Batman: arkham asylum guides and walkthroughs. Secrets of the game Batman: Arkham Asylum Batman arkham asylum secrets

Start

So we start. We watch a video that reveals the whole gloomy essence of life in the fictional city of Gotham. Batman has caught the Joker and is taking him to the Arkham Asylum for the Mentally Ill, where the most notorious psychopaths are kept. Batman brings the Joker, where he is met by the hospitable staff of the clinic. It would seem that Batman's work is over, but our hero senses something is wrong, and therefore decides to accompany the Joker to his cell. From this moment, in fact, the control passes into our hands. We walk along the corridor, accompanying the Joker in a special chair that will prevent any of his escape attempts, listening to the jokes of the villain, mostly flat ones (by the way, throughout the game you will have to evaluate his sense of humor, as sick as his mind). We will not be allowed to take any active actions while escorting the “patient”, so we can relax for the time being. We bring the Joker to the destination, stay 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 successful. His hands are untied, and he promises to arrange "fun" in the clinic. The battle between Batman and ordinary prisoners begins, during which you can appreciate the simplicity and at the same time the beauty of the local combat system. I will not get ahead of myself and immediately advise during fights to try to add blows into long and spectacular combos. This gives a lot more points than regular short streaks. We will later spend points on improving our protagonist. We deal with two waves of criminals and set off in search of the villain Joker. We go along the corridor, we talk with the guard. He cannot open the door, so we will have to turn around and go back, but straight ahead, and not to the right from where we left. We talk with the guard, from himwe learn that Zsazs, a dangerous psychopath, has escaped, and he is holding another guard hostage. Only Batman can help him. We rise a little higher and turn on the "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 in 80% of cases are of interest, or you can interact with them. With the help of a hook, we climb onto the gargoyle, then onto the second one. We choose the gargoyle with which it will be possible to strike. An inscription will appear on the screen, which will notify us of the possibility of a strike in planning. We observe this action, 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, after we “tear off” the ventilation grill from the wall, we move along the “pipe”. We see a green figurine with a question mark. This is the Riddler's Prize, and there are a large number of them scattered throughout Arkham. Their collection is not related to the main storyline, so it is not necessary to collect these prizes.

Disinfection room

We leave the pipe, we see a room filled with gas behind the glass. It's all Joker. There are still living people in the room, so you need to save them. 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 a hook, we save it. A little further is the platform one level below,but the jump distance is too big, so you need to plan, done with the space button. Rescuing a criminal who has fallen into the trap of his boss Joker. We cut down, because a criminal is a criminal! We turn on the detective mode, we see the ventilation control panel in the room. We throw a betarang into the remote control (Right mouse button - aiming, left - "shot"). The air in the room is purifiedtons of deadly gas.

Corridor "Loop"

Jump down to the floor of the room. We follow the green arrows to the door, on which the Joker's face is painted in green. Let's watch the video. The Joker released a big creature. Actually, this is the first boss in the game. "It's going to be a tough fight," you thought? And here it is not. All you need to do is dodge the creature's attacks (double-click the "space" and the corresponding movement key). In just one minute, the creature will grab its head and die. The Joker mutters something about the experimental material under his breath and "rides" away in a cell for such creatures. We speak with the guard who was passed out during the "furious fight", he offers to call a second such camera 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 came into 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 will say right away that there are no special methods for leveling a character, so you can pump first what you want. We go to the place where Bowles grabbed Gordon (check the map (tab), the desired location will be marked). We scan the room, we find a broken bottle of bourbon. It belonged to Bowles. Using the detective mode, we go through the alcoholic vapors that came from Bowles. we come to a room with an elevator, watch the video. The elevator is inoperable. We rise with the hook up, higher and higher. We pass through the ventilation tunnels, we meet three bandits with weapons. Against such opponents, there is only one true tactic - 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. I'm going to ventilation. We get into the lobby of the intensive care building. We silently remove two bandits with weapons. The Joker will send three more, with them the conversation will also be short. We go to where the three bandits came from. Bah, it's Frankie Bowles himself, only dead. Looks like the Joker no longer needed his services. Edward Nygma aka Riddler breaks into our radio. He challenges Batman to take on a series of "ridiculously difficult" tests. Gives us the first riddle: "Do not cut yourself on a shabby portrait." We look a little to the right of the dead Bowles, sees a portrait of the warden Sharpe, we scan. Then a guard appears and opens the door for us.

Arkham Island

We receive the 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 get a map of the entire island. The Joker ordered his henchmen to "fix" the Batmobile, so we go to North Arkham (to the west of the place where you jumped from the ledge of the cave, the entrance to North Arkham will be indicated on the map) to prevent them. After passing through the gate, we go around the ambulance on the left, climb up with a hook, go to the rear of the two bandits and quietly neutralize them. We go to the next gate, we see how the Batmobile is broken by seven bandits. Let them answer for it! Dealing with themwe pick up the explosive gel from the trunk of the car, a tool that will come in handy in the future.We scan the place near the Batmobile, find Gordon's pipe, follow the traces of tobacco. The gates are closed, but there is a fragile wall nearby, we apply an explosive gel and undermine it. The path is open. Then we meet with two more bandits, we sweep them and follow the traces of tobacco, it is impossible to get lost, because these traces are almost every 2-3 meters. We are approaching the medical unit.

Medblock

Near the entrance to it there is a bunch of bandits, we deal with them. You can go to the medical block, but we won’t go far, Harley Quinn will be waiting for us there, and there is a force field in front of her. We need to find another way to the medblock. Rise with the help of a hook on the roof of the medblock, we go to the left. We see a fragile wall, an explosive gel is used. Moment - and we are in the medical unit. Through the ventilation shafts we get into the main hall. The bandits have taken the doctors hostage, you need to save them. The game involves the stealth destruction of each bandit, so you can sneak up and kill him. And so it is with everyone. You can use fragile ceilings, floors and walls by applying the gel on them. A bandit came under the ceiling with gel, voila - and there is no bandit. After removing the enemies, we approach the doctors, we talk. They report three more doctors who need help. The location of doctors will be marked on the map. Dr. Young is held hostage by the bandits, you need to place explosives on two walls so that they explode at the same time and neutralize all the villains. Penny Yang is safe, talk to her.Let's go save the next doctor. Dr. Kelerman is locked in a room filled with Joker gas. We speak with the guard, look up at the ventilation pipes and climb on them, jump over to the grate and get into the room with gas. Turn on detective mode. We need to activate three fans to clean the air from the gas.We follow the wires from the fans to the control panels, throw betarangs at the panels - this way we can solve this problem. Turn on each fan in turn, talk to the guard Cash. We have the last doctor left. He is chained to a chair in the room, going up to him we fall into a "trap": several bandits. It's funny even. We calm violent patients, we save the doctor. We return to the isolation ward, listen to the conversation, see the three bandits who entered the room. Let's deal with them quietly. We go into the elevator, go down.We watch the splash screen, after it we blow up the wall on the left. We pass along the corridor and see the dead Commissioner Gordon. Batman immediately tries to contact the Oracle to tell the sad news, but the connection is unavailable. Now Batman must punish the killer. We go to the morgue, listen to the voices. We go back, but it was not there. Morgue again. We see three bags on the tables in the middle. We open each in turn, in one there will be Bruce's father, in the second mother, and in the third 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 the end. We just move along the walls, squat in time, avoid looking. We blow up a defective wall, the Scarecrow will pay attention to us, will look left and right. We choose the moment when his gaze will be on the left side, we go to the right. We get to the coveted searchlight, attack the psycho. Victory is ours.We call up the Oracle, move on, we see that in place of the corpse of the commissioner, the corpse of some guard. Yeah, so it wasn't Gordon! Crane's gas had a profound effect. We go to the door, bandits come running to us, one of them will be with knives. He is more experienced than ordinary blockheads, we stun him with a cloak (middle mouse button), then we beat him. We get to the corridor along the arrows, 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 by one. We climb the stairs, with the help of a hook we 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 - Venom. Big and strong mutant. But it's pretty easy to defeat him.The main thing is to dodge his throws, use a betarang when he flies at you, he will grab his head and be stunned, then wewe run up and mutuzim villain. Batman will jump on his back and rip 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 first deal with them, and then continue to beat Venom, or you can just try to drive the bandits under the blows and throws of Venom, so he will sweep them away himself. Venom is defeated, we are watching a video.

Batman's secret cave

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

Arkham Mansion

We get into the mansion. With the help of the batclaw, we remove the armed bandit, then we finish it off. The door is locked, but we can always bypass the ventilation shafts. With a batclaw we tear off the grate and get into an 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 you need to hurry. We deal with a bunch of bandits, go to the next room. In it, an armed thug threatens to kill two hospital employees. We sneak up on him from behind and neutralize him. Let's watch the video. The Joker reveals that his bandits are now beating the "crap" out of Cash in an attempt to find out the whereabouts of Dr. Yang. There are six armed thugs in the next room. We have to remember the covert murders that we committed in the medblock isolation room. We listen to Cash, hurry to the aid of the doctor. We go through the northern corridor, make our way through the ventilation maze and get to Dr. Yang's office. Three bandits are trying to break into the office, one of them is armed. We do not stand on ceremony with them for a long time. Let's look at the walls, we see ventilation again. But there is no doctor, the safe is open. Meanwhile, Batman is talking to the Oracle. We scan the safe, follow the doctor's prints. We leave the office in the same way as we climbed here. Three bandits. There are no bandits. We follow in the footsteps of the doctor further, we fall into the corner corridor. We carefully sit around the corner, like a commando, listening to the bandit's conversation. Dr. Yang got caught. Well, you can remove the bandit. Batarang to his head, deserves no more. We go to the library. We meet six bandits, two of them are experienced. Going down, we see two hostages. Ah, those jokes of the Joker! If we fail to rescue the hostages, they will suffocate. We quickly return back, with the help of a hook we climb to the third floor. We head to the ventilation grate. We climb into it, we pass, we get out near the chandelier. We throw a betarang at it, the chandelier breaks through the floor. Voila - the hostages are saved. We turn on the detective mode, on one of the shelves we notice the fingerprints of Dr. Yang. We take the formula, which "after reading it must be destroyed." Batman, as an honest man, does just that. Getting out of the library. At the exit, we fall under the influence of Scarecrow's hallucinogenic gas. Hello fun drug trip! We go along the corridor, we come to the place of death of parents. After standing for a while, press the movement keys and go to the exit. The scarecrow is waiting for us in the most hidden fears hidden in the depths of our brain. Obstacle course - that's 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, a violent Victor is holding Dr. Yang, we sneak up to the corner, crouch and, seizing the moment, stun Zsasz with a batarang. We watch the video, Dr. Yang dies. And we have to fight with four bandits, one of them is armed with an electric baton. After talking with the oracle, we get the task to penetrate the secret laboratory. We leave the room, follow the trail of Quincy Sharp's DNA. There are three armed bandits in the large hall, we make our way over them and cut them down in turn from behind with decisive blows.

prison block

We follow in the footsteps of the DNA of the warden Sharpe, scattering small groups of prisoners along the way, we go into the prison block. We pass by cells with crazy prisoners. Having reached Sharp, we free the old man, watch the screensaver - Harley Quinn frees Ivy and psychos from imprisonment, we get half of the code from Sharp. Now Batman has a code sequencer in his arsenal, a device for breaking electronic defenses. The principle of operation is as follows: we set the device to 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 that we came here on, psychos will attack you on the way, try to knock them out with the first blow and immediately finish them off, if you could jump on your back, quickly press the spacebar many times. Getting thereto the psycho cells. We're going to have a two-run fight with the Blackgate prisoners commanded by Harley, not a particularly difficult fight, I mean. Beating the prisonersturn off the electric floor and follow Harley. We go into the opened passage and get into a room with suspended guards. Harley sets a task to save the guards. First, go behind the boiler and scan the picture on the wall of "Wanted Prometey". We turn off the power supply under the first guard with a sequencer, and cut the rope with a betarang, you can run to blow up the defective wall and scan the spider. Next, turn off the current under the second guard and also cut the rope with a betarang. The guards are saved, but Harley is escaping. 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 setting 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 set a trap for us, prisoners will run to us and try to beat us,and Harvey will periodically run current across the floor. Having dealt with the prisoners, the Joker surrenders Harvey to Batman, and she immediately goes to jail. After scanning her prints, Batman contacts the Oracle. Now we go to the botanical garden for the Joker.

Botanical Garden

So, we go to the botanical garden. On the way to it, bandits who escaped from the prison block will attack us. I don't think this should surprise you. We go into the botanical garden, cut down two guards with weapons. We break open the protection panel and get into the greenhouse. Here the situation is as follows: six armed thugs, and they go two at a time! Although this does not complicate the situation, we quietly deal with everyone, do not forget to retire from the battlefield with the help of gargoyles if it gets hot. We go to the generator room, where the bandits mock the honest technician. Punish the bandits. The panel that opens the passage is mined, and we need three entries to hack, everything needs to be done quickly. The panel is hacked, we move on. We return to the greenhouse. Climb up and go into the next room. Suddenly, the Joker fills up the passage. On the side of the blockage we see a ventilation grate, remove it and climb into the mine.We get into an abandoned room where the hook does not work, we will have to do it the old fashioned way. We hear the voice of the Joker. It seems that the process of creating an army of mutants does not stand still. We move to the other side, climb into the ventilation shaft under the ceiling. We climb through it, we see two bandits who torment the orderly. We need to save all the nurses. We go to their rescue, do not forget to use the map. Meanwhile, the joker says that if you are noticed, the orderlies will die. Attention, you can't touch the guards!First you need to remove the operator. We carefully move to the other side and climb into the technical passages. With a hook we cling to the very last guard, we jump off, we go to the ventilation, we finally get to the operator. We neutralize, 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 the rescue. Turn on, look for traces. On one panel there are many traces of Harvey, under it is a booby-trapped panel. In three steps, open the panel. And here is the Joker himself! Unfortunately, he will only set mutants on you, and he will run away. Well, coward. Tactics of the battle with mutants: as soon as one of the mutants will run at you,throw a quick batarang at him, the mutant will crash into the wall. While he is stunned, we run up to him and beat him. As a result, our hero will jump on his back to the mutant. You need to send the mutant to another. And so several visits, to the bitter end. It remains to run up and finish. Batman's plane (Batplane) arrives, delivers a rope thrower to us. With it, we get out of the laboratory. I need to find Ivy, she's in Mrs. Arkham's greenhouse. With the help of a rope thrower, we move to it. We talk with her, after the conversation we need to go to the Arkham mansion. to find out from Cash where Croc is being held. Along the way, we will have to do a standard operation - to pacify several groups of bandits. In the greenhouse again we jump on the gargoyles. We see that the exit from the building was blocked by huge roots - it was Ivy who 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 the whole island with her flowers. And the flowers are by no means peaceful. Fortunately, they can be destroyed. To do this, run up to them and press the spacebar. 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 emitted by the plants. We stick to the ceiling, use a cable thrower, fly from wall to wall. We get to Cash.

Intensive care building

To climb into the intensive care building, we climb onto one of the towers, but not onto the roof. We cut down the sniper with a betarang, we use a rope thrower. We are in the building. We make our way through the ventilation shaft into the lobby of the building. There are six armed bandits walking around, and the gargoyles are also mined. The guys got ready. We cut down all six, we go to the room of protection. There, using the sequencer, turn off the gate protection panel. We go into the passage to the cameras, 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 scatter a crowd of skeletons, be careful during the fight, do not jump out under the Joker's gaze. Having reached the spotlight, we have to fight. First, just skeletons, then the skeleton of a mutant, we cut it down in the same way as ordinary ones, we stun it with a betarang, and it will break itself against the wall, and at 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, in the elevator control room there are three bandits. We cut them down, break open the mined 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 weapon box, otherwise it will be difficult.

Croc's Lair

We go into the sewers, make our way along the walls, use the rope thrower to jump from wall to wall. When we go into 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 fluctuations in the water and grab you. It will be faster to move in a crouch, when the crocodile attacks, we aim at it with a betarang. Batarang will hit the collar, 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 gloomy catacombs. We go straight where Batman is looking, now we are running away from Croc, a couple of turns, here is the tunnel. We have disputes, we go to Batman's cave, to create an "anti-titanium" agent. Having created an antidote, we watch a video, the cave is attacked by Ivy plants. Having collected an improved Batclaw, we get the opportunity to break walls that we could not reach before. The Joker launched the "Titan" into the sewers, soon this mixture will reach the residential areas of Gotham, we urgently need to turn off the pumps. On the map we get marks and along the destroyed part of the sewer we begin to make our way up. Somewhere jumping, somewhere a rope thrower, here we are at the top. We crack the wall with a batclaw, three thugs came out to admire us, what a coincidence! And the batclaw now has three hooks, we observe the flight of three thugs. Climbing inside, we will defeat two bandits, then there is a fork to go left or right. It doesn't matter if you turn off the panels with a sequencer here and there, but after turning off, there will be a difficult battle in a limited space, and even with the participation of a mutant. Although there are benefits to be had from this. We stun the mutant, jump on his back, and aim at the bandits. Here they did not get well. A few races on a wide back and the fight is over. We examine the elevator shaft, break a couple of defective walls and undermine the counterweight. Here it is, the smell of freedom. To get to the cave, we actively use Batman's ability to plan over long distances, and of course, a rope thrower.

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 reaching the garden. We make our way to the garden, go to the greenhouse. There will be a fight, which consists of two rounds. In the first, we throw a bud of a huge flower with a fast betarang, dodge flying balls and follow the roots growing out of the ground so that they do not grab us. When Ivy's life bar is empty, we apply an explosive gel to the wall of the cocoon that separates us from the villain. We blow it up, and the second round of the battle begins. The fighting style is the same, only fighters in the form of guards enchanted by Ivy joined Ivy. Dealing with Plush. The Joker is next.

The final

We leave the botanical garden, head to the prison block. We will be greeted with applause by the bandits of the Joker, what an honor! We go into the building, admire the antics of the Joker, then the TV explodes. We pass into the formed opening. Get ready for the toughest battle in the game. You will have to work with a fast betarang, as well as climb on the back of one stunned mutant, direct it to another, chop up small bandits for them. The experience of such battles will be useful. Finally, the Joker himself will oppose us. Bandits will jump out from behind the railings of the makeshift amphitheater, and the Joker will occasionally throw exploding jaws onto the stage. Let's deal with the prisoners first. Then the Joker will turn his back to the helicopter, with the help of an ultrabatclaw we pull him, run up and inflict 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 sweat, don't disdain Batman's gadgets, the same ultrabatclaw, for example. Jaws can be thrown with fast batarangs.

Well, the Joker is down, Gordon is saved, and you beat the game. Congratulations!

I believe that what doesn't kill you makes you... weirder!

Joker, film "The Dark Knight"

Gotham City is a dark spot on the map of the US East Coast. Gloomy, god-damned metropolis hides many secrets. During the day, it is unremarkable, almost like Washington, but at night... at night, Gotham turns into an earthly hell. Under the cover of darkness, thousands of criminals go fishing, bystanders become victims (and if you're lucky, only witnesses) of murders, rapes and robberies. There are prostitutes on every corner, drugs are sold on every street.

Mafia and corruption have brought Gotham to its knees. Hundreds of officials went over to the camp of those whom they promised to destroy in their fiery speeches. And those who faithfully served the city ended up as Harvey Dent, now known as Two-Face. Everyone is run by money and fear, the law has long been forgotten ...

But on the map of Gotham there was also a spot of its own, which is darker than dark. Arkham Asylum, where only the worst of the worst go; those who cannot contain their lust for murder; those who are unable to overcome their manic tendencies.

Despite the fact that the clinic is located within the city, it is located on a separate island. Amadeus Arkham founded it on the site of his own mansion in memory of his mother, Elizabeth. She was insane and, unable to bear the torment, committed suicide.

One day, the phone rang in Amadeus's office. The policeman in an alarmed voice announced the terrible news: a serial killer nicknamed Mad Dog escaped from the hospital. He could well have wished for the doctor's death and tried to harm someone close to him.

Amadeus dropped everything and immediately went home, but it was too late: the mutilated corpses of his wife and daughter lay on the floor. The killer was soon caught, and Arkham insisted on treating him himself. For six months, he did everything he could for Mad Dog, but an accident occurred, and the maniac died from electric shock. Although it was not Amadeus' fault, he took it all upon himself and soon went mad. Ironically, he grew old and died in the place he created to help others.

Batman didn't like Arkham. And not because most of the patients got there by his grace. There was just something sinister, repulsive about this place. And now he was driving there at great speed, accompanied by the handcuffed Joker. Night, rain, chilly wind - everything is as usual, but the smell of danger hung in the air, and so far only the clown's too good mood was alarming. Why would he rejoice? In a couple of minutes he will be in a hospital, under the supervision of dozens of guards and doctors, and he is having fun and being sarcastic.

Arkham was already waiting for them. Batman escorted his companion almost to the cell, but he was not allowed to go inside the intensive care center. A faithful friend, Commissioner Gordon, tried to intercede, but it did not work out, and two guards took the Joker away. Everyone had a bad feeling. Everyone, except for a couple of guards, who were lying on the floor a minute later...

The clown hit hard. While Batman was thinking that the Joker had given up too easily, that it was not in vain that prisoners from the recently burned prison were transported to the clinic, he knocked out the guards and disappeared. Somehow, the psycho had planned everything in advance, and now he and his team of rare scumbags have seized control of Arkham.

Welcome to the madhouse

Welcome to the madhouse!

Hundreds of robbers, murderers and maniacs were at large, and all of them were led by a single goal: revenge. Take revenge on the city that forced them to step on a slippery path; take revenge on the government that sent them to rot behind bars; take revenge on Batman - the cause of their troubles.

The change of power was not without casualties, and after a couple of hours there was practically not a single living guard left in the psychiatric hospital. Someone was beaten with rebar, someone was poisoned with gas, and those who were “lucky” were shot dead.

Some cops and doctors managed to hide, but they were literally hounded. In search of fugitives, the Joker's thugs combed building after building, room after room, and if they found anyone, they brutally killed them. Not because they were ordered, but just for fun.

Arkham has become a sanctuary of fear, with lunatics roaming its corridors and giggling painfully. During the years spent in the hospital, no one was able to help them, and the psychos became like hunted animals.

The island was plunged into darkness, and a strange green glow made it even more sinister. Even inveterate bastards who effortlessly hang their victims upside down on trees, and they are afraid to go into an abandoned harbor or a cemetery where dozens of patients of the hospital and its founder himself are buried. Not that anyone is afraid of ghosts, just wandering around the night cemetery, surrounded by gnarled crosses and under the close supervision of dark angels, is not too pleasant even for a fierce killer.

The territory of Arkham is patrolled by dozens of scumbags. Most huddle together in groups of ten or fifteen and cheerfully discuss the latest news, such as the kidnapping of the head warden and Commissioner Gordon, or the massacre of guards. Each of the thugs in the hands of a bat or a piece of pipe, and some are so strong that they prefer fists to weapons. There are, of course, those who like knives and stun guns, but such a minority.

To calm down this rabble is not difficult for a connoisseur of martial arts. Batman strikes effectively and efficiently, trips, breaks arms and legs, makes throws and quickly flies from one opponent to another. Best of all, he, without a doubt, succeeds in counterattacks, during which all the skill accumulated over many years of training is manifested. However, Batman tries not to kill anyone, preferring to send enemies into a long knockout.

Being a good strategist, the Joker placed a sniper on each tower, and put the most dangerous and heavily armed prisoners on the most important objects. They constantly talk and keep in sight of each other, so that in case of danger, partners can help.

invisible predator

Now this red skeleton will cover the wall with rubble.

But this will not save them from just retribution. Batman emerges from the darkness to disappear after a couple of seconds, but during this time he manages to cleanly remove one of the opponents. No one knows where he will appear next. Maybe carefully climb out of the ventilation shaft, quietly sneak up behind and apply a choke hold? Or maybe knock out the famous betarang? Or fall from the sky and knock down with a powerful kick?

However, this is far from all that the Dark Knight is capable of, and the Joker's assistants are well aware of this. They have become accustomed to finding their companions suspended upside down from stone gargoyles. They got used to the idea that the glass roof is unreliable, and the floor can always get out from under their feet. Even sudden explosions have become a normal occurrence: a guard is calmly walking along the parapet, and after a couple of seconds, his comrades are already digging him out from under a pile of rubble and trying in vain to bring him to his senses.

The scumbags could not accept only one thing: the feeling of fear. They react violently to every loss, the pulse quickens, and the nerves slowly begin to fail. From fear, former prisoners huddle in groups of two, look around all the time, often change their location and shoot when they hear a sharp sound. What does it cost a predator to catch a prey weakened by fear?

But how does he do it? Neither intellect, nor the skill to remain in the shadows, nor even high technology is able to make a person absolutely invisible or protect him from a mistake that could cost him his life. Well, Batman has always been known as a great detective, and the sensor he invented allows you to see through walls and gives out extensive information about opponents. Is the enemy unarmed? It is colored blue. On the other hand, are you armed? Then red. The ingenious device even shows the number of enemies in the area, measures their pulse and catches the slightest change in their mood.

The view from the gargoyle is excellent.

In addition to tactically important information, Batman is helped to defeat the strategic data that he regularly receives from his assistant, nicknamed the Oracle. She constantly gets in touch with him and reports what and where is happening at the moment, which place is better to bypass, and where, on the contrary, it is better to run as fast as possible. Well, or fly, if possible.

The notorious Edward Nygma, aka the Riddler, also keeps in touch. A lover of mystification and logic puzzles has scattered more than two hundred surprises around the territory of Arkham, which are not so easy to find. But in order to test Batman for real and see how smart he really is, the Riddler asks a riddle (or even several at once) in every room that the Dark Knight visits. What is the reward for hard work? An opportunity to explore the history of Arkham and learn all about the most prominent residents of the asylum.

It is important: some finds, like green question marks, open access to amusing images, and also give the right to fight prisoners in one of the many arenas.

One Clown Circus

The most famous patient needs no introduction. Having seized control of Arkham and killed most of the staff, the Joker relentlessly jokes, pushes long speeches and plays for time in every possible way, realizing his diabolical plan to destroy Gotham.

This brilliant psychopath never ceases to amaze with his cunning, intelligence, ruthlessness and cunning. He easily lures Batman into new traps, very competently setting up networks, because who better than the Joker to know the weak points of his big-eared enemy. Either he chains two guards to the bomb, then hangs a couple of scientists over the abyss, or even lets his favorite poisonous green gas into the intensive care unit.

One of Batman's hallucinations: he is eight years old in front of the lifeless bodies of his parents.

On special occasions, the clown prefers to use others to get rid of the annoying Batman. He sends his right hand and his mistress, the sexy blonde Harley Quinn, to intercept him, but when she is defeated, he does not even try to help her.

It is the Joker who frees the serial killer Victor Zazz, the monstrous Killer Croc, the strong man named Scourge, the scarecrow master Scarecrow and the charming red-haired beast Poison Ivy. And although a good half of this company would gladly slap the stinging clown, they all attack Batman first.

Some appear only for a couple of minutes, then to rest untimely, others offer their company for a long time. Killer Croc hunts Batman in the sewers, and Poison Ivy, sitting in the botanical garden, fills the entire island with huge trees and carnivorous flowers.

But most of all, Batman gets from the Scarecrow, whom he in vain discounted. A biochemist poisons the Dark Knight with a hallucinogenic gas three times, turning his worst nightmares into reality. Either he ends up in the morgue, where his half-decayed parents appear from the body bags, then he finds himself in a long corridor, at the end of which is the very gateway in which the robber shot mom and dad. The visions are so real that it's freezing cold.

Psychic as it is

An important role in this is played by a special, unique style in which grotesque, realism and gloomy beauty are mixed. Everything you see on the screen, you involuntarily begin to believe: the buildings are very beautiful and stylish, and the cemetery seems so real that it is very difficult to decide on a walk between the graves. Gorgeous landscapes and high-quality special effects only add to the impressions. And what a moon!

Batman: Arkham Asylum got into the Guinness Book of Records for a reason. This is not only the best comic book hero game, but also one of the best games of the last few years. Praising Arkham Asylum and its residents is truly endless, and how not to do it? Imagine, even Batman's face and costume change throughout the game, abrasions and cuts become visible, and the cloak turns into a torn doormat!


ADVANTAGES FLAWS
Fascination
9
a variety of levels and tasks, spectacular fights, an impressive arsenal, some non-linearity, stealth, high-quality artificial intelligence, additional game modesunsuccessful implementation of cracking electronic locks
Graphic arts
10
great landscapes and effects, staging of fights, physics engine, play of light and shadow, implementation of detective mode, cape animation, grotesqueNo
Sound
10
great acting, amazing
live music, an abundance of extraneous, disturbing sounds, off-screen effects
No
Game world
10
unique atmosphere, unpredictable
imaginable plot, multifaceted characters, large territory, a huge number of difficult puzzles
No
Convenience
9
user-friendly interface, intuitive, simple operationinitially terribly inconvenient picking locks

Characters

Even in the best and most unusual action movie, you rarely see more than two or three memorable characters. The main characters are often silent and too calm, and the villains seem to have no single goal other than to enslave the world or something like that. Well, Batman: Arkham Asylum is one of the rare exceptions.

Batman

Real name: Bruce Wayne

Occupation: company president, philanthropist

Eye color: blue

Hair color: brunet

Height: 1.88 m

Weight: 95 kg

This four awaits the fate of those who have already sprawled on the floor.

Eight-year-old Bruce Wayne was a happy child until one day he fell into a cave with bats next to the family mansion. Then the boy was frightened for the first time, but this fear turned out to be nothing compared to the loss that soon followed: in front of Bruce's eyes, the robber shot his parents. On that ill-fated night, the boy swore to protect Gotham from criminals, no matter what it cost him.

Many years have passed since then, Bruce traveled to dozens of countries, studied more than a hundred martial arts, strengthened his spirit and body. The cave of childhood nightmares has long since become a second home, and a bat suit designed to intimidate enemies has become the everyday wear of the man known as Batman.

Before becoming the Dark Knight, Bruce tried to cooperate with the police and the FBI, but realized that criminals must be fought with their methods. Own code of honor allowed a lot, the taboo was imposed only on murder.

Unlike most famous superheroes, Wayne did not have any extraordinary abilities, but he had a high social status and a huge bank account. Half of the money went to the development of their own company, which has become one of the largest and most respected in the world, the other half went to research, the creation of equipment, high-tech devices and vehicles. The bulletproof suit, cape, grappling hook, batarang and batmobile have become Batman's hallmarks along with high intelligence and brilliant detective skills.

Joker

Real name: unknown

Occupation: career criminal

Eye color: green

Hair color: green

Height: 1.83 m

Weight: 73 kg

First appears: Batman #1 (Spring 1940)

There are many legends about the Joker. Some say that he was a petty thief, others - a failed comedian, still others mention a vat of poisonous substances, and still others recall a broken heart. In the most interesting version, we are talking about the fact that the Joker survived a monstrously unsuccessful day, at the end of which he went crazy: the death of his family, the failure of the robbery and bathing in industrial waste. However, no one knows the truth: whoever the Joker was before, he carefully hides his past.

Green hair, white makeup and a shabby lilac suit should not mislead you, because before you is the uncrowned prince of the criminal world. He is merciless and extremely dangerous, he is prudent, cold-blooded and sophisticated. The Joker's main weapon is his intellect, and that's what makes him Batman's most fearsome adversary.

By nature, the Joker is a killer, but the killer is a genius and, let me put it this way, a killer sense of humor. Any, even the most deadly weapon, he is able to disguise as something fun, clown. A gift-wrapped bomb or a nondescript button in the palm of your hand, which turns out to be a powerful electric shock, are quite common items for the Joker.

He is extremely unpredictable and makes any sacrifice in order to achieve his goal, so even the most loyal comrades-in-arms keep their eyes open with him, because a wide, frightening smile can turn into an evil grin in the blink of an eye, which does not bode well.

On a note: The Joker in the game has nothing to do with the characters of Jack Nicholson and Heath Ledger.

Harley Quinn

Real name: Harleen Quinzel

Occupation: career criminal

Eye color: blue

Hair color: blond

Height: 1.70 m

Weight: 63 kg

Even though it's a hallucination, these walking bones can easily kill.

Dr. Harleen Quinzel was once a respected psychiatrist in Arkham. She was assigned to conduct a treatment course for the Joker, but instead she fell head over heels in love with him, and her feelings bordered on obsession and insanity. Harleen helped her lover to escape from the hospital more than once, but none of the staff could even think that the culprit of the escapes was a pretty, fragile blonde.

Once the Joker was taken to Arkham after a skirmish with Batman. There was no living place on the green-haired clown, and Harleen decided to take revenge. So Harley Quinn was born - a cruel criminal who became the main puppet of the Joker.

A sexy blonde with a thin voice and white makeup on her face defies any classification. She has definitely lost her mind, no one can understand what is going on in her head. Harley's main motivation is Joker's praise. She is capable of anything to deserve it, and will easily go for murder or robbery.

Despite her deceptive fragility, Quinn is very hardy and strong. Moreover, she is an excellent acrobat and does things that make even Olympic champions turn green with envy.

beach

Real name: unknown

Occupation: career criminal

Eye color: hazel

Hair color: chestnut

Height: 1.70 m (under the influence of "Venom" - 2.07 m)

Weight: 64 kg (under the influence of "Venom" - 159 kg)

Beach spent his childhood in the terrible conditions of a maximum security colony, where he served time for his deceased father. His only friend was a teddy bear whom Beach named Osito. The guy survived only thanks to the books that were secretly smuggled into the prison, and tireless work on himself.

Weak in body but strong in spirit, he was the only survivor of the trials of a steroid called Venom. This substance completely changed the human body, turning it into a dangerous killing machine. But Beach was not going to cooperate with the military and fled.

Now he was not only educated, but also damn strong and decided to prove to all of Gotham that there is no better fighter: Beach broke Batman's spine. However, he got out and after a while struck back, defeating the strong man in the fight due to cunning. Instead of hitting the enemy, the Dark Knight cut the tube through which the Venom entered the Scourge's body.

Scarecrow

Real name: Jonathan Crane

Occupation: career criminal

Eye color: blue

Hair color: chestnut

Height: 1.83 m

Weight: 63 kg

First appears: World's Finest Comics #3 (Fall 1941)

No, guys, you won't steal this car.

Jonathan Crane had an unhappy childhood. He was often bullied by classmates, he was bullied in every possible way and regularly beaten. None of the guys appreciated his intelligence, sensitivity and similarity with the hero of the "Legend of Sleepy Hollow" Ichabod Crane.

Obsessed with hatred and a desire for revenge, Jonathan studied psychology and biochemistry and took a job as a psychiatrist in Arkham. He created a hallucinogenic gas that pulled out the most hidden human fears from the subconscious and literally drove you crazy. Crane experimented on patients; when they found out about it, they threw him out.

Driven by a desire to instill fear, Jonathan reincarnated as the Scarecrow, a sophisticated and insidious maniac who mocks his victims with gas. He has encountered Batman more than once and managed to find out what he fears most: to relive the night when he lost his parents.

Poison ivy

Real name: Pamela Lillian Isley

Occupation: career criminal

Eye color: green

Hair color: fiery redheads

Height: 1.73 m

Weight: 52 kg

Dr. Pamela Isley was a promising botanist in Seattle. Involved in the theft of an Egyptian artifact that contained unusual herbs, she was the victim of her partner, who did not want to share. But Pamela's body, under the influence of poison, has developed immunity to all natural poisons and diseases.

After a series of events in Seattle, Lillian's blood turned into chlorophyll, and she herself gained control over the plant world. The girl moved to Gotham and instantly declared herself, threatening to infect the air with poisonous spores if the government does not meet her halfway. Batman stopped her and Pamela was taken to Arkham.

Over the years spent there, her strength has increased, and she herself has become even more “married” with the fauna. Ever since Lillian's kiss became deadly and her charms began to turn men into toys, she has been nicknamed Poison Ivy. Wanting to create her own little paradise and live in harmony with nature, the girl fled from Gotham and settled on one of the uninhabited islands of the Caribbean. For the first time, she was happy and fully confident that her plants were safe.

But she was wrong. The island was blown up during military tests, considering it uninhabited. In a rage, Pamela returned to Gotham, and a wave of terrorist attacks swept through the city.

This is interesting: Poison Ivy is one of the few who initially didn't want to plunge Gotham into chaos and kill Batman. Moreover, the red-haired beauty is compassionate and can be noble and proud. This is evidenced by her rescue of sixteen orphans, to whom she subsequently gave a roof over their heads.

killer croc

Real name: Waylon Jones

Occupation: crocodile fighter, bandit, killer

Eye color: yellow

Hair color: No

Height: 3.35 m

Weight: 262 kg

Maybe Poison Ivy is a villainess, but she did a great job transforming the island.

Waylon was born with a rare mutation that causes his skin to be green and scaly. Jones was raised by an alcoholic aunt who taunted the boy every day because of his appearance. In his youth, he moonlighted as a circus freak under the pseudonym "Killer Croc", which stuck to him for life.

However, Waylon did not like to expose himself to ridicule, and he embarked on a criminal path, gaining fame as a cunning and dangerous opponent. Croc set out to become the godfather of the criminal world of Gotham, but he was prevented more than once, not only by Batman, but also by Beach.

Croc is one of the Dark Knight's most dangerous opponents. His height and strength allow him to compete with the Scourge, and his ruthlessness and hatred of all mankind push him to terrible deeds. In addition, Waylon's body is covered with thick scales, which is almost impossible to break through, and he himself has bestial instincts and instincts. Croc can also be under water for a long time.

Since the last time Jones entered Arkham, he had made no attempt to escape. He lives in a locked and heavily guarded sewer where meat is dumped on him regularly. Every day Croc degrades more and more and turns into a beast.

Mr Zazz

Real name: Victor Zazz

Occupation: Serial killer

Eye color: blue

Hair color: blond

Height: 1.73 m

Weight: 68 kg

Victor Zazz made a fortune when he was not yet thirty. Like many others, money did not bring him happiness; Victor felt empty and useless. He wanted to commit suicide, but changed his mind and decided to kill others. Having become a sociopath and a serial maniac, Zazz became convinced that people are just "robots" who live for fun and comfort.

Not picky about his victims, Victor, however, constantly uses the same weapon - a carving knife. After a murder, he can stand over the body for hours, contemplating his creation, but most of all he gets pleasure from leaving the victims in routine, vital poses, such as reading a book on a bed or watching TV in an armchair.

At the end of the ritual, Zazz carves a mark on his body. He is now covered in scars, but claims to have left room for Batman.

Commissioner Gordon

Real name: James Gordon

Occupation: police commissioner

Eye color: blue

Hair color: gray-haired

Height: 1.83 m

Weight: 82 kg

Batman took over.

Jim Gordon has dedicated his life to eradicating crime not only on the streets of Gotham, but also in the police department, where corruption rules the ball. He turned out to be the only honest cop in the city, where he moved with his pregnant wife from Chicago.

At first, Gordon tried in every possible way to catch Batman and take off his mask - he saw him as another psycho who was a danger to Gotham. However, the commissar soon changed his mind, and he realized that the only person he could rely on was the man in the bat suit.

By order of James, an impressive spotlight with the image of a bat was installed on the roof of the police headquarters: whenever Gordon needed Batman's help, he turned it on, and after a couple of minutes, the Dark Knight appeared out of the darkness, as if from nowhere.

Oracle

Real name: Barbara Gordon

Occupation: information intermediary

Eye color: blue

Hair color: redheads

Height: 1.80 m

Weight: 57 kg

Commissioner Gordon forbade his daughter (according to one version, his niece) to follow in his footsteps. But the girl disobeyed and without thinking twice decided to become Batman's assistant. She underwent serious physical training, studied many martial arts and mastered computer technology to perfection. Naturally, the bat suit fit her.

For many years, Batgirl fought the underworld of Gotham shoulder to shoulder with her mentor and idol, but one day an accident occurred: the Joker shot the girl in the spine, and her legs were taken away. However, even confined to a wheelchair, she continued to help Batman, albeit in a different role.

All these years, photographic memory, hacking skills, a brilliant command of modern technology and a broad outlook have remained idle. After that fatal shot, they turned Barbara into the Oracle, and now she helps Batman with information. She is able to learn anything and about anything in a matter of seconds, and this, you see, is extremely valuable.

Puzzles

In addition to the dozen main characters, there is another one who, like the Oracle, communicates with Batman exclusively by radio. In ordinary life, he is known as Edward Nygma, in the underworld everyone is used to calling him Riddler. Apparently, he too was in Arkham during the Joker's revolution, but decided to stay out of the conflict.

Instead of setting up nets and carefully preparing traps, the Riddler scattered various riddles throughout the asylum. As a reward for their decision, cards for the competitive mode, biographies of characters, interviews with them, as well as images of the main (and not so) heroes are opened in the game menu.

It is important: Before looking for secrets, first find a map that shows all the important places. True, even with her it’s hard to find half of the caches, but at least she tells you where to look. And one more thing: do not try to get to half of the secrets until Batman has his entire arsenal at his disposal.

So, what did the Riddler prepare for us?

    Green question marks. The most common secrets in the game, they are on each level in large quantities. They can be anywhere, for example, underground or under the ceiling. They often lie in plain sight, although they are occasionally hidden in ventilation shafts and behind destructible walls.

    Monuments of the spirit of Arkham. These are small statues covered with strange writings, in the middle of which is a spider. The decoding showed that they keep the history of Amadeus Arkham, his family and the hospital he created. The most difficult thing in finding monuments is that they are often in a prominent place and fit so harmoniously into the environment that you do not pay attention to them.

    Mr Freeze's cell. He did well here.

    Audio recordings. Tapes with interviews of the most famous patients of Arkham (and part-time - the main enemies of Batman) - the easiest prey. They mostly lie on the tables in the doctors and security offices, and, which is nice, they flicker, so it will not be difficult to see this secret even in absolute darkness.

    Jaws of the Joker. It's not even a secret, but just a little entertainment. A master of clowning, the Joker loves anything funny and hilarious, even if it only seems that way to him. That's why he scattered clockwork jaws all over the asylum. Not only do they constantly jump on the floor, they also make nasty noises all the time, which infuriated the Riddler so much that he offered Batman a reward for every five, ten and twenty broken toys. Trampling them with your feet will not work, but shooting them down with a batarang is the very thing.

    Puzzles. Nygma always has a couple of riddles in stock. And for Batman, he cooked almost fifty. As soon as the Dark Knight enters the next level, the Riddler asks a question that at first may seem like the ravings of a madman. For example, he can say: "My riddle for those who lead the right way of life" or "Victor Zazz wants you to find his creation." And go and guess that the last phrase means a room in which three corpses of guards seem to be sitting at poker.

    In fact, in order to find the answer, you need remarkable attentiveness and ingenuity. For example, if in detective mode you see a large question mark painted on the floor, then you should look for a point on the nearest hill. Look at them so that you get a whole picture, and - voila! - Mystery solved.

    Another nuance is the small size of some of the "riddles". If the card indicates that the solution is somewhere in this room, and there is only a headless statue with a worn tablet, well, zoom in on the image (Z button) and take a look at this tablet in a new way. It is likely that you will find some interesting inscription there.

    And the last point: the answers to some riddles are outside of Arkham. Of course, you won’t be able to get to Gotham, but it’s quite possible to use the increase. And there and the decision on any building is.

Gladiator fights

As mentioned above, the main opponents of Batman are the same people as himself. They are also made of flesh and blood and, like any person, can die from a strong blow to the head, solar plexus or neck. As such, there are practically no boss battles in Batman: Arkham Asylum. Notice practically: Now we will talk about exceptions to the rules.

    Beach. Pumped up with a drug, it grows in breadth and up right before our eyes. A two-meter pumped-up kid could easily break Batman's back again. But we won't let that happen, right? To defeat Scourge, you need to cut three bundles of tubes with "Venom" around his neck. This can be done only when he does not understand where he is and what he is doing here. In other words, first you need to beat him well. This is not so easy to do due to his size and strength, but there is one trick: when the Scourge runs at you with a wild cry, throw a batarang at his head and jump to the side. The weapon will hit the eyes, and the enemy will crash into the wall at full speed.

    Poison ivy. By itself, this lady is a real angel. Beautiful, sweet and fragile. Naturally, she would not fight with her bare hands. Oh no, Dr. Isley will climb inside a giant plant, which will shoot at Batman with some strange clots and periodically hit the ground (trees that entangle the main character instantly grow at the site of the impact). It is impossible to destroy a flower, but it is quite possible to show who is the boss in the house: every time Ivy laughs and sneers, the cocoon in which she sits opens. In critical conditions, you can’t climb to such a height, but you can launch a betarang at a girl.

    Joker. By injecting himself with the drug "Titan", the clown in a lilac suit turned into a huge monster with a mohawk and long claws. In the new look, he surpasses Batman in almost everything, so he calmly climbs into a fight. However, he soon gets bored with this, and the Joker climbs upstairs, where he poses for the cameras of journalists who have flocked to Arkham. While the green-haired psychopath is having fun and shouting nasty things, Batman is attacked by former prisoners. They climb like cockroaches during a fire, that is, from all sides and almost non-stop. Plus, little clockwork devils jump on the floor - time bombs.

    You can do anything with enemies: throw at each other, push on explosive toys, drive into electric grids. Most importantly, guess the moment when the Joker turns his back to the arena and starts waving at the camera. Quickly take out the ultrabatclaw and shoot him in the back. The clown, like a cat, falls on its paws and gets stuck in the boards with its claws, becoming defenseless. Survive three halves and the villain of all Gotham City will fall.

Arsenal

Batman doesn't have any extraordinary powers. He does not know how to release a web, climb walls, change shape, shoot a laser from his eyes. He does not have a super strong skeleton or superhuman strength. The replacement for all this is experience in martial arts, intelligence, the ability to keep a low profile and expensive high-tech devices, which we will talk about now.

Batarang

Gop-stop, we approached from around the corner ...

The bat-shaped boomerang never returns for some reason, but that doesn't make it any less dangerous. With this sharpened heavy toy, Batman can easily knock down an opponent or knock a weapon out of his hand without revealing himself.

If you purchase the appropriate upgrade, enemies will take longer to recover after an accurate hit. But it is best, perhaps, to have two or even three betarangs on hand at once. With such an advantage in hand, you can lay down a small squad of the Joker in a matter of seconds, and then finish off each one in turn.

You can’t imagine any special tactics with this weapon, but there is one that is quite simple and at the same time effective: if prisoners with pipes and bats are waiting for you around the corner, and several people with stun guns, knives or rifles are in their company, aim the betarangs at their head. The rest, of course, will immediately run to beat the Dark Knight, but there will be no problems with them - certainly not after the most dangerous opponents have fallen ill.

sound batarang

Welcome to Lilliput!

This marvel of technology can be purchased with experience points. Why does Batman need a sonic boomerang? It is programmed to send sound waves within a small radius of its location. All the guards that are nearby are taken to look for Batman, or at least the source of the noise.

Everything is in the best traditions of "The Thief" and "Commando": periodically the Dark Knight needs to quietly and carefully penetrate into some room or ventilation shaft. And there are enemies around, and everyone is armed. You can kill them all, but it takes time. So it's easier to distract them for a while, and sneak around unnoticed behind their backs.

Another use case for sound batarang is attention switching. For example, a couple of prisoners stick together all the time because they are both very scared. Climbing on two armed thugs is extremely dangerous, but if you launch the boomerang correctly, then one will go to the sound, and the second will remain to cover his back. This is where you can strike a sudden blow.

Well, the best use of this device is cutting down the enemy. The fact is that all the escaped prisoners wear prison collars, which used to shock them for disobedience, and now serve as just a frightening accessory. But not for the big-eared hero. Batman can buy a certain upgrade and the sonic batarang will reset the collar of the nearest enemy. At the same time, the latter is so shocked by current that he almost kills him.

Controlled Batarang

"Let me go!" - "Sure?"

In the same way as the previous "toy", it is purchased for experience points. At first glance, the purchase is completely meaningless: what's the point of managing a betarang yourself if you can take a couple of ordinary ones and knock out several enemies at the moment?

In fact, the device is very useful in the case when you need to instantly lay down four or more opponents or hit them selectively. You are free to spin the boomerang as you like until it hits the wall or the floor. And for the time allotted for the flight, it is quite possible to knock down six or seven prisoners.

However, the full potential of the controlled Batarang is revealed while searching for secrets and answers to Riddler's riddles. Some of them are so well hidden that you can't see them. For example, a map shows a place where it seems impossible to reach. But, by launching a betarang, you can find a hidden passage or find out where the coveted cache is located: perhaps everything is much simpler than it seemed, and there is no need to rack your brains in vain.

explosive gel

Some walls cannot be bypassed, and there is only one way to get to the goal: go through them. How? One option is an explosive gel that Batman made in his cave. It is in a small container and is applied to any surface, leaving no chance for the latter. Moreover, the defender of Gotham cannot do with a banal “cake” - he carefully displays the image of a bat on the object.

Explosive Gel opens up truly limitless tactical possibilities, especially when purchasing important upgrades such as selective explosions and reaction to approaching enemies.

After the acid rain, the violet grew and decided to take revenge.

If there is an enemy near a shaky wall or under a weak ceiling, it is worth reminding him not to forget about safety precautions. Having guessed the moment, arrange an explosion and collapse stones on his head. In this case, it is desirable to move away from the "avalanche", otherwise it may hurt. It is very important to plan an escape plan in advance or activate the explosive, hiding under the ceiling: the guards run to the noise in no time.

When a prisoner is vigilant under a glass canopy, it's time to fall on his head. To do this, you need to plant a bomb over the enemy and detonate it while standing on the glass. The blast wave and a bunch of fragments will not do much harm, but Batman, as if appearing out of nowhere, will hit with both legs and instantly knock out the enemy. Be prepared for the fact that the friends of the latter will come running to rescue him with the whole crowd.

As soon as you buy the necessary upgrade and the gel starts to work like a mine, you can apply the following tactic. First, study the guard's route. Then plant the explosives in the place where he will be in a minute or two, and take a comfortable place: a very pleasant sight awaits you.

It often happens that frightened prisoners rush from one corner to another without any logic. In this case, apply the gel on the floor, and when the guard passes nearby, throw a sonic batarang. Noise will attract his attention, well, then - a surprise!

ultrabatclaw

By itself, the Batclaw is pretty useless and useless. You can drag the box or pull the enemy towards you, but what's the point? No perspective, no brightness. But with the advent of a gizmo called "Ultrabatclaw" in Batman's arsenal, everything becomes much more fun and interesting, because instead of one hook there are three of them.

Why so many? For example, in order to destroy those walls and open those ventilation shafts that are impossible to get close to. It happens that at a considerable distance from the ground you can see a walled up wall and you can neither get close to it nor bypass it. This is where the ultrabatclaw comes to the rescue.

It is important: most of the "out of reach" places hold the secrets of the Riddler, from simple question marks to answers to riddles.

This arena is a real masterpiece of design thought.

How to use this invention in combat? For example, under a shaky wall, three guards are standing and talking about something. It is unrealistic to plant explosives there: firstly, it is noticeable, and secondly, it is impossible to jump. Then it makes sense to arm yourself with an ultrabatclaw and dump a pile of stones on unsuspecting enemies.

On a note: It's even more fun when a couple of Joker's henchmen stand on the flimsy floor without even knowing it. One has only to pull a little, and they will fall to the ground like shapeless, screaming sacks of potatoes. This, of course, will attract everyone's attention, but the spectacle is worth it.

Some guards patrol the upper areas of the room. They walk along the edge all the time and hold on to the railing so as not to stumble and fall. That is exactly what they need to be helped to do. While down or standing in front of him, Batman can release his Batclaw and knock his opponent down. The fact that the enemy will rise after such a fall is not even worth stuttering.

Rosomet

Some cliffs or chasms cannot be crossed without special equipment. For example, without a rope. Naturally, there are no signs anywhere in Arkham that say “Cable straight and to the right. Happy descent." Therefore, Batman has acquired a device that can create a cable anywhere and anytime.

The cable launcher is used mainly for its intended purpose, but it is great for combat. No, unfortunately, it is impossible to stretch the rope from one enemy forehead to another. However, if there are a lot of opponents ahead of you, you can put a cable into the wall behind them and arrange a small but fun bowling alley.

Code sequencer

Perhaps the most hated item in Batman's arsenal for most players. With this device, you can and should crack electronic locks and bombs. And everything would be fine if it were not for a mini-game with which you can suffer for hours. Not because it is so heavy, but because initially nothing is clear: what kind of wheels, why turn them, and in general, what to do?

And you just need to reboot the security system. This happens when a wave running across the screen of the device touches the walls. The monitor turns bright green and after a couple of seconds the electronic lock explodes.

The left wheel (default keys "A" and "D") is responsible for the length of the waves, the right wheel (default left and right rodent buttons) - for their frequency. The length of the waves depends entirely on their frequency. First of all, you need to find a weak spot in the lock system: slowly turn the right wheel until the screen turns a little green. Once that's happened, start fiddling with wavelengths. A couple of seconds - and everything should work out.

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: New Disc Localizer: New Disc / Hunt Saturated Therapy Building

Batman took the Joker to a psychiatric hospital. Something in the behavior of this clown alarms our hero and Batman decides to take the prisoner to the cell. We follow the guards and listen to the chatter of the joker. Batman is not allowed further into the intensive therapy department in the “cell” block, supposedly for the peace of mind of the prisoners, and here the joker “attacks”. Everything was planned in advance, the Joker's girlfriend Harley Quinn at the control panel, the blackgate bandits transferred from the burnt prison.
Batman breaks the window, gets into the first mess. There are two fights ahead, the 1st with 3 prisoners, the 2nd with 4. Try to hit combos, the more hits Batman did without stopping, the more points you get per battle. In the future, you will be able to get Wine Tech upgrades for points. The Joker offers to find him, and opens the energy gate. There is no way out, “he called himself a load, climb into the box”, we go in search of a criminal genius.

Climbing up the ramp, on the left in the room, break the teeth jumping on the floor with a battarang, aiming with the right mouse button or pressing the "Q" button - a frisky batarang. We move along the corridor, we hear the warning of the security system about the violation of the regime, in 3 blocks the prisoners broke free. Having reached the fork, we will teach 2 smashers a lesson, because it’s not figs to twitch at the majestic and powerful, 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 mad, we will talk with the nearest watchman Zak Franklinn, he will explain the situation, the violent prisoner Victor Szas chained the watchman to the electric chair and threatens to destroy him. We pass through the open door and climb the stairs, approaching the guards, look up at the walls, there are gargoyles - by pressing the "F" button, Batman soars up on the gargoyle with a hook with a cable. We jump over to the nearest gargoyle, and plan on the offender by pressing the "space", in flight we 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 chief warden Sharpy. It turns out that the joker keeps the security system under control. It is necessary to get out of the chamber for violent lunatics. Turn on the detective mode button "X", examine the room. We see the grate in the wall and the transparent wall, while we leave it until the best of times (in general, there are a lot of mysteries in the game, but some will become available only at the end of the game, when Batman collects all his devices), going up to the grate, press the space bar quickly and many times. We go through the ventilation shafts to the grate and remove it as well as the first one.

Disinfection room

The Joker has launched his own poison gas, and everyone in the room is doomed to an agonizing death. Near the door to the room, look up and use the hook, as the “F” icon flashes. Climbing up, we save the watchman, jump with a hook onto the crossbar near the ceiling and save another 1st watchman, jump further, here we 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.

A loop

We leave the disinfection room and find ourselves in a long corridor called a loop. We go along it, arrows are drawn on the floor, two bandits will attack from behind, it’s even somehow not serious. We move along the arrows, we go into the room and watch the video. The Joker releases a strange body from the container, apparently the result of some kind of genetic mutation. We dodge his direct attacks by holding the spacebar and pressing the movement buttons to the left or to the right, we lure the monster onto the power shields and while it is writhing, we practice blows. After several approaches, the monster falls, the joker makes notes for himself for the future, reports that Commissioner Gordon has been captured and fled. We get a new main task to find and save the commissioner. We will talk with the watchman, he will try to lead us behind the joker, but something does not work out, then Batman decides to go back and check the detention cells for evidence. We return only we 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 bourbon of the traitor watchman, we begin to look for it by alcohol vapors in the air. We move along the corridor, looking for traces of whiskey in the air and get into the elevator room, here the distraught Dr. Harvey appears and drops the elevator on us. We climb the stairs into the room and pick up the audio recording, listen and get points, now we return to the elevator and look up until we find a point where we can hook on, overcome the obstacle course and get to the party of five bandits, after beating everyone we move on. After passing through the ventilation tunnels, we see three bandits armed with machine guns. It is not worth storming in the forehead. 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, inflicting a finishing blow on him. We deal with the remaining bandits. We go into the room where there is another bandyuk and also sneaking up behind, we bring it down with a finishing blow. We move forward and get into the lobby of a rich therapy, there are two bandits with machine guns. Having dealt with them, the Joker sends three more bandits, and we will calm these down. We take an audio recording in the security room. And we go to the dead watchman. After examining it, Edward Nygma bursts into our radio broadcast, he gives us the riddle "Look not to cut yourself on a shabby portrait." We look a little to the right of the traitor officer, a portrait of the head warden Sharp hangs on the wall, we scan it. Then the guard appears and opens the door.

Corridor with communications

We get the task to leave the department of saturated therapy on the surface of the island. After talking with the watchman, we go out into the corridor with communications and when we come to the exit from it, we hear a critical news release, the Joker reports to the inhabitants of the town 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 along 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 therapy department to save Commissioner Gordon and protect our car. After passing through the gate, we go around the ambulance on the left and using the hook we climb onto the concrete floor, we go through it to the rear of the two bandits and remove them with silent blows. We pass through the next gate and see how seven bandits beat with clubs on our car. They are not seriously armed, we approach and distribute cuffs to the left and right. After the battle, we pick up explosive gel from the trunk (they can 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 tube, press the space bar, scanning Batman contacts the oracle and reports excellent announcements to it. We follow the smell of the commissar's beloved tobacco in the air. To go to the next location, to the left of the locked gate we blow up a weak wall. Following the trail, we come across 2 bandits, having beaten them, we continue to look for traces of tobacco, since they are every three meters.
Medblock

There are six prisoners at the entrance to the medical block, here you can score good points. We go into the building. We see Harley Quinn, having approached and listened to her, we hear Gordon. Harley is running away, and we need to find another passage to the medical block building. We go outside and look at the roof, using the hook we climb up and go to the left. There is a weak wall here, we blow it up with gel and find ourselves in a medical block. Once inside, through the ventilation shafts we pass into the main hall, we watch a picture of how the Joker's henchmen drive the medical staff into the offices. Batman decides to release them. Doctors are guarded by four armed bandits, because the game involves acting secretly, you can pull out opponents one by one, sneaking up from behind and inflicting finishing blows, but you can also make some noise, then everyone will come running to you and shooting will begin. I acted covertly. After removing the bandits, we approach the doctors, after talking with them, we get the task to find and save 3 more doctors, their position will be marked on the map.

Dr. Kelerman is locked in a room filled with joker gas, having approached the door, we will talk with the watchman, later we look up at the ventilation pipes and climb on them, jump over to the grate and break it into the room. Three fans need to be turned on. Turning on the detective mode, we look at the wires going from the fans to the control panels, turn on the fans with a betarang, after each turned on we go down to the level below.

Dr. Chen is chained to a chair, everything is ordinary, we carry out a forceful action to bring all eight prisoners into an unconscious state, after which we calm down the above-mentioned people, we approach Chen and press the space bar. Doctor Peni Yang is guarded by five armed bandits, so that the doctor is not destroyed, it is necessary to place two charges of explosive helium on the defective walls. Having blown up their fragments of the walls, they will bury the bandits under them. Talk to a doctor.

Returning to the isolation ward for the upcoming search for the commissioner, we watch a video, at the end of which it is necessary to deal with 3 bandits. After we go down to the basement of the medical block on the elevator. We watch the splash screen, 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 get a new task to punish the killer. We go to the morgue, having wandered around it, we will try to leave this gloomy place, it was not here. When you try to get out, we again find ourselves in the morgue, only in the middle of the hall are three bags. Opening them in turn, we meet with the father and mother, in the latter a scarecrow awaits us. Yeah, all these are the antics of the schizo Crane, he is also known under the nickname "Scarecrow", or rather his hallucinogenic gas. Now we need to get past him, so that he does not see us. We just 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 to the right. Reaching the searchlight, Batman storms.
After defeating Crane, call the oracle. We go back, and follow the arrows, yeah, this is 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, you need to stun him with a cloak, and then beat him. We get to the corridor along the arrows, the joker again decided to play his merciless games. It is necessary to get past the bandits so that they do not see us. There are only four of them, turn on the detective mode, their movement will be visible, the first 2 I crept up behind and knocked out with finishing blows. The rest, following their path, also removed one by one from the battlefield. Climb up the stairs and use the hook to jump onto the ceiling of the room where Harley and Gordon are standing. Explode the ceiling and watch the video. There is a battle with Venom. A pumped-up man, and very angry, but as a boss, not very difficult. We dodge his throws and throw betarangs until he starts walking holding his face, as it happened, run up to him and hit him. Batman, jumping on his back, will rip off the supply hoses one by one. When Venom has half a life left, Joker's thugs join the battle. At first we deal with them, later we finish off Venom.

We watch the video - Venom dies the death of the brave, Gordon sets off to the continent, and Batman gives the oracle a "tsu".

Batman Cave

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

We follow to the place marked on the map, on the way we run into a skirmish three times. Arriving at the point, we jump over the fence, and go 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 with which you can pull up objects. Here comes the opportunity to try it in action. Batman decides to go in search of the doctor in a different way, with a hook we pull off three containers that prevent us from jumping onto the walkways. We run through the tunnel to the grating under the arch of the cave, yeah, you can pull out the gratings with a hook, which we actually do. We get out from the other side, and cut down the thug who reports to the joker in some way. Then there is another group of bandits, among them there is also the most experienced. Plus, those who are not engaged in a skirmish are trying to tear off various objects from the walls in order to try to cause significant harm to Batman. We get into a cave with old walls and columns, the hook disappears, it is necessary to find a way to the surface. Nothing particularly difficult is expected. Having got out to the surface, we get a tick about the task "get out to the surface through the sewers". We get the following “climb into the house of Arkham”, the joker placed his own snipers on the towers, taking them off, we follow to the eastern part of the island, there are already four snipers, and a bunch of bandits in the connecting part of the isthmus.
House Arkham

Having entered the house, using the batclaw, we demolish the armed bandit, here we finish him off with a finishing blow. The door is locked, ancient good ventilation will help us out. With a batclaw we tear off the grate and get into an adjacent room. Wow, Dr. Young is in the hands of a joker, but she is silent. And the bandits of the Joker staged a standing search in the cottage. Need to hurry up.

We deal with a bunch of bandits, about something peacefully chatting before you appear. With due diligence, you can fill 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 on him from behind and cut him down. We watch the video, the Joker, out of spiritual kindness, reports that a bunch of his henchmen are beating the “nonsense” out of Aaron Kesh in order to find out where Dr. Yang is. There are six armed bandits in the adjoining room, we remember the medical block and act the same way. Having dealt with the prisoners, we listen to Kesh, we move to help the physician.

We go through the northern corridor, make our way through the ventilation maze, and in the end we get to Dr. Yang's office, here three bandits try 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 follow the doctor's prints on her heels. Having got out of the office, just as we climbed into it, we go to the door, towards three bandits like “give me a smoke”, Batman says “I don’t smoke, I say an athlete”, and let's work on their katas. Um... that's me. In fact, following in the footsteps of the doctor, we find ourselves in a corner corridor, sat down around the corner and hit the head of an armed bandit with a betarang, after 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 2 hostages, the joker is joking again. If we do not have time to save them, then they will suffocate. We quickly return back and with the help of a hook we climb onto the 3rd floor, we run in a circle until we stumble upon a ventilation grate. Having climbed into it, we overcome the labyrinth and get out near the chandelier, throw the betarang, the chandelier breaks through the floor, tadam ... the hostages are saved. We turn on the detective mode and on one of the shelves we find the doctor's fingerprints. We take the formula "after reading, destroy", which our hero does.

We get out of the library, at the exit we fall under the influence of Crane's hallucinogenic gas, rushed along the newest to fool. We go along the corridor, having come to the place where our parents died. After standing a bit, press the movement buttons, and go to the exit. The scarecrow is waiting for us in the most hidden horrors hidden in the depths of our brain. Obstacle course - ah, that's what it's called. Having coped with the scarecrow, we find ourselves in the main hall, cut off the bell, and jumping down we go into the opened room. There, the violent Victor is holding Dr. Yang, we sneak up to the corner, crouch and, having improved the moment, we stun Zsas with a batarang. We watch the video, Dr. Yang is dying. And we have a skirmish with 4 bandits, one of them is armed with an electric baton.

After talking with the oracle, we get the task to infiltrate the secret laboratory. We leave the room, follow the traces of Sharpe's DNA. In the large hall there are three armed bandits, we make our way over them and cut them down in turn from behind with decisive blows.

Find warden Sharpy on the DNA trail, kill the Titan lab in the botanical gardens, get the security codes from Sharpe, here is the list of tasks assigned to Batman after Arkham's house

Not everyone prefers to have direct contact with Batman, for example, Riddler, like the Oracle, communicates with him only by radio. Riddler, in ordinary life Edward Nygma, scattered throughout the territory of the hospital various riddles, of which he accumulated over two hundred, or rather, all two hundred and forty. The reward for their successful solution is cards for the challenge mode, biographies of the characters 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 plot all locations in and around Arkham are unlocked to solve the remaining puzzles. Significantly simplify the task of the map indicating the alleged locations of the riddles. When searching for some of them follows (key [X]). Cards can be found in various locations, usually in prominent places.

Riddles 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 conspicuous place, the rest are hidden quite skillfully: in ventilation shafts and behind destructible walls. When we find it, we just pick it up.
  • Monuments of the Spirit of Arkham- small statues covered with mysterious writings, in the middle of which a beetle is placed. They store information about Amadeus Arkham, about his family and about the asylum itself. Enough to scan them.
  • Audio recordings- interviews of the most famous patients of Arkham. They lie mainly in the offices of attending physicians and security.
  • Jaws of the Joker- a little fun from a crazy "clown", who scattered them throughout the hospital in unprecedented quantities. Not only do they jump, they also constantly make nasty sounds. For the destruction of five, ten, twenty toys by the batarang, experience points are put.
  • Puzzles- the most difficult secrets. Guessing them is a special pleasure for the Riddler, since the answers are sometimes very difficult to find, remarkable attentiveness and ingenuity are needed. Once on a new level, the 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, inscribed 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 whole picture, then the riddle will be solved. The answer is given by pressing the [X] key in detective mode. Also, puzzles can be located outside of Arkham, in such cases it follows.
Once all the secrets of Arkham are revealed, Batman will be able to decipher the communication channel and locate Edward Nygma. The police will go to capture the most mysterious criminal in Gotham, and he will be captured. There are no other special prizes.

Secret map locations 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, blowing up with explosive gel.
  2. In the medblock in front of the room with Harley Quinn and hostage Commissioner Gordon.
  3. In the caretaker's office in the mansion where Dr. Yang dies.
  4. In the central room of the cell block where Harley Quinn is being arrested.
  5. On the second floor of the generator room in the botanical garden, where the power is cut off for the passage through the "pool". An improved code sequencer is required for hacking.
  6. In the booth across from Arkham Mansion and the Overseer's Statue, a code sequencer is needed to break the door.
  7. In an office on the ground floor of intensive care, where Scarecrow hides on the elevator after the third meeting.
  8. In the control room of the pumping station at the very top of the sewers, after creating the antidote in Batman's cave.
  9. In a booth between the medical wing and the prison block, where ambulances are scattered.