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  • Batmen: Arkham Knight: the passage of an additional line of quests
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  • Arkham knight passage. Batmen: Arkham Knight: the passage of an additional line of quests

    Arkham knight passage. Batmen: Arkham Knight: the passage of an additional line of quests

    The city is teeming with enemy unmanned tanks, from all of them not to leave, will have to take the battle and destroy. Passing Batman: Arkham Knight will continue by arriving at the station, talk to Gordon, then you will need to protect his car from enemy tanks, accompanying her. It is best to hit enemies with self-guided missiles. After Batman has landed a handful of tank pursuers, Wayne’s bright head will finally visit the idea of ​​putting the commissioner into his Batmobile.

    The surroundings of the clock tower are tightly guarded, so you will have to fight for the technology. After breaking them all, including the foot enemies, armed with machine guns, we enter inside through the roof. There is another attack of hallucinations, after which we need to raise the stroller, then watch the movie with Jim Gordon's hysterics, then use the computer.

    So, Barbara's kidnappers turned off all the cameras in the chapel so that they could not be traced, but they did not take into account that there are also cameras on the street (there are four of them). We are interested in the one that is located in the upper right corner. Scroll up to the 35th second, then hover over the area with the enemy carrying Barbara on your hands. We learn in the abductor Knight Arkham. After shaking for the 41st second, in order to scan the recording site with the machine into which the Oracle was planted and into which our opponent sat down.

    We continue the passage of Batman: Arkham Knight - we will have a task to trace the thief's car with the help of the evidence scanner on the Batmobile, so that we close the tower with the same computer and leave it through the top. Go downstairs to get into the Batmobile in the marked area, start scanning for evidence - see the displayed traces of the Knight Arkham machine, and follow them.

    Far from having time to call in - the enemy aircraft will reset the cunning device, which will immediately be fixed on the road. Alfred communication informs that the same things are now actively installed throughout the city. Leave the Batmobile and walk to the miracle device, inspect it. It turns out that this is a well-protected bomb. However, on our side, too, advanced technology - having finished with the numerous drones of the enemies that came to the rescue, connect to the bomb with a winch and turn on the engine reverse.

    It is necessary to keep such momentum so that the arrow remains within the boundaries of the orange area of ​​the tachometer. After blowing up the bomb, run the scanner again on the batmobile to continue following the tracks of the Knight Arkham machine. Stay into the raised drawbridge. Then you have to move on foot to get to the access point, which allows you to lower the bridge.

    At the marked point, everything is teeming with enemy thugs, because our passage of Batman: Arkham Knight at this stage will be reduced to a banal extermination of all threats, cleaning the area. There are eight of them, all are armed, so let's start playing the classic Batman cat and mouse, cutting down the foes one by one. When done, go to the marked terminal to lower the bridges.

    In the meantime, the Cipher will contact him: Catwoman is in his captivity. We are going to the orphanage to save her, we will return to the search for Barbara very soon, as soon as we eliminate the deadly danger threatening the Cat. Along the way, it is possible to detect a terrible flying creature, from which you can take blood for analysis, but this is a side task, we will focus on the main ones (although go away at leisure and all the side problems if you want to see a good ending).

    In the footsteps of Barbara the kidnapper

    Continue to the passage of Batman: Arkham Knight, sitting in the car, listen to instructions from Alfred - it is very useful, because behind the bridge is a whole column of enemy drone. You need to try to get from the gun "Volcano" in the touch panel of enemy machines to destroy them with one shot. Flying at you on the auto-homing missiles shoot down a machine gun in flight.

    Having dealt with the enemy technique, follow the tracks of the Knight Arkham’s car, hit the place where, apparently, he lost control and crashed. We leave the Batmobile, go to the scene of the accident: the car is empty, so start the evidence scanner and study the details of the kidnapper's car. Get a kind of video of the accident that happened here - rewind it back to watch from the very beginning.

    Let us find out that the driver flew out from behind the wheel through the glass - apparently, he was not fastened. We are looking for his body, you will find near the place of the accident - just ahead of the car. Scan the corpse. Traces of pepper spray will be found on the right side of the face, which hints that Barbara was sitting on the seat next to the driver and specially arranged an accident, splashing tear gas into his face.

    We examine the passenger seat, then we need to find the door that has flown away during the accident, it is right next to it on the right side of the car, if there are difficulties with the search - roll the video back to see where this piece of iron has flown. Scanning the door, find out that it opened before the accident, that is, Barbara jumped out of the car before the crash. Roll back the record to find the place where the girl landed after evacuating the car.

    Batman: Arkham Knight will continue through the fact that we need to determine the place from which the poor man was shot - we need to investigate the traces of the shot. We will find out that the Knight Arkham shot with a cautionary purpose - he certainly would not have missed from such a distance. The last puzzle in this investigation remained: Barbara knew perfectly well that she could not leave because of her paralyzed legs, which means she arranged an accident with the aim of leaving some sign to us.

    The hint from the Oracle will be near the box to the left of it, scan it, find the encryption device under the box, contact us with Lucius so that he can decipher the location of Knight Arkham using the device of Barbara. It takes time - let go of Lucius, we get in touch with Alfred - he will throw a couple of new tasks that you can take up if you want to see the true ending.

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    Batman: Arkham Knight - side missions "Highly Dangerous"

    Island blake

    This is the very first fireman you will need to save at the moment when the mission becomes available. Follow the marker that leads you to Panessa Studios. The fireman is inside the building, under the crane. You can use the hook of Batman to get on the crane, then attack the enemy from the air by breaking the glass on the roof of the building. Defeat all the bandits and free the fireman.

    Below, we suggest that you familiarize yourself with the locations of the remaining firefighters on Blake Island:

    1. Described above.
      2. Northwest corner of Chinatown, in the alley.
      3. Chinatown, the back of the building, located northwest of the police department.
    4. Chinatown, the center of the district.
      5. Northeast courtyard Falcone Shipping Antenna.
      6. At the top of the crane.


    The location of all stolen firefighters on Blake Island.


      Move to these locations, enter detective mode and you will easily find each of the stolen firefighters.

    Miagani Island

    Below is the location of each of the stolen firefighters and displaced to Miagani Island

    1. Under the bridge connecting the islands of Blake and Miagani (the enemies will be armed with firearms).
      2. Not far from Grand Avenue, on the upper ledges of the Gotham Herald building. You need to get to the vantage point at the top right to see the bandits and the fireman.
      3. Grand Avenue Station, surrounded by turrets. There is no ventilation shaft or sewage ditch that would help you deal with the bandits one by one. You must fight "in the open", but at the same time be in the blind zone of visibility of the turret. The bandits will not have weapons. Use smoke bombs to disorient enemies while you are dealing with turrets. Of particular danger is the turret in the center. The task is much simpler if your hacking device is improved. So you can temporarily turn off the optics of the turret, which will help to get closer to them and destroy.
      4. Southeast corner of the Wayne Tower.


    The location of all the stolen firefighters on the island of Miagani.


    Founders Island

    The location of each of the stolen firefighters and the Founders on the island is listed below:

    1. The building in the center of the port of Adams.
      2. Urbarail Station in Ricker Heights. There are three thugs and a hiding place from which they will take weapons. First of all, using the disintegrator, disable their weapons.
      3. On a hill northwest of Wayne International Plaza. Nearby there is also a cache. First, deal with the cache, and then defeat the bandits.
      4. Lighthouse to the northeast of airships. Detective mode in this area can not be activated. There is a sniper on the lighthouse. First kill the sniper, then deal with the other opponents.
      5. The last firefighter is harder to find than the rest. First, you must find the Killinger Dept Store. In front of him will be a wall that can be moved using the Batmobile drive. The exact location is shown in the screenshot below. Take a favorable position and deal with two armed gangsters. If you have improved your multi-hit technique, you will be able to cope with at least five opponents at a time.


    The location of all stolen firefighters on Founders Island.


    After saving the last fireman you will need to save their boss. Its location will be marked on the map. Move to the specified location - Cityvision Construction. The location will be filled with bandits, but you have the freedom to act. When you deal with all enemies, then find the head of the fire station and free him. Next, go with him to the police department to close the case and complete the mission.

    Mission 2. The perfect crime

    Immediately after taking the extra mission, you will find the first victim. Go to the "Trade Bridge" and inspect the body. After testing the blood of the victim, you must use a special scanner. Scan the victim's skin, hold the button to get a clue. Switch the scanner to the "Muscle" mode and check the victim's small intestine to find the ring. Scan again.

    Finally, switch the scanner to “Bone” mode and check the victim’s left thigh. The crime scene will be completed. As soon as you unlock the next Gotham area, a new part of the mission will become available.

    One of the bodies is located in the upper part of the Gotham Herald, on the roof just below the tower. Use the scanner to find abrasions or other evidence on the victim's body:

    Skin Mode: a scar on the left hand;
       Mode "Muscle": the left side of the chest;
       Bone mode: deformed bones on the left knee.

    The third victim is located on the roof of the Heavenly Building on Miagani Island. Use the scanner to find abrasions or other evidence on the victim's body:

    Skin mode: birthmark on the chest;
       Muscle mode: bullet in the right bicep;
       Bone mode: missing fingers on the left leg.

    You can find the fourth victim after helping Poison Ivy with its plant, which helped neutralize Scarecrow toxins. The victim is on top of a small building to the northeast of the orphanage, where there is still a railway. Use the scanner to find abrasions or other evidence on the victim's body:

    Skin Mode: bite scar on victim’s left side;
       Mode "Muscle": prosthesis instead of the right eye;
       Mode "Bone": fracture of the right hand.

    The fifth dead body is on the lower streets southeast of Stagg's second airship. Use the scanner to find abrasions or other evidence on the victim's body:

    Skin Mode: a chemical burn on the left thigh;
       Muscle mode: voice box on the throat;
       Bone mode: the sixth finger on the left hand (WTF?).

    The last corpse can be found on the wall near the springboard, not far from the church. Use the scanner to find abrasions or other evidence on the victim's body:

    Skin Mode: a wound from a removed tattoo on the right thigh;
       Muscle mode: remote right kidney;
       Bone mode: tantalum plate on the victim's skull.


    The location of all the corpses from the mission "The perfect crime."


      After studying the last body, Alfred will tell you the location of the killer. Move to the salon Pretty Dolls, marked on your map. Go inside (besides, there will be a Mysterious trophy inside). Crawl under the floor through the grate and blast the cracked wall with gel.

    Go back and go through the front door to the operating room. Keep moving forward and you will find the killer in the act. Get closer and see the cut-scene. You need to leave the killer minions as long as possible on the ground, because they do not feel pain. Use combo attacks. When Pig calls all his minions, he will stand in his “workplace”. Approach him, and he will run back to the corner. When you deal with all enemies, and the last enemy you need to defeat a special technique, go to Pig and destroy his workplace.

    After beating Pig, break an electrical box nearby to free people in a cage. Talk to them, escort Pig to the Batmobile and go to the police department.

    Mission 3. Disarmament

    This mission is entirely devoted to road safety in Gotham. The gangsters laid in some points of the bomb and you need to neutralize them.

    The mission becomes available almost from the very beginning of the storyline "City of Fear." At the same time, it is impossible to pass it immediately from the beginning to the end. To search for all the bombs, you will at least need access to all the islands of Gotham. As always, carefully examine the locations using detective mode.

    At a certain point along the main story mission, Alfred will direct Batman to the control point where the bomb will need to be dismantled. In order to turn off the bomb, you need to look at a large red object. Put the Batmobile into battle mode and use a powerful drive (winch).

    The exact location of all the bombs.

    Below are the coordinates of all points where the bombs are located:

    Bomb number 1: visited during the main plot - X: 2105 and Y: 2920;
       bomb number 2: Blake Island - X: 1790 and Y: 2420;
       bomb number 3: Blake Island - X: 1920 and Y: 2680;
       bomb number 4: Blake Island - X: 2370 and Y: 2910;
    bomb number 5: Founder Island - X: 2150 and Y: 1915;
       Bomb # 6: Founder Island - X: 2050 and Y: 1570;
       bomb number 7: Founder Island - X: 2270 and Y: 1540;
       Bomb # 8: Founders Island - X: 2745 and Y: 1739;
       Bomb # 9: Founder Island - X: 2939 and Y: 1449;
       Bomb No. 10: Miagani Island - X: 3269 and Y: 2109;
       Bomb No. 11: Miagani Island - X: 2999 and Y: 2299;
       Bomb # 12: Miagani Island - X: 2899 and Y: 2729;
       Bomb No. 13: Miagani Island - X: 3049 and Y: 2919;
       Bomb No. 14: Miagani Island - X: 3159 and Y: 2729.

    Mission 4. Kings of the road

    The first checkpoints of the Knight Arkham soldiers are on the Founders Island. Checkpoints are usually installed on walls, near which there are several guards. The barrier around the checkpoint (checkpoint) cannot be destroyed, even with the help of Batmobile guns. You must move and destroy all the guards. After the victory, find the commander using detective mode. Then destroy the checkpoint to remove the barricade.

    Founders Island

    1. It is located in a westerly direction from the Perish Bridge.
      2. It is located in a westerly direction from the "Repentance" bridge.
      3. Located in the coastal strip between the bridges of "Repentance" and "Salvation." There are fewer guards here, but there are two thugs with weapons and two with shock batons.
      4. This checkpoint is located south of the Perishing Bridge (Curses), in the eastern part of Founders Island. There are two armed soldiers here. Use the disintegrator to turn off their weapons, then go down to the ground.
      5. This checkpoint is located inside the campout building. Use the Batmobile winch to pull the gate northwest of the checkpoint. Understand the turrets and guards using the Batmobile battle mode.
      6. Checkpoint becomes available after a collision with Harley Quinn in a story mission. There are several watch drones. Well, if you have improved disintegrator that will help destroy the drone.
      7. On the top platform. Use a Batmobile to increase your firepower.
      8. The checkpoint is located at the crossroads near the church.
      9. Checkpoint will be available only after you save Barbara (Oracle) and received the second Batmobile. It is on one of the buildings at a construction site in the middle of the northern part of the island. Inside there is an unmanned drone. Try to take control of the drone and deal with opponents. You can also use the ventilation shaft and attack enemies with a multi-strike. Nearby there is a switch that will open the gate for the Batmobile.

    The location of all the checkpoint militia on the island of Blake.


    Miagani Island

    1. Checkpoint is located near the Elliott Hospital.
    2. Checkpoint is located at the Urbarail Station in Bristol, east of the Salvation Bridge. You can use the Batmobile to kill the militia at the outpost.
      3. Checkpoint will be available after the incident with Harley Quinn as you progress through the story missions. It is located near a building previously used by the Penguin as a cache for weapons. Nearby, you still destroyed the watchtower according to the previous assignment “The occupation of Gotham”.
      4. Checkpoint will be available after the incident with Harley Quinn as you progress through the story missions. It is located inside Ranelagh Ferry Terminal. There are several drones that can be blinded using a remote hacking device. Set the explosives on the lower balcony of the station and lure the enemies there. You need to lure the commander of the outpost, then you can get his controller. Please note that the drones will not turn off after this, so leave the area so that you are not shot down.
      5. Checkpoint will be available after the incident with Harley Quinn as you progress through the story missions. It is located in front of the theater.
      6. The outpost is located near the Gotham Globe building.
      7. This outpost (checkpoint) will be available after you save Barbara (Oracle) and get the second Batmobile. Located in the botanical garden. Use the Batmobile, drive into the ledges and fly by car directly to the outpost.
      8. At the top level of the Elliott Hospital. You can use the Batmobile using the adjacent span.


    The location of all the checkpoint militia on the island Miagani.

    Island blake

    1. This checkpoint will be available after you save Barbara (Oracle) and get a new Batmobile. After you destroy another outpost, Desstroke will call you.
      2. Checkpoint is in Chinatown. There are turrets (near the entrance) and infantry. From above you can perform a multi-punch. When fighting on the ground, avoid the turret.
      3. This checkpoint is located near the Scarecrow Refuge in Chinatown. There are turrets and one thug. Blind one of the turrets, then turn off the other when it turns to the side.
      4. Near the bridge "Perish" (Curses). Defeat the guards outside or just use the hacking device to crack the switch near the door. Inside the building will be the commander. Go through the side door and perform a multi-punch while on the ledge.
    5. Checkpoint is located near the clock tower. There are two unmanned drons here, but they should not be a problem for you if you updated the disintegrator. Use it to drones self-destruct. An explosion of drones will cause serious damage to ordinary soldiers.


    The location of all the militia checkpoints on Founders Island.


    Mission 5. The occupation of Gotham

    This mission will be available as soon as you get to Founders Island. You must neutralize the militia towers on the roofs of buildings in each of the districts of Gotham. First you need to deal with all the guards, then apply an explosive gel on the terminal attached to the buildings. Finally, do not forget to blow up the gel.

    Miagani Island

    1. Search the roof of the building, not far from Heavenly. Destroy the guards outside the visibility of the turret mounted on another building.
      2. On the roof of the hospital. There are several guards and two terminals. One of the terminals will be unguarded. Destroy it first to part of the turrets out of order. Inspect the site and see two thugs and thugs with shock batons.
      3. On the wing connecting the two buildings at the intersection of Grand Avenue. No guards, only turrets. First disable the towers.
      4. Next to Mainland Bridge, northeast of Wayne Tower. There are two terminals that you need to destroy. One of them is on the roof, without protection. This terminal is responsible for the operation of the turrets on the walls. About two towers located farther from the rest, the guards are few, so start from there.
      5. To the northeast of the orphanage, on the river bank.
      6. The terminal will be available after meeting Harley Quinn in the story missions. The terminal is located on the bank of Gotham.
      7. The terminal will be available after meeting Harley Quinn in the story missions. The terminal is located on the top of a building previously used by the Penguin as a cache of weapons. Checkpoint is almost there.
      8. The terminal will be available after repelling the attack on the police department. It is located under the tower near the botanical garden. It is protected by one drone and several bandits.

    The location of all the guard towers of the militia on the island of Miagani.


    Founders Island

    1. On the roof of the building near the church and the bridge.
      2. Not far from the Curse Bridge (Perish) and Ricker Heights.
      3. On the building to the northeast of the port of Adams and to the northwest of the Salvation Bridge. Use the device for hacking to load security codes into the drone, after which they also destroy the guard of the object.
    4. The terminal is located south of Wayne International Plaza, which is also not far from airships. Disable weapon caches using a disintegrator so that the guards cannot arm.
      5. Watchtower north of Port Adams. Directly near the terminal will be a burning fire station Otsburg.
      6. The terminal will be available after meeting Harley Quinn in the story missions. It is located on the top of the building in the center of the construction site. This location is unprotected, so it will be quite easy to destroy the guard tower.
      7. The terminal will be available after repelling the attack on the police department. It is located on top of the building under construction.

    The location of all the militia watchtowers on Founders Island.


    Island blake

    1. The only way to get to the terminal is to break the window with your feet. Plan on a raincoat and deal with two enemies, then without problems destroy the watchtower.
      2. This watchtower is located near the docks, north of the “Repentance” bridge on Founders Island. The console is located at ground level. There are no air vents here, so it’s almost impossible to deal with opponents without making noise.
      3. This watchtower will become available after Harley Quinn appears in the plot. She was tucked away in a train in the Chinatown area. Nearby will be two drone and several militias.
      4. It becomes available after repelling an attack on the police department on the plot of the game. Located northeast of the police headquarters building.
      5. It becomes available only after repelling an attack on a police department and is located directly north of the police department. At the top is the turret, which complicates the task. Use the Batmobile to destroy all the soldiers.


    The location of all the guard towers of the militia on the island of Blake.


    Battle with Dezstrouk

    When you complete the last three missions (Disarmament, Kings of the Road, Occupation of Gotham), you can fight Dezstrouk. This will happen no sooner than in you plunge Knight Arkham "squall shower". After this, the command of the army will take over Dezstrouk.


    Battle with Dezstrouk.


      So, provided that you have completed the last three tasks, the battle with Dezstrouk will begin. Focus first on the Cobra drones. When all five "Cobras" will be destroyed, then begin to deal with Dezstrouk himself. Keep your distance, avoid his homing missiles, and then send an energy shot and your missiles at him. When Dezstrouk is defeated, the mission will end.

    Mission 6. Gotham on fire

    The mission will be available after the story chapter, where you will follow in the footsteps of the car of the comrades of the Knight Arkham, in which Barbara (the Oracle) was stolen. You will find yourself at the crash site and pick up a scrambler, thrown out by Barbara. Drive to the fire station and use the Batmobile winch to activate the fire extinguishing systems.

    Firefly will fly out of the flame. Chase him. Dodge the walls of flame that the Firefly will leave behind on the ground. Chase until Firefly runs out of fuel. Catch him in the air.

    In the course of the game you will get a lot of additional information about the latest "achievements" of Firefly. Go to the next burning fire station and repeat the process of catching the Firefly. The last fire station that the villain sets fire to is located in Otisburg, on Founders Island. You will have to come here on the Batmobile, so you can complete the final stage of the additional mission only after the destruction of the rocket launcher, which will be in the main plot of the game. As before, chase the Firefly until its supply of fuel runs out. Catch and beat him. Take him to the police station and complete the mission.

    Mission 7. Heir Knight

    The mission will be available after the story chapter, where you will follow in the footsteps of the car of the comrades of the Knight Arkham, in which Barbara (the Oracle) was stolen. You will find yourself at the crash site and pick up a scrambler, thrown out by Barbara. Follow the rooftops to see the flaming bat symbol. Talk to Azrael and you will manage him in a battle with a crowd of gangsters. Complete the challenge successfully, without getting injured, to prove that Azrael is worthy.

    Azrael’s next location is the Founders Island, north of Adams port. As before, you need to defeat all enemies without receiving damage. Use the same combos and skills as Batman himself. Understand the petty opponents, and then defeat the thug.

    Azrael’s next location is Chinatown. In this challenge, you will face a medic and other rebels. Avoid touching electrified enemies. Use a batt to stop them. Get familiar with the medic as quickly as possible.



      The next part of the mission will only be available after Harley Quinn appears in the story. Move to the “Lady Gotham” statue on a small island in the center of the entire map and climb to the top to see the “bat” symbol. To pass this test, you need to deal with the fighters of the Knight Arkham.

    According to the next part of the mission, you need to return to the clock tower and analyze the unusual brain activity of Azrael with the help of a batcomputer. After the games with memory of Azrael, rewind the frames and study the details with strange characters to complete and reconstruct the real message.

    Azrael will appear inside the clock tower, and you can control it. You will need to get the sword lying on top of the cabinet. Make a choice: either try to kill Batman, or throw away the sword. In the second case, break the sword and leave the tower with the clock on the elevator to complete the mission.

    Mission 8. Night Flyer

    You may encounter this creature on the roofs of Miagani Island. Catch up with this monster in the air. It is difficult to notice, and even harder to catch up. A creature sometimes makes sounds that will help you determine its approximate location, as well as the direction in which it moves. Just catch up with the flying creature and get a sample of her blood.

    Next, go to Chinatown to find Dr. Langstrom's laboratory. It is located in the alley. Go there and take the elevator down. Enter the laboratory and inspect the lying body. Get access to a computer nearby, which will have to find (create) an antidote. Rotate the DNA strand to restore it to the end. Incorrect tension reduces chain integrity. After you have a clean DNA sample in front of you, you will complete part of the mission.


    Batman".


      Go to the island of Blake, move to the rooftops in search of a bat. You can activate the detective mode, which will help you recognize the creature you want. As you find the creature, then follow it and move closer, as close as possible, to introduce an antidote. However, as it seems, the dose of the antidote is insufficient. Wait until you learn new information about the location of the flying creature.

    At the end of the night flyer will soar in the sky over the island of the Founders. He will surely appear after the passage of the story mission with Harley Quinn. Re-catch it and enter the medicine. Take the creature to the police station to complete the mission.

    Mission 9. Armored and very dangerous

    You will receive this mission after installing the second improvement on the Batmobile after the main story mission on the island of Miagani in the tunnels. The districts will be patrolled by the Knight Arkham armored personnel carriers. They may have drones. After the destruction of the armored vehicle, you will have to wait until another appears. Check the screen with missions from time to time.

    For the destruction of each armored vehicle, you will earn "tech points" to upgrade. Please note that armored vehicles will be accompanied. You need to dodge the homing missiles. With each new stage armored vehicles will increase.

    To find armored vehicles on Founders Island, you will need to start to destroy the rocket launcher.

    Mission 10. Smuggling weapons

    In the story of the mission you need to find and destroy all the caches of weapons of the old Penguin rogues. Nightwing will provide you with data on all Penguin weapons vans. Go to this place, track the van and bully the bandits. When they try to tear you away, climb onto the roof and watch the van. Hold on to them until they get to Zionis Industries near Falcone Shipping Antenna on Blake Island.

    Enter inside the building through the side door and crack the console on the wall on the other side. Use for this device for remote hacking, which will help open the main gate. Switch to the Batmobile and deal with all the turrets. Find the grid on which you can climb higher, use the switch to open the passage to the roof.

    Move to the roof and break the windows. After you descend below, you will defeat the thugs with Nightwing. Put explosive gel on the boxes with the weapons inside the vault, then blow it up.

    The second weapons repository will be available after you destroy the rocket launcher based on the story mission on airships, on Founders Island. Move to the place where the van is and start attacking it. Knock on a truck or call a Batmobile to scare enemies. Move behind them, moving on the roofs until they lead you to one of the Penguin weapons hiding places.

    Understand the guards outside the building and go through the door. Enter ventilation nearby and get to the wall with a crack. Use explosive gel, but do not blast it. Then return to the ventilation. When the wall will be two enemies, then blow up the same gel. Get familiar with the rest.

    Use the balsch pot to pull the grill covering the hole under the ceiling. Move through this hole, use the disintegrator to unplug the crate and take out the two armored soldiers near it. Multi-punch reception works well here. Blow up the weapons vault to complete part of the mission.

    This repository becomes available only after Harley Quinn appears in the story mission. Move to the marked place where the van is on the map, then intimidate your enemies with a Batmobile or knock on the door. Chase them over the rooftops until they get to the hiding place at the Blake Island Water Filtration Plant. Inspect the gate where the truck drove, after which Alfred will help you get into the tunnel.

    Move forward along the path leading to the sewer. There are several armed opponents there, so it will be easier to kill them with the help of the Batmobile. Go to the room above to find the electrical box controlling the barrier below. Pull the lever, and from the table, if desired, pick up the Riddler trophy.

    Sit in the Batmobile and use a powerful winch to raise a heavy gate. Sneak up to enemies and use multi-punch. At the top there are three lattices through which you can make your way. There are no armed enemies inside.

    After you remove the guards inside, place the explosive (gel) on the weapon boxes and close the door to the vault. Blow it up a little later. In this case, the cut-scene is activated, and you will see that Knightving was captured by Penguin. Head to Penguin's location to save him.

    Climb to the roof and check the location. Here you cannot use detective mode, since there is interference from one of the guards. If you manage to deal with a gangster wearing a backpack, then the interference will disappear. First, climb onto the observation point and deal with the sniper. After eliminating all the guards on the roof, access the fuse box to open the elevator door. Go downstairs until you see the bandits around Nightwing.

    You need to get inside and attack the enemies unexpectedly. There is a hole in the wall through which you can crawl. In the corridor will turret. Disconnect it with a hacking device, then destroy it. Open the ventilation grill and crawl through the shaft. Go through the hole. In the end, you should be at the cracked wall, on the other side of which is Nightwing and gangsters.


    Meeting with the penguin at the end of the mission "Smuggling weapons."


      Blow up the wall and defeat all opponents. Next, install the explosives and close the door of the last vault. The penguin will take over the nightwing hostage. Perform a command double strike and explode explosives. The last vault is blown up, so you can safely deliver the Penguin to the police department.

    Mission 11. Two-faced bandit

    Go to the bank of Gotham and go inside. The alarm will be turned on, so crawling past the bandits is completely optional. Until they see you, you can take them by surprise without attracting the attention of the nearby thugs. After you destroy the first enemy wave, other opponents will appear. Just deal with them all to achieve the goal of the mission. This unlocks new calls. Drescher District is located on the Founders Island.

    Once you clear the branch in the Drescher area, you will need to move to Kingston. This is the largest bank and therefore you will have to face a large number of gangsters. There will also be two vehicles. Use tricks, combos and your gadgets.


    Two-faced gangster will try to rob all the banks of Gotham.


      After the destruction of the last enemy in the bank, two-faced will arrive, accompanied by a retinue. Use multi-punch. In detective mode, be careful, because there is an elite specialist in the enemy group. Use the disintegrator to disable the weapon. This also applies to the two-faced gangster, who will have a firearm in his hands.

    Finally, after defeating all enemies, defeat the two-faced and take him to the police department.

    Mission 12. A friend in need

    This mission will be available after the Harley Quinn incident during the story chapter. Move to the Wayne Tower on Miagani Island to start the mission. Get access to the elevator in the underground parking lot (walk south-east of the Gotham Bank), go to the computer and use the retinal scan.


    Hush took Lucius Fox hostage.


      When you control the real Batman, then go to the door and view the cut-scene, which identify the offender. Follow the inside office to deal with it. Save Lucius by clicking on the button (key) that appears on the screen. When Khash turns the weapon in your direction, then click on the button to disarm him.

    Mission 13. Sacrificial Lamb

    You will receive this mission after stripping the tower with the clock and re-connecting with Barbara (Oracle). Move to the “Lady Gotham” statue on an island in the city center. You will find yourself in a cage with a crazy crowd. Understand everyone, use remote charge to turn off the generators. After that, you will need to get out of the cage.

    Mission 14. Revenge of the Mysterious

    In Batman: Arkham Knight, Edward Enigma, known to you by the nickname Mystery, was sold outright. There are about 240 different riddles scattered by Edward throughout Gotham. You will have to search for the Riddler's trophies, save the victims, solve riddles and destroy various objects.

    However, in order to plunge the Mysterious and save Catwoman, you need to pass 10 tests marked on your map.

    P.S. 10 passed tests will allow you the first time to battle with the Mysterious and his robots. But if you want to end the villain once and for all and take him to the police department, you will have to collect ALL trophies and solve ALL the riddles scattered around Gotham.


    Based on the mission “Revenge of the Riddler”, Batman should take off a necklace with a bomb from the neck of Catwoman.


    First test

    First of all, get into the Batmobile and move to the first marker. Drive into the Riddler's garage. In the basement, you must race around and go around various obstacles. With each new round the number of obstacles will increase. If you do not complete the circle in the allotted time, you will need to try again. Watch the road and press the B (circle) button to remove the Riddler's obstacles when you encounter them.

    After you complete 3 laps, you will control Catwoman. Need to access by entering the correct key. As you move through the Batmobile, you will see a green light on the wall surrounded by red lights. The same thing that sees Catwoman. If you play at the usual difficulty level, the green key will be located in the fourth line and the third column. In the "New game +" mode, look for the key in the first row and third column.

    Second test

    You need to follow the Ace Chemicals plant and take the bridge on the left side. A little further there will be a door with the inscription Balancing Act. Follow through it, the second test will begin. You need to climb the frame and leave the Batmobile. Get on the switch, switch to the Batmobile and drive to the balancing platform. This will allow you to activate the first block and open the way further.

    For red and green platforms, you need to use an immobilizer. Stay on the second balance platform, then use the colored blocks to get to the very end. You will need a fast and the furious to jump over the abyss. To activate the platform you need to go around the elevator and use the winch on the right. Press the gas pedal while holding the arrow in the orange zone.

    For normal game mode, the key is on the last line and in the second column. For the “New game +” mode, look for the key on the fourth row of the first column.

    Third test

    Move to the Pinkny Shelter on Miagani Island, where a puzzle awaits you. There will be three question marks. Throw in each of these signs a controlled betarang. Align the circles to make a question mark. After that, stand up so that your reflection in the mirror becomes the point for this question mark. Scan the entire sign. Go to the Numeracy room, Batman go to the right switch, and Catwoman to the left switch. Now you need to hit the question marks in this order: 3-1-4-5-2 Batman and 1-3-5-2-4 Catwoman. The fight will begin.

    Fourth test

    Follow the direction of the hospital in Bristol on the island Miagani, go through the door with the inscription Crushonator. Kill the enemies and go to the third cave. Make three circles, passing obstacles and keeping within the allotted time. At the normal level of complexity, the key is on the last line and in the fourth column. When passing in the "New game +" mode, look for the key on the third line and in the last column.

    Fifth test

    Move to Kingston area on Miagani Island. Go down to the flight school garage to find the fourth cave. You need to achieve air concentration, which will help get to the three platforms. From the first time to pass this test will be quite difficult. At the normal difficulty level, the key is in the fifth row and fourth column. On the “New Game +” difficulty level, look for the key on the second line and in the third column.

    Sixth Test

    Visit again the Pinkny Shelter on Miagani Island, where a new puzzle awaits you. Go through the door labeled "Physics." To solve the puzzle, you need to throw a betarang in the question mark on the wall to the left and stand on the left switch. Next, Catwoman should step on the other switch, and Batman should be moved to the third switch. After that output Batman. Stand with Batman on the second platform, and Catwoman will be accommodated on the first platform. When the discharge will pass, then go to the first area near the cat. To get the key you must jump into the role of Batman to the landing on the right side. Catwoman pick up the key.

    Seventh test

    Follow the Founders Island to Otisburg, towards the church. Get down to the garage with the inscription Drain Pain in the church and get access to the cave. You need to use a winch, then slide down the wall to the blade. Move to the right until you see that there is a gap in the wall. Sit on the platform to lower the water level, and on the Batmobile follow the second number to the right.

    Again shoot a winch and go down into the water. Follow the left side until you see a hole on the weak wall, which destroy a shot from a cannon. Leave the Batmobile and move to the hole to stand on the platform and remove the water. Go back to the Batmobile and go forward to the blades. Move on the wall and find the third number. Get down with the winch, rotate on the wall and climb up. Leave the Batmobile and climb into the hole. Use the platform, then destroy the turrets using the Batmobile. Stay on the platform at the bottom of the pit and pick up the key.

    At the normal difficulty level, the key is in the third row and fourth column, and on the difficulty level “New game +” - the third row and fifth column.

    Eighth test

    Stand with Batman in the trap on the right side. Catwoman must climb to the ceiling and stand on the panel in the next room. On the scoreboard will be a light reflecting the movement. If the character gets on the right panel, then the amount of light will increase. Move to the right place. The point on the question mark is the beginning of the path. Control one or the other character until you get to the panel that equalizes the opponents. Kill the red and blue opponents and get the key.

    Ninth test

    In the new cave will be the same race as before. It is necessary to drive three circles with obstacles in the allotted time. To remove obstacles you will need an immobilizer. At the normal level of difficulty, the key is in the second row of the fourth column. On the “New Game +” difficulty level, look for the key in the fourth line and in the last column.

    Tenth test

    Go through the door of the orphanage Final Exam. Go to the second room and inside you will see a platform of 5x5 cells. At the end of each row of platforms is a generator. Use the device to shoot an electric charge and fall into the generator near the open space. This will attract or push the platform. You cannot stand on these platforms and have to jump from the ceiling, driving Catwoman. If Catwoman stands on the platform, this will prevent the movement of other platforms located behind her. An empty square should be in the place where the red ray falls. This is the meaning of the riddle. When this happens, you need to jump Catwoman on the ceiling to avoid thorns.

    A ray with an empty square must be lined up three times. When this is done, then go to the previous room to get the key, and then try to leave the shelter. When you try to leave, the Rider appears with his robots. This time, the robots randomly change color from red to blue. Batman must attack the blue robots, and Catwoman red.


    Insane Riddler, whose name is Edward Enigma.


      Destroy all robots to complete the first round of the battle with the Mysterious. The mission is not yet complete. Collect all the trophies of the Riddler and solve all the Riddler puzzles placed over all of Gotham. After this, return to the orphanage to fight the Mysterious One a second time.

    Get access to the panel with a question mark and deal with the Mysterious and robots. At first, the robots will be almost all blue, but in the end you will find several red enemies. An electric charge device will help you scare red robots. When Catwoman is near them, switch to her and defeat the red robots.

    The puzzler will hit the ground using his mechanical hand. The color of the fist indicates who can attack the Mysterious. We remind you that the red color is Catwoman, and the blue color is Batman. If the fist is green, the Riddler can attack any of your characters. Continue to attack the first fist of the Riddler, until you figure out the entire supply of HP. Next, take the Mysterious to the site and complete the mission.

    If you have problems with batman Arkham Knight, you can always take advantage of our advice and information to action. We describe in detail the steps that need to be done to complete the game. Batman arkham knight. In the most difficult places we add pictures that can help you. Batman Arkham Knight  read on our site.

    Long night

    Go to the bar, go to the waitress and talk to her. Go to the visitor who smokes and bothers the other customers. Suddenly there will be clouds of smoke in the hall and visitors will start to go crazy. Then follow the video, in it the Scarecrow will say that this incident is only the beginning. Next you will play for the Dark Knight. Jump down from the building, fly to the batsignal. In his place you will meet Commissioner Gordon, from him you will learn all the information about the current situation in the city.

    You need to save a police officer, keep the path to the square, which is located near you. Beat the gangsters, talk to the policeman and call the Batmobile to your aid. Sit in it, go through a little training. Next you will need to catch up with the bad guys car and stop it. Follow the car tracks, shoot rockets at it. Make three accurate hits, then go outside. Interrogate the driver about the Scarecrow.

    You need to examine the villain's lair, but first you need to get to him. When you arrive at the right place, climb onto the Chinese building and jump out the window. Beat all the villains, go to the Poison Ivy and learn from her a lot of interesting information about the plans of the Scarecrow. Free the girl and go outside. There you will be surrounded by enemy tanks, remotely connect to the management of the Batmobile. Take another training. Destroy the tanks, then get into the Batmobile and keep your way to the police station, which is marked on the map. Reaching the place, leave the car and take the poison ivy into the camera. Talk to Commissioner Gordon.

    Go back to the parking lot, get into the Batmobile and hold your way to the clock tower, the Oracle will wait for you there to start planning further actions. Climb to the roof of the building, open the door, go into the building. Turn on detective mode, interact with the statue. Go to the computer, start working on it and watch the video. To find the Scarecrow, you need to restore the antenna and amplify its signal so that you can listen to enemy talks. Come out to the street.

    Put the sensor on a point, then get into the car and hold the path to the mark on the map. Put the car in the right place, shoot a winch in the marked area. Try to lay back so that the wall in front of you collapsed. Then do the acceleration on the car to get over to the other side. Start moving over the rooftops to get to the building you want. At the end you will find yourself near a cliff, shoot at the house with a winch and press the acceleration button. Raise the car tightly. Get to the sensor, shoot a winch at it and apply a strong electric charge through it. Climb to the top of the building you want, turn on detective mode and watch the bandits. Get the batrang, throw in the bad guys and stun them. Defeat the bad guys, call Lucius, he will throw you a new suit that you need to wear. Get trained. Through the ventilation, tidy up the building, defeat the bad guys and save another policeman. Go to the computer, with the help of detective mode intercept the signal Scarecrow and find out its location.

    Prevent explosion

    Go to the factory, talk to Gordon. Next, you need to visit three locations on the island, save people and destroy all enemies and tanks. In the laboratory, you have to turn off the mechanism that will let poison into the room. All this time you will watch the video, it will become clear that Batman is sick and will soon turn into a Joker because of a new super virus.

    Save the oracle

    Go to the police station, find Commissioner Gordon and tell him you want to show something. Find him, get into the Batmobile, and follow the path to the Clock Tower. She is guarded by the soldiers of the Knight Arkhem, beat them. Then destroy the tanks that will guard the entrance to the building. Release Gordon and go shoot inside the building. The commissioner learns that the Oracle was working for you and that she was kidnapped by the Knight Arkham.

    Next, Batman will begin to hallucinate, you look at the famous scene from the "Murderous Joke". In her, the Joker made the Oracle an invalid. After the scene, Gordon will accuse you of everything and leave. Scan the room, turn on the camera on the computer. Find the scene on the cameras where the Arkhem Knight kidnaps the Oracle, and then go outside. Turn on the tracking sensor and follow the tracks of the desired machine. Get to the place of collection of tanks and destroy them. Leave the Batmobile and turn off the bomb.

    Rise to the bridge, kill the bandits on it and open the gates of the bridge so that you can continue your way. At some point, the Riddler will contact you, he grabbed Catwoman. Go to the shelter to save her. Go through the door, watch the video and beat the robots of the Riddler. After the victory, you will be able to continue the release of Catwoman or continue the search for the Oracle.

    Go back to the place of the accident of the car, you need to conduct an investigation to understand what happened to your fighting girlfriend. Study the place of the accident, you need to install using a scanner. That the Oracle distracted the driver and he had an accident. As a result, the girl tried to escape, but Arkhem Knight caught her. Also in the breakup find a hint at the location of the girl. Look at the evidence, go to the dungeons of the city. Destroy the Knight Arkham soldier, and also eliminate Penguin's weapon stocks. Fatty himself interrogate.

    Airship pursuit

    Watch the helicopters carefully. Beat the gangsters who guard the watchtower. Rise upward, find the sensor for breaking of devices. Get a little training, then hack the aerial receiver and destroy the external protection of the airship. Using a hook, hit it, destroy the stock of the gun, clear the flying vehicle. At the exit, fight with the next ghosts of the Joker who will disturb you.

    Crack the airship control system. Jump into it through the glass, unplug the magnetic locks. Pass by the cells, look at the cameras again and find the necessary frames. Go to the place where Stagg touched. Copy his prints. Use traces on the airship control mechanism and take it under your control. Fly behind the enemy's airship, jump into it, beat the enemies and chat with Stagg.

    Batman and Poison Ivy

    Climb to the house in Chinatown, follow to the building with a glass roof. In the video you will see how Oracle kills itself under the influence of gas Scarecrow. Return to the police station, find the camera of Poison Ivy, free the girl and go to the next task. The path you block a huge battle tank. Leave the Batmobile, jump over the rooftops and scan the enemy's weapon, look for weak spots on the body of the combat vehicle. To destroy it, you need to attack Cobra in the back. Move between the streets and try to go in the back of the enemy. Destroy the enemy, and then a few more small tanks. Plant Poison Ivy in a Batmobile and head to the Botanical Gardens. Get to the right place, get a sonar. Using the radar, find the roots and enemy tanks on the map that you have to destroy. Then hit the ground, let the tree put its roots. Climb up on the roof of the building to beat the bandits who are trying to destroy the plant. Now watch the video, go to the Batman shelter, you need a computer to evaluate the forces of the Knight Arkham. Return to the street, get to the desired point. Climb onto the building and jump right on the flying aerial support. Hack it. Move over the rooftops and destroy the radar control centers, and do not forget to beat the bad guys. Then destroy the tanks and open the passage for the Batmobile, slip past the Knight Arkhem.

    Standoff with Harley Quinn

    Go back to the clock tower, you will find out that Harley Quinn has invaded the place where the Joker infected people are. Go to the studio. Go to the door, beat the guards. Turn on the voice sensor, record the voice of Harley so that you can open the voice lock. Go to the elevator, go down and go to the cameras. Harley freed obsessed, you need to catch them, but first, beat the gangsters who will come to you.

    Go to level B, where you can meet ghosts. You will have no problems on the location, just beat the enemies in the room. At the end when you meet Kristina, dodge her attacks. After completing the first task, go to level C, there you have to find Johnny Charisma. Pass the grate on your way with the help of the passage to the ventilation. Go to the wall, spread the gel on it and call the gangster to yourself, blow up the wall. Go through the gate, you will meet Johnny, who laid a lot of bombs. Distract him with Batman, while you switch to Robin and turn off the bombs. Attack another infected. Then hold the path to level A. To get to this location, you need to crawl under the floor. Beat Albert's gang. This is followed by a video in which Harley Quinn will threaten Robin with a gun. Eliminate the bad guys and grab Harley Quinn to jail. Go to the cameras.

    In the video you will learn that Henry was also sick with the Joker virus and he eliminated all the others infected while you were fighting Harley. After a long conversation, Henry will realize that Batman is the perfect Joker, so he kills himself. Put Harley Quinn in the camera. Robin finds out your secret and closes you in the camera, watch a lot of commercials in which the Joker will reveal all his plans. You will find out that Arkhem Knight is a former Robin named Jason Todd, he was previously a Red Caps and in the second part of the game he was driven to insanity by a cunning clown. Get out of jail, put Robin in her.

    Nature always wins

    Get in your car and keep your way to the next point, which is marked on the map. Destroy several tanks on your way. Go into the building, reach the desired point and there you will meet Poison Ivy, which does not want to return. A scene will follow in which a new enemy tank will appear. Move on the roofs of the houses to Snegg, to learn from him how to defeat the tank. On your way will come across bandits who will need to be sure to eliminate. Go upstairs, look into the prison cell. Find Stagg by Detective Mode. Talk with him and take away from the guy the power source Nimbus. You will need it to restore the Batmobile.

    Hack and turn off the drone, then jump down. Defeat the gangsters, change the generator on your car. Sit in it, keep the path to the island, where the plant is Poison Ivy. Get to the cemetery, destroy the robots. To free the plant you can not, because it is too deeply overgrown. Pull out the elevator doors with a winch. Restore the engine with a winch, and then remotely turn off the tanks. Go to the caves, continue to destroy the tanks, then find the plant and free it from the shackles so that it can grow. Next, you will battle against the tank.

    Scan the enemy at close range. You will see four points on the body of the enemy, it is them that must be constantly attacked in order for the enemy tank to fall under your onslaught. Move constantly. After several successful attacks. the boss's weapon will stop working and it will be much easier to fight him. Then attack the luminous point, just the damage on it will reduce the health of the enemy. The enemy's tank will stop working, pull the Knight out of him and beat him, otherwise he will become the Joker. Go back to Chinatown, you will find out that poison ivy is dead.

    Paralyzed by fear

    Go to the communication room, which is located in the police station. Connect to the instruments and find the location of Commissioner Gordon. Go to the trophy room, break the glass and get improved gadgets for later play. Then get to the point on the map. Go down the sewer, which is located in the center of the road. Turn off the electricity at the bottom with a new device. Then you will have to win the soldiers of the Knight Arkham for a very long time and free the passage for the further way.

    Knight Arkham has trapped you and is trying to kill, so now you have to save your life. Run through the corridors, pass all three. Thus, bombs at the end of each path will damage your enemy’s car. Then leave the location through the exit, which opens specifically for you. Leave your Batmobile and be ready for battle with the Knight of Arkham. Untie Commissioner Gordon, you will find out that Knight Arkham is a former Robin who has gone mad because of the Joker. Silently and quietly move around the location, attack the enemy through the gargoyle. Then with the help of devices turn off the flying patrol and attack the boss. Then quickly run along the corridor, leave the zone and deliver the final blow to the Knight. In the video, Batman will try to help an old friend, but he will simply hide from you.

    Die is cast

    Go along with Commissioner Gordon to arrest Scarecrow. Get to the roof of the building, you will find out that the Oracle is alive. Gordon will betray you and start shooting at you, at this time jump after the Oracle and catch it. Destroy the tanks with the help of a new Batmobile, and then on it take the girl to a safe place, which is located in the police station. Now go to the clock tower, eliminate the bandits who are trying to destroy the data on the servers. After winning, restore the signal on the computers so that Oracle can access them.

    The police station is attacked by Scarecrow Scarecrows, return to it and beat the attackers. After the victory, you will notice that electricity has been lost at the police station, so you need to return it. Using a winch in a Batmobile, pull out the ventilation hatch. Climb into the chimney, get to the top floor. Beat the bandits and look at the generator to see how bad things are. Go to the garage, shoot electric charges in three generators. Next, go out into the street, destroy the tanks, and then beat the gangsters who are trying to break into the building through the roof. Watch the video and chat with the Oracle.

    Now hold the path to the building of Panessa Studios. Go into the elevator, go down to the lower floor. Go to Robin's camera, wait for the call from the Scarecrow. Follow to the next point, which is under the bridge on the street and again communicate with the villain. Go to the building next, the Scarecrow will appear on the screen and will demand to surrender, remove all gadgets from you. Then you will begin to hallucinate, inspect the bodies of parents and fight back the bandits and the crowd of Jokers. Get in the van and head to Arkhem. The scarecrow will reveal the secret of your personality to the whole world, then you will turn into a Joker. Kill all the bandits and go along the corridor. The scarecrow will begin to use the second dose of fear and you will fall into the care of the Joker. Stand up from the tomb, go through the corridors and destroy the statues of Batman, talk to Harley. Go through the cemetery, attack Batman. Now the action will switch to the Dark Knight. Lure the Joker to yourself and with a powerful blow send into the prison cell. The scarecrow will use the third dose, but you do not care for it, because you are the winners of your main fear. Unexpectedly, the Knight of Arkhem will appear and save you. Grab the Scarecrow, save your friends and watch the final movie, in which Batman fakes his death, because the whole world knows his true identity.

    Revenge of the Mysterious is the most difficult and long test for the Dark Knight. This mission relates to the most minor of the Especially Dangerous in Batman: Arkham Knight. In order to cope with the missions, you must complete a series of tasks throughout Gotham. However, from the very beginning you will not be able to complete all the tasks of Riddler, since different missions open up at different stages of the main plot. A novelty will seem to you, intricate tracks and puzzles in which will be directly involved - the Batmobile. The goal of Riddler, as always, is forcing you to solve a series of riddles, take part in a series of tests to collect all trophies. Edward Nigma aka Riddler - this is a big pain in the ass of Bruce Wayne aka Batman.

    Passing a Riddler Test with Catwoman

    P.S. Please note that all the puzzles and their solutions we received in the usual mode, this may differ from the New Game +

    General information "Revenge of the Mysterious"

    • Even after passing all the tests Riddler, you can not put him in jail. In order to send him to Commissioner Gordon in the station you will need a solution and search for all his trophies and riddles.
    • The goal is to cope with all the tests of Edward Nigma, which consist of a number of puzzles to be solved, both with the help of the Batmobile and without it.
    • On the neck of Catwoman is a bomb with 9 charges, in order to save her you will need 9 keys. You will receive the keys only if you fulfill all the conditions in the tasks of Riddler.
    • In the course of the missions, you can manage two characters: Batman and Catwoman
    • The tests of the Enigma are divided into two parts:
    • 1. Puzzles with Batmobile, after which you tell Catwoman where the key is located.
    • 2. Tests with Catwoman, here Selina Kyle falls under your control, with whom you will have to interact to solve a number of puzzles. At the end of each test, you will receive a key.
    • With each successful test, you will receive a reward of 2 WayneTech points and one achievement.

    Reward for passing the "Revenge of the Riddler"

    • 25 points WayneTech.
    • “Road to Hell”, “Fragment of a Puzzle”, “Cats and Mouses”, “The Mysterious Enraged”, “Sick Question”, “Eternal Question”, “Factory of Riddles”, “Dangerous Activities”, “Nine Lives” - an achievement.
    • Catwoman, Edward Nigma - characters and biographies of characters.
    • Several trials
    • Access to the last riddle of Riddler on Miagani Island, which you will get at the “Last Exam”.

    First meeting with Riddler on Blick

    The first encounter with Nigma will take place on Blick Island as part of a small briefing, what else to expect from the closed Riddler Races. There you will be taught the basics of Batmobile behavior on the specialized tracks of the Riddler.


    The place where Riddler was last seen.

    After successful passage, you will be asked to retire, hinting at further continuation.

    Revenge of the mysterious - the first test Catwoman.

    After completing a training mission and exploring a new, open world, you will find yourself in front of a bridge on Miagani Island. Access tohim   will be available during the passage. Once on the island, you getmessage   Riddler that he can offer you something interesting in Pinkney Shelter. Go to the site and find the associated Catwoman, release her and enter into a fight with several robots. During the battle, you can switch characters in a single combo, it looks spectacular and gives you the opportunity to play for Catwoman. We learn that the cat has a mined collar, which must be opened with certain keys. Riddler will notify you of the new test, which "does not wait for" your arrival at the specified location.


    Catwoman tied to a chair.

    The second test of Riddler is held in an abandoned building underground to the east of Pinkinki Shelter. Here you will be offered to go through the race, in the manner of a job with a briefing, switch platforms, remove traps and so 3 laps. After that, Riddler will open access to the button that activates the puzzle and allow Catwoman to take the key by applying it on the collar. The screenshots show exactly where the key should be.


    Location of the Riddler racing track.


    We pass the test with the Batmobile, it's pretty fun.

    Balanced Law - Riddler's Second Test

    The test will take place in Chinatown in the northwestern part of Blik Island. Here, everything is simple and fast. To pass the test you need to get out of the car and press the button, then, using the Batmobile remote control, go through a small test with the platforms. Important: on the last springboard, accelerate thoroughly with the aid of an afterburner, otherwise you will have to go all the way again. The second part of the task will be the supply of electricity using the Batmobile winch, the panel will light up and you will again be able to help the Cat take the next key.


    We arrive at the place and drive into the garage with the inscription Balancing Act.


    We become on the button, and switch to the Batmobile.


    Carefully, slowly moving along the arrows.


    Here it is our springboard, afterburner and button to switch the platform to help.


    Charge the puzzle panel.


    We help the Cat to determine the key.

    To be continued…

    In Batman: Arkham Knight there is a line of additional quests called “Especially dangerous”. Passing these missions will help you fully understand the history of Gotham City. But that is not all. If you want to complete the game 100% and see all the criminals behind the bars, then you need to complete this line of quests in Batmen: Arkham Knight. Passage of missions from the series “Especially dangerous”, as well as tips and recommendations await you in this guide.

    Revenge of the Mysterious

    This mission is the longest and most difficult of all side quests in the game Batman: Arkham Knight. The passage of the "Mysterious" contains in itself 10 tests, the implementation of which will give the opportunity for the first time to fight with this criminal, as well as to release the female cat. But in order to send the villain to jail, you need to find 243 trophies scattered around Gotham City, as well as solve all Riddler puzzles. The first test is waiting for you in the villain's garage. Here you will need to drive three circles around the obstacles on the Batmobile. After that, you need to solve the riddle with the keys, and to do this, select the one that corresponds to the green light bulb on the screen at Batman.

    To pass the second test will need to call on the platform, and balancing on them to open a hero further path. After you reach the top - pick up the corresponding key and go to the next puzzle. The third test will take you to Pinky Shelter. In the lobby you need to solve the problem with the keys. To do this, shoot at the question marks until the rotating circles on the floor form the desired pattern. Inside is waiting for the next puzzle, which can be solved by switching between the characters. As soon as you solve the riddle, the robots will immediately appear, with which you will have to fight.

    The following puzzles

    The fourth test awaits you at Elliot Memorial Hospital. Before entering the location is quite a strong checkpoint, so it is better to get here on the Batmobile. We use the springboard and get into the area of ​​the barrier. After that we clean the terrain and turn off the cameras of opponents. Next you will find a small race with obstacles.

    The fifth test will begin at Casino Gotham - another Batman location: Arkham Knight. Passage of "Mysterious" in this mission is quite simple: enter the catacombs and accelerate as much as possible. Once you reach the fence, eject from the car and direct Batman to the center of the green button. After that two following will open, and it is necessary to activate them in the same way.

    In the sixth test, return to Pinki Shelter. In this task you will be helped by the main character of the game Batman: Arkham Knight - Catwoman. Passing this mission involves team movement, so switch between heroes to solve this puzzle.

    Seventh, Eighth and Ninth Test

    For the passage of the following missions require more skill than ingenuity. In each of these assignments, Batman will need to demonstrate his skills in the use of available tools. Especially if you have reached this stage, the puzzles will not become something unusual, because their counterparts are in the previous parts: there are races, platforms and switching between characters.

    The final test "Mysterious"

    To complete this mission, go to the “Final Exam” orphanage. Find a room with a square of cells. You need to get into an open generator with the help of an electric shot device - this will cause the platforms to move. You can not stand on them, so control Selina, jumping from the ceiling to free space and back. As soon as the catwoman gets on the platform, the movement behind her will stop. So use this feature wisely. The goal of the puzzle is to make an empty square on which a red ray falls.

    Remember the game tag, and then this riddle will not be for you something difficult. It is necessary to solve this puzzle three times, after which the secret room in which the key is stored will open. After freeing Selina, go to the exit. Here you will find Riddler in the company of their robots. The battle will not be easy, because the opponents are constantly changing their "color", and since Batman needs to attack only blue enemies, and Selina red, you will have to maneuver. In this fight, the boss is immortal, so do not pay him too much attention. Only after you find all the signs and solve all the puzzles, will you be able to visit this place a second time and attack the Riddler. And only after the final victory, you can send this villain to jail.

    Gotham on fire

    In this mission, Batmen: Arkham Knight, the passage of which you will find further, Batman needs to neutralize the villain Firefly and not let him burn the city to the ground. To get started, look for a burning fire station, then use a winch and a Batmobile to help you activate the fire alarm and put out the fire. Immediately after that, the pursuit of Firefly will begin, and it will continue until the villain runs out of fuel in the gas tank. In the pursuit, be careful, Firefly can throw fire traps that can damage the Batmobile. After catching up the Firefly, you need to defeat him in a fight. After a period of time, the fires will resume, and Batman will have to go the same way. For the successful completion of the mission, it is necessary to catch Firefly three times, after which it can be locked behind the bars.

    Smuggling weapons

    Passage of the game Batman: Arkham Knight and this task will help you to neutralize such a famous villain, like Penguin. In this mission, your assistant will be Dick Grayson, who is also Robin, and with him Batman will have to find and destroy all the caches of Oswald Cobblot. The first one you will find in the northern part of Miagani Island, in a building near the parking lot. Be careful, the neighborhood is equipped with security turrets and is teeming with enemies.

    The second weapons cache is hidden in the Sionis Industries building. Next you will find the Fish Market, and the fourth is hidden in the Gotham water treatment plant, which can be found in Chinatown. The last cache is hidden in the building of the southeast of Founders Island. Inside you will find not only many opponents, but the penguin itself. In order to defeat him, use double finishing, after which the villain can be handed over to the police.