Batman Arkham Origins: Stop the Joker #2 - cell block B

Go North to reach the Cell Block B after a few moments. You will have to fight here several big battles with the freed inmates, and the first one of these is, fortunately, very easy. All in all, you only need to remember to neutralize the enemy with shield (stunning + stomping, or using the shock gloves), because you will be able to eliminate the rest of them without any problems. If you want to, you can blind them temporarily, by hitting a fire extinguisher with the batarang or by pulling it towards the prisoners (grapple).

After the fights finish, locate the Western staircase and climb up the stairs onto the higher level of the cell block. Walk along here, until you meet Deathstroke in one of the cells that you pass by. Reach the stairs, climb down and enter the "arena" where there is a WAY larger group of enemies. It is best to start this one of the hardest battles in the game, by using the concussion detonator or the glue grenade but, if you have been spotted, try performing a slide, at least.

I recommend that at the initial phase of the fights, you focus on inflicting damage to the martial artists. Do not wait for the gloves to charge because, if you ignore these elite enemies, they will be a considerable nuisance, while attempting to eliminate the remaining enemies.

Take to attacking the regular enemies only after you have eliminated, at least. One of the martial artists. Of course, you should try to maintain continuity while landing blows and wait for the moment when the shock gloves become available. The best way to use the gloves is for the elimination of the better-equipped enemies, meaning the ones with shields.

Towards the end of the battle (probably after you have eliminated the martial artists) there will appear an overgrown enemy around. He will be striving to charge and grab you. To the extent possible, keep away from him and take advantage of the fact that the charges will be knocking down the regular opponents. Before you start inflicting damage to the giant, make sure that the shock gloves are charged, especially that one properly landed combo should be enough to defeat this enemy. The only thing left for you to do is to deal with the inmates who, without the reinforcement of their "elite" mates should be no problem to you.

Go now towards the Western door [Panopticon Access], turn North and reach the ,area where you fight another demanding battle. After the fighting starts, deal with the weakest opponents and watch out especially for the ones that are using knives. Occasionally, also attack the martial artist and two enemies with green tubes sticking out of their backs. For the while time, avoid the charges of the overgrown enemy for the whole time.

Just like usually, wait for the moment at which the game, for the first time during this fight, will grant you with the access to the shock gloves. The strong attacks with the gloves should be directed mainly against the Venom-propelled enemies, thanks to which you will not have to worry about having to stun them with the cape. For the end, leave the biggest one of the enemies, use the gloves against him or stun him a number of times to implement a combo of standard melee attacks. After you have won the fight, take the door to the North, which will take you to the Joker's hideout [Panopticon]. Be prepared to face off with Bane again.
- 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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