Riddle tips for batman arkham asylum. Secrets of the game Batman: Arkham Asylum

Start

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

Disinfection room

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

Corridor "Loop"

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

Arkham Island

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

Medblock

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

Batman's Secret Cave

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

Arkham Mansion

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

Prison block

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

Botanical Garden

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

Intensive care building

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

Croc's Lair

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

Botanical Garden ( II)

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

Final

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

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

Not everyone prefers to have direct contact with Batman, e.g. Riddler, like the Oracle, communicates with him only by radio. Riddler, in everyday life Edward Nygma, scattered various riddles throughout the hospital, of which he had over two hundred, or rather, all two hundred and forty. The reward for successfully solving them are maps for the challenge mode, character biographies and interviews with them, as well as images of the heroes of the universe. The opportunity to solve all the riddles appears towards the end of the game, when Batman has all the available weapons in his arsenal. After completing the main part of the story all locations of Arkham and the surrounding area are opened to solve the remaining mysteries. Maps indicating the expected locations of riddles greatly simplify the task. When searching for some of them, follow ([X] key). Cards can be found in various locations, usually in prominent places.

The puzzles in Batman: Arkham Asylum are divided into categories and marked with special tags:

  • Green question marks- the most common secrets, there are several of them at each level. Some of them are in a visible place, the rest are hidden quite skillfully: in ventilation shafts and behind destructible walls. Having found them, we simply take them.
  • Arkham Spirit Monuments- small statues covered with mysterious writings, in the middle of which a beetle is placed. They store information about Amadeus Arkham, his family and the hospital itself. All you have to do is scan them.
  • Audio recordings- interviews with the most famous Arkham patients. They are located mainly in the offices of attending physicians and security guards.
  • Joker Jaws- a little fun from a crazy “clown” who scattered them throughout the hospital in unprecedented quantities. Not only do they jump, but they also constantly make nasty noises. For destroying five, ten, twenty toys with a batarang, experience points are awarded.
  • Riddles- the most difficult secrets. Riddles are a special pleasure for the Riddler, since the answers are sometimes very difficult to find and require remarkable attentiveness and ingenuity. Once on a new level, Riddler often asks some strange question, the answer to which is somewhere nearby. If in detective mode you suddenly come across a large white question mark without a dot, drawn on the floor or wall, know that in order to give an answer, you need to find a place where both the dot and the question mark itself are visible. After combining them, you should get a solid picture, then the riddle will be solved. The answer is given by holding down the [X] key in detective mode. Also, puzzles can be located outside of Arkham, in such cases it should be.
Once all the secrets of Arkham are revealed, Batman will be able to decipher the communication channel and establish the whereabouts of Edward Nygma. The police will go to catch Gotham's most mysterious criminal, and he will be captured. There are no other special prizes.

Locations of cards with secrets in Batman: Arkham Asylum:

  1. In the booth next to the Batmobile in front of the intensive care building. You can get inside through the roof using explosive gel.
  2. In the medical bay in front of the room with Harley Quinn and the hostage Commissioner Gordon.
  3. In the caretaker's office at the mansion where Dr. Young dies.
  4. In the central room of the prison block where Harley Quinn is arrested.
  5. On the second floor of the generator room in the botanical garden, where the electricity is turned off to pass through the "pool". An improved code sequencer is required for hacking.
  6. In the booth opposite Arkham Mansion and the caretaker statue, a code sequencer is needed to break into the door.
  7. In the office on the ground floor of intensive care, where the Scarecrow is hiding in the elevator after the third meeting.
  8. In the control room of the pumping station at the very top of the sewer, after creating the antidote in the Batman cave.
  9. In a booth between the medical wing and the prison block, where ambulances are scattered.

Game: Platform: Mac, PC, PS3, X360 Genre: action Release date: August 25, 2009 In Russia: September 24, 2009 Developer: Rocksteady Studios Publisher: Eidos Interactive Publisher in Russia: Novy Disk Localizer: Novy Disk / Track down Intensive Therapy Building

Batman took the Joker to a mental hospital. Something in the behavior of this clown alarms our hero and Batman decides to escort the prisoner to the cell. We follow the guards and listen to the joker's chatter. Batman is no longer allowed into the intensive therapy department in the “cell” block, supposedly for the peace of the prisoners, and here the joker “attacks”. Everything was planned in advance, the joker's girlfriend Harley Quinn was at the control panel, the bandits were transferred from the burned-out Blackgate prison.
Batman breaks the window and gets into the first mess. There will be two battles, the 1st with 3 prisoners, the 2nd with 4. Try to deliver combo blows; the more blows Batman strikes without stopping, the more points you will get for the battle. In the future, you will be able to receive Wine Tech upgrades for points. Joker offers to find him and opens the energy gate. There is no way out: “You called yourself a milk mushroom, get into the box,” we set off in search of a criminal genius.

Going up the ramp, on the left in the room, use a battarang to smash the teeth jumping on the floor by aiming with the right mouse button or by pressing the “Q” button - a fast batarang. We move along the corridor, we hear a warning from the security system about a violation of the regime; in 3 blocks, prisoners have broken free. Having reached the fork, we’ll teach the two destroyers a lesson, because there’s no point in twitching at the majestic and mighty. After the battle, we go to the right, because the door on the left is blocked. Having contacted the oracle (the daughter of Commissioner Gordon), Batman reports the situation. Once in the ward for the violently insane, we will talk with the nearest watchman Zach Franklin, he will explain the situation; the violent prisoner Victor Szas has chained the guard to an electric chair and is threatening to destroy him. We pass through the open door and go up the stairs, approaching the guards, we look up at the walls, there are gargoyles - by pressing the “F” button, Batman soars onto the gargoyle using a hook with a cable. We jump over to the nearest gargoyle, and aim at the offender by pressing the space bar, while in flight, press the left mouse button and strike. It is necessary to deliver the finishing blow, hold CTRL and press the right mouse button.

Having dealt with the bandit, we watch the video, Harley Quinn shows us the captured senior warden Sharpie. It turns out that the joker controls the security system. It is necessary to get out of the ward for the violently insane. Turn on detective mode with the “X” button and examine the room. We see a grate in the wall and a transparent wall, for now we’ll leave it until better times (in general, there are a lot of riddles in the game, but some will become available only at the end of the game, when Batman collects all his devices), approaching the grate, press the space bar quickly and many times. We go along the ventilation shafts to the grate and remove it in the same way as the first one.

Disinfection room

The Joker released his own poison gas, and everyone in the room is doomed to a painful death. Near the door to the room we look up and use the hook, when the “F” icon flashes. Having gone up, we save the guard, use a hook to jump onto the crossbar near the ceiling and save another guard, we jump further, here we will save the prisoner, points are awarded for all those saved. It is necessary to turn on the ventilation to clear the room of gas. We look around in detective mode and aim the batarang at the ventilation control panel.

Loop

We leave the disinfection room and find ourselves in a long corridor called a loop. We walk along it, there are arrows drawn on the floor, two bandits will attack from behind, it’s not even serious. We follow the arrows, enter the room and watch the video. The Joker releases a strange body from the container, apparently the result of some genetic mutation. We dodge his direct attacks by holding the spacebar and pressing the movement buttons left or right, lure the monster onto the power shields and while he is being twisted, we practice the blows. After several approaches, the monster falls, the joker makes notes for the future, reports that Commissioner Gordon has been captured and runs away. We receive a new main task to find and save the commissioner. Let's talk with the watchman, he will try to take us behind the joker, but something doesn't work out, then Batman decides to go back and check the detention cells for evidence. We return only go not to the disinfection room, but to the left into the previously closed passage. We get to the detention cells, guided by the map. And we scan it in detective mode, having found a flask with the bourbon of the traitor guard, we begin to search for it through the alcohol vapors floating in the air. We move along the corridor, looking for traces of whiskey in the air and find ourselves in the elevator room, here a distraught Doctor Harvey appears and drops the elevator on us. We go up the stairs into the room and select the audio recording, listen and get glasses, now we return to the elevator and look up until we find a point where we can hook ourselves with a hook, we overcome the obstacle course and find ourselves at a party of five bandits, having beaten everyone, we move on. Having passed through the ventilation tunnels, we see three bandits armed with machine guns. There is no point in attacking head-on. We look up and use the hook, jump from gargoyle to gargoyle, going to the rear of the bandits. We plan and, holding down the Ctrl button, sneak up on the nearest bandit and deliver the finishing blow to him. We deal with the remaining bandits. We go into the room where another bandit is standing and, also sneaking up from behind, we knock him down with a finishing blow. We move forward and find ourselves in the lobby of intensive therapy, there are two bandits with machine guns. Having dealt with them, the joker sends three more bandits, and we will calm these ones down. In the security room we take the audio recording. And we go to the killed watchman. After examining it, Edward Nygma bursts into our radio broadcast, he gives us the riddle “Be careful not to cut yourself on the shabby portrait.” We look a little to the right of the traitorous officer, there is a portrait of Chief Warden Sharpe hanging on the wall, we scan it. After which a watchman appears and opens the door.

Corridor with communications

We receive the task to leave the intensive care unit on the surface of the island. After talking with the watchman, we go out into the corridor with communications and when we approach the exit from it, we hear a critical news broadcast, the Joker reports to the residents of Gotham City about the capture of Arkham Island. We go into the pantry and through the ventilation pipes we get out to the surface. We examine the peninsula from a bird's eye view, going down we head towards the botanical garden. On the way we receive a signal of excitement from the Batmobile, Batman contacts the oracle and receives a map of the island, we go to the entrance to the intensive care unit to save Commissioner Gordon and protect his car. Having passed through the gate, we go around to the left of the ambulance and, using the hook, we climb onto the concrete floor, along it we go to the rear of the two bandits and take them out with silent blows. We pass through the next gate and see seven bandits pounding our car with clubs. They are not seriously armed, we approach and hand out punches left and right. After the battle, we take the explosive gel from the trunk (you can use it to blow up unbalanced walls). Now you need to scan the area around the car. We turn on the detective mode and scan, the search area is outlined by a yellowish stripe. Having found the handset, press the spacebar, after scanning, Batman contacts the oracle and reports excellent announcements to her. We follow the smell of the commissar’s beloved tobacco in the air. To get to the next location, to the left of the locked gate we blow up the weak wall. Following the trail, we come across two bandits, having beaten them, we continue to look for traces of tobacco, fortunately there are them every three meters.
Medblock

There are six prisoners standing at the entrance to the medical unit, this is where you can score some good points. We go into the building. We see Harley Quinn, and when we come up and listen to her, we hear Gordon. Harley escapes, and we need to find another passage into the medical unit building. We go out into the street and look at the roof, use the hook to climb up and go left. There is a weak wall here, we blow it up with gel and find ourselves in the medical bay. Once inside, we go through the ventilation shafts into the main hall and watch the picture of the joker’s minions driving the medical staff into the offices. Batman decides to free them. The doctors are guarded by four armed bandits, because the game involves acting secretly, you can pick out opponents one by one, sneaking up from behind and delivering finishing blows, but you can also make some noise, then everyone will run towards you and the shooting will begin. I acted secretly. Having removed the bandits, we approach the doctors, after talking with them, we receive the task of finding and saving 3 more doctors, their position will be marked on the map.

Dr. Kelerman is locked in a room filled with joker gas, approaching the door we will talk with the guard, then we look at the top of the ventilation pipes and climb onto them, jump over to the grate and break it down and get into the room. Three fans need to be turned on. Having turned on the detective mode, we look at the wires going from the fans to the control panels, turn on the fans with a batarang, after each turn on we go down to a lower level.

Doctor Chen is chained to a chair, everything is ordinary, we are carrying out a force action to bring all eight prisoners into an unconscious state, after which we calm the above-mentioned people, we approach Chen and press space. Doctor Peni Young is guarded by five armed bandits; to prevent the doctor from being destroyed, it is necessary to place two charges of explosive helium on the defective walls. By blowing up their fragments of the walls they will bury the bandits. Talk to the doctor.

Having returned to the detention center for the upcoming search for the commissioner, we watch a video, at the end of which you need to deal with 3 bandits. Afterwards we go down to the basement of the medical unit by elevator. We watch the cutscene, to go further, we blow up the wall on the left. We pass along the communication corridor and see Commissioner Gordon, he is dead. We receive a new task to punish the murderer. We go to the morgue, wander around it and try to leave this gloomy place, it wasn’t here. When we try to leave, we again find ourselves in the morgue, only in the middle of the hall there are three bags. Opening them in turn, we meet with father and mother, but in the latter a scarecrow awaits us. Yeah, all these are the antics of the schizo Crane, who is also known under the nickname “Scarecrow”, or rather his hallucinogenic gas. Now we need to get past him so that he doesn’t see us. We simply move forward while he is spinning there, having reached the defective wall, we blow it up, the scarecrow will turn around and look to the left and right of the wall, so while he is looking to the left, we jump over to the right. Having reached the spotlight, Batman storms.
After defeating Crane, call the oracle. We go back and follow the arrows, yeah it’s not a commissar, but some poor watchman. We are trying to go through the door, three bandits open it for us, one of them is the most experienced, he puts a block on all blows, we need to stun him with a cloak, and then beat him. We follow the arrows to the corridor, the joker again decided to play his merciless games. We need to get past the bandits without being seen. There are only four of them, turn on the detective mode, their movement will be visible, I snuck up from behind and knocked out the first two with finishing blows. Those who remained, having traced their path, were also removed from the battlefield one by one. Climb the stairs and use the hook to jump onto the ceiling of the room where Harley and Gordon are standing. After blowing up the ceiling, watch the video. There is a battle with Venom ahead. A pumped-up man, and very angry, but as a boss he’s not very difficult. We dodge his throws and throw batarangs until he starts walking holding his face, as it happened, run up to him and hit him. Batman will jump on his back and tear off the supply hoses one by one. When Venom has half his life left, the Joker thugs join the fight. First we deal with them, then we finish off Venom.

We watch the video - Venom dies like the death of the brave, Gordon sets sail for the continent, and Batman gives a “tsu” to the oracle.

Batman Cave

Get to the cave and analyze Dr. Young's latest research.

We follow to the place marked on the map, and along the way we run into clashes three times. Having arrived at the point, we jump over the fence, and walk through the cave, watch the video and run to the computer. After reviewing all available information about Dr. Yang's research work. Batman sets off in search of the aforementioned. We get a batclaw that can be used to pull objects. Here comes the opportunity to try it out in action. Batman decides to go in search of the doctor using a different method; using a hook, we pull off three containers that prevent us from jumping onto the bridge. We run along the tunnel to the grate under the arch of the cave, yeah, you can use a hook to pull out the grates, which is actually what we do. We get out from the other side and knock out the thug who is reporting something to the joker. Next is another group of bandits, among them there is an experienced one. Plus, those not involved in the skirmish try to tear various objects from the walls in order to try to cause significant harm to Batman with them. We find ourselves in a cave with old walls and columns, the hook disappears, we need to find a way to the surface. Nothing particularly complicated is expected. Having reached the surface, we get a checkmark to complete the task “get to the surface through the sewer.” We get the following “get into the Arkham house”, the joker placed his own snipers on the towers, having shot them, we follow to the eastern part of the island, there are already four snipers, and in the isthmus connecting the parts there is a bunch of bandits.
Arkham House

Having entered the house, using the batclaw, we demolish the armed bandit, and here we finish him off with a finishing blow. The door is blocked, ancient good ventilation will help us out. We tear off the grate with the Batclaw and find ourselves in the adjacent room. Wow, Dr. Young has a wild card, but she's silent. And the Joker's bandits staged a worthwhile search in the cottage. We need to hurry up.

We're dealing with a bunch of bandits who are calmly chatting about something before you arrive. With due diligence, you can score quite a few points. We go to the next room, there is one bandit, armed with a machine gun, threatening to kill two employees of the Arkham Mental Hospital, we sneak up behind him and knock him out. We watch the video, the joker, out of spiritual kindness, reports that a bunch of his henchmen are beating the crap out of Aaron Cash in order to find out where Dr. Young is. There are six armed bandits in the adjacent room, we remember the medical unit and act in the same way. Having dealt with the prisoners, we listen to Cash and move to the aid of the medic.

We go through the northern corridor, we make our way through the labyrinth of ventilation, and in the end we get to Dr. Young’s office, here three bandits are trying to break into the office, one with a machine gun, putting them to rest, look at the walls, ventilation again. There is no doctor, the safe is open, drawing conclusions, Batman immediately talks to the oracle. We scan the safe and use the doctor’s prints to follow on her heels. Having got out of the office in the same way as we climbed into it, we go to the door, we are met by three bandits like “let me smoke,” Batman says, “I don’t smoke, I’m an athlete,” and let’s practice their skills. Hmm... that it's me. In fact, following the doctor’s footsteps, we find ourselves in a corner corridor, crouched down around the corner and hit an armed bandit in the head with a batarang, having previously listened to their conversation, from which it follows that the doctor was caught. We go into the library, there are six bandits, two of the most experienced, going downstairs, we see two hostages, the joker jokes again. If we don’t have time to save them, they will suffocate. We quickly go back and use the hook to climb onto the 3rd floor, run in a circle until we come across a ventilation grill. Having climbed into it, we overcome the labyrinth and get out near the chandelier, throw a batarang, the chandelier breaks through the floor, and then... the hostages are saved. We turn on detective mode and find the doctor’s fingerprints on one of the shelves. We take the formula “after reading, destroy”, which is what our hero does.

We get out of the library, on the way out we fall under the influence of Crane's hallucinogenic gas, and rushed off to play a new trick. We walk along the corridor, arriving at the place where our parents died. After standing for a moment, press the movement buttons and go to the exit. The scarecrow awaits us in the most hidden horrors hidden in the depths of our brain. Obstacle course - oh, that's what it's called. Having mastered the scarecrow, we find ourselves in the main hall, cut off the bell, and jumping down we go into the opened room. There is a violent Victor holding Doctor Young, we creep up to the corner, crouch down and, improving the moment, we stun Zsasz with a batarang. We watch the video, Dr. Young dies. And we have a skirmish with 4 bandits, one of them is armed with an electric baton.

After talking with the oracle, we receive the task of infiltrating a secret laboratory. We leave the room and follow the traces of Sharpe's DNA. There are three armed bandits standing in the large hall, we make our way over them and knock them out one by one from behind with decisive blows.

Find warden Sharpey using DNA traces, kill the Titan production laboratory in the botanical gardens, get security codes from Sharpe, this is the list of tasks assigned to Batman after the Arkham house

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