Walkthroughs of batman arkham city. Catwoman alternate ending

Mr. Freeze can rightfully be considered one of Batman's most serious opponents. For a long time Disputes do not subside: should he even be classified as a villain? How many fans and comic book writers position Victor as an anti-hero? After all, when committing his crimes, he is not guided by a thirst for profit; all his thoughts are focused exclusively on saving his terminally ill wife. In the game Batman: Arkham City, the villain appears as one of the bosses; the fight with him is very different from all the others in strategy and approach. The reason for the sudden confrontation between Batman and Freeze at the Gotham police station will be the antidote, and the stumbling block in the negotiations will be Nora, Freeze's wife, kidnapped by the Joker and hidden in the industrial area of ​​the city. In battle, stealth skills and the ability to quickly adapt to the situation will be useful, since frontal attacks and tenfold combos do not work. The battle from beginning to end will take place in constant motion: one will hide, the other will tirelessly search. The key to victory is stealth strikes. After each missed attack, Mr. Freeze will change the rules of the game in his favor: you won’t be able to perform the same trick twice. We should not forget that in the past he was a brilliant scientist and was distinguished by an analytical mind, therefore the approach to him should be special.

Starting conditions and rules for fighting Mr. Freeze in Batman: Arkham City:

  • Batman and Victor are in the same room, all entrances and exits to which are blocked by ice. Getting into the enemy's field of view at a long distance, the long-eared one risks being knocked out by a jet of ice; at close range, it can be snatched off with a butt or receive a powerful blow from a force field. During a prolonged game of hide and seek, Mr. Freeze begins to actively use the heat trace detector: wherever Batman goes, he will track him using his heat prints. If the trail breaks, for example, near obstacles or at the edges of areas, Victor will release three detectors into the air: they will scan the room, find the missed target, even if it is in cover, and the pursuit will continue. Predictability in behavior should be used to lure the victim into a trap and carry out unexpected covert strikes. Each tactical move ends with beating the stunned Frieze with a series of blows, the main thing is to stop in time and hide before the suit’s force field turns on, which knocks back and causes significant damage.

Ice statues of Nora are located around the police station; destroy them to distract the enemy's attention. When Victor releases detectors into the air, try to shoot them down with batarangs. Batman's location will be revealed, but damage will be avoided. Ceiling platforms, called " " since Arkham Asylum, cannot be used during the mission; they are frozen.

Full list of sneak attacks to defeat Mr. Freeze in Batman: Arkham City:

  1. Hit from behind: We sneak up from behind and carry out a sneak attack. After this blow, Frieze will turn on two nozzles in the back of the suit - it will no longer be possible to approach from the back.
  2. Attack from under the floor: in the center of the hall, closer to the eastern part, there is underground ventilation. We climb there, wait for Frieze to approach and deliver a hidden blow. After this, all underground ventilation will be frozen.
  3. Attack from above: climb onto any elevated object, wait for Frieze to pass by, and jump onto it. After a successful attempt, all cabinets from which you can jump will be frozen.
  4. Attack from behind the railing: on each elevated tier (there are two of them: in the western and eastern parts of the room) there are railings along the perimeter. We climb onto them, hang from the outside, wait for Frieze to pass above us, and strike. After this, all railings will be frozen.
  5. Attack from outside the window: There are wide windows in the northern and eastern parts of the room. We lure Frieze to them (from any side) and hide. As soon as he passes outside the window, we launch an attack. Having recovered, Victor will break and freeze the remaining windows.
  6. Disstructor: yes, yes, a remote control that was obtained several missions ago with the help of Victor himself. We aim at the enemy and disable his suit. After this, the suit will be reconfigured so that the disruptor will no longer affect it.
  7. Magnets: There are two large magnets in the room - in the northwestern and southern parts. We wait for Victor to pass by and shoot at the magnet with a remote electric charge. He will be instantly attracted to the magnet. At this moment it will be harmless, after which the magnets will be frozen.
  8. Rope launcher: We wait until Frieze turns away and shoot with a cable launcher parallel to his movement. The blow must be delivered to the back, otherwise the attempt will end in failure. After this, Frieze will turn on the upper nozzles on the suit - it will no longer be possible to repeat the trick.
  9. Ceiling glasses: on the upper tiers in the western and eastern parts of the room there are “windows”. We run under them, climb up and wait for Victor to follow the tracks. As soon as he is under the window, we deliver a sudden blow. After this, he will, of course, freeze the rest of the glass.
  10. Current: a puddle has spread in the center of the room, into which a wire has been lowered. We lure Frieza into it, after which we press the button on the wall, or throw a batarang at it. He will be electrocuted, after which he will become easy prey. The puddle will then be frozen.
  11. Hit with planning: we climb onto any hill, wait for Victor to turn his back, strike, gliding on the cloak. Taking this possibility into account, Freeze will lower the temperature so that the cloak will become covered with frost and Batman will not be able to repeat the blow.
  12. Explosive Gel: In two places - near the pool of water in the western part and inside the room in the eastern part - there are thin walls that can be blown up with explosive gel. We apply the gel, wait for the victim to approach (the suit tells you when someone is near the gel) and explode. After this, all thin walls will be destroyed and frozen.

Conditions for defeating Mr. Freeze at different difficulty levels in Batman: Arkham City:

  • Easy difficulty level: requires about 5-7 hits from the list. Oracle (Barbara Gordon) will tune Batman's suit to the wave of Freeze's suit. This will allow you to be alert and know what he is doing in this moment. The damage from Victor's attacks is low, there is room for error.
  • Medium difficulty level: requires about 7-9 hits from the list. Information about Frieza's movements remains available, the cost of an error increases along with the damage received.
  • High level of difficulty: Requires 10 hits from the list. Information about Frieza's movements remains available, the damage from retaliatory attacks is high, caution must be exercised.
  • New game +: Requires 11 hits from the list. There is no information about Victor's movements. When detective mode is turned on, response tracking begins (the indicator appears on the right side of the screen); with prolonged use, Freeze launches a jammer in response, which completely blocks the mode. The damage from his attacks is very high.

The optimal combination of hidden attacks to defeat Mr. Freeze in Batman: Arkham City:

  1. The magnet that Frieze walks near after the cutscene.
  2. Explosion of a thin wall, which is located near a puddle with a wire.
  3. The puddle itself, an electric shock.
  4. A blow from the underground ventilation, which is located just east of the puddle.
  5. Starting with planning, it’s better to start from the western part of the room - from the cabinets.
  6. Strike from above: after planning, we quickly climb onto the second tier, wait for Frieze to recover and jump on him.
  7. Disstructor: we hide behind the nearest cover and disable Victor’s suit.
  8. Window: we run into the room under the second tier, wait for Frieze, jump out of the window.
  9. Railing: we lure the enemy to the second tier, hang from the railing, strike.
  10. Hit from behind: we simply sneak up from behind and strike.
  11. Depending on the level of difficulty, we finish the fight with strikes from a rope launcher and through ceiling glass.

Game: Platform: PC, PS3, Wii U, X360 Genre: action Release date: October 18, 2011 In Russia: November 25, 2011 Developer: Rocksteady Studios Publisher: Warner Bros. Interactive Entertainment Publisher in Russia: 1C-SoftClub / Track down We will have to start the game under the control of Catwoman, and not Batman, as it might seem. We deal with Two-Face’s people, then we break into the safe, where all our success is interrupted by Harvey showing up.

Penguin wants revenge with Wayne, i.e. with Batman, so he kidnaps him right at the closing event of Arkham City. Having regained consciousness in a black room, the local doctor Hugo Strange begins to flash before our noses, who apparently desires to gain power over the entire city. Without thinking twice, we rock on the chair and free ourselves from the bandages. We stun the fighter who has shown up with a counterblow, after which another fighter will throw us onto the site with other prisoners. We get in line “A” and go into the elevator. Having gone upstairs, we take out the prisoners, after which we help Jack Ryder get to his feet. At this time, the Penguin himself will appear. After talking with him, we strike him with a counterattack at the moment when he starts to swing. We deal with his people and climb to the roof along a ladder, which can be climbed using a container with garbage. Now you need to change your greasy suit for Batman's signature outfit. We jump onto the adjacent building with a neon sign and, making our way along the ledges, we find ourselves on the roof. Having equipped ourselves, we hack the encrypted radio signal indicated by the orange circle. It is necessary to save Catwoman from Two-Face. We fly to the courthouse, deal with the guards and get inside. We silently neutralize the enemy with the gun, after that we jump down and begin to fight with the very, very thin audience.

Selina has been saved, it is necessary to investigate this place for evidence. We scan the glass that the Joker shot at, as well as the hole in the floor from the bullet. Judging by the line of flight of the bullet, the shooter was in the church not far away - we follow there. Inside we meet Quinn, who runs towards us to greet us, apparently. We put our fist forward, after which she will be offended and leave the room. But her armed thugs who stand in front will not let us pass. We throw a smoke bomb and climb to the gargoyle above. Using the Detective mode, we fly to the last ledge in the distance, silently jump down and perform a double counterattack. There were two wreckers left with hostages. We strangle the first one with our feet, hanging on the scaffolding, and we cut the second one down by breaking through a wooden wall. The hostages have been freed, now it is necessary to investigate the place of the shot, that is, the bell tower. We open the door to the right of the main entrance and go up. After scanning the sniper rifle, we watch the video from the Joker, after which we jump out the window to escape the bomb.
Batman is on guard duty. You need to find the Joker to interrogate him about what he knows about Protocol-10. You will have to find his lair using a radio signal. If the signal is accurate and is indicated more branchily, then we are going in the right direction. The indicated distance to the target will also help with this. We get to the tower, from where we contact Alfred. To get to the plant, you will have to jump into the chimney, which is located right next door.

We jump from the rope forward onto the platform. We slide under concrete, crawl over pipes. In order not to burn in the coals, we take the batclaw and, with its help, open the hatch in front. We jump down and crawl along the ledge over the molten iron. We climb onto the railing, from where we jump onto other similar ones. Being at a dead end, we apply explosive gel to the floor and go down. We take out the batarang and launch it into the reddish button above the pipe, from where hot air vapors emanate. We climb into the narrow passage and see the failed execution of the doctor. When all the prisoners have escaped, we crawl under the bars under the remaining clowns and, without coming into contact with them, we crawl further. To remove the steam that prevents us from going further, in detective mode we go along the pipe and, using a fast batarang, immediately turn off three toggle switches at once. Now you can walk past the ill-fated pipe with a measured soul in order to collapse on the heads of the Joker’s servants. Having dealt with them, open the map of the area and follow the assembly flow. Using Detective mode, we look for another path. To do this, we follow the assembly flow, where we open the door using the button located right there. We silently eliminate the clowns and jump into the next room through the window. We eliminate other armed bandits, after which we free Dr. Stacy. We take the new weapon and continue on our way to the Joker.

We return back to the loading hall, but the door sealed by Quinn’s people will not let us out of here. To the left of it there is another door, which can be opened using a remote electric charge. Behind it, we open the next door using exactly the same method and go out to the assembly flow. Through the ventilation we go out to four clowns and scatter them. We follow to the site, where we meet Quinn. When she runs away to the Joker, who is very beaten by the titanium, we take out the electric charge and use it on the generator, which is located opposite the sign. Rocking the crane, we tear down the sign and climb up. From there, a one-armed, pumped-up clown will throw us off with his own metal leg. We paralyze him with an electric charge so that he, swinging his own sledgehammer, will inflict considerable damage on the clowns, without forcing us to push very hard. When all the clowns are on the floor, we finish off the tough guy and climb upstairs, where the Joker set a trap for Batman.
If you really want, you can even fly as a “hare” in a helicopter. Now we have to play as Selina again. We go to her apartment to pick up some things. We get to the roof, open the grate, scatter the uninvited guests and take away the items. Now that we are fully armed, we are heading towards Ivy. We destroy her boyfriends, gradually rising through the levels higher and higher, so as not to suffocate in her poisonous cloud.

Meanwhile, the Joker has poisoned Batman and asks for a cure to save himself. Batman himself also needs a healing agent, so he will have to find Freeze. It is located in the police building, the coolest point of Gotham, on the shore of the bay. At the entrance we knock out two clowns and, using an electric charge, open the door halfway. We fly inside, take the chip from the corpse and decipher the Penguin's radio signal. We go inside and secretly stun 4 of Penguin's men. We interrogate the remaining 5th fighter, after which we try to get out of the trap. To do this, we crawl to the panel and hack it using an encryption sequencer. The result is the word “Anatomy”. We exit back into Gotham through the exit and head towards the museum. At the entrance we deal with the guards and hack the panel, the password for which is “Fossil”. Having penetrated inside and learned to dodge knives, we jump into the right window and try to hack the console from the motion sensors that cover the grille in front. Unfortunately, we are getting in the way of military jammers and will have to kill them. The first one is on the roof of the museum, the second one is a little further north on the roof. The last 3rd one is located in the metro. We head to the place and deal with the guards outside. We get inside and immediately stun two fighters. We go down and go out into the old metro tunnels. We slide along the carriage, blow up the wall made of boards, and scatter 3 bandits. Then we immediately open the door using an electric charge and slip inside. We destroy the armed soldiers and deal with the last jammer. We follow the same path back to the museum.
Bezpaleva. We hack the latest console and get the password “Dinosaur”. We go further and free the prisoner. It turns out this is one of the cops who arrived here on assignment. But they are all in captivity, they will have to be freed together with Frieze. We go down below and go through the door. To raise the grate, use the controlled batarang on the button. We go forward and enter the arena, where the Penguin will simply unleash a gigantic mass of prisoners on us. In order to escape from this crowd, stingy to the flesh of Batman, we shoot an electric charge at the armed people, so that in paralysis they beat their own comrades. When a bandit pumped up with titanium comes out against us, we dodge his ram, stun him and jump on his hump. We destroy other prisoners and the thug himself. To go further, we use the controlled batarang on the button on the left, which is behind the live wire. We hack the panel, the password is “Yarsky”. We climb into the elevator, go up, apply explosive gel to the ceiling, go down, detonate it and go up again. We blow up the concrete and ice walls. Going out into the large hall, we see how Penguin froze a policeman. We save him by carefully making our way across the ice. We get to the suspended raft and, using the batclaw, lower it into the water, after which we save two other frozen cops. Now there are five more policemen left to save, whose positions are indicated on the map. First, let's go to the armory, where we save 3 policemen. Frieza’s suit is also there, but you can’t see him himself. We head back onto the ice and go to another room, which is opposite the previous one. To get to the three teasing bandits, we hack the console with the password “Reptile”. Having installed lanterns under their eyes, we go forward and find Frieze. To the right of it there is an unreinforced wall, we smear gel on it, when suddenly a crusher falls towards us. Having dealt with him, we go forward and free Frieze by hacking the “Microwave” password. Now you need to go back to the suit and pick up the module. Having received the ice cannon destructor, we head to the Penguin. We run up to him point-blank and use the destructor, after which we prescribe an authoritative bream to the villain. But Solomon falls on our heads. To defeat him, using the gel, we explode three energy sources three times in a row until we defeat this walking killing machine. Then, dodging missiles, we approach the Penguin and knock him out. In Arkham Asylum, Scarecrow created hallucinations for us, now Ra’s replaces him. In detective mode, we scan the ninja’s blood and, following the tracks, go out into the street. The blood will lead us to the roof of the building, where we find bandages. We scan them and stumble upon that assassin. We chase her, and when we catch up, we launch a counterattack and attach a bug to her back. At this time, Robin will come to us and give us a rope launcher as a gift. Having taken a fancy to this necessary device, we head for the bug’s signal. He will lead us to Joker's Island. Having smashed 4 clowns at the entrance to the gutter, we ferry down and follow the tunnels. Having reached the cliff into the water, we take out the cable launcher and shoot from it at the other end of the passage. But, we need to turn left, so when we reach a fork, we shoot it in the other direction and thus get to the place that suits us. We reach a healthy wall hatch, at the bottom of which we break through the floor. Having dealt with the Joker’s people, we hack the console – “Transport”. Through the opened gate we go out into the old, familiar metro. We turn right, go through the door and go left, where we cross the water using a rope launcher.

Having got out into the collapsed streets, Batman will become uncomfortable all because of the same poison of the Joker. Having come to our senses, we fly over the abyss and deal with the clowns. We go out into the hall with the miracle machine, where we save the doctor. We go downstairs and go through the door, where Batman will again feel uncomfortable. To open the gate we use an electric charge. Having met 3 ninjas, we deal with them and, just like last time, open the gate. We go out to a huge sealed gate. You can’t just open them, you need to find another method to get inside. Fortunately, there is a bot nearby that can be scanned to obtain video data. But again, unfortunately, his head does not contain all the information; it is necessary to find other bots. One is behind us, the other two are in display cases opposite each other. The 4th was located to the left of the sealed gate in the house on the second floor. From there we shoot with a cable launcher at the window with glass, fly inside, go around the building, break the 2nd glass and scan the 5th bot. The last one remains, it is located opposite this house on the roof with 4 broken walls. After watching the video, we find out the secret entrance to the ninja’s lair. Let's approach this place, we deliver a counterattack to the assassin and use his blade to get inside.

(*) Screenshots under the "spoiler" in reduced form.

Click on them to open in full size (1280x1024).

IMPORTANT! Screenshots - reveals the plot very well , that is, if you don’t want to find out what will happen, I advise you not to watch!

1. Batman Begins

Get to Arkham City

We rock on the chair to free ourselves. We counter-attack the guard and take the chip. We go to “queue A” and go through the gate. When the gate opens, we follow the two “guards”. We enter into a fight with the prisoners, for now it will be effective to carry out counter-attacks. Raising Jack Ryder.


Climb higher and contact Alfred

We fend off the Penguin's blow and distribute cuffs to his guys. After this, you can knock out the Penguin. We climb the stairs to the roofs, opposite you will be the ACE Chemicals building - we jump and grab the ledge - we move along it. We go up to the roof and turn into Batman.
We hack the wave of TIGER negotiations.

2. Batman: Save Catwoman from Two-Face

Find Two-Face's court hearing and get inside

The goal is easy to reach. Here you get a signal from the Bat-searchlight in the sky and a green mark on the compass. In general, we fly forward, to a building with columns. At the entrance we will be met by Two-Face's people, it doesn't matter. We go into the Solomon Wayne Courthouse and go up to the 2nd floor. We climb up the stairs and remove the guard from above, move along the rope - we dive into the crowd. A good time to get combo achievements.

3. Batman: Interrogate the Joker for details about Protocol 10

Scan a crime scene to obtain ballistic data

We use the evidence scanner, scan the traces of the bullet:
1) Glass
2) Gender

We head to the church, 3 fools are waiting for us at the entrance, waiting for a thrashing. We go in and throw Harley Quinn away.
Harley's armed men are ahead of us, we need to disappear - we throw a smoke grenade and fly up to the gargoyle. We use “detective mode” to study the situation. We need to save the hostages, only 4 guards.
We carefully go down to the one on the left - we break through the wall and cut it out. We rise and jump onto the scaffolding to the second one, we cut it down. There are 2 left, we go down behind them and do a “double decisive blow”.

Scan the sniper rifle for evidence

We climb the bell tower, scan the sniper rifle and jump out the window.


Track the source of the radio signal and find the Joker

Following the sensor, we head to the Northern Docks area. The source will come from the Sionis Industries steel mill.


Infiltrate the steel millthrough the main pipe

We cling to the largest pipe to your right and fall down.
We fly from the rope to the edge of the pipe and go through the debris. We take the batclaw and rip the hatch off its hinges to put out the fire. We jump down, grab the ledge and climb over to the other side. We jump onto the railing and cross to the other side, through the fire. We turn on detective mode, use explosive gel to make a hole in the floor. We pass through the ruins. To turn off the steam, use the batarang to press the button on the right.
We pass through the “basement”, observing what is happening. We get out and get rid of the Joker's gang.

Save the doctor from the Joker's thugs

We go through the door on the left, there will be an armed trinity ahead, we use the conveyor. We move along the gargoyles and silently remove them. The door is closed, we break in through the window. We go left, we knock out two. We neutralize everyone in the room, save the doctor - we get the gadget.

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

We go to the door on the left, open it using a new gadget. We go through the ventilation and deal with the guys who “blocked the exit.” We return to the loading bay, there will be a generator opposite the gate - we shoot at it with an electric charge and use the crane to break the signs from above.
A gang will come out to quickly deal with everyone - we shoot at the one-armed Russian clown with electric charges, he will scatter everyone with a “spinner”, and then we finish him off too. We go upstairs to the office.

4. Batman: Find Mr. Freeze and take the cure

Find Freeze by identifying the coldest spot in Arkham City

We have a temperature sensor, all that remains is to find Freeze. We move towards Gotham, along the river - we get to the Police building. The guys are waiting for us at the entrance, let's go through. We open the door with an electric discharge and slide under it. We take the chip from the dead guard and tune in new wave. We go through the door, in the hall on the left there are armed guards. We hide around the corner, from here you can jump on the gargoyle - we rise. We film everyone one by one, and interrogate the last one.


Save Mr. Freeze from the Penguin in the museum

We use the encryption sequencer to hack the panel in the security room and open the door (ANATOMY). We leave and head into the spotlight - to the museum. To get inside, we break the lock (FOSSIL) and go in. We learn to dodge cutting weapons. There will be a gate that opens (closes) based on a motion sensor - we jump into the window on the right and try to turn off the sensor.

Disable Penguin's jammers

We go outside and climb onto the roof of the museum, get rid of the guards, and then destroy the interferer. Then a second transmitter, just north of you...and then the last one. It is located in the subway. We go down to the trains, there will be a carriage on the left - we climb up, pass through the abandoned mines. We stun the enemies, use the cannon to lift the door and slide inside. Our goal is guarded by a crowd of armed enemies; we take them down one by one using gargoyles. We destroy the target and return to the museum.

Rescue Mr. Freeze from the Penguin in the museum (Rescue the remaining Gotham police officers)

We break open the gate a second time (DINOSAUR). Let's go down, save the cop - we'll find out the code. We go down, there will be a grate - we use a controlled batarang, point it at the button.
We deal with the crowd, then a clown pumped up with "TITAN" comes out - we climb onto his back and scatter everyone. When he runs at you, use a quick batarang, as in part 1.
To go further you need to use a controlled batarang and activate the button. We pick the lock (JURASSIC). We use the elevator, using a cannon - we blow up the wall along the way. We leave and go into the hall, save the frozen cop - and then two more with the help of a raft and a batclaw. For now, we don’t go after the penguin, but go through all the rooms and save the police and our main goal- Mr. Freeze. (Frieze is located opposite the hall where his costume is located). To get to Frieze, open the gate (REPTILE). To the right of Frieze is a wall, we break it - we meet the second twin brother (one-armed), the tactics are the same. We go through and free Frieza (MICROWAVE).

5. Batman: Fight the Penguin in the Iceberg Lounge

Remove the security key from Frieza's suit to disable the Ice Cannon

After Freeze is freed, we go to the hall opposite. We break the display case with the suit and get a new gadget.
We are heading to the Ice Lounge, Penguin is already waiting for us. You need to get closer to him to deactivate the cannon. We roll between the arches without getting caught in the ice jets. We reach the bridge - we turn off the cannon.


Solomon Grundy

Grundy is powered by electricity; there are 3 power sources in the “arena”. Using the gel, we destroy the sources, approach and beat him. We use the same tactics again, don’t forget to dodge balls, jumps and huge paws. We approach and finish with him. We break out of the huge arms, destroy 3 sources and now definitely finish with him.
We run from the rockets and beat up the Penguin.

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

Follow the killer's bloody trail to reach Ra's al Ghul

We scan the blood and follow the trail. It should lead you to the roof, where it breaks off.

Scan the killer's bandages for evidence

We scan the evidence.

Track down the killer and install a beacon

We catch up with the girl, attach a bug with a counter-attack.
We get a new gadget from Robin.


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

We go to the icon that will lead us to the Joker's Jolly Island. We go down into the sewer, we reach a cliff - you need to use a rope launcher. We cross to the grate (to the other side), from there we begin to go back, but aim to the right at the middle and cross to the other side. We reach the hatch, break through the floor - we deal with the enemies and break open the panel (TRACK). We pass through the metro and go out into the streets. We move to the clowns, into battle - and then through the door.
We save the hostage from the Joker's armed men. We go down and go out to go through the gate - we use the cannon.

Recover video data from mechanical guard

We scan all the robots in this area. 2 on stands, 2 along the street, 1 on the roof, 2 in ruined houses.


Find a secret entrance using video data

We watch the video, approach the wall and try to open it. We carry out a counter-attack and open the door with a sword. Let's go and climb the stairs. We get up and move straight towards the huge gate. We follow Thalia and drink from the goblet.
We soar along the white trajectory onto the block, cling to it with a hook. You can't touch anything around, otherwise you'll fail. We deal with wars, we fly into the middle of the whirlwind. Then onto the next block, then onto another - we fight off the warriors - into the middle of the whirlwind. We rise and talk with Thalia.
First, we destroy the army, then, dodging the tip of the stars, we shoot with an electric discharge at the enlarged Ra's al Ghul (you must shoot directly into the gap between the wars around him). We quickly begin to repel the blows. We act a couple of times using the same tactics, at the end of the counter- We attack and kill the main one.
We use a controlled batarang.

7. Batman: Make a Cure

Interrogate Quincy Sharpe and get information about Hugo Strange

We return to the streets, along the path from which we came, exit through the metro - break open the gate (SEPARTMENT). let's get up. We head to the mayor...get rid of the guys near him and take him away.

Return to Mr. Freeze in the police laboratory with a blood sample of Ra's al Ghul

We head to the police station and donate blood.
First, we leave Frieze; you can defeat him in two quick ways:
1) Using the environment (Magnets on the walls, blowing up walls, etc.).
2) Use gadgets (his own technology), stab him in the back.
We finish and take the medicine, we get a gadget.

8. Batman: Take the cure from the Joker

Rescue Vicki Vale from the helicopter crash site

We go to the crash site, get rid of the snipers around (they are easy to find, they stand out by sight). We save the reporter.


Infiltrate the steel mill

We go to the factory, this time we go through the main door. Using a raft, we swim along the drain, use the batclaw to swim faster and avoid getting caught in a vice. Next, we pass through the ventilation - we spectacularly fly into the window, hand out the cradles to the guards - in the next room we save a person from death. We break through the wall and use the raft again. We reach an iron door, there is a switchboard on your left, and electricity is ahead. We use a controlled batarang and direct it through electricity to the shield.
We create an ice floe, get to the passage on the right - hack the panel (ROMANCIONIS). The bridge will fall behind, we meet the doctor.


Find the Joker at the steel mill

We go into the melting shop and neutralize the guys. In the next room there is a sniper and full of mines - we jump up and reach the conveyor belt. We climb into the box and are transported behind the sniper's back - we jump up and find... a tied up Harley Quinn.
We pass through the mine and head to the loading bay. There are two snipers and two simple clowns. We grab onto the hook and throw off the snipers, deal with the remaining enemies. We go up to the office, follow the arrows.
We beat the Joker and then his servants. We shoot at the one-armed man with an electric discharge - he will scatter his own, we use the Titan's thug - we finish off everyone.

9. Batman: Break through to the observation deck to stop Protocol 10

Scan TIGER helicopters to find general control software

We cling to helicopters and scan them until we find them main program. You need to scan ~6-7 helicopters.


Retrieve the general control program transmitter from the main helicopter

We scan the helicopter, load the data into the batcomputer - we get the access code to the Observation Tower.

Gain access to the Miracle Tower

We head to the tower. Let's hack (INSPIRING). We go down and go to the gate, knock out the guards with electric batons. After Hugo's message, a crowd will come out (1/2 are armed). If you throw smoke, the shooting will start, so it’s better to do it the old fashioned way. We go down into the sewer, and then into the hole to the very bottom. Using a rope launcher, we go to the hall with gargoyles and meet the nurse. We remove all security, hack the elevator:
1) OBSESSIVE
2) MEDICINE
We rise and immediately climb out into the hatch. There will be an ambush from above, we will attack them from behind. We break open the gate (RESERVATION). Along the ledge we get to the antenna (large pipe) - from its end, we cling to the highest point with a hook. We climb up the pipes.
Near the elevator shaft, we hack the panel (SUPPORT) - we jump into the opened hatch, then into the ventilation. In the “heart of the tower” a whole crowd is guarding the crazy professor, we’ll shoot one at a time. 1 guard will go out onto the balcony, we will stun you - the others will start searching. Jumping from balcony to balcony we get rid of everyone (you can also use gargoyles to hang guards). We approach Hugo (DEFENSE OF GOTHAM).

We will have to start the game under the control of Catwoman, and not Batman, as it might seem. We deal with Two-Face’s people, after which we crack the safe, where all our success is interrupted by Harvey showing up.

Penguin seeks revenge with Wayne, i.e. with Batman, so he kidnaps him right at the Arkham City closing event. Having come to our senses in a dark room, the local doctor Hugo Strange begins to flicker before our noses, who apparently wants to gain power over the entire city. Without thinking twice, we rock on the chair and free ourselves from the bandages. We stun the soldier who showed up with a counterattack, after which another soldier will throw us onto the site with other prisoners. We get in line “A” and go into the elevator. Having gone upstairs, we take out the prisoners, after which we help Jack Ryder get to his feet. At this time, the Penguin himself will appear. After talking with him, we strike him with a counterattack at the moment when he starts to swing. We deal with his people and climb to the roof along a ladder, which can be climbed using a container with garbage. Now you need to change your greasy suit to Batman's signature outfit. We jump onto the neighboring building with a neon sign and, making our way along the ledges, we find ourselves on the roof. Having equipped ourselves, we hack the encrypted radio signal indicated by the orange circle. We need to save Catwoman from Two-Face. We fly to the courthouse, deal with the guards and get inside. We silently neutralize the enemy with weapons, after which we jump down and begin to fight with the very much diminished audience.

Selina has been saved, we need to examine this place for evidence. We scan the glass that the Joker shot at, as well as the hole in the floor from the bullet. Judging by the trajectory of the bullet, the shooter was in a church nearby - we follow there. Inside we meet Quinn, who runs towards us to greet us, apparently. We put our fist forward, after which she will be offended and leave the room. But her armed thugs who stand in front will not let us pass. We throw a smoke bomb and climb to the gargoyle above. Using the Detective mode, we fly to the last ledge in the distance, silently jump down and perform a double counterattack. There were two thugs left with hostages. We strangle one with our feet, hanging on the scaffolding, and we knock out the second by breaking through a wooden wall. The hostages have been freed, now we need to examine the place of the shot, that is, the bell tower. Open the door to the right of the main entrance and go up. After scanning the sniper rifle, we watch the video from the Joker, after which we jump out the window to escape the bomb.

Batman is on the lookout.

We need to find the Joker to interrogate him about what he knows about Protocol 10. You will have to search for his lair using a radio signal. If the signal is clear and more branched, then we are going in the right direction. The indicated distance to the target will also help with this. We get to the tower, from where we contact Alfred. To get to the factory, you will have to jump into the chimney, which is located right next door.

We jump from the rope forward onto the platform. We slide under concrete, crawl over pipes. In order not to burn in the coals, we take the batclaw and, with its help, open the hatch ahead. We jump down and crawl along the ledge over the molten iron. We climb onto the railing, from where we jump onto other similar ones. Being at a dead end, we apply explosive gel to the floor and go down. We take out the batarang and launch it into the red button above the pipe, from where hot air vapors emanate. We climb into the narrow passage and see the failed execution of the doctor. When all the prisoners have escaped, we crawl under the bars under the remaining clowns and, without coming into contact with them, we crawl further. To remove the steam that prevents us from going further, in detective mode we go along the pipe and, using a quick batarang, turn off three switches at once. Now you can walk past the ill-fated pipe with peace of mind to fall on the heads of the Joker’s servants. Having dealt with them, open the map of the area and follow to the conveyor. Using Detective mode, we look for another path. To do this, we follow the conveyor, where we open the door using the button located here. We silently eliminate the clowns and jump into the next room through the window. We eliminate the remaining armed bandits, after which we free Dr. Stacy. We pick up a new weapon and continue on our way to the Joker.

We return back to the loading hall, but the door sealed by Quinn’s people will not let us out of here. To the left of it there is another door, which can be opened using a remote electric charge. Behind it, we open the next door in exactly the same way and go out to the conveyor. Through the ventilation we go out to four clowns and scatter them. We follow to the site, where we meet Quinn. When she runs away to the Joker, who is very beaten by the titanium, we take out the electric charge and use it on the generator, which is located opposite the sign. Rocking the crane, we tear down the sign and climb up. From there, a one-armed, pumped-up clown will throw us off with his cast-iron leg. We paralyze him with an electric charge so that he, waving his sledgehammer, will inflict considerable damage on the clowns, thereby not forcing us to strain too much. When all the clowns are on the floor, we finish off the big guy and climb upstairs, where the Joker set a trap for Batman.

If you really want to, you can even fly like a hare in a helicopter.

Now we have to play as Selina again. We go to her apartment to pick up some things. We get to the roof, open the grate, scatter the uninvited guests and take away the items. Now that we are fully armed, we head to Ivy. We destroy her boyfriends, gradually rising through the levels higher and higher, so as not to suffocate in her poisonous cloud.

Meanwhile, the Joker has poisoned Batman and demands the cure to save himself. Batman himself also needs medicine, so he’ll have to find Freeze. He is located in the police building, the coldest point of Gotham, on the shore of the bay. We knock out two clowns at the entrance and, using an electric charge, open the door halfway. We fly inside, take the chip from the corpse and decipher the Penguin's radio signal. We go inside and secretly stun Penguin's four men. We interrogate the remaining fifth fighter, after which we try to get out of the trap. To do this, we crawl to the panel and hack it using an encryption sequencer. The result is the word “Anatomy”. We leave back into Gotham through the exit and head towards the museum. At the entrance we deal with the guards and hack the panel, the password for which is “Fossil”. Having penetrated inside and learned to dodge knives, we jump into the right window and try to hack the console from the motion sensors that cover the grille in front. Unsuccessfully, we are hindered by military jammers, we will have to destroy them. The first is on the roof of the museum, the second is a little further north on the roof. The last third is located in the metro. We head to the place and deal with the guards outside. We get inside and simultaneously stun two fighters. We go down and go out into the old metro tunnels. We slide along the carriage, blow up the wall made of boards, and scatter three bandits. Next, here we open the door using an electric charge and slip inside. We destroy the armed soldiers and deal with the last jammer. We follow the same path back to the museum.

Bezpaleva.

We hack into a new console and get the password “Dinosaur”. We go further and free the prisoner. It turns out this is one of the cops who arrived here on assignment. However, they are all captured and will have to be rescued together with Frieze. We go down below and go through the door. To raise the grate, use the controlled batarang on the button. We go forward and enter the arena, where the Penguin will unleash a huge crowd of prisoners on us. To escape from this crowd greedy for Batman’s flesh, we shoot an electric charge at the armed people, so that they beat their own comrades in paralysis. When a bandit pumped up with titanium comes out against us, we dodge his ram, stun him and jump on his hump. We destroy the rest of the prisoners and the thug himself. To go further, we use the controlled batarang on the button on the left, which is behind the live wire. We hack the panel, the password is “Yarsky”. We climb into the elevator, go up, apply explosive gel to the ceiling, go down, detonate it and go up again. We blow up the concrete and ice walls. Going out into the large hall, we see how Penguin froze the policeman. We save him by carefully making our way across the ice. We get to the suspended raft and, with the help of the Batclaw, lower it into the water, after which we save the other two frozen cops. Now it remains to save five more policemen, whose location is indicated on the map. First, let's go to the armory, where we rescue three policemen. Frieza's costume is also located here, but he himself cannot be seen. We head back onto the ice and go to another room, which is opposite the previous one. To get to the three teasing bandits, we hack the console with the password “Reptile”. Having installed lanterns under their eyes, we go forward and find Frieze. To the right of him there is an unfortified wall, we smear gel on it, when suddenly a thug comes towards us. Having dealt with him, we go forward and free Frieze by hacking the “Microwave” password. Now you need to go back to the suit and pick up the module. Having received the ice cannon destructor, we head to the Penguin. We run up to him point-blank and use the destructor, after which we prescribe a noble bream to the villain. But Solomon falls on our heads. To defeat him, use the gel to explode three energy sources three times in a row until we defeat this walking killing machine. Next, dodging the missiles, we get close to the Penguin and knock him out.

In Arkham Asylum, Scarecrow created our hallucinations, but now Ra's replaces him.

In detective mode, we scan the ninja's blood and, following the tracks, go out into the street. The blood will lead us to the roof of the building, where we find bandages. We scan them and stumble upon that assassin. We chase her, and when we catch up, we launch a counterattack and attach a bug to her back. At this time, Robin will come to us and give us a rope launcher as a gift. Having taken a fancy to this useful gadget, we head for the bug’s signal. He will lead us to Joker's Island. Having smashed four clowns at the entrance to the sewer, we fend down and follow the tunnels. Having reached the cliff into the water, we take out the cable launcher and shoot from it at the other end of the passage. But, we need to turn left, so when we reach the fork, we shoot it in the other direction and thereby get to the place we need. We reach a healthy wall hatch, at the bottom of which we break through the floor. Having dealt with the Joker’s people, we hack the console – “Transport”. Through the opened gate we go out into the old familiar metro. We turn right, go through the door and go left, where we cross the water with the help of a rope launcher.

Having got out into the collapsed streets, Batman will feel uneasy all because of the same poison of the Joker. Having come to our senses, we fly over the abyss and deal with the clowns. We go out into the hall with the miracle machine, where we save the doctor. We go downstairs and go through the door, where Batman will feel uneasy again. To open the gate we use an electric charge. Having met three ninjas, we deal with them and, just like last time, open the gate. We go out to a huge sealed gate. You can't just open them, you need to find another way to get inside. Fortunately, there is a robot nearby that can be scanned to obtain video data. But again, unfortunately, not all the information is contained in his head; you need to find the rest of the robots. One is behind us, the other two are in display cases opposite each other. The fourth was located to the left of the sealed gate in the house on the second floor. From there we shoot with a cable launcher at the window with glass, fly inside, go around the building, break the second glass and scan the fifth robot. The last one remains, it is located opposite this house on the roof with four broken walls. After watching the video, we find out the secret entrance to the ninja's lair. We approach this place, deliver a counterattack to the assassin and use his sword to get inside.

Your adventure will begin in a location called Island Bleake. This is the northeastern part of Gotham City. In this part of the city, you will have to work hard to collect all the Riddler's prizes. Some are out in the open and you just need to go up to them and take them, the rest are hidden in secluded places and will require you to have certain skills in solving puzzles. In this guide, we will tell and show you the location of all Riddler Trophies Bleake Island and what is the best way to get them.

We are preparing material for you on all places in Gotham, use the links below to determine the location of Riddler Trophies on other Islands and Locations such as:

12. Behind the breakable wall at the top of the northern building in Panessa Studios.

Update: Trophy #17-alfa located in the Gotham Water Tunnels. You can find it while completing Penguin missions. More detailed information Unfortunately, I don’t have any for this trophy.

Riddler Trophies - Puzzles.

Solving Riddler's logic puzzles will take a fair amount of effort, so we will need some time to solve such riddles; most of these riddles are blocked by completing story and side missions, and are not available from the very beginning of the game. Some of them require gadgets that you will have access to much later. Riddler puzzles are indicated on the map with yellow signs.

18. Pull out the train with the Batmobile and then move into the vent behind it. 19. Hook the lever with the Batmobile's hook, then shoot the question marks in the order shown when the circles reach the top mark. Proceed carefully.

20a. Shoot the winch at the marked hole, then rev up and get ready to race. The starting position is in the south of Miagani Island 20b. If you are fast enough, you will have time to climb to the top of the Osamu Corp building and take the trophy.

21. Obtaining a trophy will become possible during the completion of the 4th mission of the Penguin's caches. Underground, take the stairs to the office. 22. Use the Batarang to pick up the containers, then press the button on the floor and use the Bat Claw to grab the trophy. After this, several armed robots will attack you; to get rid of them, you will have to throw a Batarang to lower the container on them.

23. On the side where the Langstrom Laboratory is located Use the speech synthesizer on the robot through the glass so that it brings you the trophy. 24. Next to the Ace Chemical billboard you will see a lever. Pull out the cassette using the Batmobile's winch.

Update: IN 25a, when the question marks rise to the bridge, you need to turn into the right lane, quickly get to the edge of the sign on the bridge and continue tracking from there. Thanks to the user Kyle.

26. Use the speech synthesizer to guide the robot through the maze, it will bring you a trophy. Use the remote hacking device to disable the turrets, this will help the robot. 27. On the roof of Chinatown. You will have to fight with 9 robots, throwing Bzhtarang you will get 3 more.

28. In the west of the Clock Tower. use the winch on the Batmobile to the center of the circle, then use the remote electric charger on the generator. 29. On the northwest side of the building. Standing on the pressure plate with the Batmobile, shoot at the question marks that light up.

Updates: Regarding trophy #31, I’ll say right away that I’m playing on a gamepad. Your actions, we drive up, connect the winch, wait for the car to receive charges and turn on the EMR using the button "Cloak Stun". The electricity goes out and then you will need to act quickly. Jump out of the Batmobile by pressing "Double jump button" And holding her release "Rope Launcher" while holding the left analogue. All this must be done extremely quickly. Yes. This is hard! And yes it is inconvenient! That's why they are Riddler Trophies.

31a. In the tunnel under Panessa Studios, use the winch on the Batmobile to open the door. 31b. Use the power of the winch to disable the electrical barrier, then launch yourself into the air with the help of the Batmobile, once at the top use the Rope Launcher. Throw Batarangs at question marks.

33a. Use the winch on the lighthouse to make yourself a springboard. Climb onto the building, find the socket and use the winch to activate the next race.

33b. You'll eventually end up on top of the Chinatown building. If you managed to reach the goal within the allotted time, you can pick up trophy 34. Use a speech synthesizer to send the robot to one of the buttons, stand on the second yourself. Use the Bat Claw to collect the trophy.

35. At the Soap Factory, pull the slabs with the Batmobile. Hold each one so Batman can go through and get the trophy. 36. Using the Batmobile, pull the spring so that the ball with the trophy falls into the desired pipe. Happened! We take the trophy.

Well, we found all the possible Riddler trophies on Blik Island. Don't forget to subscribe to news in contact and stay tuned for updates.

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