Navigate Penguin's Hideout in Batman: Arkham Origins, facing knife enemies and the Electrocutioner miniboss. Use Batclaw and environmental hazards.
Walkthrough
- 1Upon entering the dungeon, defeat two enemies wielding knives. Be aware that their counter symbol is yellow and requires three counters and pulling away from their slash direction, or simply evading.
- 2Proceed through the barred door behind the knife enemies.
- 3Continue down the hallway and stairs to another barred door guarded by seven enemies, two with guns. Perform a combat takedown on the closest enemy.
- 4Examine the drone in the northwest corner if desired.
- 5Proceed through the north door, turn right, follow signs to deck 1, and go through another door.
- 6In deck 1, take two quick lefts, jump over a hole, take a right, then a left.
- 7Jump onto the railing and follow it across a large hole to a platform with an open door.
- 8Through the door, use a ledge to jump down and fight five enemies, one with a bat and one with a makeshift knife. Start with a glide kick on the closest enemy.
- 9Run to the ledge by the water and use your Batclaw to pull the raft platform closer.
- 10Jump onto the raft platform.
- 11Use your Batclaw and the rings on the walls to traverse to the other side of the room, latching onto the ring closer to the other side.
- 12Make a right, two lefts, and use your Batclaw on a weak ceiling to create a pathway.
- 13Grapple into the hole, take a right, a left, climb stairs, and go through a door.
- 14Turn right and wait for steam pipes to stop blowing steam (use detective vision (a tool to see hidden objects and enemy positions) to see when they light up and are active) before proceeding.
- 15On the other side of the pipes, grapple up twice, run along a catwalk avoiding three more pipes, take a left, and grapple up again.
- 16Use your Batclaw to open a hatch on a ring (visible with detective vision) and climb through the hole.
- 17You will drop into the fighting ring, initiating a cutscene (a non-interactive cinematic the game plays automatically).
- 18Defeat the fifteen enemies in the room. Nine enemies will be present initially, with the remaining six dropping down after you defeat six of the first group. Be cautious of enemies with knives.
- 19Interrogate the surrendering enemy to end the miniboss fight.
- 20Exit through the north door into the "Medical Ward."
- 21Go right and up the stairs to the upper half of the fighting ring.
- 22Take a left and go through the door on the right side of the room.
- 23Jump off the ledge in the deck access chamber, go under the catwalk, and through the corridor.
- 24Slide under a wall and up into a hole in the wall.
- 25Follow the vent to the end, fall, and use explosive gel to break the wall of ice.
- 26Immediately grapple to the ledge that appears after the ice wall is gone.
- 27Grapple up once more, turn, and jump onto a ledge to hang from it.
- 28Move right while hanging around a corner until you can grapple again.
- 29Jump forward and glide to the next, lower platform, then grapple up to the highest walkway.
- 30Hang from the ledge and deal with the two enemies on the top level, performing a ledge takedown on one.
- 31Follow the path up a stairwell and through a door to the ship's upper deck.
- 32Follow the hallway and deal with three enemies (one armed) around the corner.
- 33Continue through the barred door and look up to see a ring and a weak ceiling (visible with detective vision).
Tips
- Evading knife enemies is often simpler than countering them.
- Enemies can pick up dropped knives, so be mindful of this in large groups.
- Use detective vision to identify active steam pipes and weak points like the ceiling.
- The Batclaw is essential for traversing gaps and manipulating environmental objects.
- Perform a ledge takedown on one of the enemies on the highest walkway for an advantage.
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