Batman: Arkham Origins – Mad Hatter Guide
Need a break for the regular storyline in Batman: Arkham Origins? Check out the quirky side missions for Mad Hatter. As you progress through the story, Batman will get a personal invitation from Mad Hatter himself (in the form of a singing telegram, no less). When you are ready to complete the mission, head to the location he gives you. You’ll need to go through a few different areas in order to complete the missions related to Mad Hatter.
Head to the location that Mad Hatter mentioned in his invitation. When you arrive at the building, you will hear the Mad Hatter talking inside. To get in, find the vent up by the ceiling and use it to get in and find him. Before you can talk to him, you’ll need to defeat several of his followers. After you speak to him, you’ll be in Wonderland.
At this point, you pretty much just need to progress forward. When you reach the electrical panels, wait and watch the pattern. Move over them at the right time to avoid getting shocked and losing health. At the end of this first area, there will be an electrical panel you need to stand on in order to shoot some targets and lower a bridge. Try to move at the right time to avoid getting shocked, and once you shoot all the targets, cross the bridge and keep going.
After getting through the passages with electrical panels, you fall into a hallway with a bunch of doors. To get out of this strange labyrinth, you need to go through the door with the bunny over it three times. Otherwise you won’t get anywhere and you’ll just lose health. Once you have gone through the door the right number of times, you’ll have to fight some waves of enemies. Defeat them and head through the next door to proceed.
There will be another electrical panel to avoid. Keep going and you will reach a dead end. Here, use your Detective Mode to find the weakened section of wall. Use the explosive gel to bust through. Go up to the tea cup and use the bat claw to leap over to the other side. Keep going until you reach the spot where you need to use the zip-line. Use it and land, but don’t stop – keep running because the floor is going to fall apart behind you.
Keep going until you jump to a clock area. After it breaks, use the remote bat claw to get up to the door and exit the area. Keep going forward to go through another door into a room with gears. Grapple up to the higher ledge and then grapple again to the ledge above that. Do this until you are at the tower of the clock tower.
Now that you’ve reached the top, you can confront the Mad Hatter, who has Alice. To stop him, use your remote controlled Batarang and hit him with it. This saves the day and ends the mission!
Nora has been writing for over a decade and playing video games for even longer. She has a special penchant for old-school RPGs, horror games, and Steam sales.
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