Batman Arkham Origins: Defeat Firefly

Start the fight with Firefly by pressing the counter-attack key/button, thanks to which Batman will use the claw and make it over to the fight arena in a quite unconventional way (only then, will the boss' health bar appear).

Right after the fight's main part starts, you should spend a few moments learning Firefly's attacks. The boss is predominantly using his flame thrower and to avoid taking damage, you need remain in constant motion. Performance of leaps should not be necessary, although it can be helpful at critical stages and let you avoid losing health.
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At moments in between Firefly's attacks, you can try throwing the glue grenades at him, and it is best to use the key/trigger combination that allows you to throw one quickly (i.e. by skipping manual aiming). After several attempts, one of the grenades should hit the boss and immobilize him for a moment (the screenshot).

Start now throwing regular batarangs. Just like earlier, rely on the key/trigger combination that allows you to throw them quickly. It is also a good idea to have an upgrade that makes the batarangs-throwing process more efficient. Still, you can do without it.

Continue throwing batarangs up o the moment when the game zooms in on the boss and suggest that he has been stunned temporarily. Quickly, use the combination of keys/buttons for quick use of the claw. After the boss is captured, start tapping the key/button that appears on the screens to pull him towards yourself. Batman will then land a strong blow without your participation.

From the moment of performing the first combination (glue grenade - batarangs - claw) Firefly will start to use another attack, which is the bombardment of the area. In this case, running around the bridge is not enough anymore and, according to the game's suggestion, you should also perform leaps to the sides. For the whole time, you should be on a lookout for a good opportunity to hit the boss with another glue grenade, to be able to perform the actions described above once again.

The next phase of the fight should start at the moment when the Firefly loses around a half of his healthbar. Start escaping, using the hook. Walk over to the left over the metal element of the bridge. You will reach another interactive point shown in the screenshot (you need to use again the hook).

Another part of the escape assumes maneuvering between car wrecks and, do not forget to rely on leaps to the sides at the moments at which Firefly starts bombarding the area. Jump onto the blue vehicle and get towards the truck's trailer, under which you need to perform a slide.

You can now continue the actions that have been described at the beginning on this page. Keep running around the bridge, avoid Firefly's attacks and wait for opportunities to throw him the glue grenades. Each time that you notice that the Firefly was stunned , pepper him with batarangs, and then, use the claw on him (do not worry if you are not fast enough to shoot the claw, because the batarangs themselves will also deal damage to Firefly).

After the boss' healthbar is nearly depleted, he will start bombardment of the area. After you avoid the first wave of the charges, try to stand, more or less, in the middle of the arena, because this is going to be the only safe place. Wait for the moment in which Batman will be able to catch the Firefly with the hook (screen).

This is not the end, because during the last phase of the fight, you will have to press quickly the counter-attack button, in two different places. This will prevent the boss from smashing Batman against an obstacle. Watch a cutscene of capturing Firefly and, after you return to Batwing, listen to the conversation, from which you will learn that Bane visited the Batcave in the meantime.
[Character profile updated: Firefly]
[New character trophy: Firefly]
[New character trophy: Harvey Bullock district
- Batman: Arkham Origins Game Guide
- Batman Arkham Origins: Game Guide
- Batman Arkham Origins: Main storyline
- Batman Arkham Origins: Locate Black Mask
- Batman Arkham Origins: Track down Commissioner Loeb
- Batman Arkham Origins: Gain access to the Execution Chamber
- Batman Arkham Origins: Pursue Black Mask
- Batman Arkham Origins: Defeat Killer Croc
- Batman Arkham Origins: Use the batcomputer to analyze the memory card
- Batman Arkham Origins: Interrogate Penguin's arms dealer
- Batman Arkham Origins: Deactivate the jamming signal
- Batman Arkham Origins: Interrogate Penguin's arms dealer #2
- Batman Arkham Origins: Deactivate the jamming signal #2
- Batman Arkham Origins: Collect first SIM Card to triangulate Penguin's position
- Batman Arkham Origins: Collect second SIM Card to triangulate Penguin's position
- Batman Arkham Origins: Gain access to the Final Offer
- Batman Arkham Origins: Track down the Penguin
- Batman Arkham Origins: Defeat Electrocutioner
- Batman Arkham Origins: Track down the Penguin #2
- Batman Arkham Origins: Gain access to Penguin's office - Upper Deck
- Batman Arkham Origins: Gain access to Penguin's office - Theatre
- Batman Arkham Origins: Defeat Deathstroke
- Batman Arkham Origins: Solve the crime scene inside Lacey Towers
- Batman Arkham Origins: Acquire the concussion detonator at the Batcave
- Batman Arkham Origins: Gain access to the GCPD via the rooftop
- Batman Arkham Origins: Access the GCPD servers - side rooms
- Batman Arkham Origins: Access the GCPD servers - bullpen
- Batman Arkham Origins: Acquire the disruptor at the evidence locker
- Batman Arkham Origins: Access the GCPD servers - returning to the server room
- Batman Arkham Origins: Escape the GCPD
- Batman Arkham Origins: Access the sewers beneath GCPD
- Batman Arkham Origins: Uplink the National Criminal Database to the batcomputer
- Batman Arkham Origins: Access the Gotham Merchants Bank
- Batman Arkham Origins: Locate Black Mask #2
- Batman Arkham Origins: Apprehend the Joker
- Batman Arkham Origins: Investigate the steel mill - reaching the mill
- Batman Arkham Origins: Investigate the steel mill - exploring the mill
- Batman Arkham Origins: Investigate the steel mill - drug lab
- Batman Arkham Origins: Scan a sample of Copperhead's poison
- Batman Arkham Origins: Reach the antidote drop point
- Batman Arkham Origins: Defeat Copperhead
- Batman Arkham Origins: Acquire Electrocutioner's electromagnetic signature
- Batman Arkham Origins: Track the electromagnetic signature
- Batman Arkham Origins: Gain access to the Gotham City Royal Hotel
- Batman Arkham Origins: Gain access to the security room
- Batman Arkham Origins: Gain access to the penthouse - East tower
- Batman Arkham Origins: Gain access to the penthouse - West tower
- Batman Arkham Origins: Gain access to the penthouse - upper floors
- Batman Arkham Origins: Gain access to the penthouse - swimming pool
- Batman Arkham Origins: Defeat Bane
- Batman Arkham Origins: Meeting with a psychologist - Joker
- Batman Arkham Origins: Acquire the glue grenade at the workbench
- Batman Arkham Origins: Scan the corpse in the GCPD morgue
- Batman Arkham Origins: Locate the tracker placed on Bane
- Batman Arkham Origins: Return to the Batcave
- Batman Arkham Origins: Apprehend Firefly at Pioneers Bridge
- Batman Arkham Origins: Warn Gordon about the bombs
- Batman Arkham Origins: Locate Firefly's bombs
- Batman Arkham Origins: Disarm the bomb in the boiler room
- Batman Arkham Origins: Disarm the bomb in the train station
- Batman Arkham Origins: Disarm the bomb at the south pillar
- Batman Arkham Origins: Disarm the bomb at the north pillar
- Batman Arkham Origins: Defeat Firefly
- Batman Arkham Origins: Locate Alfred
- Batman Arkham Origins: Rescue Alfred
- Batman Arkham Origins: Stop the Joker
- Batman Arkham Origins: Gain access to Blackgate Prison via the sewers
- Batman Arkham Origins: Stop the Joker #2 - nexus
- Batman Arkham Origins: Stop the Joker #2 - cell block B
- Batman Arkham Origins: Defeat Bane #2
- Batman Arkham Origins: Stop the Joker #3
- Batman Arkham Origins: Main storyline
- Batman Arkham Origins: Game Guide
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