Once again, you get to play as Azrael for a brief moment as you can decide whether to break his sword, rejecting the order’s programming and becoming allies with Batman, or to attempt to kill Batman, which will only result in Azrael being countered, knocked out, and then locked away by the GCPD. Batman reminds Azrael that his name was once Michael Lane, that The Order has been manipulating him, that the two of them should be on the same side, and that it is now Azrael’s choice as to what he believes is the right course of action.
Upon learning all of this, Batman is confronted by Azrael.
This is probably about the whole Batman honoring a code of not killing anyone thing. Dumas to gain Batman’s trust, eliminate him, and then take his place because The Order deemed that Batman is preventing the evil of Gotham from facing true divine justice. The truth is that he was sent by The Order of St. Scanning these locations reveals the hidden programming in Azrael’s memories. After the first sacred language marker is found by Batman in the cut scene, you must locate four other time stamps that contain the sacred language markers.
Of course, this requires you to scan the visual projections of his memories for clues. Dumas’ sacred language to unconsciously modify his behavior. Apparently, his memories have been altered by The Order of St. Once you have completed all of the combat challenges, you will be guided back to the Clock Tower to scan Azrael’s brain and examine visual projections of his memories.
For this last challenge, it’s the same drill as the previous encounters, but the difference is that this time you will be facing six sword-wielding ninjas.