Joker Arkham Origin. Minor characters

Another Easter egg hidden behind the credits wall. It will appear in the end in any case, even if you decide to skip the credits (and, by the way, they take a very long time - apparently, they wanted to include all the beta testers, thanks to whom we got the game so optimized).

Actually, we are waiting for a video in which some woman comes to Deathstroke in Blackgate, throws him a strange confidential contract and says something like "Agree or sit here forever".

"The sound of bells, the smell of Batman." Batman Easter eggs: Arkham Origins


"The sound of bells, the smell of Batman." Batman: Arkham Origins Easter Eggs

It is extremely difficult for a person unfamiliar with comics to understand what's what. What kind of aunt, what kind of contract, why Deathstroke? In fact, everything in this video is very interesting.

In fact, a visit to Deathstroke was made by Amanda Waller, a government agent who is assembling the Suicidal Squad team, which is written, by the way, in the title of the contract that was given to Deathstroke. This “squad” in comics consists of inveterate supervillains who agreed to work for the state just so as not to go to prison. They are given truly suicidal tasks (hence the name).

"The sound of bells, the smell of Batman." Batman: Arkham Origins Easter Eggs

"The sound of bells, the smell of Batman." Batman: Arkham Origins Easter Eggs

It’s clear that this scene was left at the end for a reason. What should we expect? A Suicide Squad expansion? Or full game? Or will this "Squad" play a significant role in the next game in the series, which will take place after Arkham City?

"The sound of bells, the smell of Batman." Batman: Arkham Origins Easter Eggs


"The sound of bells, the smell of Batman." Batman: Arkham Origins Easter Eggs

Interesting fact: Deathstroke is not the only villain whom Amanda invited to join the Suicide Squad. In the mobile Arkham Origins Blackgate (which Ever wrote a review for), after the credits there is also a scene in which the same Amanda this time makes her proposals to other villains: Bronze Tiger and Deadshot.

2013 gave the world the third video game from the “Arkham” series, the name of which is most often translated as Batman: Arkham Origins, - and the new Joker, however, similar enough to his predecessor that they are perceived as a single whole.
In July 2012, Warner Bros. began planning next game about Man-Bat as a prequel to the previous ones, based on comics Silver Age featuring Superman, Wonder Woman, Green Lantern and the Flash. Paul Dini quickly announced that he would be busy with other projects, and in February 2013 it became known that the development would be entrusted not to the brilliant Rocksteady Studios, but to another studio. It became the Canadian Warner Bros. Games Montreal, who worked on one of the City adaptations, is therefore familiar with Rocksteady's developments. They did not change the battle system, considering it suitable, but they introduced new types of opponents, tactics and movements. Screenwriters Duma Wendschuh and Corey May and co-writer Geoff Johns chose the hero's second year as the setting, drawing inspiration from “Year One” and series “Legends of The Dark Knight; directed by Eric Holmes. Creators Arkham Origins decided not to invite Kevin Conroy and choose a younger voice for their Batman - Roger Craig Smith.
Its creators called the central antagonist of the game Black Mask: the main crime boss (and therefore the most powerful resident) of Gotham places a bounty of 50 million dollars on the head of the Dark Knight, thus attracting to the city a whole collection of colorful mercenaries with a variety of abilities, around the fight against which the plot of the game is built. “We,” producer Ben Matthes explained of the choice, “just thought, 'Here's a character who had a cameo in Arkham City and had his little moments in some of the previous comics,' but we didn't feel like he ever had a had its own story, and decided to give him a chance to get it.
We felt like he was a character that had the potential to rise up. And his access to resources made him the perfect catalyst for the Origins story." Recognizing that the skull-headed gangster, while often appearing in comics and animated series, is still less known to the general public than the villains who appeared in films, the creators of the game described their concept as follows: The mask represents the transition of Gotham criminal world from traditional mobsters to suited psychopaths, and he is well suited to the early years of Batman due to his practical nature.

The Joker's role, although his appearance in Origins was also announced in advance, was described as much less significant than in the previous two games. “That’s one of the things,” Mattes said about the maniacal buffoon’s involvement in the story, “that we wanted people to discover for themselves.
He's in the game, of course, and we're really excited for players to explore not only his role, but the roles of many other characters." Since Mark Hamill refused to voice the Clown Prince of Crime after Arkham City, his place was taken by Troy Baker.
Arkham Origins was the first game in the series to feature a multiplayer mode, giving the user the opportunity to participate in the Joker and Bane gang war in Blackgate prison on the side of one, the other, or the Gotham Avengers.
The game was released on October 25, 2013 for PlayStation 3, Wii U, Xbox 360, and Microsoft Windows. In its first week it topped the sales list across all formats in the UK, but its commercial success was not as significant as its predecessors. This can be explained by some quickly discovered technical problems, and the exhaustion of the formula: while City significantly expanded the world of Asylum, taking it outside the building, the third game largely repeated the second. However, reviews for it were largely positive, and some critics even felt that Origins was made on par with City.
By choosing the era of Year 2 (5 years before the events of Arkham Asylum), the creators of the game noticeably refreshed the status quo of the previous two. Batman has already become well-versed in fighting street crime, but has not yet turned into a superhero who knows no mistakes. His relationship with Alfred (voice of Martin Jervis) is cooler than in the future, Captain Gordon (Michael Goof) and Detective Bullock (Robert Costanzo) are trying to arrest him, and the corrupt police are simply trying to kill him, hunting for the reward promised by the Black Mask. The fact that it takes place at Christmas provided additional flavor - and also gave Christopher Drake the opportunity to write music in the style of the first Die Hard.

The selection of opponents for fights in Origins is quite successful. Some of the eight killers hunting for the hero have already appeared in this series, some have not, but they are diverse enough to pose all possible challenges to the enemy in terms of one-on-one combat. For example, Deathstroke's (Mark Rolston) style is focused on defense and counterattacks, and the villain is invincible until he is stripped of all his weapons. Cottonmouth (Rosa Salazar), clearly changed gender due to almost complete absence from the game female characters, uses a mixture of acrobatics and martial arts. As a result, in order to animate this character, three actresses were required at once - a stuntwoman, a karateka and a performer from Cirque du Soleil; DC liked this version of the little-known villain so much that they decided to introduce it into the world of the “New 52.” The eight also included the sniper Deadshot, the loudly clicking Killer Croc (Khari Peyton), the screaming but very stupid Electrotaser (Steven Blum), the fire-spraying Firefly (Crispin Freeman), the graceful and deadly Shiva (Kelly Hu, who has long specialized in Asian DC villains – and not only DC) and, finally, Bane (J.B. Blank), whose role in the plot is much more important than a simple mercenary.
The additional challenges for the hero are also very interesting, especially in the way they are rethought for modern times and for this Bat-universe. For example, when Batman is looking for the Penguin, from whom he wants to get information about the whereabouts of Black Masks, he is hampered by the not-yet-Riddler Enigma (Wally Wingert) and the Anarchist (Matthew Mercer), who resembles a street protester and is more interested in the Dark Avenger becoming his ally. Cobblepot himself (Nolan North) - to the same degree deliciously villainous as in City - tortures Alberto Falcone and monitors the affairs of the Mask: his position as the second boss on the list after the skull-head emphasizes the changes declared by the creators of the game in the Gotham underworld. In principle, Black Mask himself (Brian Bloom) is also good, arrogantly dealing with the deadliest killers who can finish him off instantly, mercilessly killing Commissioner Loeb and having a lot of fun with the victims. However, only until the moment when the main spoiler of the game is revealed.
It consists in the fact that when the skull mask is finally removed from the head of the main villain, underneath it is discovered a new criminal who has just made himself known in the city - the Joker. It turns out that he recently took the place of the current king, taking over all his operations, and the initiative to organize a 50-million-dollar hunt for Batman actually belongs to him. That is, he was the Black Mask from the very beginning of the game. Thus, everything said by the creators of the game about the personality of the central antagonist can be called misinformation, or simply a lie.
Obvious lies in order to hide a spoiler are used quite often - just remember Marion Cotillard with statements that she definitely did not play Talia al Ghul. The problem is not the lie itself, but the fact that it often covers up weakness. In the case of the finale of Nolan’s trilogy, the Demon’s daughter is unnecessary in it at all. In the case of Arkham Origins, the relative alienness of the Clown Prince of the Underworld is the concept stated in the game.

Relative - because he works perfectly as a villain of the year two, but only in the case when he is the first of his kind against the background of the traditional mafia, the founder of a new wave of villainy, which became a direct response to the appearance of the Knight of the Night. In the Bat-Universe, where everyone from the Penguin and Croc to the Mad Hatter (Peter MacNicol) and the Calendar Man already exists, and where Batman knows them all by name, the appearance of a new villain called the Joker is puzzling, to say the least. And the same point of view was held, for example, by James Tucker, who in the animated series “The Brave and the Bold” fundamentally refused to make the Hatter the predecessor of the killer jester.
Originally stated Origins plot would not have suffered if the Joker was already known to everyone, but secretly replaced the Mask by a psychopath. On the other hand, then the game would have lost the dynamics of the birth of the always extraordinary relationships between the arch-enemies, on which its creators also made a big bet: suspecting that a more monotonous villain would not be suitable for the climax, they pulled out a obviously winning card from their sleeve. And if the game was built only on this line, there would be no spectacular fights with supervillains. The scriptwriters tried to sit on two chairs at once, which resulted in a very eclectic result.
If we take a break from these thoughts, we cannot help but admit that the role of the Joker in Arkham Origins is good in itself and is perceived surprisingly fresh. The backstory he tells about one bad day naturally brings to mind “The Killing Joke”, but the initial pragmatic approach is quite surprising: instead of wasting time on games (poisoning water, launching gas balloons, etc.), he simply appropriates the empire of the local criminal king and attracts the best mercenaries to destroy the only significant obstacle on the way to complete domination – just a little more, and it would be in the bag. Only after Batman saves his life, risking his own, does the villain’s worldview change in a much less adequate direction: he realizes that he has found what suits him, and states this out loud to Dr. Harleen Quinzel (Tara Strong again) who has come to check his mental health. . If we take into account that she understands his ambiguous words in her very own way, then we cannot help but admit that this is a wonderful scene.
The ending of the game, billed as “the story of Black Mask,” is a show between Bane and the Joker. As the story progresses, a difficult relationship is established between them: they are by no means friends and sometimes shoot at each other, but they cooperate in the name of a common goal - to destroy the Bat. Only the first, having already won one victory over the avenger during the game, is interested in complete physical triumph, the second - in ideological triumph, creating a situation that will turn the enemy into a killer regardless of the choice he makes.
Troy Baker's voice performance was praised by almost all reviewers, except for the few who complained that he was too reminiscent of Mark Hamill without attempting to offer their own interpretation - which can be answered by the actor's words that this was part of the design. Baker's work brought the image to life and greatly improved the perception of the controversial game, so a separate article will be devoted to him in the near future.

Objective: Infiltrate the security room

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

Objective: Infiltrate the penthouse

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

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

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

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

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

Joker's riddles at the amusement park

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

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

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

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

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

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

Library in the penthouse

Defeat Bane

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

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

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

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

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

Objective: Find out the location of Bane's beacon

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

Firefly Bombs

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

Mission: Find Firefly's bombs

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

Objective: Defuse the bomb in the boiler room

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

Objective: Defuse a bomb at a train station

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

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

Objective: Defuse the bomb at the southern support

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

Objective: Defuse the bomb at the northern support

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

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

Objective: Defeat Firefly

Mission: Find Alfred

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

Blackgate Prison.

Mission: Stop the Joker

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

Objective: Infiltrate Blackgate Prison through the sewers

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

Mission: Stop the Joker

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

Objective: Defeat Bane

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

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

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

Joker. Final

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

IN end credits first we listen to a crazy song performed by the Joker; then a television broadcast talking about the imminent opening of Arkham Asylum due to the insufficient security of Blackgate Prison. After the credits, we see a video where Amanda Waller comes to the imprisoned Deathstroke and offers to join the Suicide Squad.
Completing the game unlocks the “ New game+” (playing through the game one more time, but with all the unlocked items, primaries and improvements), as well as the ability to change the costume of the main character.

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

Passing levels:

Gotham City Royal Hotel
Batman: Arkham Origins. Walkthrough of the game

Objective: Obtain the electromagnetic signature of the Stun Gun

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


Objective: Track the electromagnetic signature

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


Mission: Infiltrate the Gotham City Royal Hotel

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

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


Objective: Infiltrate the security room

Hotel lobby. We silently destroy the bandits.

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


Objective: Infiltrate the penthouse

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


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

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


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


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

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

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



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

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

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

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

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

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

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


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

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

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

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



Boss: Bane

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

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

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

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

Blackgate Prison


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

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

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

Search for Bane
Walkthrough of Batman: Arkham Origins


Objective: Take the glue grenade

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


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

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

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

We go outside.


Objective: Find out the location of Bane's beacon

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

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

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

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

Pioneer Bridge
Walkthrough of Batman: Arkham Origins


Objective: Warn Gordon about the bombs

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


Mission: Find Firefly's bombs

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

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

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

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

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

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


Objective: Defuse the bomb in the boiler room

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


Objective: Defuse a bomb at a train station

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

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

We approach the open bomb and break it open.


Objective: Defuse the bomb at the southern support

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


Objective: Defuse the bomb at the northern support

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

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



Boss: Firefly

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

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

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


Mission: Find Alfred

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

Blackgate Prison
Walkthrough of Batman: Arkham Origins


Mission: Stop the Joker

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


Objective: Infiltrate Blackgate Prison through the sewers

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

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

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


Mission: Stop the Joker

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

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

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



Boss: Bane

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

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

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


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

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

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



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


Boss: Joker

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

The whole game is completed!

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

For completing the game, the “New Game +” mode opens (playing the game again, but with all the unlocked items, primaries and improvements), as well as the opportunity to change the main character’s costume.

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Information

Real name: Alfred Pennyworth

Occupation: Butler

Location: Gotham

Eye color: Blue

Hair color: Gray (formerly black)

Height: 183 cm

Weight: 77 kg

Notes

  • He has been working as a butler for the Wayne family for many years;
  • Bruce Wayne's official guardian during his youth;
  • Faithful friend and ally.

Dossier

According to Alfred, before becoming the Waynes' butler, he was a successful actor. However, according to some documents, he once worked in military intelligence. Alfred probably used his acting profession as a cover. Or, perhaps, the ability to get used to a role was useful to a military intelligence officer. Alfred doesn't go into detail, but his deep knowledge of medicine indicates that he is more than just an actor. Alfred does not go into detail, who is still having trouble getting used to double life Bruce Wayne, continues to persuade Bruce to abandon his secret war with underworld and go about your daily routine.

Captain Gordon

Information

Real name: James W. Gordon

Occupation: Police Captain

Location: Gotham

Eye color: Blue

Hair color: Chestnut

Height: 183 cm

Weight: 82 kg

Notes

  • Possibly one of the few honest cops in Gotham;
  • Stubborn, acts according to the rules;
  • Corruption within the Gotham City police force threatens his professional career and possibly his life.

Dossier

Gordon was put in charge of a special "anti-violence task force" whose goal is to arrest Batman. Gordon is serious about achieving his goal. The police are far from friendly towards Batman, so he should be extremely careful when meeting the police. In addition, many police officers, in fact, are criminals themselves, since they work for Black Mask, Penguin or someone worse. So far, Gordon's track record is clean, but there is no complete confidence that he can be trusted.

Barbara Gordon

Information

Real name: Barbara Gordon

Occupation: Schoolgirl

Location: Gotham

Eye color: Blue

Hair color: Redheads

Height: 157 cm

Weight: 48 kg

Notes

  • Phenomenal memory;
  • Deep knowledge of telecommunications infrastructure;
  • Supports alternative methods protection of law and order;
  • Hacker.

Dossier

Barbara is the daughter of police captain James Gordon. She is only fifteen years old, but she is quite an adult. Barbara understands perfectly well what the city rests on - corruption. She is one of the few who seems to understand Batman's goals and supports his endeavors. A fanatical desire to expose corrupt officials could end badly for Barbara. She should be looked after for her own good.

Vicki Vale

Information

Real name: Vicki Vale

Occupation: Crime journalist

Location: Gotham

Eye color: Blue

Hair color: Blonde

Height: 170 cm

Weight: 55 kg

Notes

  • A young journalist looking to make a name for herself;
  • Obsessed with Bruce Wayne and his life story.

Dossier

In his articles, Vail often attacks corrupt officials (although the editor does not always allow these articles to be published). She is doing a good deed, but the corrupt officials do not like the fact that someone is exposing their dirty deeds. Vale is getting into trouble, she should learn to act more carefully. Still, it's nice to see a journalist who isn't afraid to tell the truth in a city where corruption and lies are rampant. Gotham needs more people like Vale.

Commissioner Loeb

Information

Real name: Gillian B. Loeb

Occupation: Gotham Police Commissioner

Location: Gotham

Eye color: Brown

Hair color: Gray haired

Height: 170 cm

Weight: 95 kg

Notes

  • The cunning and corrupt police commissioner;
  • Has political immunity;
  • Rumored to be connected to major crime families in Gotham.

Dossier

As much a politician as a cop, Gillian Loeb has become one of Gotham's worst evils. He controls the city like his own personal gang, using the police as his thugs. One of Loeb's main weapons is Lieutenant Branden and his SWAT teams. Under Loeb, relative peace reigned between the city's gangs, allowing them to profit with impunity from ordinary citizens living and working in their territory. As long as Loeb remains in power, there is no hope of removing the crime lords.

Warden Joseph

Information

Real name: Martin Joseph

Occupation: Warden of Blackgate Prison

Location: Gotham

Eye color: Dark brown

Height: 180 cm

Weight: 88 kg

Notes

  • Rumor has it that he is more concerned about politics than fulfilling his official duties;
  • Family man, not known to have any connections with crime;
  • Experienced prison administrator.

Dossier

Despite having a degree in criminology and a brief stint in the police department, Dzozef had never worked as a patrolman or a prison guard. He was noticed for his talent in bureaucratic activities and was appointed to the post of head of the prison so that he could make it profitable. He achieved some success, but it came at a cost.

Along with an increase in the number of prisoners and a reduction in repair costs, the prison fell into disrepair and became disreputable. More and more security guards are getting paid by Black Mask and Penguin. In essence, the prison has become a safe haven for the criminal world. It should be noted that Dzozef himself apparently has no connections with the criminal world. He simply does the job assigned to him.

Branden

Information

Real name: Howard Branden

Occupation: Special Forces Lieutenant

Location: Gotham

Eye color: Blue

Hair color: Chestnut

Height: 191 cm

Weight: 105 kg

Notes

  • The bloodthirsty leader of a formidable police tactical squad;
  • He is accustomed to extorting and intimidating both criminals and honest people;
  • One of the most dishonest police officers in the city;
  • An experienced marksman with proven tactical combat skills.

Dossier

Branden represents everything wrong with Gotham City Police. Almost every major crime syndicate in the city pays tribute to him, and he is not above using intimidation to extort money from the weak. Former protégé of Commissioner Loeb. Now that Loeb is gone, Branden is looking for ways to gain a foothold in new position. Branden will not take the post of commissioner, but he will certainly try to do so. to ensure that the new commissioner follows the rules of the game set by Loeb.

Harvey Bullock

Information

Real name: Harvey Bullock

Occupation: Police detective

Location: Gotham

Eye color: Brown

Hair color: Chestnut

Height: 185 cm

Weight: 134 kg

Notes

  • Quick to deal; does not hesitate to use force to extract confessions from suspects;
  • Loves his job; power over people increases his self-esteem;
  • He seems to have conflicting feelings when it comes to Gordon.

Dossier

Bullock is your typical Gotham police officer. He does not shy away from bribes and abuse of power. However, a careful examination of his record and conduct indicate that he adheres to the law when dealing with civilians; Maybe Harvey isn't completely hopeless. With the right motivation and direction, he could be a good cop, but at this point, he should be considered as unscrupulous as any other police officer.

Cyrus Pinkney

Information

Present Mia: Cyrus Pinkney

Occupation: Architect

Location: Gotham

Eye color: Brown

Hair color: Chestnut

Height: 178 cm

Weight: 75 kg

Notes

  • Talented architect of Gotham's early industrial era;
  • Together with Solomon Wayne, he worked on the construction of Gotham's most famous structures.

Dossier

Cyrus Pinckney - architect active in the mid-1800s. and just shy of his fortieth birthday. It was he who designed many of Gotham's iconic buildings, and then oversaw their construction with financial support from Judge Solomon Wayne, inspired by Pinckney's plans for the development of the city. They both believed in the ability of architecture to protect its inhabitants from evil, but today many consider Pinckney's style gloomy, dull and even ugly.

Harleen Quinzel

Information

Real name: Harleen F. Quinzel

Occupation: Psychologist (trainee)

Location: Gotham

Eye color: Blue

Hair color: Blonde

Height: 170 cm

Weight: 63 kg

Notes

  • Increased interest in criminal minds;
  • Psychologist Trainee at Blackgate Prison;
  • The responsible physician is on duty on December 24.

Dossier

Quinzel is practicing as a psychologist at Blackgate Prison. It would seem, why did a student need to work in an institution where they are not very keen on correcting prisoners? But perhaps her interest in criminal minds will bear fruit.

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