the evidence locker

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

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

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

Objective: Leave Gotham Police Department

We climb into the ventilation in the floor and find ourselves in the shooting range. We use the destructor, as recommended by Batman, to neutralize the special forces (but I preferred smoke grenades), after which we beat them until they are completely unconscious on the ground. We break open the door to the investigation room and take the elevator upstairs, where we meet Captain Gordon. After talking with him, we repel the special forces attack and go out to the roof of the police station.

Mission: Infiltrate the sewers under Gotham City Police Department

When we go out to the roof, we receive an additional task from Barbara to destroy the Penguin’s weapon caches.

The video shows the hacking of Burnley's communications tower and the destruction of network repeaters in the area

Burnley sewer

Objective: Upload the National Crime Database to the Batcomputer

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

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

We go into the police communications room. We see how Mask's people completely mined the sewerage under the police station. We knock out the bandits below and then take the freight elevator to the top. As soon as we exit the elevator, the grate immediately closes behind us, and we fight with the bandits again. When we manage, we connect to the police database.

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

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

Walkthrough additional mission Mad Hatter

Gotham Commercial Bank

Mission: Infiltrate Gotham Commercial Bank

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

We find ourselves in the large hall of the bank, where there are many corpses. The central door is closed, but there is ventilation to the right of it, we climb along it and jump into a small room. A flimsy floor can be blown up, so we apply explosive gel to it.

Batman falls down and ends up in the middle of a bank robbery. The Joker will play a scene in front of us by dressing up as Black Mask, and then shooting at our hero and blowing up the passage behind him, he kills the hostage and leaves Batman.

Objective: Capture the Joker.

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

Steel Plant

Objective: Explore the steel mill.

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

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

We go up the stairs, there is a ventilation in front of the door at the top, we climb up it into Sionis’s office, deal with the bandits, go to Black Mask’s computer so that Alfred can hack it and get the security codes. We go back to the door and break the lock, we get into the loading point, from there we go to the warehouse.

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

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

Task: Examine a sample of Copperhead venom. Reach the Antidote Drop Site

Batman finds Sionis and frees him, but Copperhead attacks him and poisons him. We scan the place and find the rest of her poison.

We go out to the laboratory, from there we return back to the surface of the city, along the way we see hallucinations and fight with the multiplied Copperhead.

Objective: Defeat Copperhead.

Having reached the warehouse, we encounter Copperhead, due to poisoning, we see many of its double illusions. We fight with everyone, but when hit, we see whether the boss’s health is taken away. If this happens, then we have identified the real Copperhead, and we are pressing on it.

When she has little health left, she will begin to attack us from the darkness, leaving doubles, we beat everyone and wait for the poison vaccine from Alfred. After that we beat her a little. Batman ties up Copperhead and locks him in a container.

Objective: Obtain the electromagnetic signature of the Stun Gun

The Stun Gun's gloves emit a strong electromagnetic signature. We get out of the steel mill the same way we came. There will be several more bandits at the exit, we deal with them and go to the Pioneer Bridge to catch the signal from the electric gloves of the Stun Gun.

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

Gotham City Royal Hotel

Mission: Infiltrate the Gotham City Royal Hotel

We break through the bandits and special forces and end up in the hotel parking lot. We pass by the wrecked cars, knock out two bandits and jump down to deal with another group of criminals. Then we crack the code to the grid. Inside, we shoot the batarang at the switch to turn it off. electricity. We pull the cable at the top to catch it. In the room we press the button and open the parking gate, go there and start the generator. the elevator will open.

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 the course of Batman: 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.

While in the Bowery area, you will hear conversations on the police radio. Someone fell out of the hotel. We need to inspect the crime scene and find out the details of the fall. Having arrived at the crime scene, we identify the victim, and then we reproduce the crime. We climb onto the roof and from the footprints on the roof we understand that someone pushed the poor guy. Now you need to find a case with documents. The case will be lying on the drainpipe. We also learn the killer's name: Robert Haynes. We ask Alfred for the location of the criminal and go to catch him. Robert will not be alone, but with friends. We scatter our friends, and interrogate Robert. This case is closed.

Crime scene. Shooting at Dixon Dock:

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

Crime scene. Fire in Coventry:

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

Crime scene. Road accident in Burnley:

We will receive a tip on this investigation after completion storyline. We arrive at the crime scene and scan the covered body. A special forces soldier was killed. His entire group is now under investigation. We have to find out what he was doing here. Having dealt with the evidence, we understand that the suspect is one of the former squad of the murdered man. He hangs out on the roof with his friends. We beat DeMarco and his friends, then interrogate them and close the case.

Crime scene. Amusement park beating:

We will receive it after completing the case “Road Hit in Burnley”. We arrive at the place. We scan the body and other evidence. Suspect: Andrew Carter. We go to his coordinates, beat him and interrogate him. Case is closed.

Crime scene. Shooting in Crime Alley:

We will receive a tip on this investigation after the completion of the cases: “Road collision in Burnley” and “Beating at the amusement park”. There was a shooting in Crime Alley and now there are two corpses there. Doesn't remind you of anything? We arrive at the crime scene. The crime is reminiscent of the incident that happened to little Bruce. The parents are dead, but nothing was stolen. This was not an attempted robbery. We study the evidence, tear out the bars and scan the cartridge case. Suspect name: Ian Chase. We arrive at the coordinates, beat and interrogate Ian. The matter is over.

"Dangerous List"

Enigma headquarters

In this area we are interested in the headquarters of Enigma. We arrive at the mark, feel for a weak spot in the cover, break through it and go through the door. We carry on a dialogue with Enigma and approach the door with the control panel. You can't hack it, you can't destroy your computer. So we are looking for Enigma’s assistants and knocking information out of them.

Right at the exit from the building we see the informant. We beat him and get information about the location of the incriminating evidence. Now we walk around the map and collect them, and also beat up other informants.

The mission starts after Penguin leaves the ship. On the way out, we will hear Anarky, an extremist who is trying to destroy the government and Gotham. Another candidate for Batman's capture. Anarky will send his partner, who will say that there are three bombs planted in Gotham, and we need to defuse them. We go to the location of the first bomb. We have about 3 minutes to get to the bomb, defuse the enemies, and then the bomb itself.

After this, we head to the second anarchist in Coventry and talk to him. We repeat the steps to defuse the first bomb: fly, hit, defuse. We head to the third anarchist and talk to him. After that the same scheme.

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

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

Mad Hatter

Coming out of the sewers after the Lacey Towers case, you will notice three people wearing strange masks and singing nonsense. After a while they will pass out, and the Mad Hatter will contact us. He has a hostage. We need to save her. We go to the Hatter's lair, there will be a logo in the form of a green hat. Do not miss. Come inside. The door to the Hatter is closed, pull out the grate and jump into the ventilation shaft. Jump out on the other side and knock out the guards, then interrogate the Hatter and... you will find yourself in Wonderland. Run along the path, and then, avoiding electrical traps, move on. Shoot down 6 lanterns and walk along the bridge to the ledge, jump onto it and crawl along the next ledges.

1) This will take you to the first room. The exit is as follows: left door, center door, right door.

2) In the second room, beat the enemies, and when the mirror crumbles, leave this room.

3) In the third room, go all the way and use the gel to explode the image of a clown. Using the raft, move to the other side, to the next room.

4) In the fourth room, grab the ledge, duck down, go up the stairs, go down the cable and run away from the blade into another room.

5) In the fifth room, use Deathstroke's claw to make a cable, climb up it and hit the clock, then make another cable and go out into the next room.

6) In the sixth room, jump from ledge to ledge, dodging the dial and go into the next room.

7) In the seventh room, use the hook to pull yourself onto the bowl and lower it, then jump into the ventilation. The Hatter is already swearing and crying. Go up to his room, stun him with a reverse batarang and knock him out with a right to the jaw. Alice is saved, the Hatter is lying down, the police are on their way. Let's leave here.

As you leave the bank, you will see a stroller with crying coming from it. Approach her and see that the stroller is empty, and Shiva will attack you from behind. A friend of Batman's, by the way. You will not fight with her, she will say that an innocent person may die in Gotham and Batman must save him. We arrive at the mark and hear screams. This is from the shopping center, so let's go there. There is a policeman hanging in the shopping center and an electric swimming pool underneath him. Let's try to save him. We go to the left side and cut down the shield. Three ninjas will attack us, apparently a gift from Shiva. We get rid of them and, with the help of Deathstroke's claw, make a cable and move to the other side. On the other side we cut down the shield and again fight with Shiva’s friends. After this, we release the policeman and talk to him. Thanks to the knowledge gained, we scan the area for evidence and leave the building. On the street we follow the evidence and find the covered corpse of a policeman. Shiva will attack from behind - we counterattack and talk to her.

Now you need to come to Sheldon Park in order to fight Shiva. We arrive at the place and go into the building. Shiva will not be alone, but with his minions. Take out on counterattacks. After you remove your health from her, she will talk to you and disappear, but I have a feeling that we will see her again.

Black mask

The task will become available after you destroy the container with poison at the steel mill. It is necessary to destroy the containers with drugs that Black Mask hid. After destroying the containers, go to the park street and enter the church for a fight with Black Mask. There will be armed people in the church. We deal with them, then we hack the control console and explode the last container with drugs. Now we fight with Black Mask and his people hand-to-hand. After winning the fight, inform the police about Roman Sionis and leave the church. That's it, the mission is over.

You will receive this task after the fight with Copperhead. Alfred will contact us and say that someone is asking for help. We go to the mark and are ambushed by special forces. But the helicopter crashes. We need to find evidence and understand who shot down the plane. Start with the pilot's body, then go up to the roof and scan the propeller. After this, return to the roof and analyze the tail section. Now let's find the ballistic trail from the sniper. The sniper was a special forces soldier, but he would not shoot at his own people. It turns out Deadshot is involved. We follow his trail and find a bullet with coordinates. We drive them into the sequencer and receive a message from Deadshot. We need to go to the bank to clash with Deadshot. We arrive at the bank and immediately, using a destructor, turn off the guns of several people. After this, we methodically remove them one after another, without catching Deadshot’s eye. It's Deadshot's turn. Hit him and try to knock him out. He will dodge your final blow. After the third attempt, Deadshot will run away to the hostage. Make a profit advantageous position, sneak up behind him and neutralize him. That's it, the mission is over.

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

Escaped prisoners

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

1) We carry out all the tasks on the dangerous list, the last one being the capture of the Bird.

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

3) Complete the storyline.

Having fulfilled all the conditions, you will receive an incoming call from Gordon asking you to catch 20 prisoners who escaped from Blackgate. All criminals will be marked in GPS. Remember, criminals will have friends who will come to their aid. So check out the area first. Having captured 20 escaped criminals from Blackgate, you will receive a thank you call from Gordon. The mission is over.



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