Walkthrough
Arkham Origins takes place over a single Christmas Eve, and its side content is threaded through the story rather than parked at the end. This walkthrough guide does two jobs. First it lays out the night in the order our boss and collectible pages describe it, with a note on what each beat unlocks, so you know when a Most Wanted contract or a gadget becomes available. Then it walks the one mission our writers cover step by step, the Mad Hatter's trip into Wonderland, with the answers to both of his door puzzles placed up front.
The night in order
| Story beat | What happens | What it opens up |
|---|---|---|
| Blackgate Prison | Black Mask escapes by helicopter and Killer Croc stays behind on the roof | The first boss, who then talks about the other assassins |
| The Final Offer | Tracking Penguin to his ship ends with Deathstroke blocking the way back from the Boiler Deck | The Remote Claw; Anarky's broadcast outside the ship starts his three bombs |
| Lacey Towers | The next objective is to solve the crime scene inside | The Concussion Detonator |
| The GCPD | You fight through the precinct and escape | The Disruptor from the Evidence Locker desk; Barbara Gordon calls about Penguin's arms caches |
| The sewers and Burnley | You return to Burnley and begin Access the Gotham Merchants Bank | The Mad Hatter contacts you |
| Gotham Merchant's Bank | Your first meeting with the Joker | A crying baby outside starts Lady Shiva's Tests of Worth |
| The Steel Mill | You capture Roman Sionis and Copperhead poisons you | The Copperhead fight; Deadshot's S.O.S. appears in northern Bowery afterwards |
| The Royal Hotel | Black Mask meets Bane, Electrocutioner and Firefly | Shock Gloves from Electrocutioner, Glue Grenades from the first Bane fight |
| Gotham Pioneer's Bridge | Firefly wires the bridge with four bombs | The Firefly fight |
| Blackgate Prison again | The Joker holds Commissioner Gordon; Bane returns and injects TN-1 | The last two fights of the campaign |
Every one of those fights is broken down in our bosses guide, and the gadgets they hand over are catalogued in the gadgets page.
Most Wanted contracts and when they unlock
| Villain | When the mission opens | Our guides |
|---|---|---|
| Anarky | After Deathstroke; disarm three timed bombs, then the courthouse in Park Row | Anarky Bombs, Anarky, Anarky Tags |
| Penguin | After Deathstroke and the GCPD escape, when Barbara Gordon hacks your comms | Penguin Arms Caches |
| The Mad Hatter | Back in Burnley from the sewers, as Access the Gotham Merchants Bank begins | This guide, Mad Hatter, Door Puzzle |
| Lady Shiva | Leaving the Gotham Merchant's Bank after meeting the Joker | Lady Shiva |
| Deadshot | Exploring northern Bowery after Copperhead | Deadshot |
| Enigma | Throughout the night: seven Comms Towers and 200 Datapacks | GCR Comms Towers, Enigma Datapacks |
| Cyrus Pinkney and Gotham Intel | Any time; the eighth plaque appears after the first seven | Cyrus Pinkney Plaques, Gotham Intel |
The Mad Hatter mission
The Mad Hatter is optional, but our Mad Hatter walkthrough notes he is required for a 100 percent playthrough, and the reward is the Reverse Batarang. He has abducted a woman named Alice, his marker points at a Hat Shop in the middle of The Bowery, and the mission runs from a street fight through a hallucination and back out to a one-hit finish.
Puzzle answers at a glance
| Puzzle | Answer |
|---|---|
| The keyhole door on the bridge | Stand on the electric panel while it is off and throw Batarangs at the six lanterns flanking the door; quick-fire three, step back before the panel comes back on, then take the other three |
| The three mirrored doors | Take the door with the rabbit above it in the mirror, three times in a row |
The door puzzle page shows both with screenshots if the descriptions are not enough.
Step 1: the Hat Shop
Guards patrol the roofs and streets around the shop, so clear the block before you go in. Inside, Batclaw the crate so you can run up it and jump into the shaft, then follow it to the room where the Hatter waits with his goons. Beat them, approach him, and he puts you in a trance.
Step 2: the lantern bridge and the doors
Wonderland opens on a bridge of electric panels leading to a huge door with a keyhole. There is no key: the lanterns on either side are the lock. Wait for the panel at the end to discharge, stand on it and quick-fire Batarangs at the lanterns, retreating before the panel powers up and finishing the rest on a second attempt. The drawbridge drops onto the second puzzle, three doors with mirrors above them. Follow the goon in the bunny suit and take the door with the rabbit above it: right, then middle, then left. Three waves of enemies follow, and the walkthrough recommends Shock Gloves and dealing with the knife carriers first.
Step 3: panels, gel and the river
More electric panels cover the next floor and they hurt on hard, so step between them. At the last panel, wait for it to discharge, spray Explosive Gel on the wall, jump back and detonate. Batclaw across the river, grab the ledge, shuffle right onto a smaller one that feeds into a narrow tunnel. A ladder and a rope slide carry you through a giant portrait of the Hatter; start running the moment you land because the bridge collapses behind you.
Step 4: the cog tower
The exit leads into a tower of cogs and wheels. Look up for the interactive point, extend a rope with the Grappling Gun and Batclaw onto it. On a small ledge below is the device driving the cogs; destroy it, then climb with the same grapple-and-hook routine until you are outside the machine. Take the ladder, wait for the pendulum to swing past and jump, walk the rope, and repeat. Climb the ledge, open the door, grapple onto the mechanism in the top right and ride it down, then look straight up and hook out through the ceiling. Some pipes and a final ladder end the hallucination.
Step 5: Alice
Back in the real world the Hatter stands in front of you with Alice as a hostage. The cutscene unlocks the Reverse Batarang; throw it and the mission is over. It is the only boss in the game that goes down to a single attack.
Before you go in
- The Batclaw, quick-fire Batarangs and Explosive Gel are all used inside Wonderland; Shock Gloves are recommended for the three waves.
- Beside the shop counter is a vent that leads to an Extortion File 3 Datapack, according to our Enigma Datapacks page, so pull the cover with the Batclaw on your way past.
- Finishing every Most Wanted mission, this one included, is what unlocks the New 52 Graphic suit on our costumes page.
Frequently asked questions
Is the Mad Hatter mission optional?
Yes. It is a Most Wanted side mission, but it counts toward 100 percent completion and toward the suit that requires every Most Wanted mission.
How do I beat the Mad Hatter himself?
With one Reverse Batarang, which the game hands you in the cutscene after you escape Wonderland. There is no health bar to wear down.
Where is the Hat Shop?
In the center of The Bowery. The waypoint appears as soon as the Hatter contacts you after the sewers.