Batman: Arkham City from Rocksteady Studios is a sequel to the first part and is released on several platforms at once. This fascinating game has already gained thousands of fans around the world.
It is an action-adventure game, where the protagonist changes from Bruce Wayne to Selina Kyle depending on the episode.
Arkham City Receptor.
In Batman: Arkham city, the walkthrough begins by showing Catwoman. It’s just learning the basics of fighting and movement. The story then proceeds on Wayne’s behalf.
In the warden’s office, after activating “Protocol 10,” Batman swings around in a chair, strikes a security officer who approaches and seizes his chip. Outside, Batman walks to the left side of the courtyard and out the gate. Helps journalist Ryder during a fight to the hum of other inmates.
Batman fends off Penguin’s punch, fights with the guards and gets free of the handcuffs. Walks to a trash can and climbs on it. Moves up ladders to the roof – this is movement training.
Courthouse.
While flying in the helicopter, Batman navigates to the green marker on the compass and keeps heading north. As he enters the premises, he fights with the bandits guarding it. Inside the building, the enemies hold Catwoman suspended over a cauldron of acid. Batman goes to the second floor and eliminates the criminal. He climbs over the railing and finds himself in the center of the hall. During the fight he has to dodge Two-Face’s bullets.
After rescuing Selina, Batman suspends the main enemy in her place. While finding out from his friend about the tenth protocol, the Joker’s gunshot goes off.
Church
With the “X” key, Wayne activates investigator mode. Examines the floor and glass for a bullet hole. Lines up a trajectory to the church tower. Heads for the church. Fights off bandits and Harley Quinn. During the battle, Batman uses a smoke bomb and grabs a gargoyle on the wall.
Wayne goes to the left bandit and jumps off behind him. Stuns him and repeats the same action with the second bandit on the right. Then stuns the center two and saves the hostages.
Turns to the exit and sees an inconspicuous door – it leads to the bell tower. Batman climbs up to the archway and uses the scaffolding. Finds a sniper rifle at the very top, scans the weapon and figures out the Joker’s signal frequency.
Steelworks.
Batman now keeps his bearings on the power meter; this helps him infiltrate the Joker’s hideout. With a hook, Bruce hooks a pipe and climbs down inside. From the cable, he flies to the side wall. To slip into the low hole, he speeds up on the “spacebar” and after the “ctrl”. Passes the tubes and sees a round door. Hooks the door with “2” and floods everything with water. On the railing, Wayne moves to the right. With the investigator’s mode, Bruce finds a decrepit section of the floor and mines it with gel on “3.”
Next, he finds himself in the loading bay. He sees the criminals have a prisoner. He makes his way to the right cul-de-sac and quickly presses “1” three times. He climbs out on top and fights.
Batman goes through the conveyor belt and the melting chamber and rescues the doctor, who tells him about the Joker’s fatal poisoning.
He takes the “Remote Electrical Discharge” from the wall and points the weapon at the door. Inside the factory, Wayne uses this weapon to destroy Harley’s figurines with a shot to the head.
Then goes through the loading sector to the door with the clown and finds the generator.
Batman opens the door and fights the bandits.
Police Control.
Through a temperature gauge, Wayne moves toward the cold. Slips under the door of the police station. Through the bandit’s chip, Batman listens to Penguin’s conversations.
Eliminates the bandits and learns the necessary information. Bruce flies down the hall to the floor hatch and climbs into the security booth. Launches his “Encryption Sequencer” and hacks into the control panel by pressing LKM-PKM and the left and right arrows.
Metro
Bruce heads toward the museum. Inside, after a fight, he breaks through the right wall. After problems with the panel, goes outside and climbs to the roof. Finds three jammers and eliminates them along with the bandits. Last generator in the subway. Batman blows up the toxin tanks with the “3” button.
Next, uses the roof of the car to move through the tunnels. Finds the necessary device and turns it off.
Museum
In the museum, hacks into the control panel. Moves on and rescues the policeman. Through the grate with the “=” button of his weapon, Batman pushes the button. In the arena, Batman uses a super stunner against the last bandit. He bounces back using two “1” presses.
Next he pulls out a controlled batarang and aims for the balcony. Wayne goes to the torture chamber through the elevator.
Using the “3” button, he pulls the raft down. Pulls up to the rings and rescues the third prisoner. Batman takes him to the north shore and there, on the platform above, finds the last guard.
Batman goes to the round room and sees Penguin there. Goes back and looks for the headquarters. Habitually hacks into the control panel. Saves the doctor.
Since the ice has melted, Wayne uses a raft. First he swims to the north hall, picks up the chip, and returns to the ice hall.