Batman: Arkham Origins. Passage of the game (4). Tips for playing Batman: Arkham Origins Batman Arkham Origins Hatter Walkthrough

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


Communication tower Parkovaya street

(Device Needed: Managed Betarang)

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

Inside, on the left, we see a window into the adjacent closed room. We start the controlled batarang, we fly through the window, we touch the electricity on the left, then we crash into the fuse box. The electricity is gone, we go into the steel door, we break open the communication tower.


Communication tower Amusement park

(device needed: glue grenade, controlled claw)

To get inside the communication tower, we throw a glue grenade into the water, an ice floe is formed, standing on an ice floe, we pull ourselves up to the rings on the walls. So we swim inside. Inside, we close up the valves with steam, climb up, defeat several bandits. After the victory, we pull the ring on the ceiling, at the top we stretch the cable and jump onto it. We deal with another group of bandits, pushing them against the electric walls. Above we break into the communication tower.


Communication tower Industrial area

(device needed: no)

Having reached the tower, we climb onto the site from the eastern side, defeat the bandits. We see the lattice door under the electricity. We destroy the panel in the south of the site. We destroy the panel at the bottom of the street from the north side. After that, the electricity will disappear. We enter the communication tower and hack it.


Coventry communications tower


Communications Tower Diamond County

(device needed: electric gloves, destructor)

We enter the tower, we are trying to hack it, but our signal does not pass the jammer located nearby. We jump to the lower platform, sit down in the overhead elevator, charge the device with electric gloves, from this the elevator will go down. At the bottom we blow up a thin wall with gel, inside with a destructor we destroy the jammer. We climb up and calmly break into the communication tower.


Burnley communications tower

(device needed: controlled claw)

We take away to the tower, we finish off all the bandits on the upper platform. To the right of the tower, we stretch the cable with the help of a controlled claw. We climb onto the cable, roll along it and at the end we break the glass of the communication room.

Inside we break into the control panel, but from this the window is closed by a lattice. To get out, we look up and cling to the ventilation grill with a bat claw. 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 that fixes this. If you get into a locked room in this place, then just end the game by going 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 the repeaters throughout the city, you can return to Enigma's lair. Inside we break the Enigma server, for this we get access to the Batman costume - " Hand-drawn Batman from New 52».

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

Additional missions. Anarki

Conditions for the appearance of the task: after passing the Penguin's ship.


Task 1: Find a supporter of Anarka and talk to him

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


Task 2: Find and defuse Anarka's first bomb

On the ship we learn about the first bomb. You have 3 minutes to neutralize. During this time, you need to: get to the bomb, which is located in the Bowery area on the roof of a commercial bank (while the hot spots do not work), defeat a gang of several anarchists on the roof, and pull the wires out of the bomb.


Task 3: Find a supporter of Anarka and talk to him

A second canvas of Anarka's projection hangs in Diamond County at the northwest corner of the area. Here we find out the location of the second bomb.


Task 4: Find and defuse the second Anarka bomb

You have 3:30 seconds to disarm. The bomb is located in the Amusement Park area on the casino building on the second floor balcony.


Task 5: Find a supporter of Anarka and talk to him

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


Task 6: Find and defuse the third Anarka bomb

You have 3:30 seconds to disarm. The bomb is located in the Burnley area on the south coast next to the police station building.


Task 7: Fight Anarki in the courthouse

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

Additional missions. Penguin

Conditions for the appearance of the task: after completing the story mission of the invasion of police base data.


Received from programmer Barbara Gordon additional task... There are six Penguin weapon caches in the city. The caches are indicated on the map, and it will not be difficult to find them. The hiding places are guarded by corrupt policemen, we neutralize them. After that, use the Destructor gadget to burn down the red panel on the weapon box.

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

Task 2. Diamond County on the North Coast in a truck.

Task 3. Area Coventry on the north coast in a forklift.

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

Task 5. Area Amusement park on the Penguin's ship. We look at the container lifted by the crane, we cling to the container doors with a bat claw to open them. We shoot at the box of weapons inside the container.

Task 6. Bauerie area in the western underpass.

For completing these tasks, we receive weapons in Cubblot Boxes, used in a multiplayer game.

Additional missions. Deadshot

Conditions for the appearance of the task: after defeating the Copperhead.


An additional task "Call for help" appears on the map, we go to it.


Helicopter crash

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

We go down to the crash site. 1. We examine the body of the pilot. 2. We examine the remains of the helicopter. 3. On the upper floor on the other side of the building we find the fallen tail. 4. We calculate the trajectory of the bullet, we climb to the hotel building opposite, then we fly further to the water tower. We find the deadshot sleeve, by the radio frequency numbers left on it, we contact the deadshot. The crime has been solved.


Task 1. Fight Deadshot in the Commercial Bank of Gotham

We go into the bank through the door on the roof. Inside we see Dadshot, 5 bandits with machine guns and one hostage. The deadshot constantly scans the entire area with his laser. His lethal shot can overtake anywhere in the room, so you need to act discreetly.

We quietly eliminate the side bandits, in the last place we neutralize the central bandit, who is constantly being watched by the boss. After that we attack Dadshot 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 with a reserve of mines. We also silently neutralize them. At the end, we imperceptibly approach the boss from behind and wring his hands. Deadshot caught.

Additional missions. Mad Hatter

Conditions for the appearance of the task: after passing the story mission in the sewers.


We receive an invitation to a tea party from the Hatter. He has a girl hostage Alice. We go to the Bowery area. We find a shop with a green hat on the corner of the house on the first floor, we go inside.

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

In Wonderland, side view turns on. We go to the right, we wait until the electric traps on the floor turn off, at this time we run further. We reach the cliff and the locked gate. When there is no electricity on the floor, we approach the edge and shoot betarangs at six green lanterns. From this the gate is lowered, we go further. We jump over the next abyss, climb several ledges, fall into the cave.

Room 1. We find ourselves in a room with many doors, we look at all this from the keyhole. If you enter through one door, you will immediately exit the other. To get out of here, we enter the doors above which the rabbit in the picture above is standing.

Room 3. We go to the right until it stops. Apply explosive gel to the wall with the image of the Hatter and explode it. We get out, we see a tea river with spoons and forks stuck into it. We get up on a small plate, with the batclaw we cling first to the first ring, then to the second. We enter the next test.

Room 4. We crawl, catching on the ledge. We crawl into the next ledge and get to the stairs. From above we go along the cable, then we slide along it to break the map in front. Immediately after that, we run further along the maps, as the pendulum begins to pursue us.

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

Room 6. We just jump over the abyss, avoiding the pendulum.

Room 7. With the help of the batclaw we climb to the upper platform. When it goes down, we jump into the opened hatch on the ceiling.

We get into the room with the Mad Hatter and the hostage Alice. Apply the reverse betarang against the Hatter (hold down the RMB, hold down the SCM). The Hatter is caught, Alice is released.

Completing it unlocks several additional improvements, including a reverse beta.

Additional missions. Bird

Conditions for the appearance of the task: after completing the storyline task of analyzing the corpse in the police morgue.


Assignment 1: Investigate a bandit fight

In the Coventry area on the west coast. We neutralize two fighting gangs. We interrogate the latter, we do not learn anything, but another fight breaks out on the other side of the city.


Assignment 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 bar "My Alibi".


Assignment 3: Inspect the bar "My Alibi"

In the Coventry area we enter the bar.

Inside we are fighting a gang led by a man who calls himself the Bird. This is Bane's assistant. After the victory, we arrest him.

Reward: Improvement Increased Smoke Duration.

Additional missions. Escaped prisoners

This mission from the list of especially dangerous criminals is completed last. For this task to appear, three conditions must be met:

1) Complete all "Especially 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 passing the story mission in the bank.


Bowery area. From the building of the central bank of Gotham we go north along the lower street, which is under glass. In the fenced part of the street we find an abandoned carriage with a crying baby. We look into the carriage, but we do not find anyone. At this time, the assassin Shiva attacks from behind. Having retreated, she invites us to complete the task.

Assignment 1: Find and save an "innocent person"

Diamond County. We approach the mark, we hear cries of help. From below we enter the building of the shopping center. Inside, a policeman is hanging from a rope above the electric water.

First, we climb to the second floor on the right, where we destroy the electrical panel. After defeating the ninja, we look up, we 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 police officer. On the near wall of the pool we find evidence.


Assignment 2: Follow the bloody trail to find a cop cop

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.


Assignment 3: Fight Shiva

Sheldon Park. We enter the Tower of Wonders. Inside, we fight 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 health, Shiva will praise us and hide in the smoke.

Reward: Improvement Critical Strikes.

Additional missions. Black mask

Conditions for the appearance of the task: after passing the story mission on steel mill.


We learn that the Black Mask, even before the arrival of the Joker, was spreading a dangerous substance around the city - a venom. From the database, we find out the exact location of all the venom tanks. Having found a white tank, we put an explosive gel on it and detonate.

Location of all Black Mask stashes:

Sheldon Park. In the building of the power plant "Gotham City Light & Power". Stumped.

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

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

Coventry. South behind the Koul Brau Brewery. We kill two bandits on a small area. We charge the device with electric gloves, we find a tank inside the opened sewer.

Burnley. On the south coast, behind the southeast building.

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

Fight the Black Mask in the Church

We kill all the mafiosi, break open the panel to the right of the altar, explode the last barrel with the venom behind the open grate.

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

Reward: Improved Batclaw Disarming.

Additional missions. Crime scene

Trapped on a tower in Coventry

(performed according to the plot)


The Lacey Towers murders

(performed according to the plot)


Fall at Jezeble Plaza

In the Bowery quarter in the northeastern part, we see a small broken part of the glass ceiling, and a dead man lies on the ground below. We begin to inspect the crime scene. 1. We examine the corpse. 2. We calculate the trajectory of the fall of the body. 3. We take away upward, we scan the destroyed railings on the upper floor. 4. We go down a little lower, scan the suitcase, which is lying on the ventilation pipe. We recognize the suspect by the prints.

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


Helicopter crash

(performed in missions with Deadshot)


Dixon Dock Shooting

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

We find the suspect on the roof in Diamond County.


Fire in Coventry

In Coventry in the northwest of the area on the street we find a covered corpse. 1. We scan the body. 2. A blood stain nearby. 3. The trail from the fire. 4. We reproduce the chronology of the murder, climb to the second floor, find a footprint on the wall. 5. We calculate the path of retreat of the suspect, 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 we detain him.


Burnley Traffic Accident

In the Burnley area, right in front of the entrance to the police station, we find the body of a commando. 1. We scan the body. 2. Scan the blood stain on the left. 3. We go further along the flight path, scan one more spot. 4. We reproduce the chronology of the murder, we see where the car turned. At a bend near the wall we find a paint sample of the car, from this information we recognize the suspect. We find the commandos on the roof of the nearest right-hand house. The case has been solved.


Beating in an amusement park

In the north of the district, on the second floor, we find a dead body. 1. We scan the body. 2. We scan the blood stain. 3. Fast forward the chronology of the crime. We jump to the first floor, we find the murder weapon - the air conditioner, as well as fingerprints. We find the suspect in the center of Parkovaya Street, we tie him up.


Shooting in the 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 the incident that happened to little Bruce: both people are dead, but nothing has been stolen. 1. We scan one body. 2. Then the second. 3. Using the blood stains, we restore the chronology of the murder. 4. We look through the chronology, we see how one of the shells rolled up behind the ventilation grill. Let's remove the grate, scan the sleeve. We calculate the killer on it. In the south of the industrial area, we find the killer and detain him.

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Get to the Hatter's hideout. Disarm the gang walking next to the door. Make your way through the ventilation into the room to the Mad Hatter. Destroy the hatter's gang and interrogate Jervis.

After entering the wonderland, follow the road. Watch out for light bulbs in the water. Use the Batarangs to destroy 6 light bulbs on the sides of the castle. The bridge will descend. Further along the walls, get to a small room with three doors. To go further, you need to enter the doors three times, above which there is an image of a man in a rabbit mask. After leaving the room, you will have to fight the hatter's bandits. After the mirror wall collapses, go to the door.

Next, you need to go through the level to a solid wall. Destroy it with explosive gel. Cross the jelly river on a platter using the batclaw. Climb the wall to the very top and ride on the cable to the card bridge. Be careful, cards will start to crumble under you.

In the room with the mechanisms, create a cable on the first level and go down a little to turn off the equipment. Climb even higher and open the door. Jump the pendulum twice, find the door to the second room with mechanisms. Wait until the rotating mechanism at the top shows the entrance, and climb on the cable. Next, you need to get to the stairs through the pipes. You will be taken to the room where you started your let. The Hatter will threaten the kidnapped woman with a knife. Throw a reverse batarang to disarm the Hatter, then finish off with a decisive blow. Mission completed.

Penguin Weapon Crates

After the mission at the police station, you will be contacted by Barbara Gordon and asked to help destroy the boxes of weapons owned by the Penguin. You will receive the location data on your GPS locator. Each box will have a guard, so it will not do without a fight. After clearing the area, destroy the weapon using the destructor. After completing the task, you will be given containers for multiplayer.

Ninja and Shiva

Shiva is Batman's friend. Their relationship can be described as respectful.

After the episode with the bank, you will hear a baby crying and find a stroller. Almost immediately you will be attacked by Shiva, but after a short series of counterattacks, she will stop and tell you that a crime will soon occur in Gotham.

In the mall, a policeman will be hanging on a rope, under him is a pool with electricity. We rise on the cable to the left flap. Disable. Ninja will attack you. Clean the room, then move on the cable to another shield. After disconnecting, Shiva's friends will appear again. Return to the policeman, help him to hit the ground and talk to him.

Start detective mode, find evidence. Go outside, find the policeman's corpse. Shiva will attack you again. Counterattack. Then talk to her.

Go to Sheldon Park. Clear the area in front of the park, enter the building. Shiva will be with his minions. Advice - try to counterattack more often. After you take all the health of Shiva, she will talk to you and disappear.

Anarki

After you are done story mission with the Penguin, at the exit from the ship you will hear the negotiations of an extremist Anarki who wants to destroy the government and Gotham. Anarki will send his partner, who will report that there are 3 bombs in the city. You will have about three minutes to get to the first bomb, defuse opponents and the bomb itself.

After that, you need to return to Coventry, find the second anarchist and talk to him. He will report the location of the second bomb. The scheme is the same - we fly to the place, we neutralize the groups, we destroy the bomb.

It's the same with the third bomb.

After defusing all three bombs, Anarks call you to the courthouse. Arriving at the place you need to destroy all enemies. There you will find the main Anark - Arki. He will give you a heartfelt speech about the corrupt police and the judges of Gotham, but he still needs to be tied up and handed over to the police.

Deadshot

After the fight with the Copperhead, Alfred will contact you and tell you that someone is asking for help. We leave for the mark. There a special forces ambush will be waiting for you, but the helicopter falls. Use Detective Mode to find clues and find out who shot down the plane.

Start with the pilot's body, then go up to the roof and scan the propeller. Next, go to the tail rotor and scan the debris. Find the ballistic trail of the sniper and find out the name of the shooter.

Following the trail, you will reach the bank to fight Deadshot. All the sniper's minions are armed, so try to neutralize several opponents with the help of the destructor.

Next, methodically remove single targets without catching the eye of Deadshot. When there is only one sniper left, hit him and try to knock him out. After the third knockout blow, he must run away to the hostage. Using the ventilation duct system, get as close as possible to Deadshot, guess the situation and neutralize from the back. Mission complete.

Black Mask (Roman Zionis)

The mission to destroy the Black Mask will become available after you destroy the poison container at the steel factory. Next, you will need to destroy the containers with drugs. After all the containers are blown up, go to Park Street and go to the church for a fight with the Black Mask.

We deal with a group of armed people in the lobby, break into the control console and blow up the last container with drugs.

Black Mask and his men will try to kill you. We neutralize Roman Zionis and inform the police about his whereabouts.

Enigma and compromising evidence

Finding the headquarters of Enigma, groping weakness in the shelter and break through. We go into the door, we conduct a dialogue with Enigma. Hacking the control panel will not work, destroying the computer too. We are looking for Enigma's assistants and knocking out information from them. Further along the city we will meet other informants and hidden compromising evidence. You won't be able to pick up compromising evidence without special gadgets, so go through this part of the tasks parallel to the storyline.

You can get the challenge from the Hatter by getting out of the sewers after the Lacey Towers case.

There you will be greeted by three rather strange behaving characters, dressed up in bunny masks and singing a very uplifting song with a Christmas theme.

After the song, some devices will work on them, which will knock out the poor fellows. And the Hatter himself will get in touch with us, who invites us "to a tea party", which, of course, will not be limited to a simple drinking of tea in our case.

This is because the Hatter is one of the most colorful enemies of Batman, who, although he does not have the slightest degree of physical strength, but skillfully manipulates the human mind, which we will very soon see when we visit him.

The Hatter has a hostage that we must rescue - go to his lair marked with the green hat logo.

Going inside, you will see that the door to the Hatter is closed, so you will have to pull out the grate to make your way through the ventilation shaft.

Coming out on the other side of it, you have to enter into a difficult battle with the Hatter's wards, who are well equipped with weapons and generally quite dangerous.

Having killed them all, we proceed to interrogate the Hatter, who will very soon develop into a slight drug addiction (in a figurative sense) - our hero will begin to imagine that he is in Wonderland. The very same legendary tale about Alice.

There we must first go along the path, then stumble upon electrical traps. Here you need to be careful and wait for the most convenient moment to dash through them, when they are not active.

A small difficulty will be caused by the place where the bridge is raised - you cannot jump over such an abyss, but the bridge can be lowered quite simply.

To do this, you need to throw the batarangs at the lanterns that are opposite you on the other side of the cliff. The only problem is that it is impossible to do this in one or two passes - Batman can only throw his "projectile" to the lantern from close range.

And the area from where you can throw is regularly supplied electric shock, interrupting for just a few seconds. During these seconds, you must hit at least one lantern with a batarang. If you don't, it doesn't matter, everything is cyclical, but you still have to run back to a safe area.

After all six lanterns are hit, the bridge across the abyss will lower and you can safely walk across it. There will be a ledge behind the bridge - jump and crawl along similar ledges further.

You will find yourself in the room, from which you leave first the left door, then the central one, then the right one.

The next room will be flooded with strong opponents in large numbers - as soon as you beat one group, others will immediately appear to replace it. We'll have to endure several of these "waves".

As a result, the mirror will crumble, and we will be able to go through it to the next room, where we need to go all the way, and then mine the image of the clown with explosive gel - detonate it.
Going further, you will see the river in its original surroundings - we need to cross it on a kind of raft with the help of a bat claw. Once on the other side, you will enter the next room.

There you need to grab the ledge, then bend down, then go up the stairs, go down the cable. You will see a dangerous blade - you need to run away from it into the next room.

In it, use a controlled claw, obtained in the battle with Deathstroke - you organize a cable with it, on which you need to climb and hit the clock. Next, make another cable to go into the next room.

There you will have to jump a little, overcoming the distance between the ledges and simultaneously dodging the dial, after which you will penetrate into the next room.

She will be the last in a difficult confrontation with the Hatter. There you will first need to grab onto the bowl with a hook to lower it, then jump into the ventilation shaft.

You will hear that the Hatter is already cursing - after going up to his room, you need to get the reverse Betarang, and then finish it off with your fist. So we saved the hostage and detained the most dangerous criminal - the police are on their way.

Batman: Arkham origins , the harsh superhero days of the Dark Knight are extremely varied and rich. Within just a couple of days, Batman manages to clean up the criminals of all kinds of criminals in 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 knocking out evidence from suspects. It is 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 at 100%. With this guide, you can easily deal with all the hardships of Gotham - so that Bruce Wayne can finally have a humanly rest for Christmas.

To begin with, here are a few simple but very important Batman: Arkham Origins points 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. While moving around Gotham, you will now and then receive operational information about the brawls taking place right now. Since such troubles usually occur in the immediate vicinity of your current situation, it is better not to ignore them. As a rule, you are required to appear at the scene of the crime and beat all opponents - the job is not dusty, fast and profitable. On the one hand, you will receive experience for each help, and on the other, such encounters will quickly teach you how to effectively fight in Arkham Origins. The benefits of the latter can hardly be overestimated.

Not everything you see is immediately available. All kinds of trophies, secrets and alternative paths that you come across during the game will not necessarily be available to you at the same moment. Very often, in order to receive one or another reward, you will be required to have one or another gadget or ability that is unlocked during the story campaign. This means that the most the best time for collecting, for example, Enigma data blocks - after the completion of the storyline of the game, when you have collected the entire arsenal of the Dark Knight.

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

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

It's important for Batman to fight beautifully. At the end of each skirmish with enemies, you will be given a certain amount of experience. The following points affect the rating of the battle: the maximum length of the chain of strikes (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 get the most experience if you do not "miss" strikes, while using your entire arsenal in the fight.

Do not hesitate to complete side quests. Capturing villains and destroying their plans is generously rewarded with more experience, as well as new Batman abilities. Side quests will not only help you stretch the fun of Batman: Arkham Origins, but also allow you to meet face to face with the famous characters of the DC Universe.

If possible, test the Dark Knight system. Achievements built into the game itself, on the one hand, will help you get to know one or another side better. game mechanics(for example, you can practice the technique of moving around Gotham or stealth), and on the other hand, they will give a lot of experience upon completion.

PROBLEM BOSS

During the passage of Batman: Arkham Origins, you will meet many villains of varying degrees of lousy. Some of them can give a novice player a lot of problems. About where the main difficulties may arise - below in the text.

How to defeat Deathstroke

Deathstroke, one of the first bosses in Batman: Arkham Origins, is a good test of your reaction. The most important difficulty in the battle with him is to strike and counterattack in a timely manner. It is very important not to rush and press the counterblow key only when the corresponding indicator lights up above Deathstroke's head. If counterattacked too soon or too late, Batman will receive an approving slap in the face from one of the most adept melee combatants in the DC Universe.

How to beat Bane

We will face Bane twice in battle. During the first battle, the player is required to dodge the strongest blows of Bane and timely strike back with lightning-fast streaks. In general, your first meeting with him should not give you much trouble if you have successfully beaten ordinary opponents before.

During the second encounter, the battle will be split in two. If the first one follows exactly the same scenario as described above, then the second part will make you tinker a little. Under the influence of Venom Bane, you cannot attack head-on - Batman is forced to attack him covertly, using ventilation, floor grates and electrical circuits. Please note that Baine will not act twice for one trick, so you will have to show maximum ingenuity. The successful battle with the pumped Bane can be seen in the video attached below.

How to defeat the Mad Hatter

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

How to defeat Firefly

One of last bosses Batman: Arkham Origins. However, the fight is quite simple - if you know which gadgets to use at any given moment of the battle.

How to open suits

Batman: Arkham Origins features wide choose Batman costumes - each 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 armor in the appropriate section of the Bat Cave. Here's what to do to unlock suits for all occasions.

Batman- given at the beginning of the game.

Batman one million skin- register with the WBID service.

New 52 Graphic- capture all the villains from the most wanted list.

Dark knight- complete all challenges.

Noel- Find all Enigma Data Blocks.

Injustice- get all medals in challenges.

Blackest night- get a level in multiplayer.

Enigma Caches

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

Passing

If you do not know how to complete the task, find the necessary item or defeat this or that boss in the game, then you are welcome to the section Passing... Here we publish a wide variety of videos of each level walkthrough, collaborating with users on YouTube.

We attach a small storyline description of the game and a list of missions to each playthrough so that you can immediately enter the course of the events described in the game. In addition, we mention the author of the passage with an active link to his channel so that you can subscribe to other streams of the user.

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