Batman: Arkham City
Batman: Arkham City

Story Synopsis

Follow the main story walkthrough in Batman: Arkham City. Uncover Hugo Strange's sinister Protocol 10 and survive the dangers of Gotham's walled-off district.

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Story Synopsis

Welcome, Caped Crusader, to the heart of Arkham City! This section provides a detailed walkthrough of the main story, guiding you through every critical juncture and ensuring you don't miss a beat in your quest to uncover Hugo Strange's sinister Protocol 10. Prepare for a perilous journey through Gotham's walled-off district, where every shadow hides a threat and every corner holds a secret.

The Master Thief (Catwoman Episode 1)

Your adventure begins not as Batman, but as the enigmatic Catwoman. This introductory segment serves as a tutorial for her unique abilities and sets the stage for the larger narrative.

  • Objective: Recover Catwoman's stolen jewels from Two-Face's hideout.
  • Location: The Courthouse, specifically Two-Face's temporary lair within.
  • Walkthrough:
    1. Upon gaining control, familiarize yourself with Catwoman's agile combat style. You'll face a few low-level thugs.
    2. Navigate through the initial rooms, using her wall-climbing and whip-swinging abilities to bypass obstacles and reach higher ledges.
    3. Infiltrate Two-Face's main vault area. Be prepared for a stealth encounter. Use Catwoman's unique "Loot" ability to pickpocket enemies for extra currency or items if desired.
    4. Confront Two-Face and his goons. This is a straightforward combat encounter. Focus on dodging and using your whip to disarm or stun enemies.
    5. After defeating Two-Face's crew, retrieve Catwoman's jewels.
    6. The episode concludes with a dramatic confrontation, leading directly into Batman's story.
  • Key Items: Catwoman's Jewels (story item).
  • Strategy Tip: Catwoman's speed and agility are her greatest assets. Use them to your advantage in combat and navigation.

The Arrest

The true nightmare of Arkham City begins for Batman as he is forcibly inducted into the sprawling prison complex.

  • Objective: Escape the processing center and contact Alfred.
  • Location: Arkham City Processing Center.
  • Walkthrough:
    1. After the initial cutscene, you'll find yourself disarmed and incarcerated. Your first task is to escape your cell. Look for a weak point in the wall or a vent.
    2. Navigate through the facility, avoiding or silently taking down Tyger Guards. Remember, you currently have no gadgets, so stealth is paramount.
    3. You'll eventually reach a secure area where you can retrieve your first gadget: the Batarang. This is crucial for activating distant switches or stunning enemies.
    4. Continue your escape, using the Batarang to solve simple environmental puzzles.
    5. Once outside the processing center, contact Alfred via your cowl's comms system. He will guide you to your next objective.
  • Key Items: Batarang (found within the processing center).
  • Strategy Tip: Early on, without your full arsenal, prioritize stealth takedowns and avoiding direct confrontation with armed guards.

Saving One of the Nine

Batman's immediate priority shifts to rescuing a critical hostage and understanding the true scope of Protocol 10.

  • Objective: Locate and rescue political prisoners held by the Joker.
  • Location: The Church, which has been converted into Joker's stronghold.
  • Walkthrough:
    1. Follow the objective marker towards the Church. You'll need to traverse the open world of Arkham City, getting a feel for its verticality and various districts.
    2. Upon reaching the Church, you'll encounter a heavily guarded exterior. Use your Grapple Gun to reach rooftops and gain a vantage point.
    3. Infiltrate the Church. The interior is a complex series of rooms and corridors, crawling with Joker's henchmen.
    4. use Detective Mode extensively to identify enemy positions, patrol routes, and environmental hazards/opportunities.
    5. You'll encounter your first armed enemies. Remember to use silent takedowns from gargoyles or vents. The Smoke Pellet can be invaluable for escaping detection or disorienting groups.
    6. Progress through the Church, solving environmental puzzles that often involve using your Batarang or the newly acquired Explosive Gel to destroy weak walls.
    7. Eventually, you'll reach the main sanctuary where the hostages are held. Prepare for a large-scale predator encounter. Systematically take down enemies one by one.
    8. After securing the area, rescue the political prisoners.
  • Key Items: Explosive Gel (acquired during the Church infiltration).
  • Strategy Tip: The Church is a prime location to practice your predator skills. Use the environment to your advantage, isolating enemies and eliminating them silently.

Sniping at Church

Even after securing the hostages, the threat within the Church isn't over. A new, more precise danger emerges.

  • Objective: Deal with the sniper targeting the Church.
  • Location: The bell tower of the Church.
  • Walkthrough:
    1. Immediately after the previous objective, a sniper will begin firing into the Church. You'll need to quickly identify their position. Use Detective Mode to pinpoint the sniper's laser sight originating from the bell tower.
    2. Ascend the Church's interior to reach the bell tower. This will involve some platforming and potentially a few more skirmishes with remaining henchmen.
    3. Once you reach the bell tower, you'll confront the sniper. This is a direct combat encounter. The sniper will attempt to keep distance and fire. Close the gap quickly and engage in hand-to-hand combat.
    4. After neutralizing the sniper, you'll gain crucial information regarding the larger plot.
  • Strategy Tip: Don't hesitate when facing the sniper. A direct assault is often the most effective way to disarm and defeat them.

Sionis Steel Mill

Your investigation into Protocol 10 leads you to the abandoned Sionis Steel Mill, now a major hub for the Joker's operations.

  • Objective: Infiltrate the Steel Mill and confront the Joker.
  • Location: The Sionis Steel Mill, located in the Industrial District.
  • Walkthrough:
    1. Approach the Steel Mill from the exterior. It's a massive, imposing structure. Look for ventilation shafts or weak points in the perimeter to gain entry. The Line Launcher (acquired later, but useful for traversing large gaps) can be helpful here if you've already unlocked it.
    2. The Steel Mill is a labyrinth of industrial machinery, steam pipes, and armed thugs. Expect a mix of stealth and combat encounters.
    3. You'll need to navigate through various sections, including the Assembly Line, the Smelting Chamber, and the Foundry. Each area presents unique challenges.
    4. Keep an eye out for environmental hazards that can be used against enemies, such as steam vents or unstable platforms.
    5. You'll encounter more heavily armored enemies and those with stun batons. Remember your combat counters and gadget usage. The Disruptor (if acquired) can disable enemy weapons.
    6. Progress through the mill, following the trail of Joker's activity. This will involve solving more complex environmental puzzles, often requiring precise Batarang throws or the use of Explosive Gel on multiple weak points.
    7. Eventually, you'll reach the heart of Joker's operation within the Steel Mill, leading to a significant confrontation.
  • Key Items: Various upgrades and gadgets may be found or unlocked during this extensive mission, including potentially the Remote Electrical Charge (REC) for powering machinery.
  • Strategy Tip: The Steel Mill is a long and challenging section. Take your time, use Detective Mode constantly, and don't be afraid to retreat and plan your attacks.