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= T H E V I D E O G A M E =
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LEGO Batman: The Videogame (Wii Version)
A FAQ/Walkthrough by CyricZ
Version 1.1
E-mail: cyricz42 at yahoo.com
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1. Introduction
2. FAQ
3. Basics
3A. Controls
3B. Menus/Displays
3C. Hints/Tips
4. BatCave/Arkham
5. Story Walkthroughs - Heroes
Episode 1: The Riddler's Revenge
5A. You Can Bank on Batman
5B. An Icy Reception
5C. Two-Face Chase
5D. A Poisonous Appointment
5E. The Face-Off
Episode 2: Power Crazed Penguin
5F. There She Goes Again
5G. Batboat Battle
5H. Under the City
5I. Zoo's Company
5J. Penguin's Lair
Episode 3: The Joker's Return
5K. Joker's Home Turf
5L. Little Fun at the Big Top
5M. Flight of the Bat
5N. In the Dark Night
5O. To the Top of the Tower
6. Story Walkthroughs - Villains
Episode 1: The Riddler's Revenge
6A. The Riddler Makes a Withdrawal
6B. On the Rocks
6C. Green Fingers
6D. An Enterprising Theft
6E. Breaking Blocks
Episode 2: Power Crazed Penguin
6F. Rocking the Docks
6G. Stealing the Show
6H. Harboring a Grudge
6I. A Daring Rescue
6J. Arctic World
Episode 3: The Joker's Return
6K. A Surprise for the Commissioner
6L. Biplane Blast
6M. The Joker's Masterpiece
6N. The Lure of the Night
6O. Dying of Laughter
7. Free Play Runthroughs - Heroes
Episode 1: The Riddler's Revenge
7A. You Can Bank on Batman
7B. An Icy Reception
7C. Two-Face Chase
7D. A Poisonous Appointment
7E. The Face-Off
Episode 2: Power Crazed Penguin
7F. There She Goes Again
7G. Batboat Battle
7H. Under the City
7I. Zoo's Company
7J. Penguin's Lair
Episode 3: The Joker's Return
7K. Joker's Home Turf
7L. Little Fun at the Big Top
7M. Flight of the Bat
7N. In the Dark Night
7O. To the Top of the Tower
8. Free Play Runthroughs - Villains
Episode 1: The Riddler's Revenge
8A. The Riddler Makes a Withdrawal
8B. On the Rocks
8C. Green Fingers
8D. An Enterprising Theft
8E. Breaking Blocks
Episode 2: Power Crazed Penguin
8F. Rocking the Docks
8G. Stealing the Show
8H. Harboring a Grudge
8I. A Daring Rescue
8J. Arctic World
Episode 3: The Joker's Return
8K. A Surprise for the Commissioner
8L. Biplane Blast
8M. The Joker's Masterpiece
8N. The Lure of the Night
8O. Dying of Laughter
9. Bonus Missions
9A. Hostages
9B. Wayne Manor
9C. Arkham Asylum
10. Characters
10A. Hero Characters
10B. Villain Characters
10C. Ground Vehicles
10D. Water Vehicles
10E. Air Vehicles
11. Secrets/Unlockables
11A. Main Unlocks
11B. Extras
11C. Secret Codes
12. Standard Guide Stuff
12A. Legal
12B. E-mail Guidelines
12C. Credits
12D. Version Updates
12E. The Final Word
Greetings, true believers (or whichever saying is associated with the Batman
franchise)! Welcome to my FAQ for LEGO Batman: The Video Game, specifically
the Wii Version! Like my FAQs for previous Travellers' Tales LEGO games,
this is a complete exploration through the game, providing you with
walkthroughs on how to get through each mission, runthroughs on how to
collect all the elusive items in Free Play, as well as descriptions of all
the characters and secret stuff. That said, let's begin the rope-swinging
adventure!
A: This is a LEGO-styled action game released in 2008 based around the
mythos of DC Comics' Batman.
Q: What is the ESRB rating of this game?
A: This game is rated E10+, with the added descriptor of Cartoon Violence.
Q: Would this game be good for my kids?
A: All violence is done towards LEGO bricks, so there's no blood. Any
references to the grim and gritty nature of the Batman mythos is toned down,
without being TOO campy. As far as positive aspects of the game towards
kids, the gameplay is focused on exploration, discovery, and critical
thinking. The co-operative gameplay style and forgiving difficulty is also a
plus.
Q: How many people can play? Does this game require a Nunchuk?
A: Two, and yes.
Q: So, how is this game different from LEGO Star Wars or LEGO Indiana Jones?
I mean, besides the obvious.
A: Much of the concept has remained the same. You still need to progress
through the missions fighting your foes and solving puzzles involving
building, jumping, pushing, etc. One major change is that each episode has
two storylines: one for the heroes and one for the villains, with Story and
Free Play for each. As before, certain characters are suited to certain
aspects of the game, such as jumping, moving things, etc. To compensate for
just being two guys, Batman and Robin will now have the option of using
Suit Swappers found in the game, which will give them new and special
abilities to complete missions. Lastly, there's a new Batarang mechanic
which allows the heroes to throw Batarangs at long-distance to hit multiple
targets.
Q: What part of the Batman mythos does this cover?
A: This game is its own continuity. It doesn't operate under any specific
Batman stories in comics, movies, television, or animation. Still, several
of the designs will seem familiar to the animation, and Danny Elfman's
theme from the Batman movie (and the animated series) are used, so there
are some connecting elements.
Most of this information can be found in the instruction manual, like anyone
reads those.
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3A. Controls =
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General Controls -
Control Stick: Move your character.
A Button: Jump. Some characters can double jump if you press A again.
B Button: Attack. Hold down to ready a Batarang if you have them.
Z Button: Perform special move or interact with environment. Used for
building piles of LEGOs, pulling switches, etc.
C Button: Shift focus. As a side note, in this game you don't have to be
next to each other to shift to the other character. It can be done from
about a screen away. Also used to climb on vehicles or animals.
1 and 2 Buttons: Only used during Free Play. Switch between characters you
selected for this mission.
+ Button: Brings up Pause Menu.
Pointer: Used in conjunction with holding down B. Point to the screen and
highlight any objects you want to target with a Batarang. Can also be used
with certain other abilities.
Controls can slightly change depending on your situation. If something
specific changes per a mission, I'll mention it in the walkthrough.
New Game: Start a new game.
Load Game: Load a previously saved game.
Coming Soon: Shows a preview trailer of TT's next game.
Options: Opens Options Menu.
---
Options Menu -
Surround Sound: Turn on for the full surround experience, where available.
Audio Volume: Adjust the general volume of the audio, if you can't be
bothered to find your TV remote.
Music: Toggle music on/off.
Widescreen: Toggle widescreen functionality.
Screen V-Sync: Toggles V-Sync, whatever that is. >_>
---
Pause Menu -
Resume: Get back to the game.
Options: Opens Options Menu.
Extras: Opens Extras menu, where you can select any extras you've purchased,
as well as toggle the Adaptive Difficulty.
Quit: Return to the Main Menu, the Batcave, or Arkham depending on where you
are.
Unlike LEGO Star Wars, there are no Gold Bricks in this game. Progress is
based on the missions you complete, the number of times you get "Super
Hero/Villain" status, the amount of Minikits you collect, and the amount of
Power Bricks you find.
Keep collecting studs. Collecting a specified number will give you "Super
Hero/Villain" status at the conclusion of the mission. Once you hit the Super
threshold, you cannot lose it, no matter how low your studs get afterwards.
You only need to get Super once, either on Story or Free Play. However, the
thresholds are different for each. For the sake of simplicity, I've only
given the Story thresholds, because they're far easier to get, given how
the Free Play thresholds require a ton of exploring and a lot of extra
characters. There is one exception, but I'll get to it when I get to it.
On the note of studs, if you're looking for a little boost, here's a tip:
you may notice while punching out streams of bad guys that you'll see a
little combo multiplier racking up as you take out successive dudes. That
combo can then be transferred to your stud collecting for a brief moment, so
consider the possibility of luring enemies to a pile of junk and beating both
up and you might get some cool multipliers to your studs. Unfortunately,
opportunities for this are rare, and the window to grab these studs is pretty
small, so I wouldn't rely on it. Furthermore, the threshold for Super Hero
is generally low enough that you don't need to do this, so I won't focus on
it much for the purposes of this guide.
To add on to the previous paragraph, certain characters (Batman and Robin
plus some villains) have a "grab and attack" move, where you press Z when you
get close to them, then hit B or Z to finish them. If this happens, you'll
get a small amount of studs for the move. Not a ton, but if you're a few
away from Super status, it might just be enough. Consider using it in areas
with infinite enemies.
Collect Minikit Canisters to assemble a vehicle. Collecting all ten and
completing the vehicle will get you 50,000 studs and will place the completed
vehicle in the Hero Trophy Room. The last minikit in either the Hero or
Villain missions will give you 500,000.
Each mission has a red Power Brick in them. Collect that Power Brick, then
complete the mission to unlock a Suit Upgrade or Extra for purchase in the
Batcave/Arkham. Some of these can be pretty expensive, mind you, but they're
the most useful ones.
Punch. Freakin'. Everything. If it's made out of LEGO bricks and not
obviously part of the background, bash it down, or whatever you have to do,
because a lot of stuff to move ahead in the game requires you to go on a
destruction frenzy.
DON'T FORGET YOUR BATARANGS. This is a new aspect of gameplay that allows
you to hit far off targets, so use them whenever you think you can't progress
through a mission.
Explore everywhere. Run into walls and behind them to look for any areas
you might be missing.
If you die, you'll drop a portion of your studs: usually 2,000, but that can
vary if you have Adaptive Difficulty turned on. You can die as many times as
you want and you can still finish the mission. However, losing too many
studs means you'll have a harder time getting Super status, so be sure to
recollect those lost studs when you croak.
Look out for visual cues to see how you can progress in a mission. Many of
the spots that hide Suit Swappers are under brightly glowing objects.
Although you start the game with the first mission in the first episode,
you actually have the option of returning to the Batcave at any time during a
mission. The Batcave serves as the main hub for your missions, with several
points of interest.
---
Batcave
Hero Mission Room: Or as I like to call it, "The Garage". This is where
three vehicles are, each representing one of the three major episodes of
the game. On the left is the Batmobile, allowing you access to the
missions in "Riddler's Revenge". In the middle is the Batboat, allowing
you access to the missions in "Power Crazed Penguin". On the right is the
Batwing, where you can access the missions in "The Joker's Return". On the
far left of the room is an elevator leading down to the lower Batcave. On
the right is an elevator leading up to Wayne Manor and the Hero Trophy Room.
Hero Trophy Room: Here is where all the minikits you've picked up in the Hero
Missions are displayed.
Batcave: This area contains Suit Swappers for Batman and Robin, allowing each
to become any suit that you've currently unlocked, which you can use to
explore. Also, on the far right is a computer that will start working once
you complete all the missions in an episode, allowing you access to Arkham
Asylum. In the center, the Batcomputer occupies this area, which you can
use to buy things and check your progress:
Data - This is mostly flavor info about the Batman mythos. I suggest not
paying good money for this stuff until you've unlocked everything else.
Characters - Certain characters become available for purchase upon certain
conditions.
Enter Code - If you find any codes online (or in this walkthrough) you can
input them here, which will unlock the item for purchase.
Extras - Some are unlocked already, but the rest you must purchase after
finding the proper Power Brick. Fifteen of the thirty apply to this.
These tend to be the generic Extras that anyone can employ, like score
multipliers and invincibility.
Suit Upgrades - The other fiteen Power Bricks will let you access these for
purchase, which are specifically tailored to Bats and Bird-boy and their
myriad suits of awesome.
---
Arkham Asylum
Only accessible after completing your first full episode, and you can only
play whatever episodes you've already beat from the Hero perspective.
Arkham Asylum: The main room has two computers in it, one can hack the
Batcomputer so you can access it there, the other will switch back to the
Batcave. To the left is the Villain Mission Room, and to the right is the
Maximum Security Area (the door on the right) and the Villain Trophy Room
(the door on the left).
Villain Mission Room: The parking lot of Arkham features three vehicles
for you to access, much like the Batcave's vehicles, each pertaining to
one of the episodes. The Armored Van is the Riddler's episode. The
Penguin's Sub is the Penguin's episode, and the Joker's Copter is the
Joker's episode.
Villain Trophy Room: This nice wide-open area allows you space to view all
the minikits you've been working on for the villains.
Maximum Security Area: Well, there might be some use for this area, but
danged if I can figure it right now. As for now, it's just a connector
to...
Experiment Room: This is the famed "Create-a-Character" room. Walk up to
the tank to access the creator. You can modify every aspect of their body:
their hat/hair, head, shirt, hands, belt, legs, and weapon (which will be
their main weapon in game). You can even "test drive" them in the room
itself, although you can't leave the room while controlling them. Once
finished, you can select them in any Free Play mission.
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5. STORY WALKTHROUGHS - HEROES
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Below you'll find walkthroughs for all the main missions in the game. These
walkthroughs take relatively few diversions from the main path, nor do they
stop to find minikits along the way. We'll cover all that in the next
section.
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5A. You Can Bank on Batman =
============================
Starting Characters: Batman, Robin
Enemies: Riddler Goon, Riddler Henchman, Clayface
Super Hero at 38,000: Shouldn't be too hard. General rules are to make sure
you smash everything and go out of your way for little extras. Blues tend
to hide in corners, for example.
Streets: Begin by beating up any nearby bad guys. I won't point out EVERY
set of bad guys that shows up, mind you. I'll largely be assuming you know
the concept of "bad guys over there, kill they butt". So, to move ahead,
walk to the right and you'll find a grapple point marked by a white circle.
Press Z and you'll get grappled up to the ledge. Move to the right and
jump onto the tightrope. Make your way across and you'll be past the toxic
waste on the street. In this next area, you'll find plenty of goons, with
some in high ledges gunning at you. A perfect opportunity to use your
Batarang (hold B and point at your target if you're close enough to hit
it). You may have dropped off the ledge, so grapple back up to it and
assemble the tightrope anchor so it stretches off to the right. Cross it
to your first Suit Swapper, giving you the Demolition Suit for Batman. With
this, you can set bombs using Z, then hold down Z to detonate them. Drop
down to street level and start blowing shiny objects up. To move ahead, go
to the right and blow up the cement mixer blocking your way. Past that, blow
up the semi to move on.
Park: Continue to the right. Your next landmark to move ahead is the the
tree-lined park. Note the glowing coming out of the ground. That means
there's a Suit Swapper that will appear there. Bust up all the trees and
park benches in the immediate area and you'll eventually find the pieces
to build a Suit Swapper. This is Robin's Technology Suit. Head for the
green panel on the back wall and press Z. You'll control a little robot
dude. Drive it along the stud trail to the little ramp leading into the
building. Drive it into each of the three red lights on the back wall to
turn them green and open the door. Press Z and you'll regain control of
your team. Head inside the building and smash the right wall to move on.
Bank: It's time for the Clayface fight. Punch him a few times to knock off
two hearts and he'll retreat behind the iron bars. At this point, you need
to use the Demolition Suit's bombs. First, lay one on the left side of the
bars to blow up the safe behind it, then lay another on the right side to
blow up the safe and the door. Finally, Clayface will perch himself on the
top of a cage. Use the Batarang and target all three yellow valves above
him to drop him into the cage and complete this mission.
======================
5B. An Icy Reception =
======================
Starting Characters: Batman, Robin
Enemies: Riddler Goon, Riddler Henchman, Freeze Girl, Mr. Freeze
Super Hero at 60,000: Okay, I finally got this in Story, but it basically
requires getting a very particular stash. This stash is right under the
stairs leading into the factory (just past the gate). Just walk under them
and you get a serious bunch of blues. That said, you STILL need to be
careful and hold onto as many as you can, because this mission still isn't
that easy.
Parking Lot: First step is to remove the trucks that are spitting out bad
guys at you. Looking towards the screen from each truck you'll find a pile
of stuff. Smash it up, then assemble the pieces. You'll make a launcher.
Step on the valve near the launcher a few times and you'll launch a... well
I guess it's a balloon bomb at the truck to blow it up. Do this for both
to remove headaches from the trucks. Now, focus your attention on the main
gate. Use a Batarang on the four yellow clamps holding the gate shut to
knock it down (you need to at least use it on the top two). To get into
the factory itself, head to the left of the gate and smash up the objects
to make a Suit Swapper, giving Robin the Magnet Suit. Head inside the
gate and to the left. Scale the magnetic wall by walking into it. At the
top, pull the lever twice to match up the colors of the ice cream cones
at the top. Do the same at the bottom and the factory will open up.
Ice Cream Factory: Smash up all the objects to find parts for a rotator
switch and a Suit Swapper, giving you the Glide Suit for Batman. Push the
green side of the rotator switch to lower the ice jet so you can glide across
to the back. Assemble the two brown wheels near the end of the bridge so
Robin can cross. Now, note the two hanging blocks of ice. Use a Batarang on
both to drop them and make pieces. Assemble the stairs and climb up, then
have both characters stand on the yellow valves to remove the ice jets
blocking your path. Mind the ice cream, as it's very slippery. Keep going
to the right and have Robin climb up the wall and assemble the grapple point
so Batman can follow. Continue to the right. Have Robin climb up the
curvy pipe to the top. Break the objects and assemble the box so you can
push it over the edge. Assemble the pieces that result to get the nearby
platform moving. Ride across and climb the magnet wall. Pull the lever
to open the door.
Inner Factory: Glide Suit Batman can make the jump off to the right to the
other side. Push the rotator switch so Robin can use the grapple point,
then push it back to your side. Stand on the yellow valve and stay there
so your partner can climb the stairs and stand on the other valve to let
you up. Head to the right and hop across the platforms quickly so they
don't sink into the steam. Slide down the ramp and hop onto the freeze
gun turret. Fire at the yellow valves in the distance to drop molten lava
into the tanks, which will then freeze under your ice gun. Head to the
right and onto the tanks to get to the back of the room. Climb up the
magnet wall and pull the lever to raise the grapple point all the way up,
then use it to get to the top. You need to remove three ice jets to
proceed. For one, push the crate into the far end of its path to break one
of the pipes. For the other two, stand on the brown and red switches
together. Head on through.
Cold Room: Time for the Mr. Freeze fight. The trick to beating him is to
goad him into using his freeze gun, then running circles around him so he
can't hit you. After a little while, he'll tire, which is your cue to
punch him. Do this twice and he'll jump up to the top and pull a lever,
starting up a fan. Assemble the launcher near the front of the room and
fire it at the fan. Hit Freeze two more times. For his next trick, he'll
fill the containers on the sides with hot stuff. Climb up the magnet wall
on each side, then hop over to the lever and pull it. Assemble each box
that appears and push them to the end. After both are pushed all the way,
a big ice block will drop on Freeze, so he'll jump back down where you can
punch him two more times.
New Characters:
Glide Suit
Magnet Suit
Freeze Girl (4,000)
Super Hero at 64,000: Does saying "blast everything" help?
Monarch Theatre: The object of this mission is to shoot up your enemy's
vehicles. Specifically, you want to be targeting the green trucks. These
trucks will not be destroyed, but will tip over after you blast them enough
times. At that point, you need to press Z near them to use your tow cable.
Then, drag them to a Batman symbol so a police chopper comes and takes them
away. Once that's done, the police trucks will move out of the way,
allowing access to the next area.
Streets: In this large area, there are three green trucks you need to
snag. The area is pretty much a big circle, with a jump to the northeast
allowing you access to that area, and another which goes to the left at the
south end, so basically you can travel in a clockwise direction. The first
green truck is just north of you. The second is further south at the far
end. The last is on the east side of the area. Drag them all to the police
copter in the northeast corner.
Office Building: Now it's a big fight against Two-Face's Armored Van.
Blast the van multiple times to get it to stall, then drag it all the way
to the right under the police copter. Instead of carting it away, the
copter will drop a mine on it. That needs to happen three times to finish
the mission.
New Vehicles:
Batmobile
Batcycle
Police Car (10,000)
Police Bike (11,000)
Police Van (13,000)
The Joker's Van (60,000)
=============================
5D. A Poisonous Appointment =
=============================
Super Hero at 78,000: Shouldn't be an issue. There are a lot of plants and
a lot of studs to be had from them.
Garden: Your way forward is to the right. Either smash up the garden to the
east of the water or to the south and assemble a bulldozer. Drive it to
the right and over the fountain. This Suit Swapper gives you the Sonic
Suit, which will allow you to fire sonic waves that can break glass. Take
it and use it on the glass door to the greenhouse and enter.
Greenhouse: Plants block your way forward. Time to make further use of
your sonic powers. Blast the glass lines that are feeding stuff to the
plants to remove them. Further on, blast another set of three glass tubes
(one is behind a glass wall) to remove more plants. In this little alcove,
smash everything and build a Suit Swapper that gives you the Attract Suit.
You may have noticed that when smashing stuff in the area, little red,
yellow, and green objects are left behind which you can't interact with.
Well, now you can. Hold Z to start sucking, then aim the crosshair at the
objects to mop them up. Now, head all the way right and you'll find the
container you need to deposit them in. Put 25 in the container and you'll
kick out a bomb which will blow up the plant blocking your exit. Put
another 25 in and you'll get a bunch of studs.
Caves: Use a Batarang on the blue object to drop the ladder so you can jump
to the other side of the water. Break some objects and you can assemble
a Suit Swapper with a Heat Protection Suit. Using it, you can touch
anything that's glowing red, like the red railings nearby, although that
won't move you ahead. Go to the right. To get across these plants, simply
hop on them when they're closed and bounce off the leaves. Head to the
right. You should have the HP Suit on, so walk onto the red-hot stuff to
the right and put together the tightrope. Cross and leave to the right.
Laboratory: This area's kind of a pain because the enemies just do not stop
coming. What you need to do is smash open all the cupboards because each
has five blocks for the Attract Suit. Deposit 25 to open the door to the
next room.
Toxic Pit: Bust up all the lockers on the back wall, then put together
three flowers, which will cause other flowers to pop up in the muck. Jump
across, then smash the trees to make a rotator switch to open the door.
Hidden Garden: The fight against Poison Ivy is one of patience. As you
fight her goons, parts of a bomb will be spit out of the other plants.
Wait until you can build, then build the bomb, destroying one of the
plants. Continue for the others. At the third plant, Ivy herself will
attack, but can't be hurt. Try to avoid her while you set the last bomb.
After that, Ivy's hearts will appear, so wear her down.
New Characters:
Heat Protection Suit
Sonic Suit
Attract Suit
Poison Ivy Goon (25,000)
==================
5E. The Face-Off =
==================
Starting Characters: Batman, Robin
Enemies: Riddler Goon, Riddler Henchman, Two-Face, The Riddler
Super Hero at 65,000
Outside: Head to the right. That Bank Van is your ticket in, but you can't
get it past the pylons. Head to the right and start smashing. You need to
first assemble some wheels near the gate, and a cage of several steel bars
from the nearby pile. Once that's done, pull both levers to lower the
pylons and drive the van onto the marked spot. Head down the street and
smash some lights at the end to find a Glide Suit Swapper. Put Batman in
the nearby elevator and turn the rotator switch with Robin. Once it's up,
quickly switch back to Batman and glide to the right. Use a Batarang on
the very obvious spinning thing to remove the lasers so you can pull the
lever and extend the bridge. Drive the van across the bridge and park it
on the platform to open the gate. Now, put the van on the red dollar sign
switch further to the right to bust open a Magnet Suit Swapper. Take it,
then head back to the left. Climb up the magnet wall, the pull the lever
to reveal a ladder for Batman. Glide across to the railings and scale
them all the way to the top. Put together a tightrope for Robin, then
head to the scaffolding and assemble another lever so you can both operate
to ride up and enter the vent.
Offices: Toxins in a bank? Well, why not? Punch Two-Face a couple of times,
then he'll run off. Smash the stuff on the left to find an Attract Suit.
Use it to sweep up 25 blocks, then deposit them in the container on the far
right, which will make a boat for you. Hop on, then steer back to pick up
Batman and head for Two-Face. Punch him a couple more time to get him to
retreat. Assemble the parts to make platforms to jump across. Climb up the
stairs to the right and pull a lever, then glide across to the left to get
the other one. Head back through the door.
Security Hallway: In this hallway, you need to avoid the moving lights and
step on all four blue squares. This will open the far door.
Vault: Time for the showdown. First is Two-Face. Continue to fight him
down to his last heart, taking care of the goons when he runs off. Once
he's drained, bust down the two nearby steel boxes and the gold inside,
then make a mirror out of the pieces. That will reflect the Riddler's
beam back at him. Then, use the pieces made from the last blast to
assemble locks on the other two steel boxes. Smash those and make another
mirror. With that done, the Riddler will attack. Knock him down three
hearts and he'll retreat to let goons fight. Once they're down, knock him
down another three hearts. He'll start controlling Two-Face to send him
to fight now. Bash Two-Face and the Riddler will drop down for a bit. It's
all just a straight-up brawl until you finish off the Riddler.
New Characters:
The following characters are actually earned at the completion of any one
complete episode. I just put them here because here's the most likely
place you'll run across them.
Bruce Wayne (100,000)
Alfred (75,000)
Batgirl (100,000)
Nightwing (125,000)
Police Officer (5,000)
Military Policeman (17,000)
Security Guard (10,000)
==========================
5F. There She Goes Again =
==========================
Starting Characters: Batman, Robin
Enemies: Penguin Goon, Penguin Henchman, Catwoman
Super Hero at 110,000: A fairly large total, but there's a lot to be had, so
spend a lot of time clearing out the initial area and looking in nooks.
Streets: Go to the right and to an alley that has the Suit Swapper light.
Clear out the area and assemble a Magnet Suit. Take it and clib up the
magnet wall to the right, then pull the lever so Batman can follow. Climb
up the ladders and cross the tightrope. Grapple up to the next catwalk
and assemble the next tightrope. Assemble the ladder and climb up.
Rooftops: Head up and to the back. Grapple up to the top roof to get a
Glide Suit, then glide across to the right. Assemble the bridge to let
Robin across. Continue to the right across another bridge, then magnet
up the wall. Assemble the grapple point for Batman, then glide across to
the far side. Move the rotator switch so Robin can follow, then drop down
and fight Catwoman for a bit. Knock down her four hearts and she'll run
off. Glide across to the right and build a tightrope for Robin. Magnet up
the wall to the right and throw the switch for the ladder. Have Batman take
the Demo Suit and Robin take the Tech Suit. Head right and blow up the
shiny object blocking the greenhouse, then build the little robot. Have
Robin use the panel to roll the robot into the greenhouse and roll over the
two red lights. Now, blow up the shiny objects that just appeared and make
a little copter thing. Hop in and your partner will grapple to it. Go to
the right and crash. Smash the junk to the right to make two levers and
pull both to open the hatch.
Buildings: You're inside a building, now. Fight your way out to the ledge,
then cross the tightrope. Head into the building and out the right
side to corner Catwoman. This fight is mainly a brawl. Smack her around,
and if she starts jumping around, give chase, or take care of any goons
that have shown up. Drain her hearts and you're done.
New Characters:
Fishmonger (4,000)
Penguin Goon (3,000)
Penguin Henchman (5,000)
Also, you'll unlock Magnet Suit, Glide Suit, Demolition Suit, and Technology
Suit if you hadn't already.
Super Hero at 19,000: A nice low total, but then, there isn't much to be
had throughout the mission. Make sure you make the jumps to try to grab
some blues, because you'll need all you can get.
Harbor: Speed to the right. Use the Batboat's tow cable (press Z) on an
orange mine and drag it into the gate on the right. Continue to the
next area. You can't take down the gate on the back wall from this side,
so speed the Batboat up the ramp and launch over to the other side of the
wall. Blast the gate from this side to knock it down. Now, take Robin's
Watercraft and use its torpeodes to shoot out the wall on the right. Take
the mine as the Batboat and slam it into the back gate to proceed.
Wharf: Shoot the enemies and more will break in via a wooden gate. Cruise
down the canal, blasting anyone that gets in your way. In the larger open
area you need to open a gate on the right side. There are four targets
you need to hit. Two are right by the gate and easily shot. A third
needs a mine dragged into the wall blocking it, and the last needs a
torpedo shot at it. Continue on once all four are down.
Marina: This last area is a fight against The Penguin's Submarine. Take a
mine and drag it into the side of the sub to blow open a hatch, then another
mine into the other side. Now a mine-layer will pop out and drop off some
mines. Fire a torpedo at it to get rid of it, then drag another mine into
the back of the sub. With two hearts left, all you need to do is blast
it with laser after laser to finish it off.
Super Hero at 59,000: Exploit the Score Multiplier area and Water Suit to get
the best return on your studs, because I found a good percentage of this
amount in the water in the first area.
Sewer Entry: Head straight back and bust the items for a Magnet Suit.
Climb up the wall and pull the lever to drop the ladder, giving Batman
access to the Demolition Suit. Blow open the door to the right, then move
on right. Bust some items further right to make the parts for a rotator
switch, which can lift Robin up to a Water Suit. This Water Suit allows
him to safely sink to the bottom of any body of water. Now, go back left
and grapple up to the water tanks. Drop into the water and walk to the
right, then hold down A to swim up. Step on the button multiple times to
drain the water, allowing Batman to come in so he can blow up the shiny
hatch with a bomb.
Reservoir: Jump across the pipes to the structure to the right. Blast the
fan and assemble it as a grapple point. Grapple up and change your suits
to Glide and Magnet. Take Robin across by the wall and Batman across by
gliding. Step on both buttons in the back to extend a platform. Now,
go back as Batman and get the Demolition Suit again. Head back to the
right and blow up the manhole cover.
Sewer Depths: Head to the right and slide down the path. Bust all the
objects and place the gears on each of the green ramps. Use a Batarang
on the two valves in the back to fill the water. Climb up to the pile and
assmeble it. Pull the lever to fix the stairs. Climb up to the right.
Go up the stairs to the right and smash the object to assemble a lever.
Pull it to drop some magnetic tiles. Assemble them, then climb up and take
the Water Suit. Drop down into the water and pull the lever to move the
water to the other tank. Hop across the lids that just rose up. Climb the
ladder.
Solitary: Killer Croc's a pretty simple fight. Pound him, then dodge the
stuff he throws at you.
New Characters:
Water Suit
===================
5I. Zoo's Company =
===================
Starting Characters: Batman, Robin
Enemies: Penguin Goon, Penguin Henchman, Man-Bat
Super Hero at 58,000: Not a hard threshold. Be sure to sit on the ride
until it spits out studs.
Zoo Entrance: First, head inside the gift shop and grab the Magnet Suit.
Head back outside and throw a Batarang at the back door to open the
arcade. Smash up the machines and assemble the Glide Suit Swapper. Now,
climb the magnet wall. Break the windows and assemble the grapple point so
Batman can climb up. Glide across to the right, then behind the gate.
Assemble the bulldozer and barrel over the gate, then to the left through
the gate.
Lion Exhibit: Head straight right and bust down the gate. At the far
right end, glide across and bust down all the objects to construct a
rotator switch to extend the bridge, and also assemble a turtle. Head
back to the left and bust down the objects next to the shack, as well as the
lower boards on the shack itself. Take the Tech Suit and use it on the green
panel to control the turtle. Steer it into the shack and have it stand on
the button so you can take the Sonic Suit. Go to the right and use it on
the lever near the gate. Pull the lever.
Jungle Exhibit: Head to the right and to the riverboat. Smash everything
to uncover a shiny grate in the floor and to assemble a plank sticking
out to the right. You need to get over to the shore on the far side,
and it's easier if you bounce across the lilypads. On the far side, smash
stuff to find a Demolition Suit pad, so put it on and go back to the
boat. Set an explosive and drop down.
Observation Room: Now to fight Man-Bat. Punch him to knock off three hearts,
then head for the objects on the left side of the room. Put them together
and push the rotator switch so that the megaphone makes sound that disrupts
Man-Bat. Punch him some more then repeat the process.
New Characters:
Zoo Sweeper (12,500)
Also, you'll unlock Sonic Suit if you hadn't already.
====================
5J. Penguin's Lair =
====================
Starting Characters: Batman, Robin
Enemies: Penguin Minion, Freeze Girl, Red Freeze Girl, Catwoman, The Penguin
Super Hero at 26,000: Not an easy goal, but doable. Just punch everything
and try to avoid dying.
Icy Cliffs: Head right and smash the stuff near the Suit Swapper to find
ladder pieces. Climb up and switch to the Glide Suit. Glide across the
gap and bust up the place. Assemble pieces near the green and red thing
and you'll make an air pump. Jump on it three times to inflate a raft so
Robin can cross. From here, fling a Batarang at the icicles above the
shack to find pieces to make a heater, which will melt the ice in front
of the shack so you can enter and take the Water Suit. Head into the water
and pull the lever in the back to raise the bridge so you both can cross,
the head into the cave in the back.
Ice Cavern: Well, this was a short chapter. It's time for the fight with
the Penguin and Catwoman. Catwoman's job is simply to get on your case
while you work. Beat her back so she retreats, then she'll come back
again a little later. First, throw a Batarang at the two nodes on the
side of the machine to shock the Penguin. At this point, he'll start
sending out Penguin Bombs. The idea here is to use the rotator in the
center of the room to redirect the bombs, because he always sends them
out in a straight line. Aim them at any of the purple objects. Once
it hits one of those, he'll fire up the machine again and you can start
again. Keep doing this for all four purple objects. Once they're all
gone, the Penguin will attack himself. Strike him until he floats away,
then hit him with a Batarang to bring him down. Continue this until he's
finished.
New Characters:
Penguin Minion (30,000)
Yeti (9,000)
Man-Bat (40,000)
=======================
5K. Joker's Home Turf =
=======================
Super Hero at 60,000: This one shouldn't be too much of a problem. I had
it well before I hit the last area.
Factory Entrance: Head straight back and bash the gate down. Go back and
to the right. Use a Batarang to knock down the two parts near the Swapper
light. The boxes will fall, so assemble the Attract Suit Swapper.
Clear the area of blocks and you should just have 25. Deposit them in the
container to make a toxic sucker. Ride it around sucking up the toxins,
particularly the ones on the right. Next to the tank are some railings, so
attach them to the wall and climb up, then grapple up to the Glide Suit.
Drop down to the left and assemble valves to stop the toxic gas flow, then
glide across the gap. Assemble the tightrope so Robin can follow, then
climb up the ladder. Have both characters hang from the scaffolding to
drop it on the grate, then drop down. Slam the gate on the left wall to
leave.
Factory, West Side: From here head to the back of the room and push the
box off the ledge, then glide to the other side and push that box off.
Drop down to the lower floor (y'know, AWAY from the slime) and find 25
blocks for the nearby Attract Container, which will blow open the door to
the right. You can now get the toxic sucker and bring it back to this
side to suck up all the gunk in front of the door. Assemble both levers
and open the door.
Factory, Interior: Head to the right past the gunners and up to the red
boxes. Push down the two that are here, then glide across to the one on
the opposite side. Assemble all the pieces to make a forklift. Ride it
into shiny things. You can make another forklift, as well as a ladder and a
switch for the wall which you can step on to remove the toxic gas on the
upper platform. Glide to the right and you'll find another panel you can
use to remove the toxic gas on the lower floor. Drop down and take the
forklift to the shiny objects, with which you can make a rotator switch.
Take Batman up the railing and glide to the left. Assemble the chute,
then push the rotator switch to move it to the right. Throw the lever to
fill up the tank with toxic stuff, then jump across the platforms. Glide
to the right and hop up to the lever. Pull it to extend a bridge. Now,
drop down to the lower floor again and take the forklift to the right.
Leave it on the big orange switch to start an elevator working. Head to
the right and into the red-lit tunnel.
Factory Depths: Head to the right and fling a Batarang at the five red lights
to uncover the parts for a Magnet Suit Swapper. Climb up the magnet wall
and assemble the box. Push it to the end to partially extend the bridge so
Batman can glide over. Assemble the pieces on the right side to finish
the bridge. Now, magnet walk up the wall on this side and push the
rotator switch to open the shutter.
Control Room: Time to fight Mr. Raven-like-a-writing-desk. Slap him twice
so he retreats up the right side. Have Robin walk up the magnet wall and
walk onto the catwalk so it collapses. Have both characters stand on the
button and you'll drop him into the muck. Now, he'll start using mind
control on you. When he grabs one character, switch off and have the
other pound him. When he retreats this time, go to the left and assemble
the lift. Ride up and have both characters step on the buttons. Hit the
Mad Hatter once more to finish him.
New Characters:
Joker Goon (7,000)
Joker Henchman (9,000)
Mad Hatter (35,000)
Mad Hatter's Steamboat (23,000)
Mad Hatter's Glider (18,000)
Also, you'll unlock Glide Suit, Magnet Suit, and Attract Suit if you hadn't
already.
===============================
5L. Little Fun at the Big Top =
===============================
Super Hero at 68,000: Take the time to smash all the stuff you can and
explore. There's nothing really special about this area.
Circus Outskirts: Head to the right past several buildings. You need to
go inside the third building to get the Demolition Suit, then head for
the gate to the right. Assemble the shiny objects and blow them up to
enter the next area.
Plaza: Head all the way to the right and back to get the Sonic Suit, then
break the glass on the doors and assemble the Magnet Suit Swapper. Smash
objects near the water to find a rotator switch which raises a magnet
wall. Assemble the grapple point so you can grapple to the other side.
Smash the patio furniture to find the pieces for an Attract Suit Swapper.
Explore the area for colored blocks, then deposit them in the container to
make a ladder. Climb up and head to the right.
Big Top: Head to the right and smash up some bricks near the gate to make a
rotator switch and open the gate. Head to the right and back to the
checkered floor to face off against Harley. Fight Harley is pretty basic.
Simply chase her around as she backflips all over the place. Eventually,
she'll get tired of flipping and get dizzy. Smack her then. After a
couple of hits, she'll start summoning enemies, but her pattern won't
change.
New Characters:
Clown Goon (100,000)
Also, you'll unlock Demolition Suit and Sonic Suit if you hadn't already.
=======================
5M. Flight of the Bat =
=======================
Super Hero at 29,000: If you're judicious, you'll get this just as you enter
the last area, even though the last area has a ton of studs to get anyway.
Try to shoot everything and not die too much.
Rooftops: Blast everything. Go straight back from your starting position
and you'll find a "bat-labelled" torpedo launcher. Snag some torps as the
Batwing and fire one at the missile turret. Pass through and fire another
torpedo at the launcher near the train to drop the tracks (a little
structural damage never hurt anybody). Now, head back to the upper left and
smash the structure near the two turrets to find a mine. Use the Batcopter
to grab it with a tow cable and drag it through the hole in the tracks and
into the flaming gas tank.
Industrial: Blast everything. Head to the right and grab a mine near
the orange stuff. Slam it into the metal box nearby and shoot it to open a
torpedo launcher. Fire torps at the guns flanking the gate to knock out
the electrical field and press on.
Skyscrapers: Time for the shooting fest against the Scarecrow. Go to the
right to find a torpedo launcher. Now, snag the Biplane as the Batcopter.
While he's snagged, switch to the Batwing and blast him with a torpedo.
Do this three times.
New Characters:
Batwing
Batcopter
Bruce Wayne's Private Jet (15,000)
=======================
5N. In the Dark Night =
=======================
Super Hero at 73,000: There's one thing here that's really worth the effort.
After you get the Demolition Suit, blow up the shiny boxes near the
toxic waste so you can assemble a pump to remove the waste and reveal three
purple studs. Very worth it.
Street: Head to the right and smash some stuff near the scaffold and assemble
it. Climb up the railings, then hop over to the other side of the fence.
Head all the way to the right and KM will hop into the nearby club. A shiny
van will block your way, so it's time to find some high explosives. Smash
all the stuff to the left of the club and assemble the fan. Pull the lever
to start it up so you can get to the ledge on the left. Go across to
the boarded up room and bash everything down to find a rotator switch. Use
Robin to push the switch so Batman can be raised up to the Demolition Suit
Swapper. Now, you can go to the club and a-splode your way in.
Nightclub: Okay. On the lower floor, the object is to get those two blue
thingies pushed into the far right wall. The lower one is easy. Smash all
the objects nearby to assemble it fully, then push. For the second, we'll
need to fix the floor. Head near the door and smash some stuff to make a
grapple point, then grapple up and assemble the tightrope. You also need
to make the other side, so smash objects near the fish tank to find the
parts. Walk across the tightrope and set bombs near the purple lights to
drop the tiles. Assemble them and push the other blue thing. Pull both
levers and ride up the elevator.
Dance Floor: Head to the right and blow up the statue. Take the Tech Suit.
Now, blow up the objects on the dance floor so you can build a disco ball,
which opens the floor. Step on both lit-up panels at the same time, and
do so for all sixteen. Yikes. At least he's on your side. Go to the
green panel to take control of him, then walk him into the multicolored
wall in the back. Head outside.
Alley: Bash some objects near the building to find a Magnet Suit Swapper.
Switch up and head to the back. To the left of the fire is a magnet wall,
so cross over. Assemble the pump to remove the toxic waste, then assemble
the magnet wall. Climb up and cross the tightrope. Pull the lever to
drop a ladder so Batman can get up, then set a bomb next to the obviously
breakable fence to cross. On this roof area, use a Batarang on the blue
objects overhead, and break everything else to assemble a water spigot.
Have both characters stand on it to dump water on the fire. Blow away the
barrier to move on. Head straight into the building at the far end.
Abandoned Building: Time to fight Mr. Colorful. Punch him a couple of times
and he'll fly up and out of range. First, blow up the back left grate to get
Robin a Tech Suit. Now, blow up all the shiny boxes near the generator on
the left and assemble the parts. Use the green panel to fire up the levers,
the pull both to drag KM towards the lightbulb so he drops down, then punch
him a couple more times. Now, for the right generator. Assemble the
pieces, then break through to the right room. Push the blue object into
the other object (it's tough to describe these things really) and you can
use the green panel again. Pull the levers again to finish this fight.
New Characters:
You'll unlock Techonology Suit if you hadn't already.
=============================
5O. To the Top of the Tower =
=============================
Starting Characters: Batman, Robin
Enemies: Joker Goon, Joker Henchman, Harley Quinn, The Joker
Super Hero at 96,000: Nothing really special to mention here. Just don't
be afraid to go out of your way to find studs.
Cathedral Grounds: Smash up the objects near the police shootout here to find
a Demo Suit. Head to the right and climb up the railing to the tower. Set
a bomb near the shiny grate to get the Magnet Suit. Head over to the left
tower and set a bomb near the base of it to find magnet wall pieces.
Assemble them, then push the statues to the right. Climb up as Robin,
jump across and push the rotator switch. Now, it's another fight against
Harley. Clean up the goons on the ground, then hop in one of the water
cannons on the trucks. Fire at Harley and she'll throw a bomb to blow up
your truck. Do the same with the other truck, then assemble the pieces to
another water cannon for the final shot. Now, put together the pieces she
just dropped and ride up the fan. Enter through the window.
Balconies: Head to the right. At the end, assemble the lever pieces and
pull it to lower the gargoyle so you can cross to the right along the
wall. Head up the stairs, then assemble the magnet wall and walk up. Go
right and pull the lever to move the chandelier. Hop across using it. Go
up the little set of stairs and take the Glide Suit. Climb up and glide
across. Use the rotator to move the railing so Robin can cross. Smash
the nearby objects to find a button to lower the statue. Stay on it as
Batman so Robin can walk up the wall and cross. Have Robin assemble the
grapple point so the two of you can head to the left and pull both
levers to open the door.
Bell Tower: Okay. First thing to do is get Harley and the Joker out of those
bells. Head to the left break some stuff so you can make an anvil that
will pull up a grapple point. Grapple up and glide across. Assemble the
railing so Robin can get up, then both of you step on the hammer device to
ring Harley out of it. Now, go to the right. Assemble the floor and push
the statue into place. Climb up the magnet wall and assemble the railings,
then hop across to the other hammer device. Now, you have to take out the
Joker's Helicopter. Assemble the water cannons and fire at the choppper
when it stops to shoot. Don't worry too much about getting knocked out of
the cannon. Just keep firing at it. Once it's broken, it's a hand-to-hand
against Laughing Boy himself. Punch him a few times. After a bit, he'll
start using his electric buzzer. When he gets one of your guys, switch to
the other and punch him.
New Characters:
Bat-Tank (200,000) after completing all three episodes
******************************************************************************
6. STORY WALKTHROUGHS - VILLAINS
******************************************************************************
See the beginning of the above section for info on this, not that it needed
to be said in the first place.
====================================
6A. The Riddler Makes a Withdrawal =
====================================
Starting Characters: The Riddler, Clayface
Enemies: Policeman, Police Officer, Military Policeman, Security Guard
Super Villain at 45,000: Should be a walk in the park. There's a nice
purple stud in the street area. Just after you pull down the fire escape,
climb up and smash the red window and explore the whole inside of the area.
There's another one in the street area to the right after you fire up the
wrecker, under a dumpster you have to lift as Clayface.
Parking Garage: Being by heading to the right. Clayface has super
strength, so watch for anything that has an orange handle on it, because
he can toss it. Do so on the dumpsters here. Demolish whatever you can
and you'll eventually find some pieces that make a lever. Pull it and
you'll unblock a window where you can see a guy wandering around inside.
The deal here is that you have to use the Riddler's mind control, so get
close to the guy and press Z. You now have full control of the person, and
The Riddler is entirely safe while this is going on. Have the person push
the rotator switch to open the way up to the garage itself. Inside, have
Clayface pull on the garbage truck in the back, which is blocking the
exit. Have both characters pull the levers and enter the elevator.
Street: Have Clayface jump up and grab the blue and gray awning so he can
leap up to it. From there, go left and double jump so you grab the fire
escape and lower it. Now, both characters can climb and proceed to the left.
Impound: Have Clayface toss all he can here and bust down all the objects.
One item to throw needs to have its handle put on it, so do so. The last
orange vehicle Clayface needs to pull to the marked spot. Now, switch to
the Riddler and have him control the operator in the enclosure. Have him
throw the switch, which will put the crane on top of the orange wheels.
Assemble the last two parts and you've got a nice wrecker to work for you.
Head out to the right.
Street: Simply ride your awesome wrecker to the right, through the next
gate. Demolish all the metal objects to the right, then have Clayface
grab the vent cover so you can enter.
Bank: Head towards the screen. Assemble the ladder near wall and climb up.
Put together the tightrope and cross. Now, use Mind Control on the guy
in the window and have him pull the hanging switch to drop the gargoyle
on the street below. Grab the Police Car and run over everything in the
immediate area. Assemble all the pieces into a bomb then step on the
plunger.
New Characters:
Clayface
The Riddler
==================
6B. On the Rocks =
==================
Starting Characters: The Riddler, Mr. Freeze
Enemies: Policeman, Police Officer, Military Policeman, Security Guard
Super Villain at 58,000: You'll get a considerable percentage of this at the
beginning if you explore properly. After that, just keep searching and
you should get this pretty easily. There's even a purple off to the far
left of the third area.
Parking Lot: Clear out the area, then use Mr. Freeze (who has Super Strength)
to pull off the cover to the pipe in the back left. Float up and move to
the right. Note there are two red and white ice cream structures on the
wall. Drop down to each, smash them, and create a lever from the remains.
Pull both levers and enter the factory.
Processing Area: Pull out the crate in the wall using Mr. Freeze, then cross
over the ice slope using the railing above. Now, drop down onto the blue
platform in the red river. Hold down Z and Mr. Freeze will fire his Freeze
Cannon at the blue sparkly spot and freeze it. Cross all the way across,
then bring the Riddler along so he can Mind Control the guard up on the
next platform. Have the guard assemble the rotator switch and turn it to
fill the river. Now you can climb up to the other side. Smash an object
near the orange and blue structure on the back wall and assemble it, which
will then blow up so you can put a handle on the big door. Push it open
with Mr. Freeze.
Deep Freeze: Head to the left and place Mr. Freeze on the elevator platform.
Have Riddler Mind Control the guy in the ice block, bust the object and
assemble the lever so the block can go up. Push the block off the edge with
Mr. Freeze to break open a hole in the floor. Drop Mr. Freeze down and
cross the toxic waste. Pull the pipe to drop it so the Riddler can reach
the far right area. Climb up the ladder. Now, have the Riddler stand on
the valve and Mind Control the guy across the gap. Have that guy jump on
the other valve so the stairs unfold. Climb up and drop down the other
side. Break the object here and assemble the lever. Pull it to raise the
red liquid, then freeze it. Now, this last part as a "?" panel on the wall.
You may think this corresponds with the Riddler, but actually this area
works with anyone that has mind control abilities, Riddler included. Have
him press Z on the white circle and the hatch will open.
Cold Room: Take out all the cops and assemble the launcher in the middle of
the room to stop the fan. Use Mind Control on the cop on the upper ledge to
push the box off the ledge so you can assemble the ladder. Now, you have to
step on the buttons in a specific order. The order is blue, green, yellow,
and red.
New Characters:
Mr. Freeze
Mr. Freeze's Kart (25,000)
Mr. Freeze's Iceberg (23,000)
===================
6C. Green Fingers =
===================
Super Villain at 87,000: Make sure you clean up all the plants you can in
the third area, as they'll give you a good percentage.
Outside: From the start, bust up the brown, green, and blue boxes in the
front of the building. Assemble a flowery vehicle. Use it to bust down
the metal gates both on the left and right of the building. Head through
the right-hand gate and bust down all the flowers to find a rotator switch.
Turn it to raise the basket on the back wall so your partner can jump onto
the other one. Now, you can get on the basket too as it's automated.
Switch to Ivy and double jump to the railing to cross. Smash the statue
on the other side to make a tightrope so the Riddler can catch up. Now,
walk across the toxic sludge as Ivy and pull the left lever. The Riddler
should pull the right one, opening the door inside.
Toxic Pit: Have Ivy hold down Z near the plant pots to create platforms
for the Riddler. Hop across and create another red mushroom so you can
bounce up to the top ledge. Push the statue off to remove the cage around
that poor defenseless plant. Now, use the "?" mark door with the Riddler
to open it up.
Courtyard: Head down the stairs and to the back right of the area. Demolish
everything here. Also, use Mind Control on the Janitor in the back enclosure
and have pull the lever. Assemble all the pieces and you'll make a ride-able
plant. Oh, they only get more awesome from here on out, believe me.
Stomp over the entire garden, then head to the right through the gate. You
do have to leave him behind, though.
Pond: Bust up the nearby boxes and assemble the swan. Ride it carefully
around the mines and to the far right side. In the next area, use Mind
Control on the scientists in the enclosure. Have one of them bust up the
top object to get a lever to build (opens the inner door) and then bust up
lower object to stop the toxins. Step on the valve nearby to open the
outer door. Head inside.
Greenhouse: Switch to Ivy and head across to the other side. Smash everything
and assemble the vehicle. Bring it back to the other side and have the
Riddler hop in so he can drive over the muck and use the "?" mark panel.
Laboratory: Have Ivy go to the right through the toxins. Have her hit two
buttons and a lever to remove all the gas and open a hatch to the other
side. Head all the way to the right to find an elevator in pieces. Break
all objects and grow all plants. Have Ivy climb up the plants to the top
to find more pieces. Assemble the elevator and ride up. By the way, if you
have the same problem I did and can't find a few pieces, they're right in
front of the plants and blend in rather well with the floor. Just so you
know.
Passage: Simply head to the right.
Conservatory: The object here is to step on the three panels in the front to
grow three plants. The first one is ready for you already. For the one on
the left, use Mind Control on the Janitor on the ledge and have him push
the statue off. Assemble the pieces. For the one on the right, bust down
all the stuff on the back right to find pieces for a plunger. To get this
plunger to work right. You have to jump up and down on it three times in
succession. If you step off or get knocked off, you'll have to start
again. Once all three panels are pushed, you're done.
New Characters:
Poison Ivy
Scientist (6,000)
===========================
6D. An Enterprising Theft =
===========================
Starting Characters: The Riddler, Two-Face
Enemies: Policeman
Super Villain at 48,000: Should be pretty easy. There's a lot to blow up
and a lot of blues that aren't hidden well at all.
Ground Floor: Head to the right and bust up objects to find the parts for
a rotator switch. Use it to reverse the flow of the escalators. Climb up
and head to the left. Demolish the objects to the left of the laser-blocked
door and assemble them into buttons. You need to press the buttons in the
proper order: blue, red, yellow, green. Head through the now-open door.
Second Floor: Head up the nearby ladder and go to the right. Assemble the
red button and step on it to flood the area with toxic waste (my favorite
kind of security measure). Jump in the toxins as Two-Face and go to the
far right. Push the object into the wall to fire up one side of the back
door. Next, go to the far left and break the vent. Reassemble the parts
into the other object that will open the door, and head on through.
Third Floor: Assemble the two piles here and a tech panel will open up in
the enclosed room. Mind Control the scientist into using it, then start
walking the mech over to the right. Walk it through the lasers and into
the panel on the back wall to remove them. Continue to the right to the
large open area. You'll be penned in by lasers. Gun down everyone shooting
at you, then climb up the railings and go left as Two-Face. Smash the
object to remove the lasers in front of the near door, then pull the lever
to find a hover-thing. Ride it over the ten big red buttons in a circle
in the center to open up a rotator switch. Use it to create a bridge at the
back, which you can cross to smash another object to remove all the lasers.
Leave by the right on the lower floor.
Laboratory: Time to put together something neat. First, go to the left side
and Mind Control a scientist into using a lever. Then, go to the right
side and walk across the toxins with Two-Face and pull the other lever.
Head back to the middle. As you get close to the center, three colored
switches will rise up. You need to hit them in the proper order: yellow,
red, green. This will allow you to smash some more yellow and black objects
and assemble all the pieces into a mech. Hop in and smash all eight red
cylinders in the area and proceed to the back to get your prize.
Super Villain at 74,000: There's lots of stuff to destroy. Even with the
studs you miss by letting the chopper do a lot of the work in the beginning,
you should have no trouble by the end.
Outside: Well, so much for a stealthy entrance. Head to the right and you'll
find a guy behind a metal gate. Mind Control him and smash the red thing
to find pieces for an explosive and plunger. Step on the plunger to
bust open the gate, then head inside and start smashing things to find
pieces to complete the construction vehicle. You can't quite drive it
everywhere, but you can use it to take out the crate in front of the
railings. Start climbing up the wall. Smash the spotlight at the top,
build a battery from the resulting pieces, push it into the transformer,
and pull the lever. Also, build the tightrope so you can slide down to
the left. Now, head further left and shoot the fire escape to lower it,
then climb up and do the same thing here that you did on the other side.
This will blow up the big spotlight in the center. Rebuild it into a
Super Mind Control device and take control of the helicopter with it.
Use the chopper to blow up everything you can, including the main door.
Head inside.
Main Hall: Smash stuff in here to find parts for two rotator switches. Use
them both to open doors in the enclosure. Use Mind Control on the guy back
there to get him to pull the lever, which will open the gate to the right.
Elevators: Head to the right and blast the red and green lit-up console
near the bars to open them. Smash what's inside to make a big block of
gold. Push it all the way to the end to refract the lasers. Next, smash
the nearby stuff to find a rotator switch. Once it's assembled, the
elevator door will open. Enter with Two-Face and have the Riddler push
the switch to raise Two-Face up to the next floor. Switch back to Two-Face
and have him shoot the lock to his left. Pull the lever to open the other
elevator door. Switch back to the Riddler and have him use Mind Control on
the guy behind the window so he can pull the lever, then move on.
Security Clearance: Shoot the two panels to either side of the lasers, then
shoot the panel to your left. Past the lasers, pull the lever to open a
door and push the crate out, which will open some bars. Smash the machine
inside to remove the toxic gas so Riddler can join you. Go to the back
left and step on both valves to remove the first set of lasers. Head
forward and shoot the back panel to remove the last set of lasers.
Vault: Enter the toxic area and pull the lever to knock over the big dollar
sign. Head to the right and assemble the red and green springboard to
bounce up to a push box. Push it off the edge to uncover a lever. Throw
it and Mind Control the Janitor that appears. Smash the stuff to create a
ladder, then climb up and smash more stuff to create a rotator switch
which opens the nearby door. Head through and drop down the ladder.
Throw the lever to smash another door near the vault. Assemble all the
pieces to create a shiny mech with machine guns! Go hog wild on the area.
Of course all you need to do is shoot the back door and hop on through.
=======================
6F. Rocking the Docks =
=======================
Starting Characters: The Penguin, Bane
Enemies: Policeman, Dock Worker, Sailor, Military Policeman
Super Villain at 71,000: If you explore the entirety of the first area, going
all the way to the right, you'll find a purple, not to mention a ton of
other studs that will get you pretty close.
Docks: The Penguin has cool bombs in his hat, so set one running towards the
gate on the east wall (don't worry, the blast won't hurt the Penguin). Take
out the cops that spill out of the truck. Use Bane to yank the truck out
of the way. You can drive this truck cab, and you can blow open the garage
door and drag that truck outside. Bash all the objects nearby to assemble
all the pieces for the truck, then drive it straight to the right through
the fence, then onto the pad to the right of the back door to open it.
Head on inside.
Waterfront: Head straight back and smash the objects to make a fan. Ride up
and glide to the right across the gap in the catwalks. Slap the red and
white barriers to drop a ladder for Bane so he can toss the dumpster on
the catwalk, then continue on, knock down the next ladder, then drop down
on the right side across from the water. Head to the right and use Bane
in the toxic muck to open the cover to drain the stuff then press on. Once
you hit the ship, head to the left side and set a bomb blowing up the shiny
stuff. Assemble a handle so Bane can pull the ship up. That will allow
the two of you to cross. Head into the big container yard by blowing open
the gate. There is NOTHING SPECIAL in here, so head to the back and start
tossing containers to reveal the way out, which is a doorway underneath
the stairs in the back.
Craneyard: Head to the right with Bane and pull the lever in the muck. This
fires up half of the elevator. For the other half, head to the left.
Pull the lever to get the big box over to your side, then smash it up to
make pieces. Assemble the wire, then glide over the water to the left.
Pull the lever on this side to fire up the other side of the elevator. Hop
in and ride up. See that purple window thingy? That's a hole to put
your Penguin Bomb through. Do so to blow up the crate. Assemble the dish
and you're done this mission.
New Characters:
The Penguin
Bane
Sailor (5,000)
=======================
6G. Stealing the Show =
=======================
Starting Characters: The Penguin, Catwoman
Enemies: Policeman, Police Officer, Military Policeman, Security Guard,
Police Helicopter
Super Villain at 63,000: From the beginning, you can climb up the tower and
double jump to the left ledges for a couple of purples. Those will
seriously help you on the way.
Rooftops: Hop onto the fan to ride to the upper floor. Hop onto the
platform and assemble the tightrope point. Now, float across to the right
as the Penguin and assemble the other tightrope point to get Catwoman
across. The fans will blow you off the edge, so drop down a level and
glide across to the lever to shut them off. Now, see that heart panel on
the wall near the door? Have Catwoman use Z near it and she'll charm the
guy who guards it, so he'll open the door. Head through and have Catwoman
double jump up to the ledge. Bust up the objects, assemble the box, and
push it off the edge to make pieces for a fan that Penguin can ride up.
Have him blow up the shiny objects so you can construct a lift up to the
helipad. Now, it's time for a boss fight. To beat this chopper, you need
to stand on a red button and wait for the helicopter. It will drop a flare
into the fan next to you, then a bomb right on top of the flare, which
will ride up and hit the chopper. Do this three times. Now, assemble the
pieces of the ladder that result and climb up to the next roof. Drop down
and you'll find two plungers attached to a weird device. Have both
characters stand on them to start up the fan to the right. Ride up it and
grab the platform. Have Catwoman double jump to the rooftop to the right,
bust up the objects, and assemble a rotator switch so she can pull Penguin
up. Another fan to deal with. Drop down to a lower ledge and bust down
a window to find a lever which turns the fan upwards. Ride up it and
head for the gargoyle. Pull both levers and push the thing off the edge.
Museum: Head to the right as Catwoman, double jump up to the railing on
the back wall and cross over the beams. Punch the panel to deactivate
them. Go right and toss a Penguin Bomb through the purple hole in the back
wall to open the gate. Pull the lever inside to remove the beams blocking
the dinosaur bones. This game is about to become ten times of awesome,
because you're going to ride dem bones. Grab either ride and head to the
right, plowing through the crates. Climb up to the upper floor using the
railings and head left past the display room. Smash the box near the lasers
and assemble the rotator switch. Turn it to move a statue to block the
beams so your partner can go through and step on a button. Rotate it some
more to block the next set of beams, then go through yourself. Double
jump over the third set of beams, then smash the generator to get rid of
all of them. Head left and you'll reach your objective. What you need to
do is set things up so you can send a Penguin Bomb into the cage and it
will blow open the case. To do that, head to the left and double jump up
the ladder. Smash the nearby painting and assemble the rest of the ladder,
then smash the painting further on to find a lever. Pull it, then glide
across to the right and pull the next lever. This raised two panels inside
the cage so you can send a Penguin Bomb in and it will blow up the whole
mess.
New Characters:
Catwoman
Catwoman (Classic) (67,000)
Catwoman's Motorcycle (23,000)
========================
6H. Harboring a Grudge =
========================
Super Villain at 31,000: A snap. Like most vehicle missions, there's a
lot to blast, so go croc-wild.
Harbor: It's boat time for the bad guys. Those purple hatches on the wall
are what gives your sub its torpeodes. Take at least one and fire it at
the torpedo to the right to blast it and the wall down. Now, head up and
blast all the boats while trying to stay out of the spotlight (it will
fire missiles at you). Fire another torp at the turret in front of the
next gate and head on through.
Waterfront: Blast all the boats and head straight back. Press A to dive
as the sub and head under the purple gate. Run into the left button on the
back wall to open the gate, then switch to Croc and run him into the other
button to open the torpedo hatch. Take torpedoes and use them on each of
the toxic canisters to remove the gunk. Get more torpedoes (from the nearby
hatch) and blow up the two turrets near the gate, then pass through. In
this next area, blow away all the boats, and bang against the two buttons
to open the gate to the last part of this area. In here, you'll need to
blow up three turrets to move ahead.
Port: Whoooa. Nice artillery. Smash all the boats around the big boat,
then head to the back left as Croc to knock against the button to open the
purple hatch on the back wall. Grab torpedoes, and toss them at each of
the three orange parts on the hovercraft. Once all three are down, the
hatch will be destroyed, but spotlights will show up. Use the spotlight
to lure a missile at you, then sail near the hovercraft and the missile
will target it instead. Boom.
=====================
6I. A Daring Rescue =
=====================
Starting Characters: The Penguin, Killer Croc
Enemies: Policeman, Military Policeman
Super Villain at 60,000: This one could get a bit tight. I didn't hit it
until I was right outside Catwoman's cell, but it's doable if you collect
it all. The good news is that to the right Catwoman's cell is a cell with
a Score Multiplier, so make good use of that.
Sewers: First, you need to open the door to the right. Head to the back of
the room as Croc and knock down all the objects so you can assemble a
generator for one part of opening the door. For the second, head left and
yank the door off. Glide across the water as Penguin and throw the switch.
To get back, smash and assemble the nearby ladder. Head through the door
you just opened.
Pipe Room: This might be a little disorienting. Hop into the pipe in front
of you to exit the other up on the upper ledge. Now, assemble half the
tightrope, glide across, then assemble the other half and hop into this
green pipe, then into the red one. Head to the right and rip off the
sewer door.
Canal: Hop down into the water and break everything. Assemble everything
into something awesome. He's a big one, isn't he, mate? Hop on and plow
through the debris to the right, taking out everything in your way. Hop
off at the end and go through the blue door.
Side Room: Smash the vent cover and yank off the door to the Penguin
Bomb thingy. Drop down into the water as Croc and swim up to the ladder.
Yank the cover off the other Penguin Bomb thingy, then have Penguin send a
bomb through the lower one so it comes out the other one and blows the
shiny girder. Assemble the fan and ride up.
Restroom: Head out the door to the right.
Police Station: Smash the door on the right and pull out the safe. Climb
up and over and step on the button to open the door on your right.
Holding Cells: Yank open the door on the far right and smash all that's
inside to build a fan to ride up. You can pull the lever to release the
bad guys if you want, or you could just blow up the door on the right.
Solitary: Head to the left and up the nearby ladder. Glide across to the
left and pull the lever to drop a bomb. Roll it down the stairs and you'll
blow open her cell.
New Characters:
Killer Croc
==================
6J. Arctic World =
==================
Starting Characters: The Penguin, Catwoman
Enemies: Policeman, S.W.A.T.
Super Villain at 42,000: I first got this as I was going down the ice
slide. Normal tactics apply.
Ice Exhibit: Head to the right until you're blocked by a wall of ice. Have
Catwoman jump on top of it and smash objects so she can make a ladder for
Penguin to climb up. Now, glide off the right edge of this upper area
past the icicles, then hop across the falling platforms to make it to
the right (the falling platforms will also allow Catwoman to cross).
Now, instead of dropping down, jump to the right to land on a snow machine.
Wait for Catwoman to get close to the lever, then switch to her and pull
it. Switch back to Penguin quickly and steer him near the bomb hatch.
Toss a Penguin Bomb through it. This will knock down some pieces you'll
need shortly. For the rest of the pieces, double jump up to the ledges
and push the two ice blocks off the edge. Use a bomb on the bomb-shaped
shiny object and put together the snowplow. Drive to the right and plow
over the two ice blocks to find pieces to put together the pump. Step on
the pump a few times to blow up the raft bridge, then drive across and
plow over the ice wall. Park the plow on the square, then assemble and
pull the lever to get it up to the upper ledge. Drive through the ice
in front of the door.
Tourist Center: Head over to the food court on the left and smash everything
so you can assemble tiles on the push floor. Move the lamp into place so
it warms the ice, then use the heart panel with Catwoman to open the door
in the back.
Ice Slide: Wheeee!
Ice Cavern: You need to get your sinister device working, now, and to do
that, you need to point lasers at each of the four small dishes. First,
point the one you have to the left, at each of the two there. Now, note
the spotlight on the ground. If you step in it, not only will cops drop
down, but a bomb will as well. Do this near the ice block to reveal the
other laser, so you can hit the other two targets. Now, you just need to
throw the levers at the top. Easy, right? Riiiight. Have Catwoman go to
the right, double jump and grab the lever near the ramp to make stairs.
Leave her there and switch to Penguin so he can climb them. Now, make your
way all the way around to the left, smash the purple objects, and make the
tightrope. Now, have both characters pull the levers.
=====================================
6K. A Surprise for the Commissioner =
=====================================
Starting Characters: The Joker, Harley Quinn
Enemies: Policeman, Commissioner Gordon
Super Villain at 57,000: Most of the studs are pretty out in the open, so
don't go too nuts searching.
Carnival: The first part of this mission splits up Harley and the Joker so
they can get through their respective paths. Go to the right as Harley and
double jump up to the upper path. Push the rotator switch. Switch to
Mr. J and step on the right seesaw panel, then the left one. Now, switch
to Harley and punch the node powering the electric fence, then assemble
the bomb as Joker, and the detonator as Harley and stand on it. Stand on
the yellow switch to let the Joker through, then have the Joker stand on
the first yellow switch, then second yellow switch. Phew. Now that you're
back together, head all the way to the right. The Joker's electric buzzer
can power generators, so press Z while in front of the generator on the
shack near the ferris wheel, then head inside the red car in the wheel.
Harley should step on the switch to send you up, so go to the left and
step on the switch up here to send her up. Head to the right along the
track.
Rollercoaster: Head to the right and slide down. Double jump up to the
ladder then assemble the rest of it. Hop off this ledge all the way to
the right (following the stud trail), then use the Joker's buzzer to fire
up the yellow platform. Ride up, then smash the boards on the track to
make a tightrope and platform. Cross, then head to the right and smash
up objects to make railings so you both can climb up. Have Harley double
jump up to the right and pull the lever so the Joker can climb. Jump
over to the generator and power it up to clear the way to the right.
Fairground: Head to the far right past the carousel. Now smash up some
objects near the foreground and assemble a cannon to blast open a door.
Inside, smash the safes to find one with a code inside: blue, red, yellow.
Step on each of the colored switches (behind the ice cream truck) in that
order, then pull the lever.
Craneyard: A boss fight against the Commish? Sweet! Punch or shoot him
three times and he'll scamper off for a bit. Power up the generator to
fire up the crane. Hop in and grab a teddy bear, then drop it on the
police van to blow it up. Punch the Commissioner some more, then repeat.
New Characters:
The Joker
Harley Quinn
Commissioner Gordon (25,000)
Harley Quinn's Hammer Truck (80,000)
Starting Characters: The Joker's Helicopter, The Scarecrow's Biplane
Enemies: Police Helicopter, Police Battle Helicopter, Missile Turret
Super Villain at 28,000: You should know the rules for vehicle levels by
now. If it looks breakable, break it. If it doesn't, try breaking it
anyway.
High-Rises: First, blast the large-ish object near the back. It covers a
mine dispenser. Use the Joker's Helicopter to tow it to the right and
into the shiny thing supporting the fans. Head right and start blasting
things until you find a greenish dispenser on a rooftop. That has
torpedoes for the Scarecrow. Snag some and fire at the missle turret.
Head through the gap it makes.
Rooftops: Head straight right and repeatedly blast the clock tower to
knock it down, then head further right. Blast the brick wall down to
its shiny roots, then drag a mine into the shiny bars. Head on through.
Dogfight: Oooo, some nice big guns to fight against. Head to the left and
grab a mine with a tow cable, then drag it into one of the shiny boxes to
release a missile turret. Fire a torpedo from the Biplane at the turret
to send it haywire, where it will blast the chopper. Do the same for the
other shiny box. Once the missile turrets are gone, just blast it to
pieces repeatedly.
New Characters:
The Joker's Helicopter
The Scarecrow's Biplane
Police Helicopter (14,000)
Goon Helicopter (11,000)
=============================
6M. The Joker's Masterpiece =
=============================
Starting Characters: The Joker, The Scarecrow
Enemies: Policeman, Military Policeman, Security Guard, S.W.A.T., Janitor,
Police Marksman
Super Villain at 81,000: Yet another level with no big stockpiles, but a
lot of little things to destroy. Don't forget the paintings.
Main Gallery: Head to the left and assemble the generator. Also, push the
two nearby pillars to make platforms. Have the Joker stand near the
generator and the Scarecrow will pull the lever. Power the generator to
rise the rest of the way up, then jump across to the far landing. Smash
both ropes anchoring the chandelier to drop it down on the sculpture. Put
together the ramp so the Scarecrow can join you, and have him use his
Mind Control on the "?" panel. Head straight up the stairs. At the top,
bear right, assemble the rotator panel and open the painting. Power up the
generator to remove the lasers.
Exhibit Hall: Poison gas is an awesome security measure. Head up the stairs
as the Joker and head right further up the stairs. Assemble the fan to
remove some of the gas, then head to the left past the gas and throw the
lever. Smash the button that comes up to remove the lasers in front of
the tile paintings. Smash them so you can assemble them as floor to push
the box to the wall so Scarecrow can climb up. Now, head to the back.
Smash tables to you can find the pieces for railings, then climb up to
the pillar. Switch characters and push the pillar. Switch back and
head over to the pieces to make another fan. You can now proceed.
Atrium: Bust the three paintings on the right wall to activate the lever on
the ledge. To get up there, smash the gargoyles near the back wall and
assemble the rotator switch. Use it to lower the platform, then hop on as
the Joker. Smash the paintings to find railing pieces and use those to
cross and throw the lever. Assemble the generator, power it up, then enter
the elevator.
Basement: Head to the right and break some stuff to find pieces for a pallet.
Assemble it and hop the fence. Head to the far right and pull the lever.
Push the box to the end and then power the generator. Jump down into the
toxins as the Joker, then smash and assemble the box and pull the lever.
Hop up on the far side and jump into the crane. Place both boxes on the
orange switches so you can let Scarecrow across. Have him use the "?" panel
and you can leave!
New Characters:
The Scarecrow
===========================
6N. The Lure of the Night =
===========================
Starting Characters: The Joker, Killer Moth
Enemies: Policeman, S.W.A.T.
Super Villain at 86,000: The playground is a good source of studs,
particularly those two rides (just sit in them for a while), but don't
neglect the early areas, particularly once you get the mini-copters.
Slum: Smash the nearby stuff to make a fan. Ride up and walk across the
ledges to get to the other side of the flaming garbage. Don't drop down
yet, though. Instead, glide across to where the cops are camped and
assemble the tightrope so the Joker can cross. Head to the right and power
up the generator, then cross the awning to the bombed-out building on the
right. Push the colored box off the edge and assemble the bomb and plunger.
Step on the plunger and help your goons out with the firefight. Once it's
done, head to the left and assemble a ladder to climb up to the generator.
Power it up so you can ride up to the top. Head across the bridge to the
right.
Backstreets: Go to the back of this area and smash down the fences and
TVs. Grab the railing to the right as Joker so Killer Moth can stand on
the button and let you up. Hop over to the generator and power it up to
reveal pieces. Get back to the other side using railings and assemble the
pieces into an awesome mini-copter. Fly around this whole area wreaking
a ton of havoc. Now, grab a car and bash through the gate into the
playground. Head to the back left and bash the bushes near the pole.
Assemble the pieces to the jungle gym and climb up as Killer Moth. Walk
across the bridge and the glide to the far right tree. Knock down the
ladder and push off the garden gnome. Switch to Joker and assemble the
rotator switch. Push it to open the gate.
Projects: Head to the toxic stuff and assemble the jack in the box. Step
on the panel. SWEET! Grab the Joker mech and start stomping to the right.
Eventually, the cops will be after you. What you need to do is blast them
and when the coast is clear, a truck will open up. Step on that truck to
demolish it, and do the same for the other two.
New Characters:
Killer Moth
Garbage Truck (99,000)
=======================
6O. Dying of Laughter =
=======================
Super Villain at 87,000: This one's pretty tough. Be careful you fall as
little as possible in the balconies, because one misstep and you're down
a bunch of studs.
Cathedral: Head straight back. Power up the generator, then assemble and
push the wheeled thingy. Have Harley hop up to the ledge and continue
crossing to the right, assembling a tightrope on the way. Go past the
generator and smash the ladder so the Joker can come up and power it. Have
both characters step on the scaffolding.
Balconies: Head to the right and jump across the gap. Double jump up to
the enclosed balcony as Harley and move around to the right. Assemble the
tightrope so Mr. J can join you. Step on the scaffolding to get sent up.
Head right and cross the collapsing bridge. Press on up the stairs and
smash stuff to assemble some vertical rails. Switch to Harley and
carefully double jump to the right. Assemble the other half of the platform
to let Joker cross, then power up the generator so you can go through the
door.
Bell Tower: Remember how you rang both bells as Batman? Same deal here. On
the left side, hop up as Harley and smash the area to make a lever near the
bell ringer. Pull it to lower a platform. Go to the left corner and
smash there to make railings for the Joker to climb up. Ring the bell. For
the other side, hop up to the far corner and assemble the platform. When
Harley steps on this, the Joker will be risen up on the other platform.
Have both characters step on the bell ringer. Now, assemble the two bomb
things that were made when you rang the bells. That's it!
New Characters:
Police Marksman (5,000)
The Joker (Tropical) (30,000)
******************************************************************************
7. FREE PLAY RUNTHROUGHS - HEROES
******************************************************************************
In Free Play, you'll be allowed to pick whichever character out of all
available you wish. Once that's done, the computer will add on other
characters that you will need to access all the stuff in the mission (if you
have them available). This allows you to go and get all the stuff without
having to worry about building the proper team. At any time during the
mission, you can press 1 or 2 to cycle through the available characters.
The type of characters added tends to go like this, assuming you have them:
Batman or Batgirl, Robin or Nightwing, someone who can double jump, someone
with mind control powers, someone who can access heart panels, someone who
can walk through toxic waste, someone with super strength, Poison Ivy, Mr.
Freeze, The Penguin, and the Joker (since they all have very specific
talents). Also, depending on the mission, you may also get a bunch of the
mission's enemy characters.
For vehicle missions, you'll tend to just get the full range of vehicles,
minus one or two, since there aren't that many to begin with.
There will be no story clips, and some missions will be slightly changed to
reflect this. All you need to do is reach the end and get all the stuff, so
go for it!
Note that some collectibles have specific requirements. What this basically
means is that you can't get the item on Story. Here's what I mean when I say
each:
"Free Play": Quite simply, you need the freedom that Free Play gives you,
either giving you characters that you wouldn't normally take in the Story
(ie. Batman in a Villain mission) or the ability to switch characters on the
fly.
"____ Suit": You need to find a specific Batman/Robin suit that you could
have possibly not had access to yet, depending on how you go through the
missions.
"Demolition": This doesn't come up often, but you need someone with
explosives, either Batman with the Demolition Suit or the Penguin with his
Penguin Bombs.
"Mind Control": You need a villain with mind control powers, either to
control a person with a "?" above their heads, or to access a "?" panel.
These characters are The Riddler, The Mad Hatter, and The Scarecrow.
"Immune to Toxins": You need a character that can waltz through toxic waste
or gas with no ill effects. For characters, this includes Mr. Freeze,
Poison Ivy, Two-Face, Bane, Killer Croc, and The Joker (either one). For
water vehicles, this is just Killer Croc's Swamp Rider. For the air
vehicles, this includes The Joker's Helicopter, Scarecrow's Biplane, the
Goon Helicopter...
"Super Strength": You need a character with serious muscles so they can
pull, push, or toss any object with orange handles. These characters are
Clayface, Mr. Freeze, Bane, Killer Croc, and Man-Bat.
"Toxic Strongman": This is a combination of people that are immune to toxins
and have Super Strength, specifically Mr. Freeze, Bane, and Killer Croc, and
is used when you have to enter the muck to do your reps.
"Double Jump": You need a character that can double jump for the extra
height. These characters are Clayface, Poison Ivy, Catwoman, Harley Quinn,
and Mad Hatter.
"Feminine Wiles": You need a female villain to use a heart panel. These
are Poison Ivy, Catwoman, and Harley Quinn. Poor Batgirl gets left out
and won't work.
"Submersible": You need a watercraft that can go underwater. This is
Robin's Submarine, the Goon Submarine, or Penguin's Submarine.
"(Specific character)": There are times when you just need the exact
character or vehicle. One example is the Joker for his electric buzzer,
Poison Ivy for her super-growth powers, or Mr. Freeze for his Freeze
Cannon.
============================
7A. You Can Bank on Batman =
============================
Canister #1: In the first street area, head left then to the alley in the
back. Use the lever to find the pieces for a grapple point, then grapple
up and use the lever on the ledge to open a gate at ground level.
Canister #2: In the same area as the first, go past the second lever and
onto the fire escape. Climb up to this one.
Canister #3: Five phone booths are scattered throughout the streets. Bust
down all five to make this one appear. The first is just to the left of
where you begin. The second is further down the street near the first
Suit Swapper. The third is near the big semi you have to blow up. The
fourth is past the semi down the street a bit, and the fifth is at the
Clayface fight, off to the right.
Hostage: A Riddler Henchman has a hostage inside a building at street level.
Canister #4 (Sonic Suit): In the first area is a window with a canister
obviously behind it. Sonicate it.
Canister #5 (Sonic Suit, Attract Suit): Collect as many blocks as you can
for the Attract Machine near the end behind the glass bars. Use the Sonic
Suit on the bars and dump 25 blocks into the machine to make this canister.
Canister #6 (Immune to Toxins, Mind Control): In the toxic pile, restore
the pieces to the truck and move it out of the way. Then, use the "?"
panel behind it to open the nearby door.
Canister #7 (Super Strength): Just after the toxic pile, pull the dumpster
off the manhole cover and blow it open.
Canister #8 (Super Strength): After blowing up the cement mixer, toss the
dumpsters at the end of the alley. Grapple up then cross the tightrope.
Use explosives on the windows to access this one.
Canister #9 (Super Strength): In the second area, toss the dumpster near
the magnet wall and head up the stairs. Smash the window to get out onto
the fire escape where this canister is.
Canister #10 (Immune to Toxins, Mind Control): In the second area, head
down to the toxic area and use Mind Control on the "?" panel to open the
door to a lever, which will open the nearby garage. Now, go up and use
the Tech Suit as normal to enter the room with the two cars. Drive each
of these cars into the garages to get this canister.
Power Brick: In the last part of the Clayface fight, smash the shelves on
the back left to uncover this.
Minikit: Gold Batsuit
Power Brick Upgrade: Fast Grapple (10,000)
======================
7B. An Icy Reception =
======================
Canister #1: At the beginning, go over to the left and smash up some stuff to
find the last couple of parts for the ice cream truck. Drive it into the
shiny object near the circular glass floor to smash it, then assemble the
lever. Drive onto the glass and pull the lever. Smash the resulting ice
cream to get this canister.
Canister #2 (Double Jump): Outside the factory, on the right side, bash
up some trash cans to find railing pieces. Once assembled, double jump
up to the ledges and all the way up to this canister.
Canister #3 (Double Jump): Right behind Canister #2 is a window. Smash it
away to find another canister.
Canister #4 (Super Strength): Once you move the ice cream truck away, yank
off the cover behind it to find this one.
Hostage (Mind Control): In the beginning, use the ? Mark panel on the left
and go through to find this one.
Canister #5 (Mind Control, Double Jump): Use the ? Mark panel outside and to
the left, then head inside, double jump up to the ledge above the toxic
waste and keep jumping up.
Canister #6 (Free Play): Outside the factory, climb up the magnetic wall,
then glide across to the right and grab the railing at the edge of the wall.
Switch off your Glide Suit so you can double jump up to the ledge and use the
Demo Suit to blow up the objects for the canister.
Canister #7 (Feminine Wiles): In the factory, just past the double ice
jets (big pile of red ice cream), go up the magnet wall, glide across to
the left to a heart panel. Open it and head inside. The canister is in
the back, so go around the right to get to it easily.
Power Brick (Super Strength): Just before leaving the second area, there's
a glass-encased room in the back. Either magnet up the wall and glide over
or just double jump onto it if you have one. Rip up the entrance, then
smash the objects inside to create a plunger. Step on it to raise the
cage so you can grab the brick.
Canister #8 (Immune to Toxins, Demolition): In the third area you'll see the
poison jets. Step through them, then use explosives on the shiny object
to find the canister.
Canister #9 (Free Play): Just before the door to the last area (with ice
jets blocking it), head down the ladder to the left, then Glide across the
big gap. Use a bomb on the metal grate to allow you to get this one.
Canister #10 (Mind Control): From #9, continue left and use control the guy
in the glass enclosure. Have him throw the switch so you can enter.
Minikit: Ice Treat
Power Brick Upgrade: Fast Batarangs (20,000)
Canister #1: Head straight south and blast the manhole cover at the end of the
road.
Canister #2: There are three black and blue dumpsters in the mission. One
is just to your right when you start. The second is just south of where you
start. The last is on the left side near the end of the street.
Canister #3: There are three newsstands in the mission. One is in the
first area, behind the barriers on the east side of the street. The second
is in the second area near the police copter. The last is in the final area
behind a shiny wall. If you can get a bomb from Two-Face's van near there,
the barrier will be removed in the explosion.
Canister #4: In the second area, go to the right and over the jump, and
you'll find a suspended walkway on the back wall. Start blasting all the
parts of the walkway and you'll uncover this canister.
Canister #5: In the second area, go south from the starting point and you'll
find another suspended walkway on the back wall. Blast all the parts and
you'll uncover this.
Canister #6: Starting in the second area, there are three blue and white
cars that need to be destroyed to make this appear. The first is right
near the police copter. The second is on the south side of the area,
just before the jump to the left. The last is in the southwest area.
Canister #7: In the southwest part of the second area is a dumpster that
hides this canister. Simply blast everything and you'll uncover it.
Canister #8 (The Joker's Van): In the second area, drive into the harbor
area and park on the Joker panel.
Canister #9 (Harley Quinn's Hammer Truck): In the second area, drive into
the harbor area and park on the Harley Quinn panel.
Canister #10: In the last area, start blasting near the left side trees to
uncover this under a cluster of phone booths.
Power Brick: In the last area, there's a green box tucked back in the corner
near the trees on the left. Blast it open then drive into the corner.
Minikit: Batmobile
Power Brick Upgrade: More Batarang Targets (30,000)
=============================
7D. A Poisonous Appointment =
=============================
Canister #1: Right at the beginning, plant all the seeds to grow carrots,
then destroy them all.
Canister #2 (Double Jump): Near the greenhouse are trees with vines coming
off them. Shoot or Batarang all the vines on the leftmost tree to find a
grapple point. Grapple up, glide across, and double jump up to the canister.
Hostage: One of the workers is held hostage by a Goon in the greenhouse behind
a big glass panel.
Canister #3 (Heat Protection Suit): In the greenhouse, head under the heat
lamp (the lever at the far end shuts it off). Plant all the seeds in the
area, then use the Tech Suit to operate the sprinkler. Douse all the
stems liberally until they grow.
Canister #4 (Super Strength, Double Jump): In the greenhouse, use strength
on the glass-encased plant to push it back, then ride up the fan onto the
big flat flowers. Stepping on them raises another, so hop up the flowers
to the canister.
Canister #5 (Double Jump): There are three carrots in the mission. The first
is just before the giant carnivorous plant, in one of the plants nearby.
The second is in the caves, just before the big bouncy plants in a trash
can. The last is in the laborator. Set an explosive at the red tanks near
the Attract Container. You'll need to double jump to get up to it.
Canister #6: On the far right side of the greenhouse, where the monster
plant is, bash away all the plants in the flower box to find pieces for a
leafy plant. Bounce off the leaves to the railing above and snag this one.
Canister #7 (Water Suit): In the caves area (after the big plant) drop down
into the water and follow the pipes to find this.\
Canister #8 (Double Jump): Leap from the bouncy plants to the railing on
the upper right. Magnet up the wall, then use explosives to clear all the
shiny objects to assemble a rotator switch. Use a double jump to get into
the container.
Canister #9: In the laboratory area, take the Heat-Proofed Suit to the right
side and around the wall to find this one tucked away.
Power Brick (The Joker): In the back left of the laboratory are three
paint canisters. One is operated by the lever. For the other two, blow
an explosive to reveal another lever and a generator. Use the buzzer on
the generator and you'll be able to take the Brick.
Canister #10 (Immune to Toxins): In the toxic pit area. Head towards the
back and hop up the railing. Easy.
Minikit: Two-Face's Armored Truck
Power Brick Upgrade: Flaming Batarang (40,000)
==================
7E. The Face-Off =
==================
Canister #1: Next to the big blue panel you park the bank van on are five
striped pylons. Jump on all five.
Canister #2 (Free Play): Use the Technology Suit on the laser defense near
the entrance. Now you can approach the revolving door and push it around
to get this one.
Canister #3: Just outside the main bank doors are several lights and
barriers. Roll over all of them in a bank van, then assemble all the
pieces to make a huge dollar sign.
Canister #4: Head to the far right in the outside area to find a grapple
point up to this canister.
Canister #5 (Double Jump): Mop up 25 blocks using the Attract Suit and deposit
them in the container on the far right. This will cause some palm trees to
grow that you can jump off of to reach this on the next ledge.
Hostage (Double Jump): Right near Canister #5.
Canister #6 (Immune to Toxins): During the Two-Face fight, go left and into
the hole that dispensed the toxic gunk.
Canister #7 (Immune to Toxins): After the Two-Face fight, walk up and drop
right into the small pit of toxins to find this one.
Power Brick (Immune to Toxins): After the Two-Face fight, head to the back,
then jump off to the left. Smash everything here to find four buttons.
Place them on their spots, then step on them in the right order: red, blue,
purple, green. Take the Brick inside.
Canister #8 (Mr. Freeze): After the Two-Face fight, head to the back, then
jump off to the right. Head to the far corner and use the Freeze Cannon on
the water that's leaking out to freeze it. Double jump onto the frozen
water and snag the canister.
Canister #9: In the vault, find and punch five large treasure chests. Two
are out on the main floor, and three are behind the bars you can punch
through along the walls.
Canister #10: In the vault, head to the right to find this canister in a
blue-lit alcove.
Minikit: The Gold Reserve
Power Brick Upgrade: Slam (50,000)
==========================
7F. There She Goes Again =
==========================
Canister #1 (Super Strength): Go to the far left and bust some pieces to
find a rotator switch. Use it to open the garage and assemble the car.
Drive it over to the Suit Swapper. Pull the dumpster out of the way then
drive the car inside.
Canister #2 (Immune to Toxins, Water Suit): Head to the front pier then go all
the way to the left. Cross the toxic stuff and reassemble the machine. Flip
the lever and you can now sink down into the water and grab the canister.
Canister #3 (Water Suit): Use an explosive near the large cluster of shiny
objects on the right side of the first area. This will open a gate down
in the water, so drop down and swim to it. Oh, and as a slight warning,
I've found that if you go down and try to break it open, you won't be able
to open it later with the lever.
Canister #4 (Super Strength): You need to uncover three carrots in the
first area. The first is behind a dumpster in the first area. Plant the
seeds and smash the flowers. The second is down by the far corner, under a
shiny object. The last is down by the toxic puddle, also in a shiny object.
Canister #5 (Feminine Wiles): Using the Magnet Suit, go up the magnet wall
on the left side of the first room. Walk carefully around to the nearest
window and smash your way in. Walk to the middle window and smash your
way out, then assemble the grapple point. Grapple up, then use the heart
panel to open the way to this canister in a greenhouse.
Canister #6: After making the bridge for Robin, drop down to the roof below
you. Demolish all the greenhouses, and plant all the seeds. Hop aboard
the little tractor and mow down all the flowers.
Canister #7 (Super Strength): Just after the big bridge on the rooftops,
toss the dumpster and grapple up to another floor. Bash your way in and
make a mess to make this appear.
Canister #8 (Super Strength, Double Jump): On the site of the first fight
with Catwoman, toss the nearby dumpster, then set an explosive inside under
the fan. Double jump up to take the canister.
Hostage: After the first fight with Catwoman, go to the right and drop down to
a lower roof and head all the way right to find this guy.
Canister #9 (Sonic Suit): After you make the little copter grapple thing,
steer it up and to the left onto the roof with a glass canopy. Crash your
copter, then use the Sonic Suit on the canopy.
Canister #10 (Sonic Suit, Water Suit): After crossing to the opposite roof
on the copter thing, climb up to the right-hand glass canopy and use the
Sonic Suit on it. Drop down into the water and head to the left to grab
the canister.
Power Brick (Sonic Suit): Just after entering the third area, you'll see
this behind a window on the left. Use the Sonic Suit on the window.
Minikit: Robin's Watercraft
Power Brick Upgrade: More Detonators (10,000)
Canister #1: Use the boat tow cable and pull on the lighthouse on the left
side. Once it's lit, the canister will appear, so use A to accelerate off
the nearby ramp.
Canister #2: In the very first area, switch to Robin and use his torpedoes
to blow up the red and green back walls. Drag a mine into the shiny box
as the Batboat.
Canister #3 (Submersible): Just after the first gate, dive underneath the
two red and green lit objects, then torpedo the buoys, then torpedo the
ship that shows up.
Canister #4: Once you make the first big jump over the wall, use the tow
cable to pull off the sewer pipe cover in the back right.
Canister #5: There are three buoys to destroy with Robin's torpedoes. The
first is in the the area just after the first big jump over the wall. The
second is in the Wharf area right near the toxic waste. The last is in
the same area, but in the large open water area with all the mines.
Canister #6 (Killer Croc's Swamp Rider): At the beginning the second area
is a metal object floating in the middle of some toxic muck. It's not an
easy task, but you have to grab a mine with the tow cable and maneuver it
to the object without getting into the toxins. Once you do that, slide in
with the Swamp Rider to pick it up.
Canister #7 (Submersible): At the beginning of the second area is a bunch
of ice to the north. Dive into the water and go under it to pick this
up.
Canister #8: In the large open area (that you need to shoot four targets),
drag a mine over to the left side where a pipe has a metal grate on it.
Canister #9 (Penguin's Submarine): During the boss fight, switch to the
Penguin's Sub and go to the right to find a torpedo dispenser. Take the
torpedoes and use them on the gate behind the boss. Continue back. There's
a canister under the ice at the north end, so dive and pick it up.
Power Brick (Penguin's Submarine): This is in the same area as #9, only
dive and turn to the right once you reach the end. You'll be in a small
targeting area. Blast all four targets and you get the Brick.
Canister #10 (Penguin's Submarine, Killer Croc's Swamp Rider): This is in the
same area as #9. Turn left at the end. Drag a mine into the metal boxes
in the muck without getting too close, then ride in on the Swamp Rider and
pick it up.
Minikit: Batboat
Power Brick Upgrade: Armor Plating (20,000)
====================
7H. Under the City =
====================
Power Brick (Free Play): In the very beginning, us the Tech Panel near the
shiny door to move the boat. Quickly sail it into each of the three buoys
to drop the Brick.
Canister #1 (Toxic Strongman, Double Jump, Mind Control): From the beginning,
go as far right as possible until you hit the Water Suit. Double jump up to
that platform then glide across to the right. Use the "?" panel and then
enter the toxic muck as the toxic strongman so you can lift the box inside
and take the canister.
Hostage: After the second door (past the score multiplier) keep going to the
right to find this one.
Canister #2 (Double Jump): After grappling up to the tanks, double jump
up to the left railing to get this.
Canister #3 (Super Strength, Sonic Suit): In the second area, pull on the
dumpster, then use the Sonic Suit on the glass. Beat down the blocks and
take the canister.
Canister #4 (Double Jump): In the second area, after you grapple to where the
Suit Swappers are, double jump to the left, then jump around the pipe to
the canister.
Canister #5 (Attract Suit): In the second area, collect as many blocks as
you can, then go to the far right side. Climb up the railings to the
container and deposit them to make a boat. Launch it into the water and
hit all the buoys quickly.
Canister #6 (Immune to Toxins): In the third area, head straight back across
the muck and pull the lever to raise the ladder. Climb up to the canister.
Canister #7: As you climb up the set of green stairs (that you needed to
unfold), you should notice this on a ledge above. It's a pretty small
matter to have someone double jump up to the front side, then double
jump around the pipe to grab it. (What the game wants you to do is assemble
the toilet and push it against the wall, but this is just as easy.)
Canister #8 (Free Play): In the third section, send both characters up the
magnet wall. Stand on the elevator so your partner can stand on the
button. Set an explosive at the top so you can grab the canister.
Canister #9: In the third section, when you throw the lever down in the
water, go to the next reservoir and take the canister under the lid that
was risen.
Canister #10 (The Joker): At the far right end of the third section, bust
down the objects near the concrete block and assemble two gears on the
either side. Power the generator to start the platform moving.
Minikit: Killer Croc's Swamp Rider
Power Brick Upgrade: Sonic Pain (30,000)
===================
7I. Zoo's Company =
===================
Canister #1 (Feminine Wiles): In the beginning, use the heart door to the
left to open the cage, then set an explosive to open the gate. Assemble
the boat and quickly hit all the buoys.
Canister #2 (Super Strength, Immune to Toxins, Double Jump): From the
beginning, tear open the gate to the right. Once inside, walk across the
toxins and assemble the lift. Double jump off the lift.
Canister #3 (Attract Suit): Gather 25 blocks from the first area (you might
need some other powers to get everything) and put them in the container in
the gift shop.
Canister #4 (Double Jump): In the gift shop, double jump onto the soda
machine, then to the ledge. Blow up the shiny object to get the canister.
Canister #5 (Poison Ivy): In the lion exhibit, near the totem poles, bust
down the objects and create a three-tier totem pole. Then use Poison Ivy's
power on the pot to create a flower so you can reach the canister.
Power Brick (Double Jump): In the second area, jump up to the cylindrical
tank. Set an explosive on the steel grate to blow it up and you'll find
the pieces to the Brick.
Canister #6 (Double Jump): In the second area, set an explosive near the
gate, then jump over the river to the left and set an explosive on the
shiny rocks.
Canister #7 (Free Play): In the second area, set a bomb at the door to
the elephant cage. The canister is in the back behind the elephants.
Hostage: In the second area, you'll stumble across this guy near the Sonic
Suit pad.
Canister #8: In the area with the riverboat, bounce on the big lily pad
in front of it to reveal this one.
Canister #9 (Super Strength): In the jungle area, head to the far shore and
climb up the ladder. Yank the idol off the top of the hut.
Canister #10 (Mr. Freeze): In the jungle area, stand on the back lily pad
and use the Freeze Cannon on the waterfall. Hop up inside to find the
canister.
Minikit: Elephant
Power Brick Upgrade: Area Effect (40,000)
====================
7J. Penguin's Lair =
====================
Canister #1: You need to find three bundles of seeds to assemble three
carrots. The first is right at the beginning. The second is just past the
first gap (where you need to inflate the raft). The last is at the far
right end of the area.
Canister #2 (Sonic Suit): At the beginning, use the Sonic Suit on the ice
to the south, then drop down into the water.
Canister #3 (Mr. Freeze): After inflating the raft, drop onto it and freeze
the marked spot of water, then set an explosive to remove the shiny gate.
Canister #4 (Double Jump): In the first area, to the left of the shack are
some railings. Double jump up to them then onto the roof of the shack.
Canister #5: At the right end of the first area, bash down the stuff in the
back to uncover a grapple point. Grapple up, then glide to the left to
find this one easily.
Hostage: At the end of the first area is a hostage in plain sight.
Canister #6: During the Penguin/Catwoman fight, you might see some studs
near the screen. Glide out to the rocky island and grab the canister.
Canister #7 (The Penguin, Immune to Toxins): You need the long-range
explosives of the Penguin. During the big fight, go to the left to see a
shiny grate and some toxic gunk. Send a Penguin Bomb in there to blow it up,
then walk across the muck to get the canister.
Canister #8 (Double Jump): On the right end of the second area, simply jump
up to this obvious one.
Canister #9 (Sonic Suit, Heat Protection Suit): During the fight with
Penguin, go to the ramp on the right side of his setup and use the Sonic
Suit to shatter it. Inside, smash the stuff on the back wall and assemble
the red hot pieces.
Power Brick (Sonic Suit): During the fight with Penguin, go to the ramp on
the right side of his setup and use the Sonic Suit to shatter it. Inside,
use the grapple point and grab the railing to your right to drop some
Penguin Minions on the treadmills. Take the third treadmill yourself and
run until the view shifts. Now, step on the gray button near the red
marker to get the Brick.
Canister #10: Once you clear out all the purple penguin barriers, use a
Batarang on the four red flashing lights above where they were.
Minikit: Penguin Army
Power Brick Upgrade: Bats (50,000)
=======================
7K. Joker's Home Turf =
=======================
Canister #1 (Demolition Suit): In the first area, once you get on top of the
cabin (where you pull down the scaffolding. Set bombs near the shiny
objects and construct the fan to ride up to the canister.
Canister #2: Once you use the toxic sucker to suck up every last bit of
waste, a corral will open back in the first area. Drive it into the corral.
Canister #3 (The Joker): In the second area, power up the generator with the
buzzer, then climb the ladder and double jump up to the canister.
Canister #4 (Mind Control, Demolition Suit, Heat Protection Suit): Go to
the far left side of the second area and use the "?" panel to go into
this room. Blow up all the shiny stuff. Push the brown object under the
pipe. Assemble all the pieces, including the red-hot ones.
Canister #5 (Technology Suit): Once you enter the factory, use the green
panel in the back. Use the crane to pick up the flashing bombs in the
back, then drop one each on the purple things. Once they're all gone,
assemble all pieces in the room and step on the buttons to get this canister.
Canister #6 (Immune to Toxins): After you make the forklifts, jump into the
small pool of toxins in the back. Pull the switch to stop the fan on the
right side and climb up to the canister. You can jump out at the front.
There's a railing.
Canister #7 (Super Strength, Double Jump): After you drop off the forklift at
the orange switch and ride up the elevator, head to the left and rip off the
door, then assemble the railings and double jump up to them, and climb up
to the ledge where the canister is.
Canister #8 (Immune to Toxins): Just before entering the fourth area, drop
down into the toxic stuff and find this canister.
Power Brick (Mr. Freeze, Double Jump, Sonic Suit): As you enter the fourth
area, head to the left and fire the Freeze Cannon at the sparkles, then
double jump from the ice floes. Use the Sonic Suit on the glass, and now
you have to mix some primary colors. The chute will be pointed at a purple
drum, so pull the red and blue levers. Then it'll go towards a green drum,
so hit yellow and blue. Lastly, red and yellow for orange.
Canister #9 (The Joker): At the end of the fourth area, power the generator
and ride up the elevator. Push the rotator switch to move the toxins.
Hostage (The Joker): In the same area as Canister #9.
Canister #10: During the boss fight, either set an explosive at the far right
wall or just wait for a Mad Hatter bomb to drop there and take the canister.
Minikit: Mad Hatter's Hat
Power Brick Upgrade: Freeze Batarang (10,000)
===============================
7L. Little Fun at the Big Top =
===============================
Canister #1 (Super Strength, Double Jump): From the beginning, go left and
push the bus out of the way. Continue left to the far end and pull the
dumpster. Double jump on top of it and assemble the tightrope so you can
walk over.
Canister #2 (Free Play): The first building has glass in front of the
windows. Break the glass with a Sonic Suit, then use a Batarang on all five
targets that pop up. Now, go to the gate to the next area and assemble the
ladder leading up to the top of the buildings. Head (and glide) to the left
to grab the canister.
Canister #3 (Water Suit): Build the ladder near the entrance to the second
area and climb to the top of the buildings. Lay a bomb on top of the second
building and drop down into the water to get this canister.
Canister #4 (Technology Suit): To the right of the gate leading to the
second area is a green panel. Use it and push Up to open the shutter, then
Batarang the duckies.
Power Brick (Technology Suit): In the first area, head all the way to the
right and glide across the gap. Pull the lever to enter the enclosed area,
then use the green panel on the machine. Use the crane to get all three
pink animals (you have to smash each one after getting them) and the last
thing you'll pick up will be the Brick.
Canister #5: In the second area, use the Sonic Suit on the trash can on the
left side to shatter its top, then smash it to make a grapple point. Use
a Batarang to remove the red window, then grapple up and grab it.
Canister #6 (The Joker): In the upper part of the second area (past the
magnet wall) power the generator near the teacups.
Hostage: In the second area, once you climb up the magnet wall, near the back
right.
Canister #7: Just before leaving to the third area, go to the slide to your
left at the top of the ladder and you'll slide into this one.
Canister #8 (Technology Suit): In the third area, use the green panel and
steer all the boats to the shack of their own color, then jump into the
muck, grabbing the canister on the way down.
Canister #9 (Super Strength): In the third area, yank the door off the
bumper car park, then hop in one of them. Goons will get in the others, so
ram into each three times.
Canister #10 (Immune to Toxins): At the end of the mission, go to the toxic
muck to the right. Grapple up to the pole and assemble the tightrope to
get to the canister.
Minikit: Pinball Machine
Power Brick Upgrade: Decoy (20,000)
=======================
7M. Flight of the Bat =
=======================
Canister #1: There are six missile turrets you need to destroy with your
torpedoes. The first is in the first area and required to advanced. The
next two are just past the Scarecrow billboard. The next one is on the
train tracks. The last two are near the shiny metal gas tank.
Canister #2: In the first area, where you find a train on the tracks,
follow the tracks to the back of the area to find this one.
Canister #3: In the first area, to the right of the shiny metal gas tank.
Canister #4: Using the Batcopter, drag a mine to the far right of the area,
past the gas tank, and run it into the shiny box.
Canister #5: In the second area, fire a torpedo at a rather innocuous-looking
pipe in the back left of the area. It's the third from the right next to
the green gas.
Canister #6: In the second area, drag mines into each of the three shiny
blue valves. Some of the valves take some fancy steering to get a mine
into.
Canister #7: In the second area, use a torpedo on a gray structure in the
near left to uncover a lever. Shoot it to bring up a small blue canister.
Drag the canister onto the nearby conveyor belt with the Batcopter. Once
it reaches the end, drag it again onto the orange button.
Power Brick (Immune to Toxins): In the second area, blast your way through
the toxins and the structures behind. Shoot the spinners until the Power
Brick is given up.
Canister #8: In the last area, you'll find one hovering over a cluster of
four yellow tanks.
Canister #9 (Immune to Toxins): Through the cloud in the last area, blast the
low-sitting yellow tank for this one.
Canister #10 (Immune to Toxins): Through the cloud in the last area, there are
three gargoyles you need to blast to get this one. They're pretty obvious.
Minikit: Scarecrow's Biplane
Power Brick Upgrade: Fast Walk (30,000)
=======================
7N. In the Dark Night =
=======================
Canister #1 (Super Strength): In the very beginning, pull off the doors of
the first building and use the Sonic Suit on the glass.
Canister #2 (The Joker): Just after you hop the fence, power up the
generator, then double jump to the ladder and use the Sonic Suit at the top.
Canister #3 (Mind Control, Super Strength, Immune to Toxins, Double Jump): You
need to smash three objects to get this canister. The first is in the
building with the scientist inside. Control him to pull the lever, then blow
up the box to make orange handles for the door. Pull them off and blow up
all the stuff in here to make a cake. That's one. The second is in the
building to the right. Blow open the windows and smash everything. Assemble
the oven and cake and smash it for number two. The last is on the roof of
the building to your right. From the ledge, double jump to the ladder and
smash all the stuff.
Canister #4 (Double Jump): Just to the left of the building with the
scientist is a railing. Hop from the nearby concrete slabs to reach it,
then grapple up to the roof and find this in the far corner.
Canister #5 (Poison Ivy, Water Suit): In the lower room of the nightclub,
use Super-Growth on the plants near the fish tank, then hop up and sink down
to the canister.
Canister #6 (Free Play): Use the Attract Suit to suck up all the colored
blocks in the lower floor of the club, then use them on the container to
make a helicopter. Control it at the green panel with the Tech Suit, then
fly it towards the lights near the front. Fly in front of each of the ten
little lights to turn them green and make this appear.
Hostage: Once you leave the nightclub, you'll find this guy being terrorized
just outside.
Canister #7 (Super Strength): Once outside the club, smash stuff near the
garbage truck to find the handles to attach to it. Pull the truck out of
the way, then blow up the container inside.
Canister #8: Pretty tough to miss. After you drain the second pile of toxic
waste as Robin, you'll put together a magnetic wall, with this right at
the top.
Canister #9: Just after putting out the fire before the abandoned building,
there's a manhole cover. Blow it open with the Demo Suit and drop down.
Power Brick (Heat Protection Suit, Double Jump): Just after putting out
the fire before the abandoned building, assemble the red hot ladder pieces.
Climb up, glide across, and double jump up to the Brick.
Canister #10 (The Joker): During the fight with Killer Moth, use the Sonic
Suit on the window. Smash all the objects in here and assemble a gauge.
Power up the generator.
Minikit: Clown Walker
Power Brick Upgrade: Faster Pieces (40,000)
=============================
7O. To the Top of the Tower =
=============================
Hostage: At the very beginning, run to the far left of the area to find this
scuffle.
Canister #1: At the beginning, head straight left and bust up some objects
to find the pieces for a ladder. Climb up it and have both characters
stand on the red buttons to reveal this one.
Canister #2: There are three gargoyles in the first area for you to blow up
with the Demo Suit. The first is lazing about in the far left corner.
The other two are on the towers flanking the main tower. One's easy to
get to if you're following the walkthrough, but the other can only be
reached after defeating Harley by jumping off the top balcony to the left
and hopping over.
Canister #3 (Free Play): Outside, once you're up the magnet wall, use the
Sonic Suit to remove the glass and snag this one.
Canister #4 (Free Play): Use the Attract Suit in the area to suck up colorful
blocks, then deposit them in the container at the far right to make a mine.
Smash it to bust open part of the scenery and grab this canister.
Canister #5 (Double Jump): From the right-hand tower, jump to the balcony
and pull the lever to extend a platform. The path of studs implies that
you have to jump from the left, but hop up on one of the nearby bricks on
the wall and you can reach the platform just as easily.
Canister #6 (The Joker): Once you enter the second area, head straight left
and power the generator. Climb the ladder that's almost unseen behind the
wall and jump to the platforms to get this canister.
Canister #7: In the second area, after the first magnet wall you climb, jump
around to the left and follow the ledge to this canister.
Canister #8: As you progress up the ledges inside the cathedral, you'll come
to an area where you have to move a chandelier to progress. In the area
with the lever, the canister is just to the right of it, slightly hidden.
Power Brick (Super Strength): Just before the part where Batman holds down a
button so Robin can pass, drop down and push the organ over to the pump.
Step on it a few times and some guy will show up and play it.
Canister #9 (Free Play): During the Joker fight, set a bomb on the right
near the shiny box.
Canister #10 (Double Jump): During the Joker fight, near the left-hand bell,
jump up behind it to find this canister.
Minikit: The Joker
Power Brick Upgrade: Piece Detector (50,000)
******************************************************************************
8. FREE PLAY RUNTRHOUGHS - VILLAINS
******************************************************************************
See the above section for the lowdown on all this. I don't really need to
say it twice, I feel. >_>
====================================
8A. The Riddler Makes a Withdrawal =
====================================
Canister #1: Have Clayface lift up the nearest dumpster at the very beginning
to uncover this.
Canister #2: In the parking garage, use Clayface to pull on the armored van
to get it close enough so you can double jump to the canister.
Canister #3: Grab a car and ram it into the booth in the lower right in
the parking garage.
Hostage: When you first hit the street, there's a hostage behind the window to
your left. A lot of people can actually reach "through" the window and
hit the guy holding the hostage, but Sonic Suit Batman is supposed to be
the one to take this.
Canister #4 (Free Play): Once you hit the streets, go to the right and either
shoot or toss a Batarang at the second floor red window. Grapple up and hop
in.
Canister #5 (Free Play): Once you hit the streets, go left and blow away
the gray shiny window to get this one.
Canister #6 (Free Play): After smashing the wrecker through the right
side of the street, use the Sonic Suit on the glass window to take the
canister behind it.
Power Brick (Free Play): After smashing the wrecker through the right side
of the street, climb up the magnet wall, then switch to a double jumper and
grab the top of green and flashing red panel on the wall. Assemble the
little car and drive it all the way back to the impound. Place it in the
wrecker. Now, use a Batarang on the yellow part on the top of the wall
blocking the Janitor's access. Mind Control him to pull the far right
lever and smash the resulting cube that was spit out.
Canister #7: Once you enter the bank, double jump up to the railings and
hop back and forth to the top.
Canister #8: In the bank area, bust down the door to the lower left and
you'll find this inside.
Canister #9: In the bank area, go around the left wall in the back to find
this.
Canister #10 (Free Play): In the bank area, put together the ladder, climb
up and use the Sonic Suit on the glass window.
Minikit: Clayface's House of Gold
Power Brick Extra: Score X2 (1,000,000)
==================
8B. On the Rocks =
==================
Canister #1: Once you ride up the fan to the first ledge, use Mr. Freeze to
open the vent. Enter, and go all the way to the right.
Canister #2: Assemble the ice cream truck in the lower left corner, then
drive it into the garage for this canister.
Canister #3 (Free Play): Find three potted plants to destroy to uncover
snowmen. The first is in the very first area, off to the near right. The
second is up on the ledge after you ride up the fan. The last is inside the
glass-walled section on the right and requires Sonic Suit Batman. It's not
in a plant, though. Once inside, Mind Control the guard and have him pull
the lever. The canister will appear on the wall outside.
Canister #4 (Free Play): While in the room with the red river, use an
explosive on the vent on the back wall (make sure you do this BEFORE filling
the river) and you'll trip over this one.
Hostage (Free Play): Right near Canister #4.
Power Brick (Free Play): In the same area as #4, climb up the ladder and drop
down into the other ice-walled area. Smash the little red thing on the floor
so you can build a lever. Pull it and cross. Build another ice-thingy and
the Brick will be uncovered.
Canister #5 (Free Play): Once you cross the red river, walk up the magnet
wall on the far left.
Canister #6: In the area where you mind-control a guy to build a lever and
flip it so you can ride a lift, go to the left and drop down. Hang off the
railing and press Z to drop to the lower one and grab this canister.
Canister #7 (Free Play): In the third area, use the Attract Suit to suck up
25 blocks and deposit them in the machine.
Canister #8 (Free Play): In the third area, use an explosive to break into
the room with the mind-controlled guy that steps on a valve. Blow open the
box inside.
Canister #9 (Free Play): In the last area, magnet walk up the left-hand tank
and glide across to this one.
Canister #10: When you reach the very end machine, walk to the left to find
this rather poorly hidden canister.
Minikit: Super Freeze Cannon
Power Brick Extra: Score x4 (2,000,000)
===================
8C. Green Fingers =
===================
Canister #1: At the beginning, drive the flower vehicle through the gate on
the left and hop up the railings to the top.
Canister #2 (Free Play): Use the Technology Suit on the barrier near the
entrance. Push up on the Control Stick to open it and you'll access a
racetrack. Drive one of the red cars around the track, turning all the red
flags green by driving between them.
Canister #3 (Free Play): Use an explosive on the second metal gate past the
one on the right hand side of the building. Inside, grapple up the trees and
jump up to the canister.
Power Brick (Free Play): At the top of the second area, use an explosive on
the gate to the left, and start collecting colored blocks with the Attract
Suit. In the next room, deposit 25 blocks into the container to make a
little robot. Use the Technology panel and steer the robot into the oven
on the back wall.
Hostage (Free Play): In the same area as the Power Brick.
Canister #4 (Free Play): In the third area (where you assemble a huge plant)
use an explosive on the metal door in the back left. Push the red, yellow,
and green blocks onto their respective spots.
Canister #5 (Water Suit): In the pond with the swan, drop down into the
yellow hole, use the Sonic Suit on the glass covering the lever, and pull
it to start up the fountains. The canister is at the top of the biggest
fountain.
Canister #6 (Free Play): Once you enter the greenhouse with toxins on the
floor and you have to assemble a tractor, use the Sonic Suit on the glass
box and assemble the magnet wall. Walk up it.
Canister #7 (Free Play): In the lower laboratory, use an explosive on the
left-hand doors, then bust down the machine, assemble the pipe, and use
Super Strength to push it in. Walk up the wall and you'll eventually drop
down to this one.
Canister #8 (Free Play): In the area with the obvious red pipe, grapple up
as Heat Protection Suit Batman and climb up the nearby tunnel.
Canister #9 (Water Suit): In the underground lab area, go past the elevator
leading out and use the Sonic Suit on the glass door. Drop down into the
water and step on the button to drain the water, then move to the next room
and step on the button again to fill it. Swim up and grab the canister,
then leave the same way.
Canister #10 (Free Play): In the last area, use an explosive on the small
metal canopy.
Minikit: Plant Minion
Power Brick Extra: Score X6 (3,000,000)
===========================
8D. An Enterprising Theft =
===========================
Canister #1 (Free Play): Use the Sonic Suit on the glass cases to the left
in the beginning, then demolish what's inside them and assemble two levers.
Pull both to stagger the heights of the cases, then double jump up to the
canister.
Hostage (Free Play): In the beginning, go all the way to the right and use
the Sonic Suit on the left-hand room.
Canister #2 (Free Play): From the beginning, go all the way to the right and
use the Sonic Suit on the second room. Bust up everything in here to make
a robot dog thing, then ride it back to the left and into the alcove with
a green light over it to open the door to the left. Inside, use the Tech
Suit on the panel. Guide the robot through the maze. Each red panel you
step on lowers a glass barrier to another panel. The maze is pretty
simple; just watch out for the lasers. At the end, the canister will end
up in the first glass room (the one with the hostage).
Canister #3 (Free Play): Just up the escalators, set an explosive near the
shiny filing cabinet. Use it to build a tool to open the door. Step on
it repeatedly to get the door open.
Canister #4 (Free Play): Just up the escalators, use the Sonic Suit on the
window to the left to grab this one.
Canister #5 (Free Play): On the second floor, use an explosive on the metal
grate on the upper left side and put together the helicopter. Use the
Tech Suit to operate it and bring it close to the spinning fan on the
back wall to grab this one.
Canister #6: After filling the second floor with toxic waste, mind control
the Scientist in the back room and have him pull the lever to open a
container. Hop in and take the canister.
Canister #7 (Free Play): On the third floor, after passing the lasers, use a
long-range attack (gun or Batarang) on the grate before the next room, then
double jump into it.
Canister #8 (Free Play): On the third floor, past the lasers, use the Sonic
Suit on the left-hand glass door. Assemble the weight in this room and it
will get sucked up a tube and dropped later in the mission, which will open
a door and let you get this canister.
Power Brick (Free Play): On the third floor, past the lasers, use an
explosive on the right-hand metal door. Destroy everything inside and
assemble a projector. Head through the projected door(?) and into the
office. Step on the back button three times to uncover a lighted floor.
You need to step on the nine panels in the proper order to light them
up. The correct order (starting from the upper-left and going across to
the lower-right) is 6, 2, 8, 7, 4, 3, 9, 5, 1.
Canister #9: This one is on the third floor, on the far right side with the
red pipes. Despite the obvious hint about needing a Heat Protection Suit,
this can actually be done on Story. Simply shoot the top as Two-Face from
a distance, then when you're up on the nearby ledge, jump to the vent and
you'll be carried up to the canister.
Canister #10: This is right next to your end target, the Superlaser. That
said, you should get it BEFORE you smash everything with the mech, so the
mission doesn't automatically end when you get close.
Minikit: Bruce Wayne's Portrait
Power Brick Extra: Score X8 (4,000,000)
Canister #1: At the beginning, immediately head to the right, and drop down
when you see orange in the foreground. Take the canister and build the
ladder to get back out.
Canister #2 (Free Play): There are three security cameras in the first area.
Once you take control of the helicopter, blast all three and a canister will
appear near the Super Mind Control thing. Double jump up to it (you can't
get too close to the electric wires).
Canister #3 (Free Play): In the main hall, use the Sonic Suit to smash the
windows in the back, then use the Attract Suit to collect 25 blocks in the
area, and use them to make a magnet wall. Walk up it and to the canister.
Canister #4 (Free Play): In the main hall, use a Batarang on each of the
three paintings to flip them, then assemble the lever and pull it.
Canister #5 (Free Play): In the third area (where you refract the lasers with
a block of gold), use Super Strength on the bookcase to the right to find
this one.
Canister #6 (Free Play): In the third area (where you reflect the lasers with
a block of gold), use an explosive on the metal door on the left and then
another explosive on the cage inside.
Power Brick (Free Play): In the same area as #6, use the Sonic Suit to
remove the glass, then shoot the panel to remove the lasers. Use an
explosive on the vault door.
Hostage (Free Play): Also in the same area as #6.
Canister #7 (Free Play): In the area with the toxic gas, in the little
alcove with the box you have to push is a crate that needs an explosive
to get the canister inside.
Canister #8 (The Joker): In the area with the toxic gas are four golden
animals that need to be smashed. The first is behind the generator on the
right. The second is in the same little alcove as the machine that shuts
off the toxic gas. For the third, shoot the grate on the left wall, then
double jump up. The last is at the end of the room.
Canister #9 (Free Play): In the last room, once you get control of the
janitor, you can now use explosives to enter his area, so blow up the
cage that has the canister in it.
Canister #10 (Free Play): In the last room, use the Sonic Suit to blast the
glass box and assemble the magnet wall. Climb up and push the box off the
ledge.
Minikit: Defense Robot
Power Brick Extra: Score X10 (5,000,000)
=======================
8F. Rocking the Docks =
=======================
Canister #1: There are three red tanks that reveal carrots when struck. One
is right in front of you in the beginning. The second is on top of the
shed off to the right (build the nearby fan). The third is on a big red
crate near the door to the next area. Park a truck near there so you can
jump from it (or just use someone with a double jump).
Hostage (Free Play): In the first area, just after the truck, use the Sonic
Suit on the window to get to the fight.
Canister #2 (Free Play): In the first area, just after the truck, use the
Sonic Suit to smash the windows and jump up to the railings and the canister.
Canister #3: Park a second truck near the door to the next area to open the
big red crate, with this inside.
Canister #4: In the first area, go all the way right to the water and find
the boat at the end. Use Bane on the orange handle in the boat to uncover
this canister.
Canister #5 (Super-Growth): In the second area, up on the catwalks, use
super-growth on the pot to create a ladder, then hop across the back area
to the canister.
Power Brick (Feminine Wiles): In the second area, use the heart panel on
the wall after the catwalks to enter a new room. Smash up the area and
assemble the rotator switch. Push it from the red side to slightly rotate
the panel inside counter-clockwise. Now, send a Penguin Bomb through the
hole and if it bounces properly, it'll hit the shiny box, opening the way
to the Power Brick. If it doesn't work the first time, keep adjusting and
trying.
Canister #6: Find five water cannons and hit them to activate them. The
first two are early in the second area, after you cross the catwalks. The
last three are after you cross the junk ship.
Canister #7: In the third area, jump into the water to your left to snag
this one near the lilypads.
Canister #8 (The Joker): In the third area, power up the generator in the
right corner, then use the green panel with the Tech Suit. Steer the
three ships between the barrels all the way to the end.
Canister #9: In the third area, after riding the elevator up, go all the way
to the left along the thin beam to reach this one.
Canister #10 (Feminine Wiles, Attract Suit): Use the heart panel in the third
area and head inside. Sweep up 25 pieces with the Attract Suit and deposit
them in the corner container to make a jukebox. Smash it.
Minikit: Penguin's Submarine
Power Brick Extra: Stud Magnet (100,000)
=======================
8G. Stealing the Show =
=======================
Hostage (Free Play): From the beginning, ride up the fan and yank the heavy
object with super strength. Assemble all the magnet wall pieces and walk
up. Jump across to the left and smash your way into the apartment to free
this hostage.
Canister #1 (Free Play): In the same room as the hostage, on the left side
of the room.
Canister #2: Catwoman can make the jump from the first tightrope up to the
top of the roof where this is.
Canister #3: After fighting the Police Copter, go behind the glass skylight
in the roof to find this canister.
Canister #4: There are three neon signs with martini glasses. One is just
past the first tightrope. The other is past the Police Copter and glass
roof. The third is after the large fan you turn from sideways to facing up.
Shoot or punch them all.
Canister #5: Late in the rooftops, you'll come across a blue double plunger
thingy that moves a fan. Head straight towards the screen and drop off to
find a ledge with this canister on it.
Canister #6 (Free Play): To the left of the gargoyle that you need to drop
to enter the museum is a magnet wall. Climb up it.
Canister #7 (Free Play): As soon as you drop into the museum, use super
strength on the box to your left to push it into the lasers. Next, bust
down the back door and use super strength again to pull the box out, then
to the left to stop more lasers. For the last set, double jump over the
lasers and throw the lever. Use the Sonic Suit to break the glass around
the canister.
Canister #8: As soon as you take control of the dinosaur skeletons, munch
the boxes directly to the right to find this.
Power Brick (Attract Suit): Collect 25 pieces from around the museum and
deposit them in the container in the room you used a Penguin Bomb on.
Use the green panel to take control of the helicopter and land it on each
of the two platforms. Now, take a dinosaur into the room and leap off it
over the lower glass. Blow up the case and take the Brick.
Canister #9 (Free Play): Once you reach the upper floor of the museum, use
Super Strength on the statue on the right side to uncover the ladder, then
double jump up to it. Head left to find the canister.
Canister #10 (Free Play): On the upper floor of the museum, use the Sonic
Suit on the glass display cases in the first display room. Assemble the
pieces into a catapult and throw the lever.
Minikit: Police Helicopter
Power Brick Extra: Character Studs (200,000)
========================
8H. Harboring a Grudge =
========================
Canister #1: Fire a torpedo at the green sludge container after the first
turret.
Canister #2: You need to destroy three orange structures. One is to your
left right at the beginning. The second is to the right of the gate near
your first toxic sludge puddle. The last is near the first spotlight.
Canister #3 (Free Play): Use the Batboat and snag the mine near the first
spotlight. Drag it to the right and into the two shiny gears holding the
gate shut. Once both are destroyed, head in to find this canister.
Canister #4: There are five buoys on the waterfront (second area) that need
to be blasted. The first is right by the toxic sludge. The second is
further down the channel before the dual turrets. The third and fourth
are past the dual turrets. The last is near the triple turrets.
Canister #5: In the second area, there's a jump leading up to a canister.
Use Killer Croc's Swamp Rider.
Canister #6: In the second area, just north of the toxic sludge, there are
several boats docked. Blast the whole area and you'll find this under a
piece of wooden dock in the back right corner.
Canister #7: Past the door with two turrets in front of it is another
sludge container with a canister inside. Blast it and pick it up with
Killer Croc.
Canister #8 (Free Play): Take the Batboat in the second area, grab the
mine near the last part, and drag it into each of the two shiny caps in
the back right corner.
Canister #9: During the hovercraft fight, use torpedoes to remove the
toxic sludge in the corner, then dive near the docks to find this one.
Power Brick (Free Play): During the hovercraft fight, use Robin's torpedoes
on the colored wall multiple times to bring it down, and you'll find this
canister behind it.
Canister #10 (Free Play): Same exact place as the Power Brick.
Minikit: Police Boat
Power Brick Extra: Minikit Detector (300,000)
=====================
8I. A Daring Rescue =
=====================
Canister #1: From the beginning, go left to find a manhole cover. Use a
Penguin Bomb on it, then drop down as Killer Croc and move all the way to
the right.
Hostage (The Joker): In the second room, power up the generator and head
back to the next room where this fight is going on.
Canister #2 (The Joker): In the same area as the hostage, smash and assemble
all the instruments, then wait for the canister to appear.
Canister #3 (Heat Protection Suit): In the second area, once you hop up the
green pipe, head under the steam to a new room. Push the object in the
track over to the upper right corner. Now, push the rotator switch and it
will start jetting water. Jump into it and ride up to the canister. You
can also use it in the other spots for studs.
Canister #4: After assembling the giant croc, ride around the next room
knocking things over. There are five green televisions you need to destroy
to make a canister appear. They're easy to find and you should be able to
knock over all five with no problem.
Canister #5 (Free Play): At the end of the croc romp, head up the left-hand
staircase and shatter the glass door with the Sonic Suit. Pull the lever
then head up the right staircase to get the canister.
Canister #6: Once you reach the bathroom, smash the left-hand toilet to
uncover this canister.
Power Brick (Free Play): In the bathroom, use the Sonic Suit on the water
cooler so you can smash it further and assemble it into a cannon, which
will break the mirrors. Head through to the next room. Use Super Strength
to move the big box thing on the left all the way to the right, then grapple
up the grapple point, glide across, use the green panel and raise the
elevator (push Up on the Control Stick), then glide across to the Brick.
Canister #7 (Attract Suit): In the first room after the bathroom, collect
25 pieces for the container (you can get a bunch in the bathroom, too) and
deposit them for this canister.
Canister #8 (Mind Control, Mr. Freeze): In the first room after the bathroom,
use the "?" panel to access the basement. First, freeze the water puddle
to grow(?) a bike. Take it into the far right corral. Next, by the left
side is the patrol car. Smash all the objects and build it. Drive it into
the middle corral. On the right is the van. Smash all the stuff around it
(including on the upper ledge) to put it together and drive it into the
left corral.
Canister #9 (Free Play): In the holding cells room, climb up the magnet wall
on the left side.
Canister #10: Head to the right of Catwoman's cell and tear off the cell
door.
Minikit: Crocodile
Power Brick Extra: Power Brick Detector (400,000)
==================
8J. Arctic World =
==================
Hostage (Free Play): At the beginning, swim through the toxins to the left
and you'll find this hostage.
Power Brick (Attract Suit): At the beginning, swim through the toxins to the
left, then start clearing objects to find 25 pieces for the container.
It will make a fishing game. You need to get five red fish in the red bowl
and five blue fish in the blue bowl.
Canister #1 (Free Play): In the first area, head onto the frozen pond and
drop down through the ice with the Water Suit. Pull the lever and head into
the nearby shop that just opened.
Canister #2 (Free Play): As you hop across the falling platforms in the
first area, you'll notice this behind glass. Use the Sonic Suit to remove
the glass.
Canister #3 (Free Play): At the far right end of the first area is a ski
slope. Double jump up to it, set a bomb to remove the shiny object, then
assemble the handle to yank off with super strength. Use a girl villain
on the heart panel and you'll start up the ski lift. You need to use the
grapple to ride up. Your objective is to ski through each set of slopes,
preferably in one go. As soon as you break your first gate, a timer will
start, and you'll only have so much time to get the rest of the gates.
Your computer partner will probably try to help, with varying degress of
success.
Canister #4 (The Joker): Just before you enter the tourist center, climb up
the magnet wall to the right of the door. Rip the door off the generator
and power it up. Grapple onto the object that moved in range and you'll
be carried over to the canister.
Canister #5 (Free Play): In the tourist center, at the bar on the
right, use the Sonic Suit on all the glass and a shark will show up,
droping off the canister.
Canister #6 (Free Play): In the tourist center, go into the toxic muck and
pull the orange handled ice block onto one of the three buttons. Have
your two characters stand on the other two.
Canister #7: Clearly, this is the hardest canister in the game to get, since
you only get one shot per run through this mission. You need to pass
through five gates as you slide down the ice slide. There's a trick to it,
though. First, slide to the right to get the first two gates, and then
SWITCH CHARACTERS. You should just be able to shift your other character
to the left to get the third gate, then on to the fourth and fifth.
Canister #8: In the last area, go from the entrance to the left and blow
up the shiny circluar grate. Assemble the trampoline and bounce up to
this canister.
Canister #9 (Mr. Freeze): In the last area, freeze the water on the right
to make ice blocks on the push floor. Push it to the far wall then double
jump onto it and pull the lever. Blow up the cage.
Canister #10 (Free Play): In the last area, put on the Water Suit and jump
down into the water. Swim under the ice object and up to the canister.
Minikit: Walrus
Power Brick Extra: Always Score Multiply (500,000)
=====================================
8K. A Surprise for the Commissioner =
=====================================
Canister #1 (Super Strength): Push the object with the orange handle at the
very beginning and double jump up to the canister.
Canister #2: In the upper area (with Harley), once you reach the end, smash
down the glass clown face to reach this.
Hostage (Free Play): After the split-up section, head to the boarded-up
building and set an explosive at the shiny gate. You'll find them inside.
Canister #3 (Free Play): In the same area as the hostage, assemble the lever
and pull it.
Canister #4 (Mr. Freeze): There are three puddles you need to freeze to
make frozen ice cream cones. The first is in the first area, at the far
left in front of the "split section" (once you two rejoin, head all the
way to the left). The second is in front of the arcade in the first area.
The last is in the third area. Go left at the start and bust up all the
debris to assemble a water squirter. Squirt three times, then freeze
the puddle.
Canister #5 (Free Play): Either jump from the rollercoaster track or walk
up the magnet wall near the ferris wheel. Pull the switch to open two
doors. Pull each of those switches to open the door near the grapple point.
Grapple up.
Canister #6: From the top of the ferris wheel, head up the rollercoaster
track and do a high double jump to the canister.
Canister #7 (Free Play): Up the second ladder at the rollercoaster track
is a shiny object. Blow it up and assemble the grapple point. Grapple up,
then walk up the magnet wall.
Power Brick (Free Play): From the generator at the end of the second area,
glide to the right and grapple up. Blow up the shiny boards to the left
and take the Brick.
Canister #8 (Free Play): In the third area, use the Attract Suit to suck up
25 pieces, then deposit them at the container to make a green truck. Use
the green panel with the Tech Suit and you'll have to guide four trucks to
the properly colored spots. The green spot is at the very bottom on the
right. The red spot is over the bridge. The blue spot is under the
bridge. The yellow spot is the only one left.
Canister #9 (Water Suit): Sink down into the duck pond to grab this one.
Canister #10: Near the "red, blue, yellow" switches is an ice cream truck.
Drive it back past the carousel and into the glass-covered garage to pick
this one up.
Minikit: Harley Quinn's Hammer Truck
Power Brick Extra: Fast Build (100,000)
Canister #1 (Free Play): There are 10 orange tanks dotted throughout the
misssion. Blast all ten to reveal the canister. First one is right near
your starting point. There are three more after the set of fans that you
have to mine. There are another two in the following area (after the first
missile turret). Another two are after the clock tower. One more is
during the dogfight with the Police Battle Helicopter, and the last is
through the Batman Gate on the right in the same battle. There's a Bat-
torpedo dispenser on the far left of that area.
Power Brick: There are 5 police helicopters on landing pads that you need to
blow up BEFORE THEY TAKE OFF. The first is in the very first area. The
second is after the fans you mine. The third and fourth are in the first
part of the second area, and the last is in the latter part of the second
area.
Canister #2 (Free Play): Later in the first area you'll find a Bat-torpedo
dispenser. Snag them as the Batwing, then go back left and blow away the
Bat-gate. Blast all four targets, then use a tow cable on the red dot.
Canister #3: In the area after you mine the fans, use a tow cable on the
bell tower with the red tip to pull it off.
Canister #4: In the area with the first missile turret, drag a mine into
the window to the left to release some Mad Hatter balloons. Shoot all
three.
Canister #5: In the area after the first missile turret, drag a mine into
the shiny gray object on a rooftop in the southwest to uncover this.
Canister #6: There are three purple billboards with Joker faces on them.
Shoot the green side to flip them. Once you flip all three, little pods
will pop up in front of each. Shoot all of those to get this canister.
Canister #7 (Free Play): In the second area, take a Bat-torpedo to the crane
with the bat insignia on it, then tug on it with a tow cable to get this
canister.
Canister #8: In the area with the large brick wall, the south side has a
Scarecrow billboard. Shoot that with a torpedo to find a small area with
a canister in the corner.
Canister #9 (Free Play): During the last battle, bust down the Bat-gate
with a Bat-torpedo, then drag a mine into the shiny cage.
Canister #10 (Free Play): In the back of the last battle area are a bunch of
red and white... things. Blast them all, then fire a Bat-torpedo at the bat
insignia and a train will show up and crash. Drag a mine into the shiny
container to bust out the canister.
Minikit: Batwing
Power Brick Extra: Immune to Freeze (200,000)
=============================
8M. The Joker's Masterpiece =
=============================
Canister #1: There are three display cases you need to wreck for this one.
The first is in the near right portion of the main gallery. Make a fan
from another display case (which doesn't count) and ride it up to the
proper one. The second display case is in the next area (with the gas) and
is on the lower floor. The last is in the same area, on the upper floor in
back left corner (near a pushable pillar).
Hostage (Heat Protection): In the first area, go to the right before leaving
via the "?" mark panel door. Double jump to the ledge and explode the shiny
door. Pass through the steam.
Power Brick (Heat Protection): In the same area as the hostage, push each
block into the same area as the picture of the fruit with the same color, so
the red block goes next to the cherry, etc. You might have to push certain
blocks out of the way first.
Canister #2 (Free Play): In the first area, set an explosive near the
gargoyle on the right, then put together the lever and throw it. Have
each character stand on a red button.
Canister #3: Once you start up the hallway after opening the ? mark window,
shoot the fuse box near the beams with a long-range weapon to open the
way to this.
Canister #4 (Free Play): At the end of the first area, double jump up to the
statue on the left and push it off the ledge.
Canister #5 (Free Play): In the second area, use the Sonic Suit on the glass
case in the middle.
Canister #6 (Super Strength): In the third area, push on the orange handle
in the back left to find this one.
Canister #7 (Heat Protection): In the third area, first head to the lower
right to pull the lever under the steam, then blow up the gate remaining
around the exhibit, then use the Sonic Suit to shatter it. Bust up the
artwork, then assemble the Joker face.
Canister #8 (Free Play): In the basement, before you hop the fence, go left,
and double jump to grab the railing to open the shutter. Use Mind Control
on the guy. Have him step on the button, then pull the lever.
Canister #9 (Free Play): In the last area, head to the stack of crates on
the far right and double jump up to the canister.
Canister #10: In the end, after you send the first box on the conveyor belt,
pull the lever again for a second box. Send it for the canister.
Minikit: Tyrannosaurus Rex Fossil
Power Brick Extra: Regenerate Hearts (300,000)
===========================
8N. The Lure of the Night =
===========================
Canister #1 (Free Play): Once you get past the flaming garbage, you'll see a
building with a guy inside. Mind Control him and have him bust up the
nearby objects to make a railing so you can climb to the other side. Push
the box out, then explode it.
Hostage (Free Play): Once you use the generator to extend the awning, double
jump onto the vent in the back and assemble the railing to find this
hostage.
Canister #2 (Free Play): In the same area as the hostage, blow up the shiny
objects and assemble the water spout. Jump onto the spigot and smash the
flowers. Assemble them into a ?
Canister #3 (Free Play): From Canister #2, glide to the right and assemble
the box. Push it to the end to open the container with this canister.
Canister #4 (Super Strength): Once you reach the big firefight, toss all
the container with orange handles. Assemble the rotator switch and use it
to set the raft down in the water. Use the raft to sail counter-clockwise
around the circle three times.
Canister #5: There are five red shiny objects that you need to use the
mini-copter to blow up. The first two are in the area you start with the
mini-copter. The next three are along the street further down.
Canister #6 (Free Play): Just before the flaming barricade are pieces for a
manget wall. Assemble and climb.
Canister #7 (Free Play): Halfway down the street with the mini-copter, blow
open the metal door on the back warehouse, then step on the two yellow
switches so you can climb up to the canister.
Power Brick (Poison Ivy): Once in the playground, use the Attract Suit to
get 25 pieces, then deposit them in the lower-left corner. Use Ivy's power
on the plants and double jump off them (aim a bit up) to grab the brick.
Canister #8: In the playground, walk behind the pole in the back left.
Canister #9 (Free Play): Use an explosive on the shiny door in the third
area to get this.
Canister #10 (Water Suit): After making the Joker mech, go to the right
through the debris and up through the gate. Jump in with the Water Suit
and step on both red buttons. Once the water's drained, use the Sonic
Suit on the glass bars.
Minikit: Police Car
Power Brick Extra: Extra Hearts (400,000)
=======================
8O. Dying of Laughter =
=======================
Canister #1 (Super Strength): Pull on the cathedral's altar to release this
canister.
Power Brick (Free Play): Go to the spiral staircase on the right side and
use a Batarang on the two chandeliers to assemble a floor buffer. Run over
all the paint on the floor (including the paint up the stairs) to make
this brick appear.
Canister #2 (Poison Ivy): Use Ivy's power on the pots, climb up them, and
cross the tightrope.
Canister #3 (Free Play): Double jump from a fallen pillar to the platform
near the glass-encased canister, and use the Sonic Suit to remove the glass.
Canister #4 (Free Play): As soon as you reach the balconies, go left and
blow up the shiny object. Assemble the ladder and climb up to the
canister.
Canister #5 (Free Play): After riding up the second scaffold, go around the
back to the left to find a canister in a cage. On Free Play, you can use
two double jumpers to get on the yellow switch to access the canister.
Canister #6 (Free Play): After riding up the second scaffold, climb up the
magnet wall to this one.
Hostage (Free Play): After riding up the second scaffold, go around the back
to the left, all the way to the end, then glide to the left to find a ledge
with the hostage.
Canister #7 (Free Play): Right next to the hostage.
Canister #8 (Mr. Freeze): After crossing the collapsing bridge, freeze
the puddle at the top of the stairs, then smash it up.
Canister #9: In the bell tower, step on the left-hand bell-ringing hammer
switch several times until it coughs up a canister.
Canister #10 (Free Play): Set explosives for the shiny objects in the
middle of the bell tower to construct two machine guns. What you need to do
is use these guns to ring both big bells (somewhat in the foreground) at
once. Easiest way is to use two people, but you can hit the left-hand
bell with the right-hand gun, so try shooting back and forth between these
two bells to get it.
Minikit: The Joker's Helicopter
Power Brick Extra: Invincibility (500,000)
Not really a mission, but a game-wide sidequest thing. In each mission that
you're on foot, you'll find a situation where a hapless bystander is being
accosted by one or more bad guys. Beat up all the bad guys nearby and the
hostage is saved.
To see if you've found the hostage in that area, yet, check each mission in
the map screen. You can see a smiley or frowny face next to the cursor. The
smiley face means you've found the hostage.
Once you save all 25 hostages, you'll unlock the character Hush.
Hostage #1: You Can Bank on Batman
A Riddler Henchman has a hostage inside a building at street level.
Hostage #2: An Icy Reception (Mind Control)
In the beginning, use the ? Mark panel on the left and go through to find
this one.
Hostage #3: A Poisonous Appointment
One of the workers is held hostage by a Goon in the greenhouse behind a
big glass panel.
Hostage #4: The Face-Off (Double Jump)
Mop up 25 blocks using the Attract Suit and deposit them in the container on
the far right. This will cause some palm trees to grow that you can jump off
of to reach this on the next ledge.
Hostage #5: There She Goes Again
After the first fight with Catwoman, go to the right and drop down to a lower
roof and head all the way right to find this guy.
Hostage #6: Under the City
After the second door (past the score multiplier) keep going to the right to
find this one.
Hostage #7: Zoo's Company
In the second area, you'll stumble across this guy near the Sonic Suit pad.
Hostage #8: The Penguin's Lair
At the end of the first area is a hostage in plain sight.
Hostage #9: Joker's Home Turf (The Joker)
At the end of the fourth area, power the generator and ride up the elevator
to find this tussle.
Hostage #10: Little Fun at the Big Top
In the second area, once you climb up the magnet wall, near the back right.
Hostage #11: In the Dark Night
Once you leave the nightclub, you'll find this guy being terrorized just
outside.
Hostage #12: To the Top of the Tower
At the very beginning, run to the far left of the area to find this
scuffle.
Hostage #13: The Riddler Makes a Withdrawal
When you first hit the street, there's a hostage behind the window to
your left. A lot of people can actually reach "through" the window and
hit the guy holding the hostage, but Sonic Suit Batman is supposed to be
the one to take this.
Hostage #14: On the Rocks (Free Play)
While in the room with the red river, use an explosive on the vent on the
back wall (make sure you do this BEFORE filling the river) to climb up to
the inside of the ice wall. He's right next to you.
Hostage #15: Green Fingers (Free Play)
In the second room, go up to top and use an explosive on the metal gate
to the left. The hostage is inside.
Hostage #16: An Enterprising Theft (Free Play)
From the beginning, go to the right and use the Sonic Suit on the first
glass door to find this person.
Hostage #17: Breaking Blocks (Free Play)
In the third area (where you reflect the lasers with a block of gold), use
an explosive on the metal door on the left and you'll find him inside.
Hostage #18: Rocking the Docks (Free Play)
In the first area, just after the truck, use the Sonic Suit on the window to
get to the fight.
Hostage #19: Stealing the Show (Free Play)
From the beginning, ride up the fan and yank the heavy object with super
strength. Assemble all the magnet wall pieces and walk up. Jump across to
the left and smash your way into the apartment to free this hostage.
Hostage #20: A Daring Rescue (The Joker)
In the second room, power up the generator and head back to the next room
where this fight is going on.
Hostage #21: Arctic World (Free Play)
At the beginning, swim through the toxins to the left and you'll find this
hostage.
Hostage #22: A Surprise for the Commissioner (Free Play)
After the split-up section, head to the boarded-up building and set an
explosive at the shiny gate. You'll find them inside.
Hostage #23: The Joker's Masterpiece (Heat Protection)
In the first area, go to the right before leaving via the "?" mark panel
door. Double jump to the ledge and explode the shiny door. Pass through the
steam.
Hostage #24: The Lure of the Night (Free Play)
Once you use the generator to extend the awning, double jump onto the vent in
the back and assemble the railing to find this hostage.
Hostage #25: Dying of Laughter (Free Play)
After riding up the second scaffold, go around the back to the left, all the
way to the end, then glide to the left to find a ledge with the hostage.
=================
9B. Wayne Manor =
=================
Once you get Super Hero on all 15 Hero missions, the back-left door in Wayne
Manor will open, allowing you access to the Wayne Manor bonus stage. In
this stage, you're to collect one million studs. Unlike other iterations on
this theme, this stage has nothing but 100 purple studs that you need to
find.
Mansion Grounds: Right now, you can get one purple stud. Smash all the gray
rocks in the grass area. This will open a garage with a red car behind it
as well as pop up a bunch of flowers. Get rid of all those flowers and a
purple stud will appear in the garage. Now, head to the far left and smash
all the garbage cans to assemble a computer. Have a Tech Suit Robin use
it to fire up the computer. Sit in the chair and watch it for a few
seconds and you'll enter... (Total: 10,000)
Side-Scroller: This little deal is set up like an old-school platformer.
There are 47 purple studs hidden here, most of them hidden in blocks. These
blocks are as follows:
Brown Block - Hit from underneath.
Dark Gray Block - Hit with pretty much anythingl.
Clear Blue Block - Hit with a sonic gun.
Shiny Block - Hit with an explosive.
Now, getting everything here is simply a matter of smashing all the blocks
and finding all the free-floaters, but I'll go over all of them, anyway:
Before the First Gap: Hit the brown block in front of you, then the two
grays and one brown, then the two grays. For the last top gray, you might
need to jump or glide from a higher vantage point. (Total: 70,000)
After the First Gap: Bounce up on the springboard block and smash four more
dark grays, then drop down and blow up the shiny block. These blue blocks
will drop once you stand on them, but get all the purples on them.
(Total: 180,000)
After the Dropping Blocks: Blow up the shiny block, then double jump up
to the tightrope so you can reach another shiny block and a brown block
above you, then another brown block on the right side of the tightrope.
Drop down and sonic gun the clear blue block, then ride the orange block
to the right and bounce off the springboard. Blow up the shiny block
on the left and grab the free-floater to the right. (Total: 250,000)
At the Single Blue Block: Blow up the shiny block and push the blue block
all the way to the right to turn it into a switch. Stepping on the switch
will temporarily create a series of blocks so you can get up, but first
grab the two free purples and blow up the shiny block underneath those.
There are also two brown blocks on your way up the steps. (Total: 310,000)
Angled Panels: Stepping on the blue switch at the top will angle the panels
so you can slide down. Blow up the shiny block and proceed left through
the toxic slime for another free purple. Switch to Magnet Suit Robin and
walk up the wall. Now, bounce on the springboard and smash the three
dark grays on the left, as well as the blue clear on the right. Drop down
to the right Right before the springboard is a dark gray block, so
smash that. (Total: 380,000)
Rising Oranges: On these orange platforms are five brown blocks overhead and
two free purples on either side. Once you collect all those, drop off to
the right. Blow up the shiny block and use the sonic gun on the clear
blue block. Go all the way to the right, hop over the hatch, and use
the sonic gun on the last clear blue block. Then, drop down the hatch.
(Total: 480,000)
Mansion Grounds: Grab the purple on this tower and hop onto the computer near
you. (Total: 490,000)
Rolling Bombs: There are 50 orange spinning thingies in this field. What
you need to do is get the rolling bombs into them. Each of them has a
purple stud. There are several ways to roll a bomb. You can simply walk
into it. You can punch it to really toss it. You can get in the little
green hovercrafts and use those to push them or tow them. I find it easiest
just to say nuts to the hovercrafts and push them by hand. You can be a lot
more precise that way. Smash all 50 orange thingies for all 50 purple
studs. (Total: 990,000)
Mansion Ground: Should be one last purple right next to you.
(Total: 1,000,000)
So yeah, missing one stud somewhere along the line can be a real hair-puller.
I suggest following my walkthrough to the letter and making sure you have
all the necessary studs before leaving an area, particularly in the side-
scroller area. I also think I managed to make one purple disappear somehow,
because I'm sure I got everything on my first try, yet I was 10,000 short.
Oh well. If you're sure you got everything, just restart. It can be done.
Once you get Super Villain on all 15 Villain missions, the back-left vent in
the Villain Trophy Room will open, allowing you access to the Arkham bonus
stage. In this stage, you're to collect one million studs. This is closer
to the classic "LEGO City" idea of previous games.
Compared to Wayne Manor, this is a complete snap. There are WELL more than
a million studs out in this one, but I'll point out some landmarks.
Gym: Smash everything. Kick a rolling bomb into one of the goals for a
purple, then roll it over the center button to reset it. You can do this
four times. Run on the treadmill until three purples appear. Everything
else is quite visible and obvious.
Garden Maze: Watch out for the Freeze Girls, because they have it in for
you (having Invincibility will give you a bit of a hand, here). Most all
the studs are out in the open, and the ones that aren't you can use the
vehicles or the mechs lying around to access. Certain vehicles will also
make studs appear.
There are 48 characters in this game. 15 characters you'll get by playing
the game normally, with 31 you'll have to purchase as you play the game,
plus the two custom characters.
In addition, there are 12 ground vehicles, 10 water vehicles, and 10 air
vehicles, which all have their own section below.
With the exception of the Penguin Minion, all humanoid characters can jump,
attack with fists, manipulate levers, and build piles of LEGOs.
The Dark Knight, the Caped Crusader, the Protector of Gotham City. Batman's
fight against crime began in tragedy when he personally saw his parents
murdered at the age of 8 by a simple mugger. After years of extensive
physical and mental training, Batman donned a black costume with a bat
motif in order to strike fear into the hearts of his enemies.
Batarang (main weapon, hold B and aim Wii Remote to target)
Dive Roll (press A twice)
Jump Attack (press A, then B)
Grab Attack (press Z near an enemy, then press B or Z)
Grapple (press Z under a grapple point)
Demolition Suit - After H1-1, H2-1, or H3-2
This suit allows Batman to set bombs on the ground using the Z Button. To
detonate all existing bombs, hold down the Z Button instead of just
depressing it once. Bombs are used specifically to blow up shiny gray
objects.
Glide Suit - After H1-2, H2-1, or H3-1
This suit has wings attached to allow Batman to glide through
the air. Hold down the A button to jump then start gliding, greatly
improving your horizontal range.
Sonic Suit - After H1-4, H2-4, or H3-2
This light blue suit comes equipped with a sonic gun. Hold down Z to emit a
sonic wave. If the wave hits any object made of clear blue LEGOs (glass)
then it will break.
Heat Protection Suit - After H1-4
This red-hot suit allows Batman to survive in warm temperatures. Certain
objects in certain environments are very obviously glowing red, and you'll
be struck to pieces if you touch them unless you're wearing this suit.
---
* Robin * - Available at beginning
The Boy Wonder, Robin is Batman's partner/sidekick. Throughout history
there have been multiple Robins, beginning with Dick Grayson, but the
instruction booklet for this game confirms this game's Robin as the current
Robin, Tim Drake.
Batarang (main weapon, hold B and aim Wii Remote to target)
Dive Roll (press A twice)
Jump Attack (press A, then B)
Grab Attack (press Z near an enemy, then press B or Z)
Grapple (press Z under a grapple point)
Technology Suit - After H1-1, H2-1, or H3-4
This cool suit, complete with antenna, allows Robin to operate green panels
by using the Z Button. These will allow Robin to control certain robotic
critters, usually used to crawl into small spaces and open access for our
heroes. If you can see a green panel, but can't access it, you might need
to interact with the environment nearby.
Magnet Suit - After H1-2, H2-1, or H3-2
With these clanking plates on his feet, Robin can scale any magnetically
charged wall, which appear to be shiny-ish gray. Robin cannot jump or
attack while on the walls, and can only detach by stepping off the bottom or
top.
Attract Suit - After H1-4 or H3-1
This suit comes with a vacuum-cleaner like attachment. You may notice
during the game that some destroyed objects leave behind red, yellow, or
green LEGO objects that can't be interacted with normally. With the Attract
Suit, hold down Z, then point the crosshair at these objects to suck them
up. Then, you can find special machines to deposit these objects into.
Deposit enough and the machine will create something that will help you
progress through the mission.
Water Suit - After H2-3
With these flippers on, Robin will sink like a stone in water, allowing him
to walk on the bottom and manipulate anything in the briny depths. Hold
down A to surface and jump out of the water.
---
* Bruce Wayne * - After completing one full episode (100,000)
It is often discussed who truly is the secret identity; if Batman is an
identity Bruce Wayne takes on to fight crime, or if he's truly been Batman
throughout his career, and "Bruce Wayne" is just a facade he puts on for the
public. Bruce Wayne characterizes himself as the playboy billionaire to
deter suspicion that he's Batman.
Dive Roll (press A twice)
Jump Attack (press A then B)
---
* Alfred * - After completing one full episode (75,000)
Alfred Pennyworth is the long-time butler of Wayne Manor, also serving as
Batman's assistant, confidant, and surrogate father figure. Always quick
with a wry comment, Alfred is nonetheless a capable member of Batman's
team, constantly keeping Master Bruce in line.
Dive Roll (press A twice)
Jump Attack (press A then B)
---
* Batgirl * - After completing one full episode (100,000)
As there have been multiple Robins, there have also been multiple Batgirls.
Given the red hair, the one used in this game seems to be Barbara Gordon,
daughter of Commissioner Gordon, who became Batgirl as a result of thwarting
a kidnapping while wearing a costume.
Batarang (main weapon, hold B and aim Wii Remote to target)
Dive Roll (press A twice)
Jump Attack (press A, then B)
Grab Attack (press Z near an enemy, then press B or Z)
Grapple (press Z under a grapple point)
Batgirl can also use the same suits Batman can.
---
* Nightwing * - After completing one full episode (125,000)
Dick Grayson, formerly the first Robin, grew disillusioned with Batman's
method of crime fighting, and also felt that he could stand on his own as a
masked adventurer. He discarded the mantle of Robin and adopted the name
Nightwing, using a new dark costume and moving to the city of Blüdhaven.
Wing-ding (main weapon, hold B and aim Wii Remote to target)
Dive Roll (press A twice)
Jump Attack (press A, then B)
Grab Attack (press Z near an enemy, then press B or Z)
Grapple (press Z under a grapple point)
Nightwing can also use the same suits Robin can.
---
* Commissioner Gordon * - After V3-1 (25,000)
James Gordon is the acting commissioner of the Gotham Police Department, and
Batman's connection to the workings of Gotham City. The two will often
discuss current criminal matters, sharing information found and providing
support. Gordon generally doesn't approve of Batman's vigilante methods, but
feels he's necessary to combat Gotham's crime problem.
Pistol (main weapon, long-range)
Dive Roll (press A twice)
---
* Police Officer * - After completing one full episode (5,000)
* Military Policeman * - After completing one full episode (17,000)
* Security Guard * - After completing one full episode (10,000)
* S.W.A.T. * - After V1-5 (10,000)
* Police Marksman * - After V3-5 (5,000)
Ah, poor Gotham's finest. Always overshadowed by a couple of guys in tights.
Still, without them, Batman would have a heck of greater challenge on his
hands.
Various Guns (main weapon, long-range)
Dive Roll (press A twice)
---
* Fishmonger * - After H2-1 (4,000) (No Powers)
* Scientist * - After V1-3 (6,000) (Use Tech Panel)
* Sailor * - After V2-1 (5,000) (Dive Roll)
* Zoo Sweeper * - After H2-4 (12,500) (Uses Broom as Weapon)
These stoic citizens of Gotham don't contribute too much to the crimefighting
effort, but they can defend their own turf if the need arises. Just not very
well, is all.
There have been multiple Clayfaces through Batman's history. This Clayface
is the original, washed-up actor Basil Karlo, who has the power to shape
himself into any form using the clay-like substance that his body is made of,
and is also incredibly resistant to damage.
Double Jump (press A twice)
Clay Throw (press Z)
Grab Attack (press Z near an enemy, then press B or Z)
Super Strength (press Z near objects with an orange handle)
---
* Mr. Freeze * - After V1-2
Formerly known as Dr. Victor Fries, this scientist was attempting to
cryogencially freeze his terminally ill wife when an accident corrupted his
body, wherein he could not live unless under sub-zero temperatures at all
times. He bases his crimes around ice and cold, and carries a freeze ray
as his main weapon.
Immune to Toxins (can cross toxic waste without harm)
Grab Attack (press Z near an enemy, then press B or Z)
Super Strength (press Z near objects with an orange handle)
Freeze Cannon (press Z to freeze enemies and platforms with snowy sparkles)
---
* Poison Ivy * - After V1-3
A super-villainess obsessed with plants, Pamela Isley was formerly a
botanist and a genius chemist. Through her criminal actions, she soon
discovers she has an immunity to most toxins, and the ability to produce
toxins from her own bloodstream. She can also ensnare men with her
pheromones. Her crimes tend to be related to protecting plant-life and the
environment.
Immune to Toxins (can cross toxic waste without harm)
Double Jump (press A twice)
Poison Pollen (press Z)
Toxic Kiss (press Z near an enemy)
Super-Growth (hold Z while pink hearts are on an object to make it grow)
Feminine Wiles (press Z near a window with purple hearts on it)
---
* Two-Face * - After V1-4
Former District Attorney of Gotham City, Harvey Dent was once a fighter of
justice and a good friend of Bruce Wayne's. After an accident left half of
his face scarred, a latent personality disorder and paranoia surfaced,
creating a villain with a grudge, who often makes decisions at the toss of a
coin, leaving chance to decide.
Dual Pistols (main weapon, long range)
Immune to Toxins (can cross toxic waste without harm)
Dive Roll (press A twice)
---
* The Riddler * - After V1-1
Edward Nigma is a genius crime mastermind. Obsessed with riddles, puzzles,
and word games, the Riddler often leaves clues to his next crime as a
challenge to his foes. These clues usually end up being his downfall when
he pairs off against the brilliant mind of Batman.
Jump Attack (press A then B)
Mind Control (press Z when facing a character with a "?" to assume control,
or press Z near a window with a green question mark on it to access it)
---
* Bane * - After V2-1
Despite his appearance of being a muscle-bound strongman, with a dependency
on the experimental drug: Venom, Bane is actually one of Batman's most
intelligent foes, employing expert combat techniques and strategy against
the Dark Knight, even defeating him on more than one occasion.
Immune to Toxins (can cross toxic waste without harm)
Dive Roll (press A twice)
Jump Attack (press A then B)
Grab Attack (press Z near an enemy, then press B or Z)
Super Strength (press Z near objects with an orange handle)
---
* Catwoman * - After V2-2
* Catwoman (Classic) * - After V2-2 (67,000)
Selina Kyle is a cat burglar who is often portrayed more of an anti-heroine
than an outright super-villainess. Using a cat costume and mannerisms,
she portrays a lithe and nimble adversary. She adores jewelry, but is also
obsessed with marks of a cat-like nature. She has an infatuation with
Batman, and the two have sometimes worked together.
Double Jump (press A twice)
Whip (press Z)
Feminine Wiles (press Z near a window with purple hearts on it)
---
* Killer Croc * - After V2-4
Waylon Jones was born with the condition "epidermolytic hyperkeratosis" (say
that three times fast) which caused his skin to adopt a hard scaly surface
and for him to resemble a human reptile. Adopting the name "Killer Croc",
he used his abilities for crime in retaliation for the ridicule he suffered
due to his condition.
Immune to Toxins (can cross toxic waste without harm)
Amphibious (can walk on the bottom of water)
Dive Roll (press A twice)
Jump Attack (press A then B)
Grab Attack (press Z near an enemy, then press B or Z)
Super Strength (press Z near objects with an orange handle)
---
* Man-Bat * - After H2-5 (40,000)
Dr. Kirk Langstrom was a scientist studying bats, hoping to use a bat's
sonar on humans as a cure for deafness. In the process of his research, he
tested his science on himself, mutating into a creature with a bat-like
appearance, with superhuman strength, and the ability to fly.
Glide (hold A in midair)
Super Strength (press Z near objects with an orange handle)
---
* The Penguin * - After V2-1
Oswald Cobblepot is a criminal obsessed with birds. Billing himself as a
high-society criminal, the Penguin tends to let others do his dirty work for
him, content with simply being a mastermind. In combat, though, he's known
to employ one of several trick umbrellas which could be armed with a variety
of weapons.
Umbrella Gun (main weapon, long range, recoils)
Glide (hold A in midair)
Jump Attack (press A then B)
Penguin Bombs (press Z to drop, hold Z to detonate)
---
* Harley Quinn * - After V3-1
Dr. Harlene Quinzell was a criminal psychologist working in Arkham Asylum
when she met the Joker. Developing a rapport with the maniac, she assisted
in his escape on more than one occasion. Following these numerous attempts,
what was a rapport became an obsession, and she fled her former life to
follow the Joker as his on-again/off-again girlfriend, a talented acrobat
wearing a harlequin costume.
Pistol (main weapon, long range)
Double Jump (press A twice)
Hammer (press Z near an enemy)
Feminine Wiles (press Z near a window with purple hearts on it)
---
* The Scarecrow * - After V3-3
Dr. Jonathan Crane is a former psychiatrist who is obsessed with the concept
of fear. His crimes tend to be engineered around the concept of creating
panic, hysteria, and paranoia. He utilizes a potent toxin in his arsenal
that will force its victims to visualize their worst fear.
Dive Roll (press A twice)
Fear Toxin (press Z near an enemy)
Mind Control (press Z when facing a character with a "?" to assume control,
or press Z near a window with a green question mark on it to access it)
---
* Killer Moth * - After V3-4
Drury Walker, sometimes known as Cameron van Cleer, is a small-time criminal
with the gimmick of dressing up as a moth and using moth-related equipment
to commit crimes.
Pistol (main weapon, long range)
Glide (hold A in midair)
---
* The Mad Hatter * - After H3-1 (35,000)
Jervis Tetch is a delusional man obsessed with hats. He uses a form of
mind control through his hats in order to subdue people to his will and
commit crimes. He's also fascinated with the Lewis Carroll works on Alice
and her adventures in Wonderland, and many of his crimes bear some
resemblance to the concept.
Pistol (main weapon, long range)
Double Jump (press A twice)
Mind Control (press Z when facing a character with a "?" to assume control,
or press Z near a window with a green question mark on it to access it)
---
* The Joker * - After V3-1
* The Joker (Tropical) * - After V3-5 (30,000)
The Clown Prince of Crime, the Comedy to Batman's Tragedy, the Joker is
Batman's greatest and most unpredictable nemesis. Driven insane after a
chemical accident made him look like a clown, the Joker's crimes focus
around a clown's antics, and his schemes always come with a punchline,
either to his intended target, or Batman himself, whom he claims he couldn't
exist without.
Machine Guns (main weapon, long range, rapid-fire)
Immune to Toxins (can cross toxic waste without harm)
Dive Roll (press A twice)
Jump Attack (press A then B)
Electric Buzzer (press Z near an enemy, can also power generators)
---
* Riddler Goon * - After H1-1 (6,000)
* Riddler Henchman * - After H1-1 (7,000)
* Freeze Girl * - After H1-2 (4,000)
* Poison Ivy Goon * - After H1-4 (25,000)
* Penguin Goon * - After H2-1 (3,000)
* Penguin Henchman * - After H2-1 (5,000)
* Yeti * - After H2-5 (9,000)
* Joker Goon * - After H3-1 (7,000)
* Joker Henchman * - After H3-1 (9,000)
* Clown Goon * - After H3-2 (100,000)
I hate to make generalizations, but all these bad guys are pretty much the
same. They're all hired hoodlums for Gotham's criminal masterminds, meant
as nothing more but punching bags for the Caped Crusaders. They all have
exactly the same abilities.
Machine Gun (main weapon, long range)
Dive Roll (press A twice)
---
* Penguin Minion * - After H2-5 (30,000)
The only character with limited movements. These robots employed by the
Penguin cannot climb, jump, manipulate, etc. All they're good for is straight
up gunplay.
Pistol (main weapon, long range)
---
* Hush * - After finding all 25 hostages (150,000)
Dr. Thomas Elliot is a surgeon who was once a childhood friend of Bruce
Wayne. A general despising of his own parents led to jealousy of Bruce
Wayne's privileged early life. This jealousy carried into his adulthood,
where he swathed his head in bandages and took the name Hush as a criminal
mastermind.
Dual Pistols (main weapon, long range)
Dive Roll (press A twice)
---
* Ra's al-Ghul * - After earning 100% (500,000)
One of Batman's most dangerous enemies is the tyrannical Ra's al-Ghul, a
highly intelligent mastermind who seeks to save the world by removing the
majority of its human population. He has lived for hundreds of years by
utilizing a rejuvenating phenomenon known as the "Lazarus Pits".
Dive Roll (press A twice)
Jump Attack (press A then B)
* Batmobile * - After H1-3
* Bat-Tank * - After completing all hero missions (200,000)
Batman's personal ride is a custom-made land cruiser designed for street
travel at high speeds. With enough weapons and gadgets to rival Batman's
own utility belt, the Batmobile is his home away from home.
Cannons (press B)
Boost (press A)
Tow Cable (press Z near a towable object)
---
* Batcycle * - After H1-3
* Catwoman's Motorcycle * - After V2-2 (23,000)
The Batcycle is a small-scale vehicle, useful for alleyways and other kinds
of compact chases. Robin seems to have taken a liking to it. Catwoman's
Motorcycle is pretty much the same vehicle.
Cannons (press B)
Tow Cable (press Z near a towable object)
---
* Two-Face's Armored Truck * - After V2-5 (24,000)
* The Joker's Van * - After H1-3 (60,000)
* Harley Quinn's Hammer Truck * - After V3-1 (80,000)
These villainous vehicles are suped up with cannons, but don't sport any
other cool features.
Cannons (press B)
---
* Mr. Freeze's Kart * - After V1-2 (25,000)
Much like Freeze himself, this vehicle is armed with a cannon that can
freeze bad guys solid.
Freeze Cannon (press B)
---
* Garbage Truck * - After V3-4 (99,000)
An unarmed truck that can't really do much.
Dump Garbage (press Z)
---
* Police Car * - After H1-3 (10,000)
* Police Van * - After H1-3 (13,000)
The police aren't so likely to open fire, so these vehicles are defenseless
and not all that useful.
---
* Police Bike * - After H1-3 (10,000)
The Police Bike is the only law-abiiding vehicle that can fire. It doesn't
have much else going for it, though.
Cannons (press B)
=====================
10D. Water Vehicles =
=====================
* Batboat * - After H2-2
This sleek watercraft is used by Batman for waterborne missions. Its tow
cable can be used for mine dragging.
Cannons (press B)
Tow Cable (press Z near a towable object)
---
* Robin's Watercraft * - After H2-2
Robin must have one big torpedo bay hiding in that little thing, because it
has an infinite supply of barrier-busting torps.
Cannons (press B)
Torpedo (press Z to fire, self-reloading)
---
* Robin's Submarine * - After H2-2 (30,000)
* Penguin Goon Submarine * - After H2-2 (15,000)
These two subs are simliar in that they can dive and shoot, but that's
about it.
Cannons (press B)
Submersible (press A to dive and A again to surface)
---
* Mr. Freeze's Iceberg * - After V1-2 (23,000)
Like his "Kart", Mr. Freeze's Iceberg is all about putting his enemies on
ice.
Freeze Cannon (press B)
Immune to Toxins (can cross toxic waste without harm)
---
* Mad Hatter's Steamboat * - After H3-1 (23,000)
Well, I hope the Mad Hatter enjoys rides in this thing, because it's slow
and completely defenseless.
---
* Penguin's Submarine * - After V2-3
The Penguin's personal watercraft has a special feature. Find purple wall-
panels and you'll be armed with Penguin Torpedoes. There's on barrier in
Free Play that can only destroyed with these.
Cannons (press B)
Submersible (press A to dive and A again to surface)
Penguin Torpedoes (press Z after taking them from a purple wall dispenser)
---
* Killer Croc's Swamp Rider * - After V2-3
The only water vehicle that doesn't break apart on the green stuff, Killer
Croc's jetski thingy will be a big help in Free Play.
Cannons (press B)
Immune to Toxins (can cross toxic waste without harm)
---
* Police Watercraft * - After V2-3 (12,000)
* Police Boat * - After V2-3 (13,000)
Keeping the waves peaceful are these craft, manned by Gotham's finest.
Cannons (press B)
===================
10E. Air Vehicles =
===================
* Batwing * - After H3-3
One of the coolest-looking aircraft in Gotham, this sky-rider has, in
addition to the usual cannons, the ability to fire special torpedoes from
dispensers with bat insignias.
Cannons (press B)
Bat Torpedoes (press Z after taking a torpedo from a bat-labelled dispenser)
---
* Batcopter * - After H3-3
A secondary air vehicle for the Bat team, this vehicle doesn't have heavy
weaponry, but it can tow payloads with a tow cable.
Cannons (press B)
Tow Cable (press Z near a towable object)
---
* Bruce Wayne's Private Jet * - After H3-3 (15,000)
I'm sure it's got full service and comfy seats, but in the dogfighting
above Gotham, Bruce Wayne's jet is a sitting duck without armaments.
---
* Harbor Helicopter * - After H2-2 (16,000)
A helicopter designed for lifting and towing freight, so it doesn't have
any armaments.
Tow Cable (press Z near a towable object)
Immune to Toxins (can pass through green clouds)
---
* Riddler's Jet * - After V2-5 (17,000)
* Mad Hatter's Glider * - After H3-1 (18,000)
The only thing remarkable about these villainous vehicles are their dual-
mounted cannons. Nothing much else to talk about.
Cannons (press B)
---
* The Joker's Helicopter * - After V3-2
* Police Helicopter * - After V3-2 (14,000)
* Goon Helicopter * - After V3-2 (11,000)
These choppers are all pretty similar, with their cannons, tow cables (like
the Batcopter), and immunity to green clouds of toxins (yes, even the
Police chopper).
Cannons (press B)
Tow Cable (press Z near a towable object)
Immune to Toxins (can pass through green clouds)
---
* The Scarecrow's Biplane * - After V3-2
The Scarecrow's vintage ride comes equipped with the ability to fire
different torpedoes than the Batwing, if you find the green-colored
dispensers.
Cannons (press B)
Fear Torpedoes (press Z after taking a torpedo from a green dispenser)
Immune to Toxins (can pass through green clouds)
Here's where I put all the stuff that's not a mission. You'll find a quick
list of basic unlocks, how all the Extras work, and a collection of codes
you can enter to save yourself some studs.
===================
11A. Main Unlocks =
===================
For a mission:
Unlock Free Play by completing the mission.
Unlock a Villain episode by completing the corresponding Hero episode.
Unlock the mission's Minikit by collecting all ten Canisters in it.
Unlock that mission's purchaseable extra by finding the Power Brick.
Unlock Wayne Manor and Arkham Asylum missions by earning Super Hero/Villain in
all fifteen missions in the respective set of episodes.
Earn 100% in the game by purchasing everything and finding every Minikit,
Power Brick, and getting Super Hero/Villain on all missions.
==========================
11B. Upgrades and Extras =
==========================
Upgrades and Extras are basically two sides of the same coin. They're both
unlocked by picking up Power Bricks. The only difference is that Upgrades
will affect only the Batcrew and their suits, and are found in the Hero
missions. The Extras potentially affect anyone and are found in the Villain
missions. Futhermore, upgrades cannot be deactivated once purchased, not that
you'd really want to. Extras can be turned on or off at any time in the
Extras portion of the Pause Menu.
---
Upgrades
Fast Grapple (10,000, Power Brick H1)
- As advertised, grappling will move you faster up the rope.
Location: H1-1 - In the last part of the Clayface fight, smash the shelves on
the back left to uncover this.
Fast Batarangs (20,000, Power Brick H2)
- When you throw a Batarang, it will travel much faster.
Location: H1-2 - (Super Strength): Just before leaving the second area,
there's a glass-encased room in the back. Either magnet up the wall and
glide over or just double jump onto it if you have one. Rip up the entrance,
then smash the objects inside to create a plunger. Step on it to raise the
cage so you can grab the brick.
More Batarang Targets (30,000, Power Brick H3)
- When you prepare a Batarang, you'll have the option of targeting up to ten
targets instead of the usual five.
Location: H1-3 - In the last area, there's a green box tucked back in the
corner near the trees on the left. Blast it open then drive into the corner.
Flaming Batarang (40,000, Power Brick H4)
- This is for the Heat Protection Suit. Your Batarangs will now be wreathed
in flame as they fly.
Location: H1-4 - (The Joker): In the back left of the laboratory are three
paint canisters. One is operated by the lever. For the other two, blow an
explosive to reveal another lever and a generator. Use the buzzer on the
generator and you'll be able to take the Brick.
Slam (50,000, Power Brick H5)
- This is for the Glide Suit. As you glide (not just jumping) press B to
slam into the ground. For some reason, I've found this only works on the
Batman version, and not the Batgirl version.
Location: H1-5 - (Immune to Toxins): After the Two-Face fight, head to the
back, then jump off to the left. Smash everything here to find four
buttons. Place them on their spots, then step on them in the right order:
red, blue, purple, green. Take the Brick inside.
More Detonators (10,000, Power Brick H6)
- This is for the Demo Suit, naturally. Instead of three detonators, you
can now lay up to six. Of course, this becomes academic since by the time
you're laying the sixth one, the first one is going off.
Location: H2-1 - (Sonic Suit): Just after entering the third area, you'll see
this behind a window on the left. Use the Sonic Suit on the window.
Armor Plating (20,000, Power Brick H7)
- This is for the Demo Suit. You will still be hurt by punches and other
attacks, but while in the Demo Suit, you will not be harmed by bullets.
Location: H2-2 - (Penguin's Submarine): During the fight with the boss,
change into the Penguin's Sub and head to the far right. Go to the purple
door to get some torpeodes. Fire them at the wall behind the boss, then
head straight back. Dive and turn to the right once you reach the end.
You'll be in a small targeting area. Blast all four targets and you get the
Brick.
Sonic Pain (30,000, Power Brick H8)
- With this active, enemies will be knocked back by the sonic gun. I'm
pretty sure they can't be beaten with it, though, otherwise it takes a lot
of hits.
Location: H2-3 - (Free Play): In the very beginning, us the Tech Panel near
the shiny door to move the boat. Quickly sail it into each of the three
buoys to drop the Brick.
Area Effect (40,000, Power Brick H9)
- The sonic gun will now fire straight up and cover a wide area outward,
making glass breaking much easier.
Location: H2-4 - (Double Jump): In the second area, jump up to the
cylindrical tank. Set an explosive on the steel grate to blow it up and
you'll find the pieces to the Brick.
Bats (50,000, Power Brick H10)
- Use the sonic gun and bats will be summoned, attacking your enemies.
Location: H2-5 - (Sonic Suit): During the fight with Penguin, go to the ramp
on the right side of his setup and use the Sonic Suit to shatter it. Inside,
use the grapple point and grab the railing to your right to drop some
Penguin Minions on the treadmills. Take the third treadmill yourself and
run until the view shifts. Now, step on the gray button near the red
marker to get the Brick.
Freeze Batarang (10,000, Power Brick H11)
- This is for the Water Suit. Your Batarangs will now carry the power of
ice, operating much like Mr. Freeze's Freeze Cannon.
Location: H3-1 - (Freeze Cannon, Double Jump, Sonic Suit): As you enter the
fourth area, head to the left and fire the Freeze Cannon at the sparkles,
then double jump from the ice floes. Use the Sonic Suit on the glass, and
now you have to mix some primary colors. The chute will be pointed at a
purple drum, so pull the red and blue levers. Then it'll go towards a green
drum, so hit yellow and blue. Lastly, red and yellow for orange.
Decoy (20,000, Power Brick H12)
- This is for the Technology Suit. Press Z and you'll set down a decoy of
yourself, giving bad guys another target if you want to distract them for
any reason.
Location: H3-2 - (Technology Suit): In the first area, head all the way to
the right and glide across the gap. Pull the lever to enter the enclosed
area, then use the green panel on the machine. Use the crane to get all
three pink animals (you have to smash each one after getting them) and the
last thing you'll pick up will be the Brick.
Fast Walk (30,000, Power Brick H13)
- This is for the Magnet Suit. With this, you'll walk a lot faster on magnet
walls. Nice time saver.
Location: H3-3 - (Immune to Toxins): In the second area, blast your way
through the toxins and the structures behind. Shoot the spinners until the
Power Brick is given up.
Fast Pieces (40,000, Power Brick H14)
- This is for the Attract Suit. When you turn on the vacuum, the pieces will
travel to you a lot faster.
Location: H3-4 - (Heat Protection Suit, Double Jump): Just after putting out
the fire before the abandoned building, assemble the red hot ladder pieces.
Climb up, glide across, and double jump up to the Brick.
Piece Detector (50,000, Power Brick H15)
- This is for the Attract Suit. You'll now have little icons pointing out
pieces for the Attract Suit.
Location: H3-5 - (Super Strength): Just before the part where Batman holds
down a button so Robin can pass, drop down and push the organ over to the
pump. Step on it a few times and some guy will show up and play it.
---
Extras
Adaptive Difficulty (Available at beginning)
- With this off, you only lose 2,000 studs every time you die. With this
on, things will be adjusted depending on how you play. If you play well,
you'll lose 4,000 studs if you die. If you play poorly and die a lot,
you'll only lose 1,000 studs.
Silhouettes (10,000)
- Turn this on and your characters will appear completely black.
Beep Beep (20,000)
- In any vehicle, press Z and you'll beep the horn. Beep beep! I'm a
motorist!
Ice Rink (30,000)
- This will make the floor super slippery. Useful if you want to challenge
yourself.
Disguises (40,000)
- This will put fake glasses and mustaches on all characters.
Extra Toggle (50,000)
- If someone gets this to work, let me know, but I've tried to find secret
characters using it and I've come up with nothing.
Score X2 (1,000,000, Power Brick V1)
- Very useful, and very expensive. As implied, silver studs will be worth
20, gold studs 200, and blue studs 2000. This will allow you to get Super
status much more quickly in missions. The REALLY cool part about the score
multipliers is that they stack, meaning that if you bought all of them,
you'd be getting Score X 3840, which is just ridiculous.
Location: V1-1 - (Free Play): After smashing the wrecker through the right
side of the street, climb up the magnet wall, then switch to a double jumper
and grab the top of green and flashing red panel on the wall. Assemble the
little car and drive it all the way back to the impound. Place it in the
wrecker. Now, use a Batarang on the yellow part on the top of the wall
blocking the Janitor's access. Mind Control him to pull the far right
lever and smash the resulting cube that was spit out.
Score X4 (2,000,000, Power Brick V2)
- See above for the effect.
Location: V1-2 - (Free Play) Before filling the red river in the second area,
use an explosive on the grate in the back. Crawl through, then climb up the
ladder and drop down into the other ice-walled area. Smash the little red
thing on the floor so you can build a lever. Pull it and cross. Build
another ice-thingy and the Brick will be uncovered.
Score X6 (3,000,000, Power Brick V3)
- See above for the effect.
Location: V1-3 - (Free Play): In the same area as #3, climb up the ladder and
drop down into the other ice-walled area. Smash the little red thing on the
floor so you can build a lever. Pull it and cross. Build another ice-thingy
and the Brick will be uncovered.
Score X8 (4,000,000, Power Brick V4)
- See above for the effect.
Location: V1-4 - (Free Play): At the top of the second area, use an explosive
on the gate to the left, and start collecting colored blocks with the Attract
Suit. In the next room, deposit 25 blocks into the container to make a
little robot. Use the Technology panel and steer the robot into the oven
on the back wall.
Score X10 (5,000,000, Power Brick V5)
- See above for the effect.
Location: V1-5 - (Free Play): In the area where you refract lasers with a
block of gold, go left past the lasers to the shiny door and blow it away
with an explosive. Inside, use the Sonic Suit to remove the glass, then
shoot the panel to remove the lasers. Use an explosive on the vault door.
Stud Magnet (100,000, Power Brick V6)
- This extra widens your "stud-collecting" radius, allowing you pick them
up from further away.
Location: V2-1 - (Feminine Wiles): In the second area, use the heart panel
on the wall after the catwalks to enter a new room. Smash up the area and
assemble the rotator switch. Push it from the red side to slightly rotate
the panel inside counter-clockwise. Now, send a Penguin Bomb through the
hole and if it bounces properly, it'll hit the shiny box, opening the way
to the Power Brick. If it doesn't work the first time, keep adjusting and
trying.
Character Studs (200,000, Power Brick V7)
- When smashing up enemies, they'll now drop a small amount of studs.
Location: V2-2 - (Attract Suit): Collect 25 pieces from around the museum
and deposit them in the container in the room you used a Penguin Bomb on.
Use the green panel to take control of the helicopter and land it on each
of the two platforms. Now, take a dinosaur into the room and leap off it
over the lower glass. Blow up the case and take the Brick.
Minikit Detector (300,000, Power Brick V8)
- In each area, you'll see arrows pointing to any minikit canisters you've
yet to collect, and they'll also sometimes point to objects you have to
destroy or find to make one appear. Sometimes, the arrow will show up and
you can't reach it. This means the canister is in another area, but
close.
Location: V2-3 - (Free Play): During the hovercraft fight, use Robin's
torpedoes on the colored wall multiple times to bring it down, and you'll
find the brick behind it.
Power Brick Detector (400,000, Power Brick V9)
- Much like the Minikit Detector, you'll see an arrow pointing toward the
ultimate location of the Power Brick.
Location: V2-4 - (Free Play): In the bathroom, use the Sonic Suit on the
water cooler so you can smash it further and assemble it into a cannon, which
will break the mirrors. Head through to the next room. Use Super Strength
to move the big box thing on the left all the way to the right, then grapple
up the grapple point, glide across, use the green panel and raise the
elevator (push Up on the Control Stick), then glide across to the Brick.
Always Score Multiply (500,000, Power Brick V10)
- You may want to take this one before the score multipliers. With this
turned on, simply walking through a series of studs will rack up the
multiplier that you'd normally get only for beating up bad guys.
Location: V2-5 - (Attract Suit): At the beginning, swim through the toxins to
the left, then start clearing objects to find 25 pieces for the container.
It will make a fishing game. You need to get five red fish in the red bowl
and five blue fish in the blue bowl.
Fast Build (100,000, Power Brick V11)
- Oh, you want this one. This speeds up the building to a fast pace,
making the waiting go by so much quicker.
Location: V3-1 - (Free Play): From the generator at the end of the second
area, glide to the right and grapple up. Blow up the shiny boards to the
left and take the Brick.
Immune to Freeze (200,000, Power Brick V12)
- Never get the cold shoulder again with this extra, which renders you
immune to Mr. Freeze's cannon, whether he's on your side or not.
Location: V3-2 - There are 5 police helicopters on landing pads that you
need to blow up BEFORE THEY TAKE OFF. The first is in the very first area.
The second is after the fans you mine. The third and fourth are in the first
part of the second area, and the last is in the latter part of the second
area.
Regenerate Hearts (300,000, Power Brick V13)
- With this turned on, your hearts will refill by one every few seconds.
Location: V3-3 - (Heat Protection): In the same area as the hostage, push
each block into the same area as the picture of the fruit with the same
color, so the red block goes next to the cherry, etc. You might have to push
certain blocks out of the way first.
Extra Hearts (400,000, Power Brick V14)
- With this turned on, you'll have six hearts instead of the usual four.
Location: V3-4 - (Poison Ivy): Once in the playground, use the Attract Suit
to get 25 pieces, then deposit them in the lower-left corner. Use Ivy's
power on the plants and double jump off them (aim a bit up) to grab the brick.
Invincibility (500,000, Power Brick V15)
- Yeah, you know what this one does. You'll still be susceptible to toxic
waste and other environmental hazards, but bad guy attacks and explosions
just bounce off you.
Location: V3-5 - (Free Play): Go to the spiral staircase on the right side
and use a Batarang on the two chandeliers to assemble a floor buffer. Run
over all the paint on the floor (including the paint up the stairs) to make
this brick appear.
The following codes are collected from GameFAQs' Cheat section. I claim no
responsibility for finding these codes. All credit goes to those who found
and/or originally posted them.
KNTT4B Bat-Tank
HPL826 Catwoman's Motorcycle
DUS483 Garbage Truck
RDT637 Harley Quinn's Hammer Truck
BCT229 Mr. Freeze's Kart
LJP234 Police Bike
KJL832 Police Car
MAC788 Police Van
JUK657 The Joker's Van
EFE933 Two-Face's Armored Truck
I'm not going to allow people with small personal sites to post this FAQ.
They may post the link on GameFAQs with all the LEGO Batman guides, but,
trying to keep updates, well, updated, I'll only allow large committed sites
that I trust.
If you wish to e-mail me, be sure to follow these guidelines...
- Make ABSOLUTELY sure I haven't already answered your question in the guide.
- Make sure it has something to do with LEGO Batman. I don't want spam,
chain letters, offers for friendship. Compliment me on the FAQ all you want,
though.
- Make sure you say LEGO Batman at one point in your e-mail. I have more than
one LEGO FAQ, and asking a generic question such as "How do I beat the last
level?" doesn't tell me much.
- Spell correctly and use proper grammar, please. If I can't understand
your e-mail, it'll go to the junk pile.
==============
12C. Credits =
==============
CJayC, SBAllen, and all respective webmasters for having this on their sites.
haleys5th, for info on how to find out if you found hostages.
jonathan peterson, for info on getting Super Hero in Icy Reception.
Bosh, for some info on Mr. Freeze's Iceberg.
O odino, for a fix on a canister.
LEGO, for their world of imagination.
All the folks responsible for the Batman mythos. Particular shoutouts go to
======================
12D. Version Updates =
======================
Version 1.0 - 10/2/2008 - Pretty much everything's done at this point except
for the two bonus missions and unlocking Ra's al-Ghul. I just want to get
this up before the weekend.
Version 1.1 - 10/5/2008 - That should be everything. Let me know if you
find something else I missed.
=====================
12E. The Final Word =
=====================
While I enjoyed this as much as the other LEGO games, I'm kinda glad TT is
taking some time off. Best not to get the whole series too stagnant by
continuing to pump out games.