Advertisement
Guest User

Untitled

a guest
Sep 6th, 2017
87
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 196.71 KB | None | 0 0
  1. ******************************************************************************
  2.  
  3. ____________________ ______
  4. | | | __ \
  5. | | | | | | __ ______ __ __ __ __ __
  6. | _ __ ____ __ | | | | | / \ | || \/ | / \ | \| |
  7. | / / / _//___// /| | |__| / / \ |_ _|| | / \ | | |
  8. | / /_ / _/// ///// | | __ | | || | | | | || || || | |
  9. |/___//__//___//__/ | | | | \ | | | | | || || || |
  10. | | | | | | | || | | | | || || || || | |
  11. | | | |__| | | || | | | | || || || || | |
  12. |____________________| |______/ |__||__| |__| |__||__||__||__||__|\__|
  13.  
  14. ==============================================================
  15. = L E G O B A T M A N 2: D C S U P E R H E R O E S =
  16. ==============================================================
  17.  
  18. ******************************************************************************
  19. LEGO Batman 2: DC Super Heroes (PS3 Version)
  20. A FAQ/Walkthrough by CyricZ
  21. Version 1.0
  22. E-mail: cyricz42 at yahoo.com
  23. ******************************************************************************
  24.  
  25. 1. Introduction
  26. 2. FAQ
  27. 3. Basics
  28. 3A. Controls
  29. 3B. Menus/Displays
  30. 3C. Hints/Tips
  31. 4. The Batcave/Gotham City Hubs
  32. 5. Story Mission Walkthroughs
  33. 5A. Theatrical Pursuits
  34. 5B. Harbouring a Criminal
  35. 5C. Arkham Asylum Antics
  36. 5D. Asylum Assignment
  37. 5E. Chemical Crisis
  38. 5F. Chemical Signature
  39. 5G. Unwelcome Guests
  40. 5H. Destination Metropolis
  41. 5I. Research and Development
  42. 5J. Down To Earth
  43. 5K. Underground Retreat
  44. 5L. The Next President
  45. 5M. Core Instability
  46. 5N. Tower Defiance
  47. 5O. Heroes Unite
  48. 6. Free Play Runthroughs (Minikits/Citizens in Peril)
  49. 6A. Theatrical Pursuits
  50. 6B. Harbouring a Criminal
  51. 6C. Arkham Asylum Antics
  52. 6D. Asylum Assignment
  53. 6E. Chemical Crisis
  54. 6F. Chemical Signature
  55. 6G. Unwelcome Guests
  56. 6H. Destination Metropolis
  57. 6I. Research and Development
  58. 6J. Down To Earth
  59. 6K. Underground Retreat
  60. 6L. The Next President
  61. 6M. Core Instability
  62. 6N. Tower Defiance
  63. 6O. Heroes Unite
  64. 7. Gotham City Exploration
  65. 7A. Remote Terminals
  66. 7B. Villains
  67. 7C. Gold Bricks - North Island
  68. 7D. Gold Bricks - Central Island
  69. 7E. Gold Bricks - South Island
  70. 7F. Citizens in Peril
  71. 7G. Red Bricks
  72. 7H. Vehicles
  73. 7I. Gold LEGO Doors
  74. 7J. Bonus Level: LEGO Gotham City
  75. 8. Characters
  76. 8A. Hero Characters
  77. 8B. Villain Characters
  78. 8C. Civilian and Goon Characters
  79. 8D. Ground Vehicles
  80. 8E. Water Vehicles
  81. 8F. Air Vehicles
  82. 9. Secrets/Unlockables
  83. 9A. How To Get 100%
  84. 9B. Extras
  85. 9C. Trophies/Achievements
  86. 9D. Secret Codes
  87. 10. Standard Guide Stuff
  88. 10A. Legal
  89. 10B. E-mail Guidelines
  90. 10C. Credits
  91. 10D. Version Updates
  92. 10E. The Final Word
  93.  
  94. ******************************************************************************
  95. 1. INTRODUCTION
  96. ******************************************************************************
  97.  
  98. Welcome back, LEGO fans and Batman fans! Welcome to my FAQ/Walkthrough for
  99. LEGO Batman 2: DC Super Heroes! In this guide, like in all my guides for the
  100. LEGO Adaptation Games, we'll take a look at a complete exploration through
  101. the game, including walkthroughs on how to get through each story mission,
  102. ways to find all the hidden collectible goodies, and how to navigate the vast
  103. new open world of Gotham City, so suit up, heroes! We're not wearing
  104. hockey pads!
  105.  
  106. ******************************************************************************
  107. 2. FAQ
  108. ******************************************************************************
  109.  
  110. Q: What is LEGO Batman 2: DC Super Heroes?
  111.  
  112. A: This is a LEGO-styled action game released in 2012 based largely around the
  113. mythos of DC Comics' Batman, but includes other super heroes as well.
  114.  
  115. Q: What is the ESRB rating of this game?
  116.  
  117. A: This game is rated E10+, with the added descriptor of Cartoon Violence.
  118.  
  119. Q: Would this game be good for my kids?
  120.  
  121. A: All violence is done towards LEGO bricks, so there's no blood. Any
  122. references to the grim and gritty nature of the Batman mythos is toned down,
  123. without being TOO campy. As far as positive aspects of the game towards
  124. kids, the gameplay is focused on exploration, discovery, and critical
  125. thinking. The co-operative gameplay style and forgiving difficulty is also a
  126. plus.
  127.  
  128. Q: Are there really voice actors in this game? Who plays who?
  129.  
  130. A: Yes there are. Cutscenes are fully voiced, although you still get a little
  131. bit of grumbling a few times for old time's sake. Here's an abbreviated cast
  132. listing:
  133. Troy Baker - Batman, Two-Face (same as Arkham City for Two-Face)
  134. Charlie Schlatter - Robin
  135. Steve Blum - Bane, others
  136. Clancy Brown - Lex Luthor (same as the DC Animated Universe)
  137. Travis Willingham - Superman
  138. Laura Bailey - Harley Quinn, Poison Ivy, Wonder Woman
  139. Rob Paulsen - The Riddler
  140. Christopher Corey Smith - The Joker
  141.  
  142. Q: How many people can play? Is there online play?
  143.  
  144. A: Two, and no.
  145.  
  146. Q: What's new about this game compared to the recent LEGO games?
  147.  
  148. A: The greatest change, besides the voice acting, is the inclusion of a rather
  149. large open-world sandbox that connects the missions. Gotham City is a
  150. gigantic hub with tons of places to explore as you travel by foot or by
  151. vehicle.
  152.  
  153. Q: What part of the Batman mythos does this cover?
  154.  
  155. A: This game is its own continuity. It doesn't operate under any specific
  156. Batman stories in comics, movies, television, or animation. Still, several
  157. of the designs will seem familiar to the animation, and as for music, both
  158. Danny Elfman's theme from the Batman movie and John Williams' Superman
  159. theme are in full play.
  160.  
  161. Q: Can I save in the middle of a Story Mission?
  162.  
  163. A: Yes! At several points throughout missions, there are things called
  164. "Save Switches", which will save your progress within the mission, allowing
  165. you to quit and return to that spot. The important thing to remember is
  166. that to return to that spot, you must resume the mission by going to its
  167. starting location in Gotham City, NOT restarting by going to the Batcave
  168. menu.
  169.  
  170. Q: I'm at the spot you say that a collectible is, but there's nothing there!
  171.  
  172. A: Depending on your system, it may take some time for the items in an area
  173. to load. Wait around for a moment in the area to see if the objects appear.
  174. If not, pause the game and step away for a minute or two. It should all be
  175. loaded up by the time you get back.
  176.  
  177. Q: Why did you point out where the Gold Brick "starting points" are if the
  178. map only refers to the ending points?
  179.  
  180. A: Because I felt I should pick one or the other, and I'd rather have you
  181. start from the beginning than trace your way back from the ending. That
  182. said, if you're feeling adventurous, there's no problem with you taking a
  183. flying character, starting from the brick you're looking for, then following
  184. the stud trail back to the street-level starting point.
  185.  
  186. Q: I'm missing one vehicle. The last one in the fourth row of the ground
  187. vehicles.
  188.  
  189. A: It's Harley Quinn's Motorbike. Go to LEGO Gotham City and beat it on
  190. Free Play.
  191.  
  192. ******************************************************************************
  193. 3. BASICS
  194. ******************************************************************************
  195.  
  196. Most of this information can be found in the instruction manual, like anyone
  197. reads those.
  198.  
  199. ==============
  200. 3A. Controls =
  201. ==============
  202.  
  203. General Controls -
  204.  
  205. Left Analog Stick: Move your character.
  206. Right Analog Stick: Move the camera.
  207. X Button: Jump.
  208. - Most characters will dive-roll if you press X in midair.
  209. - Some characters have a double jump by hitting X again.
  210. - Some characters can fly by hitting X in midair. While in air, hold X to
  211. rise, release to drop slowly, and press Circle to drop to the ground.
  212. Square Button: Attack.
  213. - Most characters have basic punches for an attack.
  214. - Hold down the attack button and you'll pull up a targeting reticle by which
  215. you can use a projectile attack, like a Batarang.
  216. Circle Button: Action.
  217. - Hold Circle down near LEGO piles to build them.
  218. - Also used for certain suits/characters special abilities.
  219. Triangle Button: Shift Focus.
  220. - Also used to enter and exit vehicles.
  221. L1 and R1 Buttons: Used during Free Play to change characters.
  222. L2 and R2 Buttons: Center camera in Gotham City.
  223. Start Button: Brings up Pause Menu.
  224.  
  225. Hub Driving/Flying Controls -
  226.  
  227. Left Analog Stick: Steer
  228. Right Analog Stick: Move the camera.
  229. X Button or R2 Button: Accelerate
  230. Square Button: Fire Guns (if your vehicle has them)
  231. Circle Button or L2 Button: Brake and Reverse
  232. - Circle also fires secondary weapons if you tap the button, such as rockets
  233. on the Batmobile.
  234. Triangle Button: Exit Vehicle
  235.  
  236. Note that these controls apply to flying characters as well.
  237.  
  238. ====================
  239. 3B. Menus/Displays =
  240. ====================
  241.  
  242. Main Menu -
  243.  
  244. New Game: Start a new game.
  245. Load Game: Load a previously saved game.
  246. Coming Soon: Shows a preview trailer of LEGO Lord of the Rings.
  247. Options: Opens a lighter version of the Options Menu below. Go to the Pause
  248. Menu for the full Options Menu.
  249.  
  250. ---
  251.  
  252. Options Menu -
  253.  
  254. Audio Volume: Adjust the general volume of the audio, if you can't be
  255. bothered to find your TV remote.
  256. Music: Toggle music on/off.
  257. Alfred Hints: If they're On, Alfred will give you a vocal note to pay
  258. attention to the bottom of the screen. If Silent, then you'll still see the
  259. note, but won't have to listen to Alfred nag at you.
  260. Subtitles: Turns the cutscene subtitles on/off.
  261. Brightness: Adjust to see more in the dark areas.
  262. Motion Blur: If on, your characters will blur as the camera moves around them,
  263. making things more cinematic.
  264.  
  265. ---
  266.  
  267. Pause Menu -
  268.  
  269. Resume: Get back to the game.
  270. Options: Opens Options Menu.
  271. View Map: Brings up a map of Gotham City once you unlock it. Only available
  272. in the hub areas.
  273. Show Game Controls: Take a quick look at the controls in case you've
  274. forgotten.
  275. Extras: Opens Extras menu, where you can select any extras you've purchased,
  276. as well as toggle the Adaptive Difficulty.
  277. Quit: Return to the Main Menu, the Batcave, or exit missions depending on
  278. where you are.
  279.  
  280. ================
  281. 3C. Hints/Tips =
  282. ================
  283.  
  284. Smash freakin' everything. Lay waste to any LEGO objects in the area and
  285. rack up that stud total. Use Ground Pounds to demolish clusters of objects
  286. quickly.
  287.  
  288. Keep collecting studs. Collecting a specified number will give you "Super
  289. Hero/Villain" status at the conclusion of the mission. Once you hit the Super
  290. threshold, you cannot lose it, no matter how low your studs get afterwards.
  291. You only need to get Super once, either on Story or Free Play.
  292.  
  293. On the note of studs, if you're looking for a little boost, here's a tip:
  294. you may notice while punching out streams of bad guys that you'll see a
  295. little combo multiplier racking up as you take out successive dudes. While
  296. it no longer transfers directly to your stud total as it did in the first
  297. game, you may notice a "Circle" prompt pop up in a melee of enemies as you
  298. rack up a combo. If you match that Circle prompt, you'll perform a finishing
  299. move on that nearby character, and you'll get a big boost to your combo and a
  300. small amount of studs for it, and more if your combo is higher still.
  301.  
  302. Collect Minikit Canisters to assemble a vehicle. These vehicles can be used
  303. in Gotham City later. Most Minikits will require you to revisit the story
  304. mission in Free Play. For completing a Minikit, you'll get 50,000 studs,
  305. except for the last one, which gives you 500,000.
  306.  
  307. Scattered around Gotham City are Red Bricks that are used to apply Extras to
  308. your game. You need villains to get these bricks, specifically The Joker,
  309. The Riddler, Poison Ivy, and Lex Luthor, but I'll go into further detail in
  310. the "Gotham City Exploration" section.
  311.  
  312. DON'T FORGET YOUR BATARANGS. They allow you to hit far off targets, so use
  313. them whenever you think you can't progress through a mission.
  314.  
  315. Explore everywhere. Run into walls and behind them to look for any areas
  316. you might be missing. Big value studs are hidden in places where you can't
  317. normally see them.
  318.  
  319. If you die, you'll drop a portion of your studs: usually 2,000. You can die
  320. as many times as you want and you can still finish the mission. However,
  321. losing too many studs means you'll have a harder time getting Super status, so
  322. be sure to recollect those lost studs when you croak.
  323.  
  324. Look out for visual cues to see how you can progress in a mission. Many of
  325. the spots that hide Suit Panels are under brightly glowing objects.
  326.  
  327. ******************************************************************************
  328. 4. THE BATCAVE/GOTHAM CITY HUBS
  329. ******************************************************************************
  330.  
  331. This section of the guide will just be a quick overview into the cave and
  332. the concept of the city hub. I'm not going to describe how to find all the
  333. collectibles here. That's for Section 7.
  334.  
  335. So, the Batcave is the main hub where you can access a map of the city at the
  336. computer in order to replay Story Missions. The map has numbers for each
  337. mission, and can tell you how much stuff you've found in each one. Also at
  338. the bottom are counts on how many of the game's collectibles you've found,
  339. which can easily be seen by viewing the map anyway.
  340.  
  341. So, besides the computer, there are also three vehicle pads for accessing the
  342. different types of vehicles. Note that the water and air vehicles will be
  343. intially locked. You'll need Superman to burn through those locks.
  344.  
  345. Also, the custom character creator is on the left side of the cave. You
  346. cannot access this, however, until you complete all the story missions, so
  347. don't worry about it until then.
  348.  
  349. As for Gotham itself, it's big. It's really really big. The idea is that
  350. ALL of the collectibles are hidden somewhere in Gotham, which as I've said,
  351. we're not getting into yet. Also, the city hub is used to transition between
  352. the story missions. To get to the next story mission, look for the Bat Signal
  353. on the map.
  354.  
  355. There's also a compass that you can use to direct you. It will have a yellow
  356. and black Bat Signal in the direction of your next mission, but I honestly
  357. don't use it much.
  358.  
  359. So that's about it for Gotham. Come back when you've beat the game, and we'll
  360. really dig into the heart of the city.
  361.  
  362. ******************************************************************************
  363. 5. STORY MISSION WALKTHROUGHS
  364. ******************************************************************************
  365.  
  366. As you begin a New Game, you'll be thrust immediately into the first story
  367. mission. Don't worry, we'll get to explore Gotham soon.
  368.  
  369. =========================
  370. 5A. Theatrical Pursuits =
  371. =========================
  372.  
  373. Super Hero at 126,000
  374.  
  375. Characters: Batman, Robin
  376.  
  377. ---
  378.  
  379. Walkthrough -
  380.  
  381. Theater -
  382. All right. Joker and the gang have taken the Harbourside Theater by storm,
  383. and it's up to you and Robin to give them a proper beatdown. First, we need
  384. to take care of Harley. Build the stairs down by the stage front by holding
  385. Circle near them and walk up to fight her. She'll bounce around the stage.
  386. As soon as she stops, hold down Square to target her with a Batarang and
  387. bean her with it. Do so three times and she'll get knocked down the hole
  388. in the stage. Follow her down.
  389.  
  390. Basement -
  391. Harley's down for the count, so let's move on. First, let's use that Save
  392. Switch nearby. This will allow you to quit the game and resume from that
  393. checkpoint. Now, here in the orchestra pit, beat on that big inverted tuba.
  394. Note the green legs sticking out of it. Once you punch it a couple of times,
  395. the Riddler will pop out and take off. Follow him to the right. After a bit,
  396. you'll notice he's got a security camera set up.
  397.  
  398. As you enter a big prop room, you'll be told about Grapple Handles. Use your
  399. Grapple Gun by targeting the orange handle above you, just like you did with
  400. your Batarang. Press X at the top to jump to the ledge above, then use the
  401. next Grapple Handle to the right and while still hanging from the first one,
  402. grapple to a second one further to the right. Push the box off the ledge and
  403. assemble the pieces to make your first Suit Pad. This one gives you Batman's
  404. Sensor Suit.
  405.  
  406. Press Circle to turn on the suit's invisibility power, then enter the
  407. security room and punch the guy as well as the green object powering the
  408. camera. Now, Robin can follow you to the right. Use one of the Grapple
  409. Handles and hang from it, then press Triangle to switch to Robin and have
  410. him do the same. With both of you hanging, the door in the back will open.
  411.  
  412. Now head to the back of the room to find a green wall. These are special
  413. walls that you can use the Sensor Suit's X-Ray Vision on. Press Circle while
  414. standing in front of it. Now, the idea in here is to use the Left Analog
  415. Stick to find parts you can move, then press Square to move them. For this
  416. one, simply find The Riddler and press Square on the red thing above him to
  417. bonk him. Do this three times and he'll pop out. Punch him three times and
  418. you'll break his little toy. Reassemble it into an elevator, then hop on.
  419.  
  420. Lobby -
  421. First, let's smash that red and yellow popcorn machine. Assemble the pieces
  422. to make Robin's first suit, the Acrobat Suit. This gives Robin a lot more
  423. mobility and a stick. Hold Square to target that stick and focus it on the
  424. blue and white socket on the wall behind the Suit Pad. Double jump up to the
  425. pole and press X to flip over the several poles to the upper level. Two-Face
  426. will pop up here, so smash the plants near the front of the balcony so you
  427. can make a Grapple Handle for Batman to join you.
  428.  
  429. Now, go invisible as Batman and head to the back of the room. Smash the seats
  430. here and assemble them into what's known as a Ball Socket. Switch back to
  431. Robin and press Circle to roll up into a ball. Roll into the socket and push
  432. the Analog Stick down to lower the chandelier. Punch Two-Face four times.
  433. Now, the screaming people are gone and you go up and back.
  434.  
  435. Projection Room -
  436. Time to face Mr. J. He'll run up and shock your character, so quickly switch
  437. to your partner and punch him. Once he's down to one heart, he'll hop up onto
  438. the projector. You'll now be able to access the green wall on the right.
  439. Look inside it with X-Ray Vision. You'll want to tap the object in the upper-
  440. left once, and the one in the lower-right two times. This will knock Joker
  441. down to the theater. Assemble the nearby pieces and hop onto the zipline
  442. you've created to zip down and finish this mission.
  443.  
  444. ---
  445.  
  446. New Characters: Batman, Robin
  447. New Suits: Sensor, Acrobat
  448.  
  449. ---
  450.  
  451. Gotham City Interlude: Stop the Joker
  452.  
  453. You're now in the great Gotham hub, but there's actually rather little you can
  454. do at the moment with the way south blocked off. Jump off the roof and
  455. head east towards that big Bat Signal on the ground. Smash the box on the
  456. terminal and assemble the pieces for the Sensor Suit Pad. Use it on the
  457. green-walled box in the back to find pieces for an Acrobat Suit Pad. Roll to
  458. the ball socket and use it to raise a box from the water. Put together the
  459. pieces and you'll activate the terminal. Select "Robin's Helicopter". Press
  460. Triangle next to it to hop inside.
  461.  
  462. ===========================
  463. 5B. Harbouring a Criminal =
  464. ===========================
  465.  
  466. Super Hero at 90,000
  467.  
  468. Characters: Batman, Robin
  469.  
  470. ---
  471.  
  472. Walkthrough -
  473.  
  474. Outside Theater -
  475. Well, looks like your chopper's all messed up. You'll just have to fix it.
  476. First, assemble the pieces right next to the chopper. That's Part #1. The
  477. other parts somehow landed themselves further up the building. Head to the
  478. trailer back and to your left and use a Batarang on the red locks to open it.
  479. Break the equipment inside and assemble the pieces into a Power Suit. This
  480. suit has rockets that you can fire either by targeting or just by tapping
  481. Circle. Launch a rocket at the silver spotlight in front of the right side
  482. of the theater, then assemble the pieces inside to Robin's next suit, the
  483. Magnet Suit. Head to the shiny blue wall behind the spotlight, and hold down
  484. Circle. This will move the two blue parts away so you can start scaling the
  485. wall with the Magnet Suit.
  486.  
  487. Clomp up the blue wall, being careful about your direction so you don't fall.
  488. Once you reach the top, look up for a Grapple Handle and use it. You'll ride
  489. the banner up. Jump off to the left and climb up the railings. Use your
  490. magnet again to lower the blue panels, then walk up them to the other side.
  491. Use your magnet one last time on the scaffolding and you'll drop it so Batman
  492. can come up and join you. This also releases the second part of your
  493. helicopter, but don't bother assembling it yet.
  494.  
  495. Batman's Power Suit not only has rockets, but extra strength. Once you ride
  496. up the scaffolding, press Circle in front of the orange handle to yank the
  497. gate open, then have Robin pull the ladder down. Have Batman climb the
  498. ladder, then blast the silver object at the back wall, then have Robin
  499. magnetize twice more to make a Grapple Handle so you can ride up another
  500. level. Blast the silver spotlight and assemble the zipline to ride over to
  501. the left. Now, grapple up the tower, head back to the right, then magnet
  502. one more blue object and grapple up. Pull on the orange handle and you'll
  503. release the last piece for your helicopter. Assemble all the pieces, then
  504. hop on.
  505.  
  506. Batwing Chase -
  507. Y'know, if Batman had this the whole time... Anyway, it's time to chase down
  508. the Joker. This part's quite simple. Shoot the joker until the meter
  509. empties, then shoot up any goons he summons to harrass you between those
  510. times, either boats or helicopters.
  511.  
  512. Parking Lot -
  513. Joker seems to have parked his boat in front of the amusement park, and
  514. you'll need to get close to stop him. Go to the digger on the left and blast
  515. the silver part holding up the scoop. Assemble the pieces into a cannon,
  516. then aim it at the Joker, then pull on the orange handle to fire.
  517.  
  518. For the next phase, Joker will throw electrified pies with an area effect.
  519. Head up to the back of the area and put together the parts busted off Joker's
  520. boat. You'll make silver teeth, so blast them with a rocket, then assemble
  521. the blue parts into a magnet wall. Walk up it with Robin, then smash the
  522. part at the top of the swinging sign and use your magnet twice to loosen it
  523. onto the Joker.
  524.  
  525. For the final part, a giant dodgem car will roll out to attack. You'll have
  526. to alternate between the silver and shiny blue parts with your powers until
  527. it's scrap, then assemble the pieces for something that'll finish off the
  528. Joker. Pull on the orange handle.
  529.  
  530. ---
  531.  
  532. New Suits: Power, Magnet
  533.  
  534. ---
  535.  
  536. Gotham City Interlude: To the Batcave
  537.  
  538. Access the nearby Remote Terminal and call in any vehicle you want. You'll
  539. be asked to test the weapons on it. Drive forward using the X or R2 button,
  540. and reverse using Circle or L2. Fire rockets at the silver statues with
  541. Circle and Square are your regular guns. Once all the statues are dust,
  542. you'll be able to leave and return to the Batcave. Follow the ghostly stud
  543. trail back to the signal marker and activate the panel to enter. Once inside,
  544. hop into the elevator.
  545.  
  546. Uh oh. Mass breakout at Arkham. Head to the computer. When you're prompted
  547. to tap on it a second time, move the map marker over to the exclamation mark
  548. and press Triangle to Scan it, then press X to select it. You'll be back on
  549. the streets with a new destination.
  550.  
  551. Now, you can do a little exploring of Gotham if you wish, but it's really not
  552. worth it. There's so little to do at this moment. You're better off heading
  553. right for Arkham. Use the panel outside the bridge to raise it, then head
  554. inside.
  555.  
  556. ==========================
  557. 5C. Arkham Asylum Antics =
  558. ==========================
  559.  
  560. Super Hero at 40,000
  561.  
  562. Characters: Batman, Robin
  563.  
  564. ---
  565.  
  566. Walkthrough -
  567.  
  568. The Maze -
  569. There's only area to this mission, but three phases. You need to stop the
  570. vehicles of three villains, and first up is Catwoman. Head to the right and
  571. then to the fountain. Use a Batarang on the two green tubes flowing the
  572. water, then build the Pull Handle. Pull it down using your Grapple, which
  573. will reveal an Acrobat Suit. Have Robin use it to go to the right across
  574. the pit, throwing his staff. Once you're across, turn north, then head down
  575. the nearby brown beam so you climb up to the wall. Assemble the two Grapple
  576. Handles so Batman can join you, then jump onto the top hat the statue is
  577. wearing to drop pieces for a Power Suit. Use the Power Suit on the silver
  578. gate to the north, then climb up the wall and blast the statue. Catwoman
  579. will wipe out.
  580.  
  581. Head further into the maze and Two-Face's Truck will show up. Head up and
  582. to the left until you see a silver wall. Blast it and the angel statue to
  583. the left. Assemble the Ball Socket and have Robin move the suit pad over to
  584. the right, going up and down as needed. This will give you a new suit, the
  585. Bat Suit. This suit can both glide and use a sonic blaster. Fire the sonic
  586. blaster against the glass gate to the right, knocking over some statues and
  587. derailing Two-Face.
  588.  
  589. Lastly, you'll deal with Bane's Mole Machine. Head down, past the rocks in
  590. the torn up pile that are glowing and around to the left. You'll reach a
  591. white grate in the floor. Use Batman's sonic on the glass part of the floor,
  592. then pull down both Grapple Handles to the left. You'll slide over a pad for
  593. an Ice Suit. Robin can use this suit to freeze water. Try it out on the
  594. nearby waterfall and you'll make a surface you can climb. What you need to
  595. do, though, is head back to the right and knock apart those glowing rocks I
  596. had you skip. They have pieces for another Power Suit pad, so take that
  597. suit and blast the silver statue to the left, which will release a torrent
  598. of water. Have Robin freeze it, then you'll stop the Mole Machine.
  599.  
  600. ---
  601.  
  602. New Suits: Bat, Ice
  603.  
  604. ---
  605.  
  606. Gotham City Interlude: Courtyard Cleanup
  607.  
  608. You can explore the Arkham grounds if you want, but the objective is to go
  609. over and talk to Commissioner Gordon.
  610.  
  611. =======================
  612. 5D. Asylum Assignment =
  613. =======================
  614.  
  615. Super Hero at 105,000
  616.  
  617. Characters: Batman, Robin
  618.  
  619. ---
  620.  
  621. Walkthrough -
  622.  
  623. Flooded Asylum -
  624. You're here to discover how the Joker escaped, but for the moment, you're
  625. trapped in what appears to be a flooded portion of the prison. First, smash
  626. the glowing pieces and assemble them into Robin's final suit: the Hazard
  627. Suit. Use its water spray to put out the fires. If you ever run low on water
  628. in your tank, hop into any body of water to fill it up. Past the fires, hop
  629. down into the water as Robin (he'll sink with the Hazard Suit), then head
  630. left and throw the switch. This will raise up a suit pad with Batman's final
  631. suit, the Electricity Suit (or as I'll call it, "Elec Suit", because
  632. "Electricity" is too long to type a million times).
  633.  
  634. Once you get Batman into the suit, head up and through the shocked portion
  635. of the floor and around to the generator. Press Circle next to it to absorb
  636. the power, shutting it down, which will open the way for Robin below. Switch
  637. back to Robin and walk to the right, smashing the brown and gray objects.
  638. This will raise a bridge for Batman to cross. Have him absorb the power of
  639. this second generator to stop the fans below. Have Robin go around and past
  640. the fans and throw the switch. This will open up a generator for Batman to
  641. charge. This will call Killer Croc up from the water to eat, allowing Robin
  642. to enter his lower tank. Have Robin smash the glowing green parts to stop the
  643. fan, allowing Batman to pass it. Smash the nearby computer terminal and
  644. assemble the pieces into a rotator switch. Push it and Robin will move
  645. through the rotating cage to the other side. Robin will now finally be able
  646. to float up and join Batman on the surface.
  647.  
  648. Use Robin's water cannon on the blue circle. This will lower the stairs.
  649. Head on up throw the switch, which will turn on freezing jets that will
  650. freeze the waterfall. Climb up. Now, head to the glowing pieces in the
  651. back right, break them, and assemble them into an Ice Suit pad. Use the
  652. Ice Suit on three spots: first, smash the two blue and white valves in the
  653. middle of the room to cause water fountains, then freeze the both of them.
  654. Lastly, freeze the back waterfall and climb up. You'll have to walk around
  655. and jump across both fountains, then walk through the freeze jet as Robin and
  656. turn the rotator switch so the both of you can move on.
  657.  
  658. This next room is Mr. Freeze's cell. Climb up the left wall as Batman to
  659. avoid getting shocked, then pull power from the generator. Now, Robin can
  660. climb up and hop onto the ice wall in the back. The freeze jets won't
  661. hurt him and he can cross all the way to the right. Avoid the electricity
  662. and drop down the hole that opened in the floor. Throw the switch in the
  663. cell to raise a rotator. Turn it and you'll shut off the freeze jets. This
  664. will melt the ice wall on the back, but you can freeze it right back up with
  665. Robin. Cross the wall now as Batman and use the generator on the right.
  666. You'll open up an elevator. Have both characters stand on the buttons
  667. inside.
  668.  
  669. Lockup -
  670. Phew, finally a new area. So, Scarecrow legged it down a hallway, which
  671. has not only fire, but cameras. Head to the right and use the electricity
  672. you've had stored in Batman to power the computers. Next, grab the Acrobat
  673. Suit and have Robin use the ball socket to steer the package along the
  674. conveyor belts. Pull open the box when it arrives and grab the Sensor
  675. Suit inside. Head past the cameras and flip the switch to turn them off,
  676. then have Robin grab the Ice Suit again and put out the fires.
  677.  
  678. This next room has an X-Ray corridor. Head on through and you'll reach a
  679. large room. Use the X-Ray vision on the green panel to extend the bridge,
  680. then freeze the waterfall on the next platform and climb up to the next
  681. switch. You're now in the back of the room, and Scarecrow will make the
  682. stairs a ramp. Once you beat up the thugs, head to the left for another
  683. green wall. This is a bit more complicated than the others. First, go to
  684. the upper left and drop the glowing thing, then hit the blocks to move it
  685. along, then hit the lift and the other two blocks. Head up the stairs.
  686.  
  687. At the end of the cell hall there's fear gas. Grab the railing to the left
  688. and pull on the switch to the right. Now, it's time for the Scarecrow fight.
  689. He'll toss out vials of his gas, and this stuff will affect you. First,
  690. beat up the thugs, then punch Scarecrow three times when he comes out, then
  691. do it again. On the third time, once you beat the thugs, you'll have to
  692. assemble some pieces to make a valve. Turn it to lower the nearby railing,
  693. then grab on and have your partner turn the valve back to raise you up.
  694. Flip the switch up here to start a vent. Now, you have to do that whole
  695. thing again on the other side of the room. Once both switches are flipped,
  696. the gas will be blown out of the room and you can finish Scarecrow off.
  697.  
  698. ---
  699.  
  700. New Suits: Electricity, Hazard
  701.  
  702. ---
  703.  
  704. Gotham City Interlude: Race to Ace
  705.  
  706. Your next destination is Ace Chemicals, and it's on the central island of
  707. Gotham, which you previously did not have access to. First, let's hit that
  708. Remote Terminal nearby. That will make the map visible for this area, as well
  709. as reveal a villain (in this case, Captain Boomerang). At this point, since
  710. you have all four suits, you can explore around to pick up some Gold Bricks
  711. if you wish, but there's really not much to get. Let's just follow the story
  712. for the moment.
  713.  
  714. Hop in your car and head for the bridge leading to the central island. Note
  715. the generator near the sealed-off bridge. Also note the Elec Suit nearby.
  716. Go grab and get a charge. With the bridge open, follow the stud trail south-
  717. west to reach Ace Chemicals.
  718.  
  719. =====================
  720. 5E. Chemical Crisis =
  721. =====================
  722.  
  723. Super Hero at 313,000
  724.  
  725. Characters: Batman, Robin, later Superman
  726.  
  727. ---
  728.  
  729. Walkthrough -
  730.  
  731. Chemical Vats -
  732. All right, the reason you're here now is to find out what Joker stole from
  733. Ace Chemicals. Just to the right of the Hazard Suit is a few boxes that,
  734. when broken, form a switch that will let Robin take the suit. Head to the
  735. right and up the stairs in the back, then drop down into the water and
  736. flip the switch to raise the green tank. Press Circle in front of the tank
  737. to take a sample and stop the flow. You'll need four more samples of
  738. chemicals. The doors to the right will fly open and you'll be attacked.
  739.  
  740. Head further east until you reach a valve in front of a hatch in the floor.
  741. Bust the four red things holding the hatch shut, then turn the valve. This
  742. will raise a suit pad covered in gunk. Wash it off with the Hazard Suit,
  743. then grab the Elec Suit. Climb up the ladder in the back, then take the
  744. charge from the generator and head left. Grab the purple chemical.
  745.  
  746. Now, head to the right. Drop down into the water tank as Robin, head to the
  747. right, and throw the switch to drain the water so Batman can follow, then
  748. hop out to the right. Head down the stairs to the foreground, wash the gunk
  749. off the suit pad to the left, and put together the Magnet Suit pad. Climb
  750. up the back blue wall, then use the magnet on the blue cone to open a
  751. generator that Batman can charge. You'll pull up the red chemical. Once
  752. you use it, a bridge will extend to the back.
  753.  
  754. Hop up and use the magnet at the end, then climb up to the purple vat.
  755. Once the bridge blows up, reassemble it and cross. Head to the right.
  756. Note the moving barrels with the yellow caps. You need to cross those, so
  757. time your jumps carefully to land on them. Once you pass them, you may
  758. notice some blue barrels off to the back. Pull them up with Robin and
  759. you'll be able to bounce up to the orange chemical.
  760.  
  761. A new set of moving barrels has appeared off to the right. Hop across and
  762. you'll reach three chemical vats sitting tantalizing near three similar-
  763. colored holes on the back wall. Take the power from the generator and grab
  764. the new Hazard Suit. Here comes the other big function of the Hazard Suit.
  765. Hop in any of these vats and your tank will fill up with that colored
  766. chemical. Spray the goop into the same-colored hole. Do so for all three.
  767. This will neutralize the big vat to your right (SCIENCE!), so switch to
  768. Batman and cross to the shocked floor. Take the power from the generator to
  769. turn the shock off, then hop out as Robin and spray water on the gunk to
  770. get rid of it so you can pull the switch.
  771.  
  772. Watch out. Forklift. First, toss a Batarang at the glowing white thing on
  773. the upper left corner. This will drop a ladder that you can climb and throw
  774. a switch, opening the vent to your right. Next, climb up the pipes in the
  775. back right as Batman and cross the railings to the back. Flip the switch
  776. there as well and the water will be cool enough for Robin to drop into.
  777. Swim up to the top of the tank and flip the switch, then grab the blue
  778. chemical.
  779.  
  780. Upper Catwalks -
  781. Now it's time to make our way out of this place. In order for Batman to get
  782. through this mess, you'll probably need a pool of water. Go to the back left
  783. of the messy area and assemble the water tank, which will fill the pool.
  784. Spray off the majority of the gunk, and the fires in the back. Put the pieces
  785. there together for an Acrobat Suit. Use it to cross the poles to the right,
  786. then use the ball socket to extend the bridge. Batman should still have a
  787. charge, but if he doesn't, take it from the left generator. Put the charge
  788. in the middle generator to get parts for a Power Suit pad. Take the
  789. suit and head to the right. Wrench open the gate with the orange handle.
  790. Now, head to the back and blow the silver casing on the pole. Have Robin
  791. climb the pole and assemble the Grapple Handle so Batman can get up. Pull
  792. the orange handle to the right. Now, have Robin jump back and forth between
  793. the walls to the top. Bash the white ladder holder to drop the ladder for
  794. Batman. Blast the silver cap at the top here to really cause a mess.
  795.  
  796. Walk across the fallen tower and head to the right. Blast the silver part of
  797. the tower out of your way and head down to the computer. Break all the
  798. objects around the screen and assemble the ball socket. You're basically
  799. going to use this one as a trackball to move the cursor on the screen around.
  800. Press Square on the two valve icons in the corners to shut off the steam
  801. above. Head up to that catwalk and to the right. Rip off the orange handle
  802. and climb up the walls to reach another ball socket. This one moves that
  803. little platform out there. Put it low and in the middle so Batman can jump
  804. across to the Elec Suit. Once you get the suit, use the Grapple Handle and
  805. take the power from the generator to open the gate. Switch back to Robin
  806. and have him swing across on his pole, then head to the right for some more
  807. pole swinging across the vats. Pull the switch to close the vats so Batman
  808. can charge up the generator to the right. Hop onto the crate.
  809.  
  810. Chemical Fires -
  811. Well, look who's turned up to help. Superman has a lot of awesome powers
  812. you're going to enjoy, so let's get right to it. Fly up to the back and
  813. pull open the orange handle to release water, then freeze it with your Freeze
  814. Breath (hold Circle). Clear the fires from your path and smash the lockers
  815. to find parts for a Power Suit. Now, your next effort, off to the right, is
  816. to get those orange goopy fountains to not be orange.
  817.  
  818. Use the Power Suit to blast open the Hazard Suit and switch to it. Now,
  819. use Superman's X-Ray vision on the green wall to open the valves below.
  820. Like earlier, you need to fill with three different colors, but only one is
  821. nearby. Fill up the orange one first, then go up the stairs and head right.
  822. You'll find the green chemical a short ways down the catwalk, and the purple
  823. one a little further beyond that. With all three full, the orange fountains
  824. will be neutralized and Superman can freeze them. Switch Batman back to
  825. Elec Suit and hop up the ice, then use the generator behind the electric
  826. field so everyone else can pass.
  827.  
  828. Next, take Superman up to the tower on the right and use his heat vision
  829. on the gold part of the wall (hold down Square). You'll be required to trace
  830. along the outline to cut the wall down, so do so. This dumps water on the
  831. fire below. Continue to the right to find another tower. Cut open the
  832. gold wall on that, then freeze the resulting waterfall so the others can
  833. climb. Finally, use Batman's charge on the generator at the end, then you
  834. can hop into the elevator.
  835.  
  836. Roof -
  837. Almost done. Promise. First, the ACE sign will collapse. Fly across as
  838. Superman and melt the two gold objects beneath the generator and assemble
  839. the pieces into a ladder. Have Batman cross the beam and climb up to the
  840. generator to shut it down. Now, cross back as Batman, get the Power Suit,
  841. cross BACK one more time and blast the silver supports holding up the giant
  842. water tower. Crisis averted.
  843.  
  844. ---
  845.  
  846. Gotham City Interlude:
  847.  
  848. Okay, so the names of those chemicals? Four of them are actual elements on
  849. the periodic table. Three are metals, one's a gas. The last one is a made up
  850. name. So, yeah, you wouldn't really collect those in glowing liquid form.
  851. Learn this and know it, children. Anyway...
  852.  
  853. Now you need to chase after that source of Kryptonite the computer's picking
  854. up. It actually moves, meaning it's a vehicle. Follow that vehicle to start
  855. the next mission.
  856.  
  857. ========================
  858. 5F. Chemical Signature =
  859. ========================
  860.  
  861. Super Hero at 95,000
  862.  
  863. Characters: Batman, Robin
  864.  
  865. ---
  866.  
  867. Walkthrough -
  868.  
  869. Batmobile Chase -
  870. This part is similar to the Batwing chase of earlier. Blast the Juggernaut,
  871. then take down any mooks that show up to tangle with you. The only thing
  872. about this one is that the target on the Juggernaut keeps changing, usually
  873. a different type of gun pops out and you have to target it, not just the
  874. vehicle itself.
  875.  
  876. Inside the Juggernaut -
  877. Having worn down the Juggernaut's defenses, the dynamic duo infiltrate it.
  878. Punch out the scientists and the machines churning out LexBots, then bash
  879. the glowing boxes in the back right and assemble the Magnet Suit. Use the
  880. magnet on the tank to the right, and then on the ball that drops beneath it.
  881. Guide the ball through the trough to the left, and when you pull it up, it
  882. will unlock a blue wall on the back. Walk up it, then head right and turn the
  883. valve to drop down a ladder for Batman.
  884.  
  885. Head to the right and magnet down some pieces for a Sensor Suit, then use
  886. it to bypass the camera and go up the ladder. Smash the blue gear to kill
  887. the camera. Next, head to the right and use the magnet to close the vents.
  888. Smash the blue brackets to bring up a green wall for the X-Ray vision. Use
  889. it to move the two right-hand gears in place, and turn the left one to close
  890. the other vent.
  891.  
  892. Two Mini-VTOLs will pop up from behind. Batarang the both of them and
  893. assemble the pieces into a Bat Suit. Use Robin on the magnet to the right
  894. to raise the ramp, then leap off and glide to the right. Smash the blue
  895. spinning gears, then sonic the glass to the right and magnet the dish that
  896. pops up. Assemble the pieces into an uplink which will call in the Batwing
  897. for some assistance in tearing the thing up.
  898.  
  899. Drop down to the burned out hole and enter. Use the magnet to open the door
  900. to the left. In this large generator room, head to the left and flip the
  901. switch on this level. This brings out a green... thing. Smash it and one
  902. of the power conduits will go away. Next, walk up the blue wall and magnet
  903. another green thing out of the wall to smash. Lastly, use Batman to grab
  904. onto the Grapple Handle above and hop off to the right. Sonic the glass away
  905. and throw the switch to uncover the last green thing to smash.
  906.  
  907. ---
  908.  
  909. Gotham City Interlude: Detective Work
  910.  
  911. Darn. That was a nice car. With the Batmobile deconstructed, you'll have
  912. to make do with the bikes. For now, it's time to return to the Batcave to do
  913. some research on Joker's scheme.
  914.  
  915. ======================
  916. 5G. Unwelcome Guests =
  917. ======================
  918.  
  919. Super Hero at 85,000
  920.  
  921. Characters: Batman, Robin, later Superman
  922.  
  923. ---
  924.  
  925. Walkthrough -
  926.  
  927. Batcave -
  928. Oh, what a brilliant plan they had. Lex and the Joker are in the Batcave,
  929. and boy are they making a mess. You'll need to repel them. First, hop on
  930. the Batbike straight ahead of you and fire off some shots at them. Once
  931. you tag them, the Batbike will be broken, but you'll be able to assemble an
  932. Elec Suit out of the pieces. Head back down and to the left across the
  933. shocking floor, then pull the charge from the generator to let Robin cross.
  934.  
  935. Head further left and Joker will bust the bridge to the Batwing, so drop
  936. the charge you have in a nearby generator, which will reveal a Bat Suit. Use
  937. its sonic on the nearby glass to uncover an Acrobat Suit, which you can use
  938. to head to the Batwing by building the socket, then tossing your staff into
  939. it. Hop into the Batwing and fire on the bad guys.
  940.  
  941. Reassemble the Batwing pieces into a Power Suit, then build the railing to
  942. this platform so Batman can reach it. Now, head back to the computer, and to
  943. the right this time, blasting anything silver that gets in your way. Near
  944. the end of the platform, hop on both buttons to raise the Batboat, then climb
  945. in and fire.
  946.  
  947. Upper Cave -
  948. All right, this is a new part of the cave AND we've got Superman on our
  949. team again. Burn down the gold wall at the back. This will allow Batman
  950. and Robin to grapple onto the handle and ride up, then climb up the wall to
  951. the left. At the top, have Superman blow out the fires on both boxes, smash
  952. them, then assemble the railings so the boys can climb up, and then grapple
  953. up. At the next level, have Robin use the wall sockets to flip up. At the
  954. last one, he'll pull down a rock, letting water flow. Have Superman freeze
  955. it, then climb up to the top of this shaft.
  956.  
  957. Head to the door in the back and blow it open with a rocket, then have
  958. Superman use X-ray Vision on the green wall. You're now in a large open area
  959. that will soon become rather hazardous, and your objective is to get that
  960. T-Rex in the back moving. As soon as you enter, much of the floor will
  961. collapse except from some blue beams. Have Robin cross to the left and
  962. take the Magnet Suit. Have Superman put out the fires above so Robin can
  963. grapple up and cross the blue wall to the back. Hop down to the lower
  964. area and head all the way to the right until you see a Pull Handle in front
  965. of a yellow glass-encased room. Pull it down, and have Superman burn the
  966. gold thing in the middle of that room. This will cause some pieces for a
  967. zipline to appear off to the right of the middle of the room. This is how
  968. Batman gets across to the back, so switch back to Batman and move him across
  969. the beams all the way to the right (oh yeah, it appears you can walk to the
  970. back, but you can't; the beams fall). At the right, grapple up, assemble
  971. the zipline and ride on down. Use rockets on the silver objects surrounding
  972. the T-Rex, then assemble the ball socket. Yep, you'll need to go back to
  973. get the Acrobat Suit.
  974.  
  975. Walk Robin up the magnet wall and back across, then grab the suit. Now, he
  976. has to use Batman's means of getting over. Cross the beams to the right,
  977. grapple up, zip down, then hop into the ball socket. Turn the T-Rex and
  978. you'll set its tail near the ground so you can grapple up it. Head to the
  979. back, and fire a rocket at the silver part of the ceiling. Hop into the fan
  980. to ride out.
  981.  
  982. ---
  983.  
  984. New Character: Superman
  985.  
  986. ---
  987.  
  988. Gotham City Interlude: Sky Chase
  989.  
  990. You'll be leaving Robin behind for a while, ostensibly to fix up the cave
  991. after the thrashing it just got. So revel in the ability to take to the
  992. skies of Gotham as the Man of Steel, enjoying his awesome theme music. I
  993. know I did.
  994.  
  995. Also note that several of your vehicles have been deconstructed. You won't
  996. be able to use them until after the Story Missions are over.
  997.  
  998. Now would be a good time to go to all the Remote Terminals in the city.
  999. Just fly to wherever you see red light and activate the terminals there.
  1000. This will clear up the map and populate it with villains. You can also
  1001. spend some time collecting Gold Bricks, or not. Whatever you like! I would
  1002. recommend taking a short trip down to Section 7G in the guide and collect
  1003. both the Studs x2 and the Studs x4 Red Bricks, which will make reaching Super
  1004. Hero much easier, and give you a nice bankroll.
  1005.  
  1006. Anyway, your target is that rather obvious flying carrier off the west part
  1007. of the central island. Fly to it.
  1008.  
  1009. ============================
  1010. 5H. Destination Metropolis =
  1011. ============================
  1012.  
  1013. Super Hero at 120,000
  1014.  
  1015. Characters: Batman, Superman
  1016.  
  1017. ---
  1018.  
  1019. Walkthrough -
  1020.  
  1021. Carrier Approach -
  1022. As Batman and Superman fly to the rear of the carrier, you'll be attacked
  1023. by several VTOL craft. Drop them out of the sky, then you'll approach the
  1024. port end of the craft. Blast all the targets given to you and burn all the
  1025. gold panels. You'll cruise around the carrier, blasting more guns, more
  1026. VTOLs, and more vital parts of the craft. It's all rather obvious and your
  1027. targets are pointed out, so let's move on.
  1028.  
  1029. Inside the Carrier -
  1030. The two of you will land on the gangway of the carrier. Have Batman pull
  1031. down the Pull Handles to your left and right and have Superman burn the gold
  1032. not only behind those handles, but up above as well. Once all four are down,
  1033. the force field will drop, allowing you to enter the hangar.
  1034.  
  1035. As you enter, a large VTOL craft will attack. Pull off the front of it
  1036. with the Grapple, then Batarang the pilot to crash the vehicle. Look behind
  1037. the green wall he just uncovered and move all the parts to reveal the Elec
  1038. Suit. Use it on the generator further back, then deposit that charge on the
  1039. right to work the platform in the middle of the room. Ride up and grab both
  1040. handles flanking the door to open it. Burn down the gold wall and proceed.
  1041.  
  1042. That's your friendly neighborhood Kryptonite glowing in that next room, so
  1043. send Batman in and have him break all four locks, then assemble the pieces
  1044. to cover the green glow. You'll still have to mind the small Kryptonite
  1045. deposits lying around, though. Have Superman pull open the orange handle
  1046. at the back.
  1047.  
  1048. In this next room, quickly Batarang the two guys on the Micro-VTOLs and hop
  1049. on either one of them. You'll need to blast all the silver objects in the
  1050. room with the rockets in these platforms, so tap Circle a billion times to
  1051. blow everything up. You can assemble the pieces in the back to stop the
  1052. flow of thugs coming in, but what you really need to put together are the
  1053. pieces in the center of the room. You'll make two cranes with orange
  1054. handles. Pull both of these handles and the cranes will grab a missile
  1055. from beneath the carrier. Light its butt on fire to smash the door in back.
  1056.  
  1057. Head up the stairs and into the room outside the cockpit. Have Superman
  1058. fly up to the outside area and pull on the orange handle. This will allow
  1059. the construction of a Bat Suit pad. Take it and sonic either side of the
  1060. room, then enter the vents they cover to float Batman up to the outside
  1061. area. Sonic the glass above the cockpit, then drop down.
  1062.  
  1063. ---
  1064.  
  1065. Gotham City Interlude: Mr. Luthor Is Expecting You
  1066.  
  1067. Lex is cooking something up back at LexCorp, so it's time to head out to
  1068. Metropolis. Sadly, you'll not be exploring it. You'll just jump right to
  1069. the mission once you head off.
  1070.  
  1071. ==============================
  1072. 5I. Research and Development =
  1073. ==============================
  1074.  
  1075. Super Hero at 100,000
  1076.  
  1077. Characters: Batman, Superman
  1078.  
  1079. ---
  1080.  
  1081. Walkthrough -
  1082.  
  1083. Lexcorp Lobby -
  1084. Ack! Evil Robot Receptionist! The bot will hop up to that big L sign
  1085. above the floor. Fly up as burn all the gold around it to knock her down,
  1086. then assemble the pieces into a Power Suit. Avoid the bot's fire until it
  1087. spins down. Its hearts will turn red and that's your cue to fire a rocket
  1088. at it. The bot will hop up to the balcony and send out some basic LexBots,
  1089. so smash them, then do the same thing over again with waiting for it to
  1090. stop spinning, then fighting more bots, then hitting one last time.
  1091.  
  1092. The exploding bot will break down the green wall so you can use it. Align
  1093. all the red parts with the pipes and the escalators will start running on
  1094. the sides, allowing you to climb up to the mezzanine. In the back, blast
  1095. all the silver objects flanking the door, then assemble the pieces of the
  1096. terminal on the left. Pull the switch to open the elevator, then hop in.
  1097.  
  1098. Lexcorp Second Floor -
  1099. Blast the silver and burn the gold. Assemble the pieces into an Elec Suit
  1100. and cross to the right with Batman. Those green bubbles are effect produced
  1101. by Kryptonite. Take the charge from the generator in the middle to shut it
  1102. all down, then head right and burn the gold on the back wall so Batman can
  1103. put his charge in the generator beneath it. This starts up conveyor belts
  1104. on the wall. Head back and grab the Power Suit, then blast the silver
  1105. covering, then toss another rocket onto the belt itself. It should blow
  1106. once it reaches the silver crossbar at the top, allowing you to head further
  1107. right to the elevator. Burn down the gold wall, then pull on the Grapple
  1108. Handle to bring the elevator down. Hop inside.
  1109.  
  1110. Lexcorp Third Floor -
  1111. As soon as you enter, a wimpy scientist will throw a switch turning on a
  1112. camera. Burn the gold on the left and assemble the Sensor Suit, then turn
  1113. invisible and turn the valve beneath the camera. You'll roll in a black
  1114. bike. Step on the button to deconstruct it. Continue this for two more
  1115. items and you'll eventually tear open the back wall. Head into the fan and
  1116. ride up.
  1117.  
  1118. Lexcorp Fourth Floor -
  1119. Now this flowing green gas will hurt both guys equally. Fly up above as
  1120. Superman and burn all the five gold brackets on the first vent, then pull
  1121. the orange handle on the second vent and smash the stuff behind it.
  1122. Assemble the switch below and flip it to produce a Grapple Handle up above.
  1123. Grapple up and run across to the other side of the third vent, then smash
  1124. the glowing boxes and assemble the Bat Suit Panel. Grapple back up to the
  1125. top of the vent and sonic the glass. Now, Superman can go to the right.
  1126. Burn up that Luthor "L" and have Superman stand on the button underneath
  1127. so Batman can glide through the green bubble to the right. Head to the
  1128. back left and sonic away the door, then throw the switch back here to
  1129. get rid of the last bubble. Have Superman fly to the right and laser the
  1130. gold wall, then head on through.
  1131.  
  1132. Lexcorp Robot Arena -
  1133. Go to the green wall in the back and use X-Ray to open the door. Smash
  1134. the objects in the center of the room, then assemble them into chairs.
  1135. Hop in using Triangle and you'll take control of a huge robot. ROBOT FIGHT!
  1136. Move out of the way when it charges, then punch it once it's stunned. Do this
  1137. until it breaks.
  1138.  
  1139. Now, you can head to the switch in the back and stop the flow of LexBots if
  1140. you want, but the way forward is to the right. Use sonic on the glass
  1141. flanking the door, then smash the blue objects beneath and burn through the
  1142. gold plate that falls. Hop on the elevator to finish this mission.
  1143.  
  1144. ---
  1145.  
  1146. Gotham City Interlude: Robot Takedown
  1147.  
  1148. Yeah, sorry, you don't get to wander around Metropolis, but hey, at least you
  1149. put one over on the bad guys. Back in town, your destination will be that
  1150. big flying Joker Robot.
  1151.  
  1152. ===================
  1153. 5J. Down To Earth =
  1154. ===================
  1155.  
  1156. Super Hero at 50,000
  1157.  
  1158. Characters: Batman, Superman
  1159.  
  1160. ---
  1161.  
  1162. Walkthrough -
  1163.  
  1164. Robot Chase -
  1165. BLAST EVERYTHING. That is to say, take down the aircraft, then use Batman's
  1166. guns on the heels of the feet, then burn the feet with laser vision. After
  1167. you take both gold soles down, you'll land on the bot.
  1168.  
  1169. Robot Climb -
  1170. Jump over to the left leg and another VTOL will show up. Pull down the
  1171. front, then Batarang it. You'll assemble the pieces into a Power Suit pad.
  1172. Use the rockets on the silver vent on the back of the robot, left side, then
  1173. burn away the gold behind that. Now, fly up and pull on the orange handle
  1174. for the fuel line. Do the same for the right side, avoiding the gunfire.
  1175. That's it for this mission.
  1176.  
  1177. ---
  1178.  
  1179. New Vehicle: LexCorp Mini-VTOL
  1180.  
  1181. ---
  1182.  
  1183. Gotham City Interlude:
  1184.  
  1185. Good news is that you've grounded the Joker Robot so it can't fly. Bad news
  1186. is that, after that exposure to Kryptonite, Superman's feeling a little under
  1187. the weather. You won't be able to use him to fly for a good long while.
  1188.  
  1189. You'll be near the park. Head south and go to the Terminal at the Park to
  1190. grab a vehicle to fly over to the spot near the Cathedral to the south where
  1191. the robot landed.
  1192.  
  1193. =========================
  1194. 5K. Underground Retreat =
  1195. =========================
  1196.  
  1197. Super Hero at 110,000
  1198.  
  1199. Characters: Batman, Superman (low power)
  1200.  
  1201. ---
  1202.  
  1203. Walkthrough -
  1204.  
  1205. Metro Station -
  1206. The robot smashed you into the subway, so you'll need to find a way out.
  1207. Head to the right onto the tracks. Use the orange handle off to the right
  1208. to pull the electrified crane away from the tracks so you can assemble the
  1209. Elec Suit pad. Use it to grab the nearby charge, then have Superman pull
  1210. on the orange handle in the back to clear the way.
  1211.  
  1212. Clear the fires on the back rubble, then smash your way through. In the
  1213. next room, assemble the Power Suit pad on the right and use it to blast the
  1214. silver thing on the left blocking the generator. Grab the Elec Suit again
  1215. and use its charge on the generator. This will get the robot leg out of
  1216. the way, allowing you to clear the silver trash in the back and head along
  1217. the wrecked subway car. Burn the gold away at the end and pass through.
  1218.  
  1219. Train Tracks -
  1220. Use rockets on the silver crates to the left and assemble the switch on the
  1221. generator. Flip it to get the pieces for a Bat Suit pad. Take it and
  1222. smash all the glass, particularly the tubes on the back wall. This will
  1223. get some water flowing, so have Superman freeze it, then climb up and glide
  1224. to the right so you land on top of the ledge. Throw the switch to stop
  1225. the trains on the tracks. Burn the gold you just uncovered, assemble it,
  1226. and pull the orange handle on the train car. You'll clear the way and can
  1227. head further back.
  1228.  
  1229. There's a big mess in this switching area. You'll need to head left, up, and
  1230. to the right to exit. First, clear away the fires, then climb up the wall
  1231. and glide across to the right using Batman. Glide across both gaps to reach
  1232. the glass. Sonic it away so Superman can climb up and use X-Ray on the green
  1233. wall. Once you clear away the electricity, hop down and pull on the orange
  1234. handle. Head through and yikes!
  1235.  
  1236. Central Station -
  1237. Tap Circle furiously to get out of the robot's fist, then head to the right.
  1238. Note the gold on the back of the robot's hand. Burn away all three parts on
  1239. the hand, then enter the subway car in the back.
  1240.  
  1241. Runaway Train -
  1242. Head to the right and use the Pull Handle with your Grapple. Climb up the
  1243. ladder in the first car, then start hopping across the cars to the right.
  1244. Once the Deconstructor drops you into another car, have Superman blow out
  1245. the fires and proceed. The glowing boxes contain pieces for an Elec Suit.
  1246. Use it to take power from the generator, then head right and pull on the
  1247. orange handle to open the engine. Transfer your charge to the generator
  1248. inside. This will stop the train and you'll make your escape.
  1249.  
  1250. ---
  1251.  
  1252. Gotham City Interlude: City Hall Rally
  1253.  
  1254. Make your way to the City Hall now. Best way is to head back to the park
  1255. and fly there from the Remote Terminal.
  1256.  
  1257. ========================
  1258. 5L. The Next President =
  1259. ========================
  1260.  
  1261. Super Hero at 55,000
  1262.  
  1263. Characters: Batman, Superman (low power)
  1264.  
  1265. ---
  1266.  
  1267. Walkthrough -
  1268.  
  1269. Rally Grounds -
  1270. Ah, the foolish masses. So easily swayed. Head to the left and knock down
  1271. the glowing lights so you can assemble the Power Suit. Next, burn down the
  1272. gold wall to the right, then rocket the silver pipes behind it. Freeze the
  1273. waterfall and climb up.
  1274.  
  1275. Head to the right past the big TV and burn the gold part on the right side.
  1276. This will release some pieces for an Elec Suit, so take it and climb up the
  1277. electrified ladder. Take power from the generator so Superman can follow,
  1278. then pull on the orange handle to make a ramp up to near the robot's arm.
  1279. Pull down the pull handle on the arm, then climb the ladder and have both
  1280. characters stand on the buttons. Once the robot moves its arm, burn up the
  1281. gold flower on its chest.
  1282.  
  1283. City Hall Rooftop -
  1284. Well, the Joker gas is gone, but you've still got a rather formidable robot
  1285. to deal with. Assemble the helicopter on the right, saving the rotors for
  1286. last. Once it takes off, grapple up to it then hop in. Maneuver the
  1287. chopper so that its searchlight shines in the robot's eyes.
  1288.  
  1289. For the next part, head to the left and burn down the gold wall. Head
  1290. through as Batman and take the Bat Suit. Glide to the right and assemble the
  1291. pieces into a spotlight and a generator, then use sonic on the glass to make
  1292. a ramp to get back up here. Now, head back and take the Elec Suit, then
  1293. charge the generator and commandeer the spotlight. Shine it on the robot
  1294. again. Lastly, walk up to the flower on the robot as Superman and pull on
  1295. the orange handle.
  1296.  
  1297. ---
  1298.  
  1299. Gotham City Interlude: A Desperate Plan
  1300.  
  1301. Hey, Robin's back! And you've a nice cool new colorful Batmobile.
  1302.  
  1303. Okay, the Joker gas has been stopped and the robot's core is leaking, but it's
  1304. still stomping about being a menace. Fortunately, Batman always has a plan.
  1305. Drive right to the robot.
  1306.  
  1307. ======================
  1308. 5M. Core Instability =
  1309. ======================
  1310.  
  1311. Super Hero at 90,000
  1312.  
  1313. Characters: Batman, Robin
  1314.  
  1315. ---
  1316.  
  1317. Walkthrough -
  1318.  
  1319. The Chase -
  1320. There's only one area to this, and it's entirely in vehicles. Your
  1321. objective is to shoot up the Joker Robot while it chases you through the
  1322. streets. First, keep an eye on the sides of the streets for silver. There
  1323. are silver supports holding up statues. Blast them and the statues will
  1324. topple onto the robot. Now, you're able to hammer on the robot's chest.
  1325. You'll need to do this a total of three times.
  1326.  
  1327. That's it! That's all you have to do in this mission! It's pretty quick.
  1328.  
  1329. ---
  1330.  
  1331. New Vehicle: Multi-colored Batmobile
  1332.  
  1333. ---
  1334.  
  1335. Gotham City Interlude: Wayne Tower Showdown
  1336.  
  1337. Oh, Batman. You so crazy. By leading the Joker Robot around, its leaking
  1338. Kryptonite created a Joker face visible from space. The Justice League has
  1339. been called in, and Lex has decided on a last ditch effort to wreck Wayne
  1340. Tower. Drive on over there.
  1341.  
  1342. ====================
  1343. 5N. Tower Defiance =
  1344. ====================
  1345.  
  1346. Super Hero at 50,000
  1347.  
  1348. Characters: Batman, Robin, Cyborg, Green Lantern
  1349.  
  1350. ---
  1351.  
  1352. Walkthrough -
  1353.  
  1354. Ruined Tower -
  1355. All right, now we've got some more superheroes to throw at the bad guys.
  1356. Cyborg has a laser eye (heat vision), super strength, and the same kind
  1357. of magnet power that Magnet Suit Robin has. Green Lantern can fly and can
  1358. assemble objects made out of green LEGO pieces. It's not quite having
  1359. Superman back, but it'll do fine.
  1360.  
  1361. So, head to the right and use Cyborg's magnet on the hanging blue object
  1362. in the back, then use Cyborg's laser eye on the gold gear on it to open
  1363. it. It will spill out green pieces, so use GL to assemble them. You'll
  1364. be able to cross the pit. Use Cyborg to pull on the orange handle, then
  1365. assemble the green pieces. Assemble the regular pieces in the shaft and take
  1366. the Ice Suit. Freeze the waterfall and climb up.
  1367.  
  1368. Burn down the gold wall to your left, then head into the room. As soon as
  1369. you get far enough, the floor above you will collapse. Now, note those
  1370. circles with snowflakes inside on the back wall. Those are Ice Switches.
  1371. Aim at them with Robin and you'll fire ice shots at them. This will open a
  1372. Pull Handle for your Grapple, then you'll be able to walk up the blue wall
  1373. with Cyborg. At the top, burn the gold boxes and assemble the green pieces
  1374. inside to make a spider, for some reason. Hop down and assemble the pieces
  1375. at the bottom for a Power Suit. Walk up the slope to the left and blast
  1376. open the silver door. Inside the shaft, use Robin to put out the fires and
  1377. hit the Ice Switch. Pull open the handle behind it and you'll ride up a
  1378. fan to the next area.
  1379.  
  1380. Upper Floors -
  1381. That Joker Bot seems intent on getting to the top. There's an Elec Suit in
  1382. the closet on the wall. Shoot an ice shot at the Ice Switch above to open
  1383. it up, then take the suit, cross the floor, and take the charge from the
  1384. generator. Continue up the slopes, and charge the generator to drop some
  1385. green pieces for GL, which will slow down the fan and let you get inside.
  1386.  
  1387. Rooftop -
  1388. All right, time to cause some damage to that robot. Smash the boxes in
  1389. front of you and assemble the green pieces to throw a friggin' truck at the
  1390. Joker Robot. It'll inch along the roof to the left. Use Cyborg's laser on
  1391. the gold wall, then take the charge from the generator and have Robin take
  1392. the Hazard Suit inside. Use it to clean up the gunk near the barrels, and
  1393. also break the barrels. You'll be able to assemble an orange handle on the
  1394. helicopter that's stuck, so pull it out with Cyborg, which will drop the
  1395. rotor onto the gap so you can cross.
  1396.  
  1397. Use Robin's water to put out the fires near the generator, then have Batman
  1398. charge it up. This will move the Joker Robot to the back of the roof. Smash
  1399. the two boxes near the robot to get pieces for a missle launcher. Make sure
  1400. you fire the missiles at the chest of the robot: its core. Do this three
  1401. times to knock a bunch of green out, then assemble that to literally drop a
  1402. train on him.
  1403.  
  1404. The Plummet -
  1405. You'll catch up to the robot as you fall. Avoid knocking against the debris
  1406. and missiles that fly up at you. Once you get close enough to land, the
  1407. Joker will pop out and start throwing things and firing missiles at you.
  1408. When he comes out and says "Come and get me", oblige him by running up and
  1409. punching him in the face, or just Batarang him. Do that three times.
  1410.  
  1411. ---
  1412.  
  1413. New Characters: Cyborg, Green Lantern
  1414.  
  1415. ---
  1416.  
  1417. Gotham City Interlude: The Final Battle
  1418.  
  1419. Not much else to do but run up to that collapsed Robot and we'll finish this
  1420. fiesta.
  1421.  
  1422. ==================
  1423. 5O. Heroes Unite =
  1424. ==================
  1425.  
  1426. Super Hero at 40,000
  1427.  
  1428. Characters: Batman, Robin, Cyborg, Green Lantern, The Flash, Wonder Woman
  1429.  
  1430. ---
  1431.  
  1432. Walkthrough -
  1433.  
  1434. Robot Wreckage -
  1435. Two more heroes have joined your active party: Flash can run real fast and
  1436. assemble things really fast, and Wonder Woman has Superman's flight and
  1437. strength, as well as a lasso and a tiara she can throw. With these six
  1438. heroes, that Joker Robot is as good as dust.
  1439.  
  1440. Well, actually, it's already collapsed on the ground, so let's make it worse,
  1441. shall we? Start by using Cyborg's laser on the gold box to the right.
  1442. Assemble the pieces into an Elec Suit, then watch the robot's left hand (your
  1443. right). It will open and there's a target in there. So hop in when it opens
  1444. and draw the power from it. Pull off the pull handles on the arm (you can
  1445. use Batman, Robin, or Wonder Woman for this) and you'll disengage the joints.
  1446. Fly Wonder Woman up to its shoulder and tug on the orange handle. One
  1447. arm down.
  1448.  
  1449. Next is that gun arm. Assemble the green pieces, then burn the gold wall
  1450. down inside. Pull both Pull Handles, and then use Cyborg's magnet on the
  1451. blue parts that appear. Assemble the Acrobat Suit panel that just appeared,
  1452. then hook Robin to that blue socket on the robot's shoulder. Now, assemble
  1453. the green pieces. Lastly, you'll have to fight Joker. He fights almost the
  1454. same way as the theater: switch off when he shocks one of your crew, then
  1455. wallop him five times total.
  1456.  
  1457. Power Armor Lex -
  1458. Looks like Lex wants a piece of the action now. Your first mission is to
  1459. construct an Acrobat Ball Socket. Stand behind the black items with blue
  1460. sparkles and let Luthor blast them with his Deconstructor. This will make
  1461. the pieces you need. Assemble the Ball Socket and the planetary laser from
  1462. the Watchtower will be ready to go. Hop in as Robin and move the laser
  1463. reticle onto Luthor and blast him with the Square button. Hold it down to
  1464. continuously do damage. Once you drain the orange bar, he'll take one
  1465. heart worth of damage. Continue this for four times, bashing up LexBots
  1466. in between. Once he falls over, stand in front of him as Batman and tap
  1467. Circle to drag him out and end this fiasco.
  1468.  
  1469. ---
  1470.  
  1471. New Characters: The Flash, Wonder Woman
  1472.  
  1473. ---
  1474.  
  1475. Congratulations! You've completed the story! Now, you've unlocked "Gotham
  1476. Free Play", which allows you to treat the Gotham City hub as a free play zone,
  1477. meaning, you can hold Triangle at any time to bring up the list of characters
  1478. and switch to any one you've unlocked. Now get out there and get all the
  1479. collectibiles!
  1480.  
  1481. ******************************************************************************
  1482. 6. FREE PLAY RUNTHROUGHS
  1483. ******************************************************************************
  1484.  
  1485. So, as usual, besides just going through each of the missions as normal on
  1486. Story, you'll be allowed to play them again using any of the characters that
  1487. you've unlocked so far. Go to the Batcave's computer and access the map.
  1488. You'll see numbers on the map representing each story mission. Select the
  1489. mission, then you'll be given a choice whether to replay the Story or do Free
  1490. Play.
  1491.  
  1492. Once you select Free Play, you'll be asked to select a character. Once you do
  1493. so, the game will then select another six or seven characters. This set of
  1494. character you can switch to at any time by tapping the L1 or R1 buttons.
  1495. Furthermore, unlike past games, you can switch to ANY character in your full
  1496. list by holding down Triangle, which brings up the list.
  1497.  
  1498. Now, the idea of going through on Free Play is that you'll be able to switch
  1499. to characters that can get through special obstacles preventing you from
  1500. accessing the Minikit Canisters and the Citizen in Peril.
  1501.  
  1502. One very important thing to remember is that switching characters WILL REMOVE
  1503. SPECIAL SUITS. You cannot switch to a special suit except by the normal
  1504. method: finding a Suit Pad. Sometimes the game will be benevolent and toss
  1505. extra Suit Pads around only for Free Play, but most often if you get to a
  1506. situation that requires a suit and you don't have it, you'll have to backtrack
  1507. through the mission to get it.
  1508.  
  1509. Now, there ARE substitutes in most cases for suit functions, but for a few
  1510. situations there aren't. Here are the situations where you *need* a special
  1511. suit.
  1512.  
  1513. 1. Acrobat Ball Switch - No other character besides Acrobat Suit Robin can
  1514. roll up into a ball to use those switches.
  1515. 2. Long Range Silver Objects - If a silver object is off the floor or far
  1516. away, only Power Suit Batman's rockets can reach it.
  1517. 3. Invisibility - Sensor Suit Batman is the only that become invisible.
  1518. 4. Electric Floors - While there are others that can handle generators, for
  1519. floors or walls with electricity coursing through them, only Elec Suit Batman
  1520. can weather them.
  1521. 5. Squirting Chemicals - The ability to fill a tank and squirt the colored
  1522. chemicals is unique only to Hazard Suit Robin.
  1523.  
  1524. And here's a list of what you CAN use to substitute suit functions:
  1525.  
  1526. Flight - Can subvert just about anything *else* that Acrobat Suit Robin can
  1527. do, also the Bat Suit gliding, Magnet Suit climbing, and can sometimes just
  1528. bypass puzzles that require other suits, even in those exceptions listed
  1529. above. Just don't rely on it.
  1530. X-Ray Vision - Superman and any other Kryptonian can use X-Ray Vision as well
  1531. as Sensor Suit Batman.
  1532. Mr. Freeze - Can do anything that Ice Suit Robin can do.
  1533. Water Squirting - Aquaman can do this if it's all that's required for Hazard
  1534. Suit Robin.
  1535. Immune to Toxins - If you want to walk through the gunk, The Joker, Killer
  1536. Croc, and Poison Ivy can all do so, and possibly a couple of others.
  1537. Sonic - Both Man-Bat and Black Canary have sonic screams which function the
  1538. same way as Bat Suit Batman's.
  1539. Penguin Bomb - The Penguin has bombs that blow up silver objects like Batman's
  1540. Power Suit. The only thing is that they just walk along the ground. If you
  1541. need to hit something silver that's high up or far off, you're out of luck.
  1542. Joker's Buzzer - Joker has an electric buzzer that can both absorb charge from
  1543. and give charge to any generator, without the need to charge up like Elec
  1544. Suit Batman.
  1545. Magnet Power - Cyborg and Brainiac can both use blue objects that need magnets.
  1546.  
  1547. So, the rule of thumb is be careful when you switch characters. If you have to
  1548. lose one character's suit, try to make it be one with a pad nearby or one
  1549. you're pretty sure you won't be using again.
  1550.  
  1551. Lastly, Free Play has a new function of "Save and Finish Level" on the Pause
  1552. Menu. Once you find all the minikit canister and the citizen, go ahead and
  1553. select this to finish it all up without having to go through any end part.
  1554.  
  1555. =========================
  1556. 6A. Theatrical Pursuits =
  1557. =========================
  1558.  
  1559. Citizen in Peril - On the far left table, harrassed by a thug.
  1560. #1 - (Free Play) Take the Power Suit and blow up three special tables with
  1561. silver bases. One is just left of the Batwing. One is in the southeast
  1562. corner, and the third is up near the stairs you build to get to the stage.
  1563. #2 - (Luthor) Use the Deconstructor on the Batwing to open its cockpit.
  1564. #3 - (Free Play) In the first area, grab the Acrobat Suit, then head to the
  1565. east and use the pole to ascend up.
  1566. #4 - (Joker) In the basement, use heat vision on the gold lock leading back to
  1567. the wardrobe, then use Cyborg's magnet to bring down the blue bike. Drop down
  1568. into the hole and head left. Climb up to the piano room, then use the Bat
  1569. Suit's sonic on the organ, and use Joker's buzzer on the generator on the
  1570. left. Step on the four keys in the order on the back wall: red, green,
  1571. yellow, blue, green, red, blue.
  1572. #5 - In the basement, near the dragon's big green tail, behind the windows.
  1573. Just jump through.
  1574. #6 - (Luthor) First, use the Deconstructor on the black castle, near the
  1575. dragon's tail, then take the pre-charged Elec Suit and use it on the generator
  1576. to lower a jousting course. Hop on the horse.
  1577. #7 - (Superman) The ticket counter has glass in front of it. Use the Bat
  1578. Suit's sonic to bust it open, then use Superman's heat vision on the gold
  1579. inside.
  1580. #8 - (Superman) Use Superman to fly up to the balcony on the right in the lobby
  1581. area. Smash the fire extinguisher and use its parts to make a zip line. Zip
  1582. across to the left.
  1583. #9 - At the chandelier where you fight Two-Face, use Robin's Acrobat Suit to
  1584. attach his pole to the socket to the right of the back exit, then flip across
  1585. the bars.
  1586. #10 - In the projection room, use Batarangs on the three green shades on the
  1587. back wall. Two are on the left of the projector and one's on the right.
  1588. Vehicle: Harley Quinn's Monster Truck (Minkit)
  1589.  
  1590. ===========================
  1591. 6B. Harbouring a Criminal =
  1592. ===========================
  1593.  
  1594. Citizen - To the far right of the theater doors, across the crosswalk.
  1595. #1 - Punch five placards. One is in the lower left corner, one to the left of
  1596. the doors, one in the back left, one behind the Citizen in Peril on the
  1597. right. The last is made from the pieces you pull down when you use Robin's
  1598. Magnet Suit.
  1599. #2 - Use the Power Suit to blast open the Man of the Year sign on the left-hand
  1600. column.
  1601. #3 - Use the Power Suit on the left to blast the spotlight, then assemble the
  1602. pieces to make an ice cream trolley. Hop on and follow the stud trail.
  1603. #4 - (Superman) Use heat vision on the golden spotlight in the back right.
  1604. #5 - Once across the zipline, drop down a level on the column, then go back
  1605. around the left side of the column.
  1606. #6 - On the right-hand column, go around the back side of the very top.
  1607. #7 - As you fly past the roller coaster, blast the two carts on the tracks.
  1608. #8 - Smash four cars in the parking lot, one roughly in each corner.
  1609. #9 - Hop in the bumper car in the front left corner of the parking lot.
  1610. #10 - (Superman) In the parking lot, use Superman's heat vision on the gold
  1611. parts holding the digger in place, then drive it up onto the truck bed.
  1612. Vehicle: Joker's Speedboat (Minkit)
  1613.  
  1614. ==========================
  1615. 6C. Arkham Asylum Antics =
  1616. ==========================
  1617.  
  1618. #1 - (Luthor) Use the Deconstructor on the black well just left of the
  1619. starting point, then use Heat Vision on the gold wall inside, then use
  1620. Green Lantern to put together the green blocks.
  1621. #2 - (Luthor, Poison Ivy, Joker) Use the Deconstructor on the black gate just
  1622. right of the starting point, then use Ivy to jump through the flower bed.
  1623. Use Joker on the electric generator, which will uncover the canister back to
  1624. the left.
  1625. #3 - In the silver statue next to the Power Suit Panel.
  1626. #4 - (Superman) Use Superman to create and destroy five ice bats from leaky
  1627. water. Use Freeze Breath to make the bats, then punch them.
  1628. 1. Left part of the outer ring.
  1629. 2. Back right of the outer ring.
  1630. 3. Third ring in, on the south side.
  1631. 4. In the fourth ring, west side, southwest of a waterfall.
  1632. 5. In the very center of the maze.
  1633. #5 - (Superman, Water Walking) This one is in the back left of the maze. Head
  1634. up the left side of the outer ring. In the back left are some golden
  1635. flowers. Heat Vision them away, then sink into the water as Croc or Aquaman
  1636. to get under the vines. Get back out and use Heat Vision on the statues so
  1637. you can assemble buttons. Use the buttons to turn the puzzle in the back so
  1638. the green ball rolls out the bottom, then smash the plant that results.
  1639. Citizen - (Superman) The Citizen is just north of Catwoman, only on the
  1640. other side of the wall, and you can't get to him without Superman to fly over
  1641. the pits with plants (or just over the wall).
  1642. #6 - (Superman) This one's in the very back left corner going along the top.
  1643. Fly to the switch and push it to open the gate beneath it. Although it'd be
  1644. easiest to get under the water there with Killer Croc. Dropping a character
  1645. in and pushing them towards it will do just as well.
  1646. #7 - (Superman) This one's in the second ring in the lower left corner.
  1647. You'll need someone to fly over the pits (or walls) and then pull both levers
  1648. near the grating. Once that's done, drop down with a sonic user (like Bat
  1649. Suit Batman) and blast the glass container.
  1650. #8 - Use sonic on the glass door southwest of the Bat Suit Panel.
  1651. #9 - (Luthor) This one's on the south side of the second ring. Fly to the
  1652. southwest corner to find a black statue for Luthor's Deconstructor, then
  1653. pull the switch you assemble and sonic the glass that's behind it.
  1654. #10 - Use strength on the gate where Bane's Mole Miner is driving around.
  1655. Vehicle: Two-Face's Truck (Minikit)
  1656.  
  1657. =======================
  1658. 6D. Asylum Assignment =
  1659. =======================
  1660.  
  1661. #1 - When going behind the fans underwater as Robin, head left to find this.
  1662. #2 - (Superman) Fly into Croc's Lair to get this.
  1663. #3 - (Killer Croc or Aquaman) As either of these characters, once you reach
  1664. the end of the underwater portion, pull open the orange handle.
  1665. #4 - (Joker) After climbing the first set of stairs, drop down to the right
  1666. and use the Joker Box. Assemble the pieces and grab the handle.
  1667. #5 - (Cyborg, Green Lantern) After climbing up the first frozen waterfall,
  1668. head to the right and have Cyborg use his magnet on the lock, which releases
  1669. green pieces for GL.
  1670. #6 - (Penguin) In Mr. Freeze's cell, send a Penguin Bomb through the igloo on
  1671. the right. It will blow up part of the cell, allowing you to get in.
  1672. #7 - (Aquaman, Luthor or Penguin) Clean some Joker graffiti off the walls
  1673. starting in the second area. You need to clean up five of them:
  1674. 1. Left of all the computer monitors.
  1675. 2. Just before the X-Ray corridor.
  1676. 3. In one of the cells behind a silver gate in the back right of the main
  1677. room. (See Citizen)
  1678. 4 and 5. Flanking the stairs up to Scarecrow.
  1679. #8 - Above the monitors are some flipping poles. Use Acrobat Robin to flip
  1680. from the left to the right.
  1681. #9 - (Luthor) After the X-Ray corridor, drop down to the front of the big room
  1682. and use the Deconstructor on the black door.
  1683. #10 - (Poison Ivy) Just before heading up the stairs towards Scarecrow, take
  1684. Ivy to the left and jump forward towards her cell, which has a flower bed
  1685. you can travel through.
  1686. Citizen - (Luthor or Penguin) Locked behind the silver gates in the back
  1687. right of the big room. Either use a Penguin Bomb or use Luthor to get #9
  1688. and switch to the Power Suit.
  1689. Vehicle: Scarecrow's Biplane (Minikit)
  1690.  
  1691. =====================
  1692. 6E. Chemical Crisis =
  1693. =====================
  1694.  
  1695. #1 - (Superman) In the first room, fly up and use heat vision on the gold
  1696. cover.
  1697. #2 - (Penguin) Near the purple chemical sample, use a Penguin Bomb on the
  1698. silver pipes, then head inside the enclosure and ride up the vent.
  1699. #3 - (Luthor) In the area with the Magnet Suit, head to the left and use the
  1700. Deconstructor on the black stuff with the orange handle. Assemble it and
  1701. then use someone with super strength to pull it.
  1702. #4 - (Free Play) On the first barrel conveyor, there will be a Power Suit
  1703. pad in Free Play. Use it on the silver laser barrier in the back.
  1704. #5 - (Luthor, Joker) Find three presents in the upper catwalks area.
  1705. 1. Use the Deconstructor on the wall behind the first fires. (Monkey)
  1706. 2. Charge the right-hand generator in the three tube area. (Teeth)
  1707. 3. Next to the computer screen that was Joker-hacked, use Joker on the
  1708. generator to the right. Now, click the icon on the screen that has a
  1709. conveyor belt.
  1710. #6 - (Green Lantern) After noting the Joker face fire, use heat vision on the
  1711. golden capped vat, then use GL's power on the green pieces inside.
  1712. #7 - Put out five fires using Superman's breath. One is on the floor where you
  1713. start. The second is on the catwalk to the right. The third is near the
  1714. orange vat. The fourth is up on a catwalk, to the right of the first
  1715. gold-cutout wall. The last is to the right of the elevator at the end.
  1716. #8 - (Cyborg) In the third area with all the fire, use Cyborg's magnet on the
  1717. door in the ground. Assemble the red valve onto the top, then step on it
  1718. first, then the blue valve, then the green, then the yellow.
  1719. Citizen - (Free Play) Partway through the third area you'll find a Bat Suit on
  1720. Free Play. Climb up above to the area where the citizen is trapped in a
  1721. burning room. Sonic away the glass to the right, then hit all three valves
  1722. with a batarang each.
  1723. #9 - (Poison Ivy) Just past the electrical grid in the third area, use Poison
  1724. Ivy on the plants to travel to the canister.
  1725. #10 - Use Superman's heat vision on five vents on the roof. The first two are
  1726. on the left side. Another is further up on the left side, so fly up there.
  1727. The fourth and fifth are on the right side, the fifth being a little further
  1728. out.
  1729. Vehicle: Joker's Helicopter (Minikit)
  1730.  
  1731. ========================
  1732. 6F. Chemical Signature =
  1733. ========================
  1734.  
  1735. #1 - Blast three taxi cabs during the chase. The first is on your left, the
  1736. second on your right, and the third on your left just before you go under
  1737. a LEGO man statue.
  1738. #2 - Just after the first turn is a Lex campaign poster above the street.
  1739. Blast it.
  1740. #3 - Blast a movie poster just before you go under a statue, to the right
  1741. of the third taxi cab.
  1742. #4 - After moving the magnetic ball, repeat the sequence with the magnet on
  1743. the right, this time for a canister.
  1744. #5 - (Superman) After moving the magnetic ball, use heat vision on the gold
  1745. L on the left wall.
  1746. #6 - (Poison Ivy) After making the Sensor Suit pad, take Ivy to the right and
  1747. have her pass through the flowers. Smash the dancing LexBots and their
  1748. boom box.
  1749. Citizen - Once you reach the top of the juggernaut, drop back to the left to
  1750. find this guy being harrassed by two LexBots.
  1751. #7 - (Luthor) Use the Deconstructor on the back of the juggernaut, near the
  1752. Citizen.
  1753. #8 - Head to the front of the juggernaut, and drop down to the front to grab
  1754. this one.
  1755. #9 - (Superman) Burn through the gold window at the front of the juggernaut.
  1756. #10 - (Superman) Inside the last area, fly up in the center to get this one
  1757. encased in a bubble.
  1758. Vehicle: LexCorp Juggernaut (Minikit)
  1759.  
  1760. ======================
  1761. 6G. Unwelcome Guests =
  1762. ======================
  1763.  
  1764. #1 - (Luthor) Use the Deconstructor on the Bat Computer in the center.
  1765. #2 - While targeting Lex and the Joker, watch for a floating box. You need to
  1766. shoot it down on three separate occasions. Once while on the bike, second
  1767. while on the Batwing, and third while on the Batboat.
  1768. #3 - (Superman) In the left side of the main cave, blow out some fires until
  1769. a canister appears.
  1770. #4 - (Superman) Fly above the Batwing to find this one.
  1771. #5 - (Superman) After shooting the bad guys with the Batwing, go to where the
  1772. Acrobat Suit panel was and use Heat Vision on the gold disc.
  1773. #6 - There are three large Joker cards to smash in the upper cave area.
  1774. 1. At the top of the shaft on the right.
  1775. 2. In the upper left part of the giant open cave, behind a silver wall. Use
  1776. the Power Suit.
  1777. 3. In the glass-walled room in the back right of the giant open cave, on the
  1778. wall.
  1779. #7 - (Luthor) In the back left of the giant open cave, use the Deconstructor
  1780. on the door of the glass-walled room, then grab the Bat Suit and use the
  1781. sonic on the glass.
  1782. Citizen - In the very back of the Upper Cave, Alfred is trapped behind a fire,
  1783. just to the left of the T-Rex. Use Freeze Breath to free him.
  1784. #8 - On the far right of the open Upper Cave, use Heat Vision on the golden
  1785. rock covering the wall.
  1786. #9 - Under the T-Rex, use Heat Vision on the egg.
  1787. #10 - (Riddler) Just before the exit, smash a nearby rock to find a Riddler
  1788. Box.
  1789. Vehicle: Batwing (Minikit)
  1790.  
  1791. ============================
  1792. 6H. Destination Metropolis =
  1793. ============================
  1794.  
  1795. #1 - While chasing the carrier, when you go around the front, burn the two
  1796. gold-hatched panels.
  1797. #2 - (Luthor) In the first room in the carrier, use the Deconstructor on one
  1798. of the back black panels, then head to the back and use it on the two black
  1799. bins. It'll be tough to get them gone, simply because of the aiming mechanic
  1800. and the fact that you're behind a wall, but once you get rid of both, you
  1801. uncover two buttons. Have both characters stand on them.
  1802. #3 - In the first room in the carrier, go to the right and bash the two green
  1803. boxes piled on each other, then assemble and pull the switch.
  1804. #4 - (Joker, Luthor) Destroy three boxes of kryptonite.
  1805. 1. To the left of the elevator in the first room.
  1806. 2. In the third room, use the Joker Box to open the way to the west.
  1807. 3. In the third room, use the Deconstructor to open the way to the east.
  1808. #5 - (Free Play) In the second room in the carrier, fly up to the Bat Suit
  1809. panel and use its sonic on the glass to the left.
  1810. #6 - (Joker) In the third room, use the Joker Box on the left side of the
  1811. room. You'll enter a big fan room. Take the Hazard Suit and use it to throw
  1812. the lever, then grab the Acrobat Suit and use it to play the little video
  1813. game. Steer the Batwing so that its forward facing gun hits the green ships.
  1814. #7 - (Luthor) In the third room, use the Deconstructor on the black bin in
  1815. the front right of the room. Use Green Lantern to assemble the pieces into a
  1816. hammer that releases this canister.
  1817. #8 - (Luthor) In the third room, use the Deconstructor on the door to the
  1818. right. Go to the right side of the new room and smash the objects there to
  1819. find pieces for a purple sled.
  1820. #9 - (Luthor) In the same area as #8, hit the five red switches on the back
  1821. wall quickly.
  1822. #10 - (Luthor) In the last room before the cockpit, use the Deconstructor on
  1823. the little door to the left, then use super strength to pull open the door.
  1824. Citizen - (Cyborg) In the outside area, use a magnet to pull the antenna closer
  1825. so the person on it can get off.
  1826. Vehicle: LexCorp VTOL (Minikit)
  1827.  
  1828. ==============================
  1829. 6I. Research and Development =
  1830. ==============================
  1831.  
  1832. #1 - Use Heat Vision on the gold bracket on the pipe just left of the
  1833. left-hand ramps.
  1834. #2 - (Luthor) Use the Deconstructor on the pipe just right of the right-hand
  1835. ramps, on the black brackets holding the green object in place, then assemble
  1836. the Mini VTOL.
  1837. Citizen - (Aquaman) Fly up to the left side of the balcony and spray water on
  1838. all the gunk.
  1839. #3 - (Penguin, Green Lantern) Fly up to the balcony and use a Penguin Bomb on
  1840. the silver wall piece, then assemble and pull the lever, opening the door to
  1841. the right. Smash up the boxes to find green pieces for GL.
  1842. #4 - (Cyborg) On the second floor, just before the second kryptonite bubble,
  1843. use Cyborg's magnet on the blue stuff on the back wall. It's a switch that
  1844. will change around the conveyor belts on the wall. Shoot a rocket at the
  1845. belt and it will hit the canister.
  1846. #5 - Destroy five televisions showing Luthor.
  1847. 1. Second floor, to the left of the elevator.
  1848. 2. Third floor, just after you get out of the elevator.
  1849. 3. Fourth floor, after getting off the fan draft.
  1850. 4. Fourth floor, just left of the Bat Suit pad.
  1851. 5. Fourth floor, at the far right end.
  1852. #6 - (Sonic, Joker) On the third floor, use sonic on the glass case, throw
  1853. the switch, the use the Joker Box.
  1854. #7 - On the fourth floor, go to the second green-spewing vent, fly up to the
  1855. top, then walk around back of it.
  1856. #8 - (Aquaman, Cyborg) At the far right end of the fourth floor, use Aquaman's
  1857. water stream on the gunk, then use Cyborg's magnet.
  1858. #9 - (Aquaman, Joker, The Flash) In the robot arena, clean up the gunk and
  1859. assemble the switch, then charge it with The Joker. After that, run over the
  1860. four red lights to bring up an object the Flash has to put together.
  1861. #10 - In the robot arena, fly up to the back to find this one.
  1862. Vehicle: Police Car (Minikit)
  1863.  
  1864. ===================
  1865. 6J. Down To Earth =
  1866. ===================
  1867.  
  1868. Citizen - Right at the beginning, a helicopter will fly past with a VTOL in
  1869. close pursuit. Vape the VTOL.
  1870. #1 - #5: During the robot chase, boxes will float away from the Joker Robot on
  1871. balloons. Blast the balloons on all five of them for five easy canisters.
  1872. #6: Once you land on the robot, use Heat Vision on its right heel and assemble
  1873. the missile launcher.
  1874. #7: Smash three guns that appear on the back of the robot.
  1875. #8: (Luthor) Use the Deconstructor on the robot's... crotch.
  1876. #9: (Luthor) Use the Deconstructor on the back of the left leg.
  1877. #10: (Cyborg) After blowing one engine, use Cyborg's magnet on the back left
  1878. heel. Take the gun and use it to blow up the targets.
  1879. Vehicle: Police Boat (Minikit)
  1880.  
  1881. =========================
  1882. 6K. Underground Retreat =
  1883. =========================
  1884.  
  1885. #1 - Once you get the Power Suit, go back to the beginning and blast the silver
  1886. rock in front of the vending machine, then flip the switch.
  1887. #2 - (Luthor) After the robot stomps through the street above, use the
  1888. Deconstructor on the black panel to the left. Fly through and run to the
  1889. end of the catwalk.
  1890. #3 - (Luthor, Riddler) after getting #2, hop down and use the Riddler Box.
  1891. #4 - (Aquaman, Poison Ivy) Starting in the second area, you'll need to clean up
  1892. some graffiti.
  1893. 1. A question mark to the right of the moving train.
  1894. 2. A Two-Face marker after the Poison Ivy flower bed.
  1895. 3. In the track-switching area, a Joker face on the back wall.
  1896. 4. In the track-switching area, a Two-Face marker on a lower wall.
  1897. 5, 6, and 7. In the third area after the robot fist squishing.
  1898. #5 - (Poison Ivy) Just past the moving train is a flower bed. Travel through
  1899. it, then grab the Sensor Suit and throw the switch near the camera. Smash
  1900. up the stuff in the compactor and take the canister.
  1901. #6 - (Free Play) Just before the track-switching area, fly up and to the left
  1902. to find a canister on a ledge.
  1903. Citizen - (Luthor) In the track-switching area, use the Deconstructor on the
  1904. black wreckage in the back left.
  1905. #7 - (Luthor, Cyborg) Behind the Citizen, use Cyborg's magnet on the train
  1906. car door.
  1907. #8 - (Luthor) Once the robot reaches down with its hand, use the Deconstructor
  1908. off to the right on the two bins. Assemble the non-black pieces into a push
  1909. pad, then push the sled forward.
  1910. #9 - (Cyborg) On the moving train, use Cyborg's magnet on the second car to
  1911. open it so you can drop down inside.
  1912. #10 - (Free Play) Fly to the top of the engine on the moving train.
  1913. Vehicle: Penguin Submarine (Minikit)
  1914.  
  1915. ========================
  1916. 6L. The Next President =
  1917. ========================
  1918.  
  1919. #1 - Destroy five of Lex's campaign posters. One's on the left near the
  1920. hanging lights. One's to the right near the news truck. Two more are up on
  1921. the ledges after you climb up one on either side (hit them with Batarangs).
  1922. The last is up the stairs near the door to City Hall, the big one.
  1923. #2 - (Free Play) To the left in Free Play is a Sensor Suit. Use it to enter
  1924. the nearby enclosure.
  1925. #3 - (Free Play) In the back left in Free Play is a Bat Suit. Use it to
  1926. shatter the two windows nearby, and another off on the right side of the
  1927. rally.
  1928. #4 - (Luthor, Green Lantern) The news van on the right needs the
  1929. Deconstructor. Assemble the green bricks that pop out.
  1930. #5 - (Luthor) Use the Deconstructor on the black pillar above the entrance
  1931. to City Hall.
  1932. #6 - (Cyborg) Fly up to the clock and switch to Cyborg. Use his magnet on
  1933. the clock.
  1934. #7 - Just up the ice waterfall is a guy holding a rally sign. Run behind
  1935. him, then behind the statue to grab this one.
  1936. #8 - (Free Play) On the rooftop, switch to Robin and grab the Hazard Suit.
  1937. Clean up all the gunk in the area.
  1938. #9 - (Free Play) On the rooftop, switch to Robin and grab the Acrobat Suit
  1939. to the left. Use the ball switch to turn the dish.
  1940. #10 - (Free Play) On the rooftop, grab the Power Suit and blast the nearby
  1941. silver canister.
  1942. Citizen - (Cyborg) Use Cyborg's magnet on the antenna on the upper left.
  1943. Vehicle: Mr. Freeze's Iceberg (Minikit)
  1944.  
  1945. ======================
  1946. 6M. Core Instability =
  1947. ======================
  1948.  
  1949. #1 - Blast ten searchlight trucks.
  1950. #2, #3 - In the first part, blow up the truck chasing you twice. Note that
  1951. you must do this before knocking down the first silver support or else the
  1952. truck will disappear.
  1953. Citizen - Although he's tough to spot, there's a Citizen stuck in a tree on
  1954. the right side of the road. Blast the tree.
  1955. #4 - A LEGO man statue just before the bridge has a key in its hand. Blast it.
  1956. #5 - Blast a Lex campaign sign which will appear high on your left.
  1957. #6 - Blast the taxi cab when it appears on your left. You MUST get this on
  1958. the first pass.
  1959. #7 - Blast a movie poster on the right side of the street.
  1960. #8 - Over the course of the mission, you have to knock over statues. Make
  1961. sure you knock over all three *different* statues to get the canister. It's
  1962. possible to knock the same statue down at a different time. It would be most
  1963. helpful to have the Minikit Finder so you know which statues you've hit
  1964. already.
  1965. #9 - At the second part of the chase, blast five purple and green boxes.
  1966. #10 - At the third part of the chase, blast a police helicopter on the bridge.
  1967. Vehicle: Batmobile (Minikit)
  1968.  
  1969. ====================
  1970. 6N. Tower Defiance =
  1971. ====================
  1972.  
  1973. #1 - Use Cyborg's laser eye to blast the gold box in the back of the first
  1974. room.
  1975. #2 - (Luthor, Flash) Use the Deconstructor on the black structure on the left
  1976. at the beginning, then have Flash reassemble it.
  1977. #3 - (Aquaman, Poison Ivy) There are five graffitis that need to washed away.
  1978. 1. On the first floor, at the right end.
  1979. 2. The second floor, near the window to the mini-Batwing.
  1980. 3. On the third floor, next to the magnet wall.
  1981. 4. On the fourth floor (second area) to the right of the electric floor.
  1982. 5. In the secret Poison Ivy area (see #7)
  1983. #4 - Hop in the little Batwing ride on the second floor.
  1984. #5 - (Luthor) There's a Batwing behind a window on the second floor. Use the
  1985. Deconstructor on the door to the right, then on the craft itself.
  1986. #6 - In the second area, near the electric floor, go back behind the elevator.
  1987. #7 - (Poison Ivy) In the second area, next to the electric floor is a flower
  1988. bed. Use it as Poison Ivy, then smash the four purple and silver spheres in
  1989. the next room.
  1990. #8 - At the rooftop, use Robin's Hazard Suit on the tank to your left (not
  1991. the one with the canister inside it). Once it fills, the tank across the
  1992. gap in the roof will also fill, opening it up.
  1993. #9 - (Luthor) At the end of the rooftop, use the Deconstructor on the little
  1994. wall to the right of the robot.
  1995. Citizen - At the final Robot fight on the rooftop, fly up to the platforms on
  1996. the left and smack the mooks.
  1997. #10 - At the final Robot fight, fly up on the platform on the left and smash
  1998. the blue and black boxes.
  1999. Vehicle: Batboat (Minikit)
  2000.  
  2001. ==================
  2002. 6O. Heroes Unite =
  2003. ==================
  2004.  
  2005. #1 - Wrench open the nearby orange-handled crate with super strength.
  2006. #2 - (Free Play) Use Freeze Breath on five fires. They're pretty obviously
  2007. scattered around the area. The one by the silver capsule on the left doesn't
  2008. count, but get that anyway.
  2009. #3 - (Joker) Walk behind the robot to the left to find a Joker Box.
  2010. #4 - (Aquaman, Riddler) To the right of the robot is a Riddler Box, but you
  2011. can't get to it without using Aquaman to clean up the gunk in front of it.
  2012. Citizen - (Sonic) Use a sonic weapon to open the car to the left.
  2013. #5 - (Free Play) On the left of the area is a capsule. Blow out the fire in
  2014. front of it, then assemble the grapple point, and grapple its door down.
  2015. #6 - Use Cyborg's laser on the gold on the back of the robot's neck, then fly
  2016. to the canister.
  2017. #7 - (Free Play) Fly straight up as Superman and blast the door off the
  2018. hovering helicopter, then fly inside.
  2019. #8 - (Penguin) Use a Penguin Bomb to blow up the silver bin on the right, then
  2020. assemble the uplink and use Batman or Robin to call in a helicopter which
  2021. will drop a gun. Get on the gun and shoot down ten little green robots that
  2022. come after you.
  2023. #9 - (Joker) BEFORE breaking the robot's left arm, use Joker to charge up the
  2024. generator to the right of its hand, near the "WAYNE" sign.
  2025. #10 - (Aquaman) After the robot's left arm breaks and goo starts coming out,
  2026. clean it up with Aquaman.
  2027. Vehicle: Wonder Woman's Invisible Jet (Minikit)
  2028.  
  2029. ******************************************************************************
  2030. 7. GOTHAM CITY EXPLORATION
  2031. ******************************************************************************
  2032.  
  2033. The basics of Gotham were described in Section 4, so let's go into severe
  2034. detail about all the stuff you can find in the city, and there's a LOT of
  2035. stuff to find. I've separated the sections largely based on the object
  2036. types.
  2037.  
  2038. Don't forget that you can bring up the map any time after Mission 4, and scan
  2039. the map by pressing Triangle on the cursor to momentarily make the items
  2040. visible.
  2041.  
  2042. As some basic rules, I wouldn't even try most of this stuff until you at least
  2043. get Superman and can easily travel around the city. Even then, you're really
  2044. better off holding off on the majority of the collecting until you complete
  2045. the game and unlock Gotham Free Play, allowing you to quickly switch between
  2046. any character, because there's little more discouraging than when you're
  2047. raring to collect items and you can't switch to Robin or Superman when you
  2048. need them.
  2049.  
  2050. The items are as follows:
  2051.  
  2052. ---
  2053.  
  2054. Remote Terminals:
  2055.  
  2056. These show up as white dots on the map, and there are 23 in the city. For
  2057. many of them, all you have to do is walk up to them and throw the lever to
  2058. activate them. Each one will allow you to contact Alfred to get a view of the
  2059. map that will allow you to fast travel to another terminal you've opened or
  2060. call in a vehicle. Each terminal allows you to call only one type of vehicle,
  2061. except the Batcave, which has all three.
  2062.  
  2063. The terminal does one last thing: it allows you to see the immediate area on
  2064. the map, and you'll be able to scan that area for other collectibles.
  2065. Obviously, you can't scan for other terminals, but the terminals are rather
  2066. easily found, as they have a bright red light shooting up into the sky which
  2067. turns blue once you use them, so spotting them should be pretty easy once you
  2068. get control of Superman, and I suggest taking care of all of those first on
  2069. your trip to completing the game.
  2070.  
  2071. While many terminals are open and can be activated by anyone, several are
  2072. locked using golden locks that require Superman's heat vision, because they
  2073. give you access to water and air vehicles, and two are "deconstructed",
  2074. requiring you to use Flash to reassemble them. This is because of the
  2075. villains they unlock. Speaking of which...
  2076.  
  2077. ---
  2078.  
  2079. Villains:
  2080.  
  2081. Every time you access a terminal (except for the Batcave), a villain will
  2082. appear nearby. Go up to the villain and you'll engage in a rather easy
  2083. battle. Once you drain their hearts, they'll raise their hands in surrender
  2084. and you can purchase them. Even if you can't afford them or don't want them
  2085. yet, they will remain in surrender indefinitely. Villains will be quite
  2086. obvious on the map as their portraits. You don't even need to scan for them.
  2087.  
  2088. ---
  2089.  
  2090. Gold Bricks:
  2091.  
  2092. This is the meat of the exploration, which is why I've dedicated three sections
  2093. to them. There are 154 Gold Bricks to be found out in Gotham, not counting
  2094. those you get automatically from Citizens in Peril, so yeah, a big list.
  2095. Despite this vast number, many of the means to get Gold Bricks can be broken
  2096. down into several types:
  2097.  
  2098. 1. Suit Obstacle Course: Somewhere on the street (or rarely higher up) is a
  2099. suit pad for Batman or Robin. Once you get that, you can follow a trail of
  2100. studs to the Gold Brick. Many of these courses will require you to switch
  2101. to a different suit in the process, but they're all relatively straight-
  2102. forward. I'll point out any that may be a little weird.
  2103.  
  2104. 2. Destroy Objects: Several objects are grouped in a circle or a line, and
  2105. smashing them all will cause a Gold Brick to appear. The objects will
  2106. come back if you take too long smashing the rest, so chop-chop.
  2107.  
  2108. 3. Under Gold: A whole bunch of bricks are quite simply encased in gold,
  2109. either in a literal cage, usually at the very top of a building, or under a
  2110. circular cap, which you'll very often find at the top of the giant LEGO man
  2111. statues, but can find in other capacities. You'll almost always have to
  2112. fly to these, so bring out Superman and his mad heat vision.
  2113.  
  2114. 4. Vehicle Race: Most of the water and air vehicles you buy have a race course
  2115. very close to the place you bought them. For water vehicles, you should see
  2116. two blinking orange buoys in the water, and for air vehicles, you'll see an
  2117. x-shaped floating gate. Take your vehicle through the first one and the rest
  2118. will pop up, and you'll have a limited time to get through each gate. Your
  2119. time fully resets after each gate, so only worry about the next one. Also,
  2120. you *must* be in a vehicle to do these, no fair flying on your own.
  2121.  
  2122. 5. Carnival Games: I'll describe these in more detail in the pertinent
  2123. section, but suffice to say that the amusement park is chock full of games
  2124. to win and rides to ride, all that can give you a Gold Brick.
  2125.  
  2126. 6. Other: There are a few Gold Bricks that are simply inside an object that
  2127. a villain can open, like a Riddler Box or a black object that needs to be
  2128. deconstructed, and there are two that are actually right out in the open,
  2129. only they're in water. I'll explain those as we get to them.
  2130.  
  2131. ---
  2132.  
  2133. Citizens in Peril:
  2134.  
  2135. Scattered throughout Gotham are 35 poor souls who just wanted to take a trip
  2136. down to the deli but suddenly found themselves in quite the predicament.
  2137. It will be up to you to save them. They'll always be at street level, so
  2138. don't think you need to go searching buildings for them. There are four types
  2139. of problems citizens could find themselves in:
  2140.  
  2141. 1. Poison Ivy Plant - A large flytrap plant has chowed down on a citizen.
  2142. Using Batman or Robin, aim a Batarang at the three parts sticking out of it
  2143. to release the person.
  2144.  
  2145. 2. Fire Hydrant Mishap - A citizen is caught in the gushing torrent of a fire
  2146. hydrant gone rogue. You'll need some kind of ice power to freeze the water
  2147. so they can slide down. Most often, this will be Superman's Freeze Breath.
  2148.  
  2149. 3. Frozen Solid - Completely encased in ice is how you'll find this citizen.
  2150. Use heat vision (like Superman's or Cyborg's) to free them.
  2151.  
  2152. 4. Penguin Holdup - One of Penguin's little minions has this innocent
  2153. cornered. Simply smash the Penguin to free them.
  2154.  
  2155. The CIP show up as purple dots on your map.
  2156.  
  2157. ---
  2158.  
  2159. Red Bricks:
  2160.  
  2161. The coveted extras of the game are scattered in the form of 20 Red Bricks
  2162. throughout Gotham, and they show up as red dots on your map. They're largely
  2163. villain focused, and are quite simple puzzles, if they're puzzles at all apart
  2164. from just finding them and using the villain's special ability. There are
  2165. four types:
  2166.  
  2167. 1. Riddler Box - You'll need the Riddler to tap the right sequence on this
  2168. box to open it.
  2169.  
  2170. 2. Joker Box - You'll need the Joker's fancy balloons to lift this one open.
  2171.  
  2172. 3. Black Bin - These small black boxes have blue sparkles and require Lex
  2173. Luthor's Deconstructor to break.
  2174.  
  2175. 4. Mini-vehicle Minigame - Lastly are these ones that don't require any
  2176. villain. You'll have two little control setups and once you activate them
  2177. with circle, you'll take control of a little vehicle in the mini-arena in
  2178. front of you. Press Square to attack your enemies and clean the arena out
  2179. to get the brick. There are two types: one with cars that have hammers
  2180. attached, and one with battleships that fire missiles to their sides.
  2181.  
  2182. ---
  2183.  
  2184. Vehicles:
  2185.  
  2186. Vehicles will show up on your map as small pictures of themselves. There are
  2187. XX vehicles parked all around Gotham. Earning them is as simple as walking
  2188. up to them, pressing Circle, and buying them. Be aware that many are quite
  2189. expensive. As a general rule, ground vehicles are found in parking lots,
  2190. water vehicles are found in the water, and air vehicles are found on rooftops.
  2191.  
  2192. ---
  2193.  
  2194. Gold LEGO Doors:
  2195.  
  2196. Finally, we have these doors that have extra characters for you to buy. They
  2197. appear as grayish gate objects on your map. For each character you'll have to
  2198. earn a certain number of Gold Bricks so you can assemble the door. Once you
  2199. do, the character will hop out and you can buy them. Be aware that many doors
  2200. are above ground level, and the vast majority are found while you progress in
  2201. one of the Suit Obstacle Courses.
  2202.  
  2203. ---
  2204.  
  2205. Bonus Level:
  2206.  
  2207. In the center of Gotham City Park is something that looks like a character
  2208. door in the middle of nowhere, and requires 175 Gold Bricks to open. Once
  2209. you assemble it, you can access the bonus level, which will get you a Gold
  2210. Brick upon completion.
  2211.  
  2212. ======================
  2213. 7A. Remote Terminals =
  2214. ======================
  2215.  
  2216. North Island:
  2217.  
  2218. Batcave -
  2219. Location: Center of the north island
  2220. Needed to Unlock: Nothing, automatically open at the beginning of the game
  2221. Function: All three types of vehicles, but you need Superman to unlock the
  2222. Water and Air Vehicles
  2223.  
  2224. Arkham Asylum -
  2225. Location: Western point of north island, just north of the asylum itself.
  2226. Needed to Unlock: Switch flip
  2227. Function: Ground Vehicles
  2228.  
  2229. Harbourside Theater -
  2230. Location: East of the theater in the northeast corner of the north island.
  2231. Needed to Unlock: Switch flip
  2232. Function: Ground Vehicles
  2233.  
  2234. Yacht Club -
  2235. Location: Southwest of the theater, on the south side of the small body of
  2236. water at the north end.
  2237. Needed to Unlock: The Flash
  2238. Function: Water Vehicles
  2239.  
  2240. Gotham Funland Entrance -
  2241. Location: In the big parking lot west of the amusement park.
  2242. Needed to Unlock: Switch flip
  2243. Function: Ground Vehicles
  2244.  
  2245. Amusement Mile -
  2246. Location: At the north end of the amusement park by the water.
  2247. Needed to Unlock: Superman
  2248. Function: Air Vehicles
  2249.  
  2250. Botanic Gardens -
  2251. Location: At the parking lot north of the gardens. Take the road near the
  2252. Batcave that drive up to the mountain.
  2253. Needed to Unlock: Switch flip
  2254. Function: Ground Vehicles
  2255.  
  2256. Metro Station (North) -
  2257. Location: In the southeast part of the north island, travel down the main
  2258. road to find it.
  2259. Needed to Unlock: Switch flip
  2260. Function: Ground Vehicles
  2261.  
  2262. ---
  2263.  
  2264. Central Island:
  2265.  
  2266. Water Works -
  2267. Location: Northeast corner of the central island
  2268. Needed to Unlock: Switch flip
  2269. Function: Ground Vehicles
  2270.  
  2271. Metro Station (Central) -
  2272. Location: Travel south across the north bridge to find this next to the
  2273. metro station.
  2274. Needed to Unlock: Switch flip
  2275. Function: Ground Vehicles
  2276.  
  2277. Power Station -
  2278. Location: East part of central island.
  2279. Needed to Unlock: Switch flip
  2280. Function: Ground Vehicles
  2281.  
  2282. Gotham Park -
  2283. Location: Center of central island, near the fountain.
  2284. Needed to Unlock: Superman
  2285. Function: Air Vehicles
  2286.  
  2287. Gotham Beach -
  2288. Location: Beach at the west side of the island.
  2289. Needed to Unlock: Superman
  2290. Function: Water Vehicles
  2291.  
  2292. Gotham Zoo -
  2293. Location: South of the park.
  2294. Needed to Unlock: Switch flip
  2295. Function: Ground Vehicles
  2296.  
  2297. Ace Chemicals -
  2298. Location: At the southwest part of the central island.
  2299. Needed to Unlock: The Flash
  2300. Function: Ground Vehicles
  2301.  
  2302. ---
  2303.  
  2304. South Island:
  2305.  
  2306. City Hall -
  2307. Location: West part of south island, in front of City Hall
  2308. Needed to Unlock: Switch flip
  2309. Function: Ground Vehicles
  2310.  
  2311. Gotham Hospital -
  2312. Location: Near the big cross-shaped building that glows red.
  2313. Needed to Unlock: Switch flip
  2314. Function: Ground Vehicles
  2315.  
  2316. Gotham Police Station -
  2317. Location: South part of the south island, southwest of the tower.
  2318. Needed to Unlock: Switch flip
  2319. Function: Ground Vehicles
  2320.  
  2321. Wayne Tower -
  2322. Location: On top of the giant tower on the south island.
  2323. Needed to Unlock: Superman
  2324. Function: Air Vehicles
  2325.  
  2326. Gotham Cathedral -
  2327. Location: Northeast of the giant tower.
  2328. Needed to Unlock: Switch flip
  2329. Function: Ground Vehicles
  2330.  
  2331. Gotham Bank -
  2332. Location: Northeast part of the south island
  2333. Needed to Unlock: Switch flip
  2334. Function: Ground Vehicles
  2335.  
  2336. Metro Station (South) -
  2337. Location: Southeast part of the south island
  2338. Needed to Unlock: Switch flip
  2339. Function: Ground Vehicles
  2340.  
  2341. Gotham Observatory -
  2342. Location: Little island southeast of south island
  2343. Needed to Unlock: Superman
  2344. Function: Water Vehicles
  2345.  
  2346. ==============
  2347. 7B. Villains =
  2348. ==============
  2349.  
  2350. Remember that you need the Terminals to make the villains appear, so you won't
  2351. be able to get Lex and the Joker until after beating the story.
  2352.  
  2353. North Island
  2354.  
  2355. Captain Boomerang -
  2356. District: Arkham Asylum
  2357. Location: In the main prison yard.
  2358. Battle: Hit him with Batarangs three times while dodging his boomerangs.
  2359. Price: 100,000
  2360.  
  2361. Harley Quinn -
  2362. District: Gotham Funland Entrance
  2363. Location: Just inside the amusement park to the east of the terminal.
  2364. Battle: Harley will flip around invincible. Once she stops to throw a
  2365. hammer at you, hit her with a Batarang.
  2366. Price: 125,000
  2367.  
  2368. Poison Ivy -
  2369. District: Botanic Gardens
  2370. Location: Inside the gardens, go up the first set of stairs to find her in a
  2371. side room.
  2372. Battle: This is one of the more involved battles. After you punch Ivy, she'll
  2373. warp to another location in the gardens. You will likely have to climb a
  2374. set of stairs to reach the top.
  2375. Price: 125,000
  2376.  
  2377. Scarecrow -
  2378. District: Amusement Mile
  2379. Location: Inside the giant pumpkin near the terminal.
  2380. Battle: First smash the fear gas dispensers, then punch him three times.
  2381. Price: 125,000
  2382.  
  2383. Mad Hatter -
  2384. District: Harbourside Theater
  2385. Location: Right in front of the theater.
  2386. Battle: The Hatter will create clones of crazy people. Only one is the
  2387. Hatter himself. Punch him three times.
  2388. Price: 100,000
  2389.  
  2390. Lex Luthor -
  2391. District: Yacht Club
  2392. Location: On top of the clubhouse itself.
  2393. Battle: Punch him three times while avoiding his Deconstructor.
  2394. Price: 250,000
  2395.  
  2396. Ra's Al Ghul -
  2397. District: Metro Station (North)
  2398. Location: Fly to the top of the building just north of the terminal.
  2399. Battle: Punch him three times while avoiding his sword.
  2400. Price: 100,000
  2401.  
  2402. ---
  2403.  
  2404. Central Island
  2405.  
  2406. Killer Croc -
  2407. District: Water Works
  2408. Location: Beneath the works. You need to take the Hazard Suit by the entrance
  2409. to the building, then drop down and clean up all the gunk before Croc will
  2410. appear.
  2411. Battle: Punch Croc three times while avoiding his attacks.
  2412. Price: 125,000
  2413.  
  2414. Sinestro -
  2415. District: Metro Station (Central)
  2416. Location: Fly to the top of a building just east of the station itself.
  2417. Battle: Punch Sinestro three times. Be sure you do this as Green Lantern so
  2418. you can get the trophy.
  2419. Price: 125,000
  2420.  
  2421. Killer Moth -
  2422. District: Power Station
  2423. Location: Fly to the top of the station near the giant lightbulb.
  2424. Battle: Throw the nearby switch so the lightbulb turns off and you can punch
  2425. KM.
  2426. Price: 100,000
  2427.  
  2428. Brainiac -
  2429. District: Gotham Park
  2430. Location: Just southwest of the fountain in the park.
  2431. Battle: As Brainiac is invulnerable, you'll need someone equally invulnerable
  2432. to damage him, like Superman.
  2433. Price: 500,000
  2434.  
  2435. Bane -
  2436. District: Gotham Beach
  2437. Location: North of the beach terminal.
  2438. Battle: Punch him three times while avoiding his attacks.
  2439. Price: 125,000
  2440.  
  2441. The Penguin -
  2442. District: Gotham Zoo
  2443. Location: Inside the Arctic World globe, in the big arena halfway up.
  2444. Battle: You'll need to fend off his goons while you fight. Punch him three
  2445. times.
  2446. Price: 500,000
  2447.  
  2448. The Joker -
  2449. District: Ace Chemicals
  2450. Location: On top of the main building, just above the terminal.
  2451. Battle: Joker will grab you with his electric buzzer just like in the story
  2452. battle. Switch to the other character and punch him three times.
  2453. Price: 250,000
  2454.  
  2455. ---
  2456.  
  2457. South Island
  2458.  
  2459. Two-Face -
  2460. District: City Hall
  2461. Location: On the roof of City Hall
  2462. Battle: You'll have to deal with his mooks as well as Harvey himself.
  2463. Price: 125,000
  2464.  
  2465. Hush -
  2466. District: Gotham Hospital
  2467. Location: On the roof at the center point.
  2468. Battle: Punch Hush three times while avoiding his attacks.
  2469. Price: 100,000
  2470.  
  2471. Catwoman -
  2472. District: Police Station
  2473. Location: On the rooftop of the station.
  2474. Battle: Punch Catwoman three times whilea avoiding her attacks.
  2475. Price: 125,000
  2476.  
  2477. The Riddler -
  2478. District: Wayne Tower
  2479. Location: On the very top of the tower.
  2480. Battle: You'll have to deal with his mooks as well as the Riddler himself.
  2481. Price: 125,000
  2482.  
  2483. Man-Bat -
  2484. District: Gotham Cathedral
  2485. Location: In the bell tower of the cathedral. Blast away the gold bell with
  2486. Superman.
  2487. Battle: Punch Man-Bat three times while avoiding his sonic attacks.
  2488. Price: 500,000
  2489.  
  2490. Clayface -
  2491. District: Gotham Bank
  2492. Location: Behind the bank on its east side.
  2493. Battle: Punch Clayface three times while avoiding his attacks.
  2494. Price: 100,000
  2495.  
  2496. General Zod -
  2497. District: Metro Station (South)
  2498. Location: On top of a building north of the station.
  2499. Battle: As Zod is invulnerable, you'll need someone equally invulnerable to
  2500. damage him, like Superman. Use Superman anyway for the trophy.
  2501. Price: 500,000
  2502.  
  2503. Mister Freeze -
  2504. District: Gotham Observatory
  2505. Location: On the roof of the observatory.
  2506. Battle: You'll have to deal with his mooks as well as Freeze himself.
  2507. Price: 500,000
  2508.  
  2509. ================================
  2510. 7C. Gold Bricks - North Island =
  2511. ================================
  2512.  
  2513. Arkham Asylum/Botanic Gardens Area
  2514.  
  2515. #1
  2516. Location: Inside Arkham, the maze in the center.
  2517. Type: Suit Obstacle Course
  2518. Notes: Uses the Elec, Power, and Bat Suits.
  2519.  
  2520. #2
  2521. Location: The main tower of Arkham, starting point to the west of the
  2522. exit in the inner yard.
  2523. Type: Suit Obstacle Course
  2524. Notes: Uses Elec and Sensor suits.
  2525.  
  2526. #3
  2527. Location: Slightly north of Arkham, off the west end of the road.
  2528. Type: Destroy Objects
  2529. Notes: Five plants in a circle
  2530.  
  2531. #4
  2532. Location: Northwest corner, near a hilltop.
  2533. Type: Destroy Objects
  2534. Notes: Five trees in a row
  2535.  
  2536. #5
  2537. Location: From the guard shack outside Arkham, head east to find a cave in
  2538. the mountainside.
  2539. Type: Destroy Objects
  2540. Notes: Five rocky plants in a cluster.
  2541.  
  2542. #6
  2543. Location: Just east of the Botanic Gardens terminal.
  2544. Type: Destroy Objects
  2545. Notes: Two rock clusters next to each other
  2546.  
  2547. #7
  2548. Location: In a clearing northwest of the Botanic Gardens.
  2549. Type: Destroy Objects
  2550. Notes: Five plants in a circle.
  2551.  
  2552. ---
  2553.  
  2554. Gotham Funland Entrance/Amusement Mile Area
  2555.  
  2556. #8
  2557. Location: The center of the funland parking lot.
  2558. Type: Destroy Objects
  2559. Notes: Nine orange cones in a circle
  2560.  
  2561. #9 #10 #11 #12 #13
  2562. Location: Amusement Park
  2563. Type: Carnival Game
  2564. Notes: There are five games called "Bat in a Bucket". Hit all the buckets
  2565. with a Batarang.
  2566.  
  2567. #14 #15 #16
  2568. Location: Amusement Park
  2569. Type: Carnival Game
  2570. Notes: There are three games called "Sock a Croc". Step on the button to
  2571. drop the hammer on the crocodiles.
  2572.  
  2573. #17 #18 #19
  2574. Location: Amusement Park
  2575. Type: Carnival Game
  2576. Notes: There are three games called "Clown Spray". Take the nearby Hazard
  2577. Suit and fill up each of the clowns with water.
  2578.  
  2579. #20 #21 #22
  2580. Location: Amusement Park
  2581. Type: Carnival Game
  2582. Notes: There are three games called "Hook a Duck". Push the button to drop
  2583. the fishing line and knock against each of the three ducks to win.
  2584.  
  2585. #23
  2586. Location: Amusement Park
  2587. Type: Carnival Game
  2588. Notes: In the southwest corner of the park is a twisty slide. Enter at the
  2589. bottom and slide all the way down.
  2590.  
  2591. #24
  2592. Location: Amusement Park
  2593. Type: Carnival Game
  2594. Notes: Ride the teacups in the central area.
  2595.  
  2596. #25
  2597. Location: Amusement Park
  2598. Type: Carnival Game
  2599. Notes: Ride the rocket ship spinner in the central area.
  2600.  
  2601. #26
  2602. Location: Amusement Park
  2603. Type: Carnival Game
  2604. Notes: Ride the Ferris Wheel in the central area.
  2605.  
  2606. #27
  2607. Location: Amusement Park
  2608. Type: Carnival Game
  2609. Notes: Ride the Roller Coaster. Entrance is in the northeast corner.
  2610.  
  2611. #28
  2612. Location: Amusement Park
  2613. Type: Carnival Game
  2614. Notes: Rider the Bumper Cars. You have to successfully smash your opponent
  2615. to get the brick.
  2616.  
  2617. ---
  2618.  
  2619. Theater/Yacht Club Area
  2620.  
  2621. #29
  2622. Location: Just west of the theater.
  2623. Type: Destroy Objects
  2624. Notes: Six fire hydrants in a circle.
  2625.  
  2626. #30 #31 #32 #33
  2627. Location: Surrounding the theater are LEGO statues blowing on bugles.
  2628. Type: Under Gold
  2629. Notes: The bugle openings are the gold
  2630.  
  2631. #34
  2632. Location: On top of the theater, close to the entrance.
  2633. Type: Under Gold
  2634. Notes: A golden cage
  2635.  
  2636. #35
  2637. Location: Just south of the theater on your left travelling away from it.
  2638. Type: Suit Obstacle Course
  2639. Notes: This course uses the Acrobat Suit.
  2640.  
  2641. #36
  2642. Location: Just south of the theater on your right travelling away from it.
  2643. Type: Suit Obstacle Course
  2644. Notes: This course uses the Sensor Suit.
  2645.  
  2646. #37
  2647. Location: Directly opposite the road to the Yacht Club. Head southeast.
  2648. Type: Suit Obstacle Course
  2649. Notes: This course uses the Power Suit.
  2650.  
  2651. #38
  2652. Location: South/southeast of the Yacht Club, northwest of the metro station,
  2653. in a little park with a fountain.
  2654. Type: Destroy Objects
  2655. Notes: Four bushes in a circle.
  2656.  
  2657. #39
  2658. Location: The docks near the Yacht Club.
  2659. Type: Vehicle Race (Water)
  2660.  
  2661. ---
  2662.  
  2663. Batcave/Metro Station (North) Area
  2664.  
  2665. #40
  2666. Location: Southwest of the Batcave in the water. Exit from the Batcave in a
  2667. watercraft and sit in the water until it appears on your right.
  2668. Type: Vehicle Race (Water)
  2669. Notes: You may have to wait a while for the race start point to appear.
  2670.  
  2671. #41
  2672. Location: Southeast of the Batcave in the air. Exit from the Batcave in an
  2673. aircraft and hold position until the gate appears in front of you.
  2674. Type: Vehicle Race (Air)
  2675. Notes: You may have to wait a while for the race start point to appear.
  2676.  
  2677. #42
  2678. Location: Go east from the north bridge and down the hill.
  2679. Type: Destroy Objects
  2680. Notes: Four trees in a circle.
  2681.  
  2682. #43
  2683. Location: This one starts west of the Metro Station (North) behind the
  2684. building.
  2685. Type: Suit Obstacle Course
  2686. Notes: This course uses the Acrobat Suit.
  2687.  
  2688. #44
  2689. Location: This starts east of the Metro Station behind a building. It's
  2690. right near where the Bat Dodgem sits.
  2691. Type: Suit Obstacle Course
  2692. Notes: This course uses the Sensor Suit and is unique in the sense that there's
  2693. a point where you have to turn *off* your invisiblity so a camera can see you
  2694. and a platform will extend.
  2695.  
  2696. #45
  2697. Location: Go a couple of blocks east of the Metro Station terminal and you'll
  2698. see a Magnet Suit on your left.
  2699. Type: Suit Obstacle Course
  2700. Notes: Uses the Magnet and Acrobat Suits.
  2701.  
  2702. #46
  2703. Location: Head east from the Metro Station terminal, then turn south until you
  2704. see a Bat Suit at the end of the road.
  2705. Type: Suit Obstacle Course
  2706. Notes: Uses the Bat, Power, and another Bat Suit.
  2707.  
  2708. #47
  2709. Location: At the far east end from the Metro Station terminal is an Elec Suit.
  2710. Type: Suit Obstacle Course
  2711. Notes: Uses the Elec, Power, and another Elec Suit.
  2712.  
  2713. #48
  2714. Location: At the far east end from the Metro Station terminal is a fountain.
  2715. Type: Destroy Objects
  2716. Notes: Four bushes in a circle.
  2717.  
  2718. ==================================
  2719. 7D. Gold Bricks - Central Island =
  2720. ==================================
  2721.  
  2722. Water Works/Metro Station (Central)/Power Station Area
  2723.  
  2724. NOTE: I consider this area everything to the east of the street that starts
  2725. from the northern bridge and goes straight down to the south island.
  2726.  
  2727. #49
  2728. Location: Just south of the Water Works lined up against the road.
  2729. Type: Destroy Objects
  2730. Notes: Five bushes in a line.
  2731.  
  2732. #50
  2733. Location: The block southwest of the Water Works on the west side (near a
  2734. Sensor Suit).
  2735. Type: Destroy Objects
  2736. Notes: Five flower boxes in a line.
  2737.  
  2738. #51
  2739. Location: The block southwest of the Water Works on the west side.
  2740. Type: Suit Obstacle Course
  2741. Notes: This course uses the Sensor Suit.
  2742.  
  2743. #52
  2744. Location: The block southwest of the Water Works, near where you purchase the
  2745. LexCorp Micro-VTOL.
  2746. Type: Vehicle Race
  2747. Notes: Race starts just north of the VTOL's position.
  2748.  
  2749. #53
  2750. Location: Head south from the northern bridge and you'll see an Acrobat Suit
  2751. on your left.
  2752. Type: Suit Obstacle Course
  2753. Notes: This course uses the Acrobat Suit.
  2754.  
  2755. #54
  2756. Location: Above the Metro Station (Central) there is a LEGO statue holding up
  2757. a long bar.
  2758. Type: Under Gold
  2759. Notes: The cap on its head.
  2760.  
  2761. #55
  2762. Location: From the Metro Station (Central) terminal, head south down the street
  2763. and you'll see a Magnet Suit on your left.
  2764. Type: Suit Obstacle Course
  2765. Notes: This course uses the Magnet Suit. At the top, use the magnet to place
  2766. the enclosed ball in each of the four corners.
  2767.  
  2768. #56
  2769. Location: One block east of the Metro Station (Central) terminal has a double-
  2770. towered building. Fly to top of the north tower.
  2771. Type: Destroy Objects
  2772. Notes: Four blue water towers in a circle.
  2773.  
  2774. #57
  2775. Location: One block southeast of the Metro Station (Central) terminal is a
  2776. LEGO man statue clinging to the northwest side of the building.
  2777. Type: Under Gold
  2778. Notes: The cap on its head.
  2779.  
  2780. #58
  2781. Location: One block south of the Metro Station (Central) terminal is a
  2782. building with two big black gargoyles at the top.
  2783. Type: Under Gold
  2784. Notes: The gold cage at the top.
  2785.  
  2786. #59
  2787. Location: One block south of the Metro Station (Central) terminal on the tops
  2788. of the buildings, near the Police Helicopter.
  2789. Type: Vehicle Race (Air)
  2790.  
  2791. #60
  2792. Location: One block southwest of the Power Station terminal is a LEGO man
  2793. statue.
  2794. Type: Under Gold
  2795. Notes: The cap on its head.
  2796.  
  2797. #61
  2798. Location: Directly north from the Power Station terminal is a Hazard Suit.
  2799. Type: Suit Obstacle Course
  2800. Notes: This course uses the Hazard Suit.
  2801.  
  2802. #62
  2803. Location: Go two blocks west of the Power Station terminal, then go to the
  2804. southern block (an open square). Take the Acrobat Suit and follow the
  2805. stud trail to the SOUTH.
  2806. Type: Suit Obstacle Course
  2807. Notes: This course uses the Acrobat Suit.
  2808.  
  2809. #63
  2810. Location: Go two blocks west of the Power Station terminal, then go to the
  2811. southern block (an open square). Take the Acrobat Suit and follow the
  2812. stud trail to the NORTH.
  2813. Type: Suit Obstacle Course
  2814. Notes: Uses Acrobat and Magnet Suits.
  2815.  
  2816. #64
  2817. Location: The docks east of the Power Station, next to the Speedboat.
  2818. Type: Vehicle Race (Water)
  2819.  
  2820. #65
  2821. Location: From the southeast corner of the park, go to the next block to the
  2822. east, where there's a LEGO man statue climbing the building.
  2823. Type: Under Gold
  2824. Notes: The cap on its head.
  2825.  
  2826. #66
  2827. Location: From the southeast corner of the park, go to the next block to the
  2828. east, to the top of the tallest building.
  2829. Type: Under Gold
  2830. Notes: A gold cage at the top.
  2831.  
  2832. #67
  2833. Location: From the southeast corner of the park, go to the next block to the
  2834. east and there's a grapple point on the west side of the block.
  2835. Type: Suit Obstacle Course
  2836. Notes: Uses Power and Bat Suits. It's interesting to note that the actual
  2837. brick for this is waaay across the park to the west, and you'll be gliding
  2838. that far.
  2839.  
  2840. #68
  2841. Location: From the north end of the southeastern bridge, travel west to find
  2842. a church, and a Bat Suit behind it.
  2843. Type: Suit Obstacle Course
  2844. Notes: This course uses the Bat Suit.
  2845.  
  2846. #69
  2847. Location: The docks southeast of the park, between the southern and
  2848. southeastern bridges, near the Sports Fishing Boat.
  2849. Type: Vehicle Race (Water)
  2850. Notes: This one starts pretty close to where the Speedboat-related one ends,
  2851. so you can do both in succession easily.
  2852.  
  2853. ---
  2854.  
  2855. Park/Zoo Area
  2856.  
  2857. NOTE: I consider this area everything between the major street that goes
  2858. from the northern bridge south, and the west side of the park, in a line
  2859. going south.
  2860.  
  2861. #70
  2862. Location: Just southwest of the bridge is a LEGO man statue.
  2863. Type: Under Gold
  2864. Notes: The cap on its head.
  2865.  
  2866. #71
  2867. Location: Just southwest off the bridge south of the LEGO man statue is a
  2868. climbing wall.
  2869. Type: Suit Obstacle Course
  2870. Notes: Uses the Power and Elec Suits.
  2871.  
  2872. #72
  2873. Location: Fly one block northwest of the Metro Station (Central) terminal and
  2874. search the southern building on that block.
  2875. Type: Destroy Objects
  2876. Notes: Four purple chimney in a square.
  2877.  
  2878. #73
  2879. Location: Start at the Metro Station (Central) terminal and head west on the
  2880. street.
  2881. Type: Destroy Objects
  2882. Notes: Five red fire hydrants in a line.
  2883.  
  2884. #74
  2885. Location: One block north of the park, in the southeast corner of the block
  2886. is an Acrobat Suit.
  2887. Type: Suit Obstacle Course
  2888. Notes: This course uses the Acrobat Suit, and you'll be climbing a LOT of poles
  2889. up to the very top of a skyscraper.
  2890.  
  2891. #75
  2892. Location: One block north of the park, go to the northeast corner.
  2893. Type: Destroy Objects
  2894. Notes: Four bike racks in a line.
  2895.  
  2896. #76
  2897. Location: One block north of the park, about halfway up the east side is a
  2898. grapple marker.
  2899. Type: Suit Obstacle Course
  2900. Notes: This course uses the Bat Suit.
  2901.  
  2902. #77
  2903. Location: One block north of the park, next to the skyscraper are two LEGO
  2904. man statues holding up the building. You want the one with platforms on its
  2905. back.
  2906. Type: Under Gold
  2907. Notes: The cap on its head.
  2908.  
  2909. #78
  2910. Location: One block north of the park, further north towards the water is a
  2911. Power Suit.
  2912. Type: Suit Obstacle Course
  2913. Notes: This course uses the Power Suit.
  2914.  
  2915. #79
  2916. Location: One block north of the park, further north towards the water is a
  2917. LEGO man statue.
  2918. Type: Under Gold
  2919. Notes: The cap on its head.
  2920.  
  2921. #80
  2922. Location: At the thin block northeast of the park on the west side.
  2923. Type: Destroy Objects
  2924. Notes: Six lamposts in a line.
  2925.  
  2926. #81
  2927. Location: At the thin block northeast of the park at the south point.
  2928. Type: Destroy Objects
  2929. Notes: Seven trees in a circle.
  2930.  
  2931. #82
  2932. Location: At the thin block northeast of the park, near the News Helicopter.
  2933. Type: Vehicle Race (Air)
  2934.  
  2935. #83
  2936. Location: Pond in the park, eastern section.
  2937. Type: Other
  2938. Notes: Drop down into the water as Hazard Suit Robin or Killer Croc and grab
  2939. this one.
  2940.  
  2941. #84
  2942. Location: Pond in the park, western section.
  2943. Type: Other
  2944. Notes: Drop down into the water as Hazard Suit Robin or Killer Croc and grab
  2945. this one.
  2946.  
  2947. #85
  2948. Location: Pond in the park, southeast corner.
  2949. Type: Vehicle Race (Water)
  2950. Notes: Get in the swan boats and paddle them through the race course.
  2951.  
  2952. #86
  2953. Location: South of the pond in the park is a small building with a Magnet
  2954. Suit.
  2955. Type: Suit Obstacle Course
  2956. Notes: Actually not really much of an obstacle course, just run up the side.
  2957.  
  2958. #87
  2959. Location: Head south from the bridge on the pond in the park.
  2960. Type: Destroy Objects
  2961. Notes: Six trees in a circle.
  2962.  
  2963. #88
  2964. Location: In the midwest portion of the park is a maze. Enter with Lex's
  2965. Deconstructor and go to the right.
  2966. Type: Other
  2967. Notes: The black bin in the corner.
  2968.  
  2969. #89
  2970. Location: In the midwest portion of the park is a maze. Start from the Power
  2971. Suit and head towards the center.
  2972. Type: Suit Obstacle Course
  2973. Notes: This course uses the Power Suit.
  2974.  
  2975. #90
  2976. Location: Head east from the maze to the center of the park.
  2977. Type: Destroy Objects
  2978. Notes: Five rock clusters in a circle.
  2979.  
  2980. #91
  2981. Location: The fountain at the center of the park.
  2982. Type: Destroy Objects
  2983. Notes: Six lampposts around the fountain.
  2984.  
  2985. #92
  2986. Location: Southeast corner of the park, near the LEGO statue on the nearby
  2987. building.
  2988. Type: Under Gold
  2989. Notes: A gold cage
  2990.  
  2991. #93
  2992. Location: Southeast corner of the park, underneath the LEGO statue.
  2993. Type: Other
  2994. Notes: Use Luthor's Deconstructor on the black bin.
  2995.  
  2996. #94
  2997. Location: The Gotham Zoo, in the Arctic World section. Search the enclosures
  2998. for polar bears.
  2999. Type: Other
  3000. Notes: Ride the bear along the stud trail to the brick.
  3001.  
  3002. #95
  3003. Location: The Gotham Zoo in the eastern cage area. Open the cages and take
  3004. a lion.
  3005. Type: Other
  3006. Notes: Ride the lion along the stud trail to the brick.
  3007.  
  3008. #96
  3009. Location: The Gotham Zoo in the eastern cage area. Open the cages and take
  3010. a giraffe.
  3011. Type: Other
  3012. Notes: Ride the giraffe along the stud trail to the brick.
  3013.  
  3014. #97
  3015. Location: The Gotham Zoo in the eastern cage area. Open the cages and take
  3016. a gorilla.
  3017. Type: Other
  3018. Notes: Ride the gorilla along the stud trail to the brick.
  3019.  
  3020. #98
  3021. Location: In the eastern part of the Zoo is a Power Suit.
  3022. Type: Suit Obstacle Course
  3023. Notes: This course uses the Power Suit.
  3024.  
  3025. ---
  3026.  
  3027. Beach/Ace Chemicals Area
  3028.  
  3029. NOTE: I consider this area to be everything to the west of the park.
  3030.  
  3031. #99
  3032. Location: From the northwest corner of the park, head northwest. At a
  3033. T-intersection, you should see a Magnet Suit.
  3034. Type: Suit Obstacle Course
  3035. Notes: Uses Magnet and Acrobat Suits. It also utilizes a cool slide.
  3036.  
  3037. #100
  3038. Location: Fly from the slide mentioned in the above entry to the top of the
  3039. building it stops from.
  3040. Type: Under Gold
  3041. Notes: A gold cage.
  3042.  
  3043. #101
  3044. Location: The Gotham Beach terminal. Call up any boat.
  3045. Type: Vehicle Race (Water)
  3046.  
  3047. #102
  3048. Location: Directly east from the Beach terminal is a LEGO man statue.
  3049. Type: Under Gold
  3050. Notes: The cap on its head.
  3051.  
  3052. #103
  3053. Location: Start from the north end of the park, then go west about a block
  3054. and a half until you see an Ice Suit on the south sidewalk.
  3055. Type: Suit Obstacle Course
  3056. Notes: This course uses the Ice Suit.
  3057.  
  3058. #104
  3059. Location: Start from the northwest corner of the park, then south along the
  3060. road, then west at the first turn. On the north side of the street will be
  3061. a church.
  3062. Type: Under Gold
  3063. Notes: Gold cage at the top.
  3064.  
  3065. #105
  3066. Location: Just northeast of the Ace Chemicals terminal is a LEGO man statue.
  3067. It's making a grimacing face.
  3068. Type: Under Gold
  3069. Notes: The cap on its head.
  3070.  
  3071. #106
  3072. Location: From the Beach terminal, there's a large green chemical spill on the
  3073. nearby street. Go east and you'll find a fenced in area. At the north end
  3074. of that area is a Bat Suit.
  3075. Type: Suit Obstacle Course
  3076. Notes: This course uses the Bat Suit.
  3077.  
  3078. #107
  3079. Location: Go to the five-sided block west of the park and you'll find an Elec
  3080. Suit at the east end.
  3081. Type: Suit Obstacle Course
  3082. Notes: Uses Elec and Power Suits.
  3083.  
  3084. #108
  3085. Location: On top of a building at the north end of the five-sided block west
  3086. of the park, near the Joker's Helicopter.
  3087. Type: Vehicle Race (Air)
  3088.  
  3089. #109
  3090. Location: Go to the five-sided block west of the park. There's a tall building
  3091. in the north corner of the block.
  3092. Type: Under Gold
  3093. Notes: The gold cage at the top.
  3094.  
  3095. #110
  3096. Location: Go to the triangle block just west of the park. Search the east
  3097. side of the block.
  3098. Type: Destroy Objects
  3099. Notes: Five green bins in a line.
  3100.  
  3101. #111
  3102. Location: Go to the triangle block just west of the park. There's an Acrobat
  3103. Suit at the north corner.
  3104. Type: Suit Obstacle Course
  3105. Notes: This course uses the Acrobat Suit.
  3106.  
  3107. #112
  3108. Location: Go to the five-sided block just east of the Ace Chemicals terminal.
  3109. Fly up to the LEGO man statue holding the green chemical vat.
  3110. Type: Under Gold
  3111. Notes: The cap on its head
  3112.  
  3113. #113
  3114. Location: Go to the five-sided block just east of the Ace Chemicals terminal.
  3115. At the west end of the block is a Hazard Suit.
  3116. Type: Suit Obstacle Course
  3117. Notes: This course uses the Hazard Suit. You'll have to switch liquids at
  3118. times to fill canisters.
  3119.  
  3120. #114
  3121. Location: The paralellogram block northwest of the zoo, at the far west side,
  3122. you'll see a Hazard Suit.
  3123. Type: Suit Obstacle Course
  3124. Notes: This course uses the Hazard Suit, and liquids of many colors.
  3125.  
  3126. #115
  3127. Location: The paralellogram block northwest of the zoo on top of a building
  3128. in the southeast corner. Near where you get Brainiac's UFO.
  3129. Type: Vehicle Race (Air)
  3130.  
  3131. #116
  3132. Location: Go east from the north end of the southwestern bridge to a LEGO
  3133. man statue.
  3134. Type: Under Gold
  3135. Notes: The cap on its head.
  3136.  
  3137. ================================
  3138. 7E. Gold Bricks - South Island =
  3139. ================================
  3140.  
  3141. City Hall/Hospital Area:
  3142.  
  3143. #117
  3144. Location: Go northwest from the City Hall block to find a Magnet Suit.
  3145. Type: Suit Obstacle Course
  3146. Notes: Uses Magnet and Hazard Suits, and requires some switching between the
  3147. two as you go.
  3148.  
  3149. #118
  3150. Location: Go far northwest of the City Hall block near the bridge to find a
  3151. tall building.
  3152. Type: Under Gold
  3153. Notes: A gold cage at the top.
  3154.  
  3155. #119
  3156. Location: Go northeast of the City Hall block to find a Bat Suit.
  3157. Type: Suit Obstacle Course
  3158. Notes: Uses all four Batman suits.
  3159.  
  3160. #120
  3161. Location: Far west of the City Hall block, near the Clown Goon Boat in the
  3162. water.
  3163. Type: Vehicle Race (Water)
  3164.  
  3165. #121
  3166. Location: Go southwest of the City Hall block to find a Bat Suit.
  3167. Type: Suit Obstacle Course
  3168. Notes: Uses Bat and Power Suits.
  3169.  
  3170. #122
  3171. Location: In the southwest corner of the City Hall block is a Hazard Suit.
  3172. Type: Suit Obstacle Course
  3173. Notes: This is a quick Hazard Suit course as you only have to fill the three
  3174. canisters.
  3175.  
  3176. #123
  3177. Location: In the southeast corner of the City Hall block.
  3178. Type: Destroy Objects
  3179. Notes: Five light green bushes in a circle.
  3180.  
  3181. #124
  3182. Location: Behind City Hall, at its north side is a Magnet Suit.
  3183. Type: Suit Obstacle Course
  3184. Notes: Uses Magnet and Acrobat Suits.
  3185.  
  3186. #125
  3187. Location: In the center of the block east of City Hall is a Magnet Suit.
  3188. Type: Suit Obstacle Course
  3189. Notes: Uses Magnet and Acrobat Suits.
  3190.  
  3191. #126
  3192. Location: Next to the Hospital terminal is a Sensor Suit.
  3193. Type: Suit Obstacle Course
  3194. Notes: Uses Sensor and Elec Suits.
  3195.  
  3196. #127
  3197. Location: Go southwest from the Hospital to find an Elec Suit.
  3198. Type: Suit Obstacle Course
  3199. Notes: Uses all four Batman Suits.
  3200.  
  3201. #128
  3202. Location: Travel west from the hospital to find a Riddler Box.
  3203. Type: Other
  3204. Notes: Use the Riddler to open it.
  3205.  
  3206. ---
  3207.  
  3208. Wayne Tower/Cathedral/Police Station Area
  3209.  
  3210. #129
  3211. Location: The top of Wayne Tower, from the terminal.
  3212. Type: Vehicle Race (Air)
  3213. Notes: Pick any aircraft and head west to the starting gate.
  3214.  
  3215. #130 #131
  3216. Location: On the west and eastern sides of the tower, halfway up.
  3217. Type: Under Gold
  3218. Notes: There are gold caps on either side of the building.
  3219.  
  3220. #132
  3221. Location: Beneath Wayne Tower, starting at the Power Suit.
  3222. Type: Suit Obstacle Course
  3223. Notes: Uses all four Batman Suits.
  3224.  
  3225. #133
  3226. Location: Northwest corner of the block beneath Wayne Tower.
  3227. Type: Under Gold/Suit Obstacle Course
  3228. Notes: This one's kind of unique as it starts as Superman opening a cage, but
  3229. switches to Batman, climbing up using the Power Suit.
  3230.  
  3231. #134
  3232. Location: Just east of Wayne Tower is a smaller skyscraper. Fly to the top.
  3233. Type: Under Gold
  3234. Notes: A gold cage at the top.
  3235.  
  3236. #135
  3237. Location: Go one block northwest of Wayne Tower and find a Bat Suit on the
  3238. north side of it.
  3239. Type: Suit Obstacle Course
  3240. Notes: Uses Bat and Power Suits.
  3241.  
  3242. #136
  3243. Location: Go straight north from the middle of Wayne Tower to find a Bat
  3244. Suit on the left side of the street.
  3245. Type: Suit Obstacle Course
  3246. Notes: Uses Bat, Power, and Elec Suits.
  3247.  
  3248. #137
  3249. Location: Go south of the central southern bridge to find a Magnet Suit.
  3250. Type: Suit Obstacle Course
  3251. Notes: Uses Magnet, Hazard, and Acrobat Suits.
  3252.  
  3253. #138
  3254. Location: From the southeast bridge, go south and west around the first
  3255. building to find an Acrobat suit north of the Cathedral.
  3256. Type: Suit Obstacle Course
  3257. Notes: Uses Acrobat, Hazard, and Ice Suits.
  3258.  
  3259. #139
  3260. Location: Cathedral, northeast corner.
  3261. Type: Destroy Objects
  3262. Notes: Five bushes in a circle.
  3263.  
  3264. #140
  3265. Location: Cathedral, southwest corner.
  3266. Type: Destroy Objects
  3267. Notes: Five bushes in a circle.
  3268.  
  3269. #141
  3270. Location: Starting just east of the Police Station terminal is an Ice Suit.
  3271. Type: Suit Obstacle Course
  3272. Notes: Uses Ice and Hazard Suits.
  3273.  
  3274. #142
  3275. Location: In the northeast corner of the Police Station (next to the minigame)
  3276. is a box with an orange handle.
  3277. Type: Other
  3278. Notes: Use a character with Super Strength.
  3279.  
  3280. #143
  3281. Location: Southwest from the Police Station block is an Acrobat Suit.
  3282. Type: Suit Obstacle Course
  3283. Notes: Uses Acrobat, Magnet, and Hazard Suits.
  3284.  
  3285. #144
  3286. Location: East of the Police Station block (south of the Ice Suit)
  3287. Type: Destroy Objects
  3288. Notes: Five blue phone booths in a line.
  3289.  
  3290. #145
  3291. Location: Southeast of the Police Station at the docks, near the Penguin
  3292. Submarine.
  3293. Type: Vehicle Race (Water)
  3294.  
  3295. ---
  3296.  
  3297. Bank/Metro Station (South) Area
  3298.  
  3299. #146
  3300. Location: Immediately southeast of the southeast bridge is an Acrobat Suit.
  3301. Type: Suit Obstacle Course
  3302. Notes: This course uses the Acrobat Suit.
  3303.  
  3304. #147
  3305. Location: In the eastern corner of the southern island (northeast of the
  3306. Bank terminal) is a Magnet Suit.
  3307. Type: Suit Obstacle Course
  3308. Notes: Uses Magnet, Acrobat, and Hazard Suits.
  3309.  
  3310. #148
  3311. Location: East of the Bank terminal behind the bank is a Hazard Suit.
  3312. Type: Suit Obstacle Course
  3313. Notes: Uses Hazard and Magnet Suits.
  3314.  
  3315. #149
  3316. Location: Just east of the cathedral is a Bat Suit.
  3317. Type: Suit Obstacle Course
  3318. Notes: Uses Bat, Elec, Power, and another Bat Suit.
  3319.  
  3320. #150
  3321. Location: From the metro station itself (not the terminal), go east along the
  3322. road until it curves north and you should find a Power Suit.
  3323. Type: Suit Obstacle Course
  3324. Notes: Uses Power, Bat, and another Power Suit.
  3325.  
  3326. #151
  3327. Location: East of the Metro Station (South) terminal is an Acrobat Suit.
  3328. Type: Suit Obstacle Course
  3329. Notes: Uses Acrobat, Magnet, and Ice Suits.
  3330.  
  3331. ---
  3332.  
  3333. Gotham Observatory Area
  3334.  
  3335. #152
  3336. Location: At the bottom of the observatory building near the docks.
  3337. Type: Other
  3338. Notes: A black bin needing Luthor's Deconstructor.
  3339.  
  3340. #153
  3341. Location: At the Observatory terminal.
  3342. Type: Vehicle Race (Water)
  3343. Notes: Pull up any boat for this.
  3344.  
  3345. #154
  3346. Location: The LEGO man statue on the observatory.
  3347. Type: Under Gold
  3348. Notes: There's a gold cap on its telescope.
  3349.  
  3350. =======================
  3351. 7F. Citizens In Peril =
  3352. =======================
  3353.  
  3354. As there are "merely" 35 Citizens, and they tend to stand out in the open, I've
  3355. only given basic directions to find each of them, as a quick map scan should
  3356. easily tell you which one I'm talking about.
  3357.  
  3358. ---
  3359.  
  3360. North Island
  3361.  
  3362. #1
  3363. Location: West of the road to Arkham.
  3364. Type: Plant
  3365.  
  3366. #2
  3367. Location: Northwest corner of island.
  3368. Type: Plant
  3369.  
  3370. #3
  3371. Location: Northwest of the parking lot north of Botanic Gardens.
  3372. Type: Plant
  3373.  
  3374. #4
  3375. Location: South of Botanic Gardens.
  3376. Type: Plant
  3377.  
  3378. #5
  3379. Location: In the amusement park, in the southwest corner, but not on the
  3380. boardwalk. Go southwest on the upper level past the "Clown Spray" game.
  3381. Type: Penguin Minion
  3382.  
  3383. #6
  3384. Location: Just east of the Harbourside Theater.
  3385. Type: Ice Block
  3386.  
  3387. #7
  3388. Location: West of the Metro Station (North) terminal.
  3389. Type: Fire Hydrant
  3390.  
  3391. ---
  3392.  
  3393. Central Island
  3394.  
  3395. #8
  3396. Location: Southwest of the Water Works terminal.
  3397. Type: Ice Block
  3398.  
  3399. #9
  3400. Location: Go one block north of the park, then go to the northeast corner of
  3401. that block.
  3402. Type: Fire Hydrant
  3403.  
  3404. #10
  3405. Location: Go one block north of the park, then west.
  3406. Type: Fire Hydrant
  3407.  
  3408. #11
  3409. Location: Go one block southeast of Metro Station (Central).
  3410. Type: Fire Hydrant
  3411.  
  3412. #12
  3413. Location: The thin block northeast of the park, at its northwestern corner.
  3414. Type: Ice Block
  3415.  
  3416. #13
  3417. Location: The thin block northeast of the park, at the southern tip of it.
  3418. Type: Fire Hydrant
  3419.  
  3420. #14
  3421. Location: One block south of the Metro Station (Central) terminal, at the
  3422. block's south end.
  3423. Type: Penguin Minion
  3424.  
  3425. #15
  3426. Location: Northeast of the Gotham Beach terminal.
  3427. Type: Penugin Minion
  3428.  
  3429. #16
  3430. Location: Just east of Ace Chemicals.
  3431. Type: Plant
  3432.  
  3433. #17
  3434. Location: The five-sided block west of the park.
  3435. Type: Ice Block
  3436.  
  3437. #18
  3438. Location: The parallelogram block northwest of the Zoo terminal.
  3439. Type: Ice Block
  3440.  
  3441. #19
  3442. Location: West of the Zoo terminal, near the water.
  3443. Type: Plant
  3444.  
  3445. #20
  3446. Location: Northwest of the Power Station terminal.
  3447. Type: Fire Hydrant
  3448.  
  3449. #21
  3450. Location: Directly south of the Power Station terminal.
  3451. Type: FIre Hydrant
  3452.  
  3453. #22
  3454. Location: Directly west of the Power Station terminal.
  3455. Type: Penguin Minion
  3456.  
  3457. #23
  3458. Location: Just west of the north end of the southeastern bridge, near a
  3459. church.
  3460. Type: Plant
  3461.  
  3462. ---
  3463.  
  3464. South Island
  3465.  
  3466. #24
  3467. Location: North of the City Hall block.
  3468. Type: Ice Block
  3469.  
  3470. #25
  3471. Location: Northwest of the City Hall block.
  3472. Type: Penguin Minion
  3473.  
  3474. #26
  3475. Location: Southwest of the City Hall block.
  3476. Type: Plant
  3477.  
  3478. #27
  3479. Location: East of the City Hall block.
  3480. Type: Penguin Minion
  3481.  
  3482. #28
  3483. Location: In the same block as the Hospital, at the northeast corner.
  3484. Type: Penguin Minion
  3485.  
  3486. #29
  3487. Location: West of the Police Station, near the water.
  3488. Type: Ice Block
  3489.  
  3490. #30
  3491. Location: Southeast of the Police Station.
  3492. Type: Plant
  3493.  
  3494. #31
  3495. Location: From the south end of the southeast bridge, go west.
  3496. Type: Ice Block
  3497.  
  3498. #32
  3499. Location: Northwest corner of the Cathedral block.
  3500. Type: Plant
  3501.  
  3502. #33
  3503. Location: Northeast of the Bank terminal.
  3504. Type: Penguin Minion
  3505.  
  3506. #34
  3507. Location: East of the Metro Station (South) terminal.
  3508. Type: Fire Hydrant
  3509.  
  3510. #35
  3511. Location: Directly south of the Cathedral.
  3512. Type: Ice Block
  3513.  
  3514. ================
  3515. 7G. Red Bricks =
  3516. ================
  3517.  
  3518. North Island
  3519.  
  3520. Attract Studs -
  3521. Location: In the Batcave, fly to the east from the main area.
  3522. Type: Black Bin for Deconstructor
  3523. Price: 50,000
  3524.  
  3525. Disguises -
  3526. Location: On top of Arkham Asylum.
  3527. Type: Joker Box
  3528. Price: 50,000
  3529.  
  3530. Regenerate Hearts -
  3531. Location: In the mountainside west of Botanic Gardens.
  3532. Type: Riddler Box
  3533. Price: 50,000
  3534.  
  3535. Beep Beep -
  3536. Location: In the amusement park, in the southwest corner, but not on the
  3537. boardwalk. Go southwest on the upper level past the "Clown Spray" game.
  3538. Type: Joker Box
  3539. Price: 50,000
  3540.  
  3541. Fall Rescue -
  3542. Location: East of the Harbourside Theater.
  3543. Type: Joker Box
  3544. Price: 50,000
  3545.  
  3546. Studs x8 -
  3547. Location: South of the Metro Station (North) terminal.
  3548. Type: Black Bin for Deconstructor
  3549. Price: 400,000
  3550.  
  3551. ---
  3552.  
  3553. Central Island
  3554.  
  3555. Character Studs -
  3556. Location: Metro Station (Central), right near the green arrows.
  3557. Type: Riddler Box
  3558. Price: 50,000
  3559.  
  3560. Gold Brick Finder -
  3561. Location: Northeast of the Beach terminal.
  3562. Type: Riddler Box
  3563. Price: 50,000
  3564.  
  3565. Vine Grapples -
  3566. Location: Southwest of the Ace Chemicals terminal, behind the building.
  3567. Type: Joker Box
  3568. Price: 50,000
  3569.  
  3570. Minikit Piece Finder -
  3571. Location: Northwest portion of the park, near the water.
  3572. Type: Minigame (Battleships)
  3573. Price: 50,000
  3574.  
  3575. Extra Toggle -
  3576. Location: Southwest end of the Zoo.
  3577. Type: Riddler Box
  3578. Price: 50,000
  3579.  
  3580. Studs x6 -
  3581. Location: Northwest of the Power Station terminal.
  3582. Type: Black Bin for Deconstructor
  3583. Price: 300,000
  3584.  
  3585. Studs x2 -
  3586. Location: East of the Power Station terminal.
  3587. Type: Minigame (Hammer Cars)
  3588. Price: 100,000
  3589.  
  3590. Super Build -
  3591. Location: Go two blocks west of the Power Station terminal, then south into the
  3592. open square. Just southeast of the center monument.
  3593. Type: Riddler Box
  3594. Price: 50,000
  3595.  
  3596. ---
  3597.  
  3598. South Island
  3599.  
  3600. Studs x10 -
  3601. Location: Southeast of the Bank terminal.
  3602. Type: Black Bin for Deconstructor
  3603. Price: 500,000
  3604.  
  3605. Invincibility -
  3606. Location: Top of Wayne Tower.
  3607. Type: Riddler Box
  3608. Price: 200,000
  3609.  
  3610. Peril Finder -
  3611. Location: At the northeast corner of the Cathedral grounds.
  3612. Type: Riddler Box
  3613. Price: 50,000
  3614.  
  3615. Studs x4 -
  3616. Location: To the east of the Police Station.
  3617. Type: Minigame (Hammer Cars)
  3618. Price: 200,000
  3619.  
  3620. Red Brick Finder -
  3621. Location: Far west of City Hall, near the water.
  3622. Type: Minigame (Battleships)
  3623. Price: 50,000
  3624.  
  3625. Extra Hearts -
  3626. Location: On the steps in front of City Hall.
  3627. Type: Riddler Box
  3628. Price: 50,000
  3629.  
  3630. ==============
  3631. 7H. Vehicles =
  3632. ==============
  3633.  
  3634. North Island
  3635.  
  3636. Giant Dodgem -
  3637. Location: Northeast corner of the amusement park parking lot.
  3638. Price: 500,000
  3639.  
  3640. Harley Quinn's Monster Truck -
  3641. Location: West side of the amusement park parking lot.
  3642. Price: 1,000,000
  3643.  
  3644. Bat Dodgem -
  3645. Location: East of the Metro Station (North) terminal.
  3646. Price: 75,000
  3647.  
  3648. Pumpkin Car -
  3649. Location: At the southeast corner of the north island.
  3650. Price: 50,000
  3651.  
  3652. LexCorp Limousine -
  3653. Location: Parked in front of the Yacht Club.
  3654. Price: 250,000
  3655.  
  3656. ---
  3657.  
  3658. Central Island
  3659.  
  3660. LexCorp Micro-VTOL -
  3661. Location: Southwest of the Water Works on top of a building.
  3662. Price: 1,000,000
  3663.  
  3664. Killer Croc's Speedboat -
  3665. Location: Underneath the Water Works.
  3666. Price: 750,000
  3667.  
  3668. Bane's Mole Machine -
  3669. Location: North of the park at the water's edge.
  3670. Price: 1,000,000
  3671.  
  3672. Joker's Speedboat -
  3673. Location: Northeast of the Beach terminal.
  3674. Price: 750,000
  3675.  
  3676. Joker Digger -
  3677. Location: West of the Ace Chemicals terminal.
  3678. Price: 150,000
  3679.  
  3680. News Reporter Van -
  3681. Location: In the middle of the five-sided block west of the park.
  3682. Price: 55,000
  3683.  
  3684. Joker's Helicopter -
  3685. Location: On top of the building at the north end of the five-sided block west
  3686. of the park.
  3687. Price: 250,000
  3688.  
  3689. News Helicopter -
  3690. Location: Go to the thin block northeast of the park and find this on the
  3691. top of a building.
  3692. Price: 150,000
  3693.  
  3694. Brainiac's UFO -
  3695. Location: Go northwest of the Zoo terminal to find this on a building in the
  3696. southeast corner of the block.
  3697. Price: 750,000
  3698.  
  3699. Speedboat -
  3700. Location: In the water east of the Power Station terminal.
  3701. Price: 450,000
  3702.  
  3703. Sports Fishing Boat -
  3704. Location: In the water southeast of the park, between the southern and
  3705. southeastern bridges.
  3706. Price: 450,000
  3707.  
  3708. Police Helicopter -
  3709. Location: Go one block south of the Metro Station (Central) terminal and search
  3710. the tops of buildings.
  3711. Price: 200,000
  3712.  
  3713. Catwoman's Motorcycle -
  3714. Location: Go one block south of the Metro Station (Central) terminal and search
  3715. between buildings.
  3716. Price: 150,000
  3717.  
  3718. ---
  3719.  
  3720. South Island
  3721.  
  3722. Clown Goon Boat -
  3723. Location: Far west of City Hall at the docks.
  3724. Price: 100,000
  3725.  
  3726. Two Face's Truck -
  3727. Location: Southeast corner of the City Hall block.
  3728. Price: 250,000
  3729.  
  3730. LexCorp Juggernaut -
  3731. Location: To the northeast of the Bank terminal.
  3732. Price: 1,000,000
  3733.  
  3734. Fire Engine -
  3735. Location: North of the Cathedral in a parking lot.
  3736. Price: 100,000
  3737.  
  3738. Police Riot Truck -
  3739. Location: South of the Cathedral in a parking lot.
  3740. Price: 100,000
  3741.  
  3742. Ambulance -
  3743. Location: Southwest corner of Hospital.
  3744. Price: 100,000
  3745.  
  3746. Police Car -
  3747. Location: To the east of the Metro Station (South) terminal.
  3748. Price: 100,000
  3749.  
  3750. Penguin's Submarine -
  3751. Location: Southeast of the Police Station.
  3752. Price: 150,000
  3753.  
  3754. =====================
  3755. 7I. Gold LEGO Doors =
  3756. =====================
  3757.  
  3758. North Island
  3759.  
  3760. Alfred -
  3761. Location: The north front door of Wayne Manor.
  3762. Gold Bricks Required: 35
  3763. Price: 125,000
  3764.  
  3765. Policeman -
  3766. Location: The guard shack just outside Arkham.
  3767. Gold Bricks Required: 15
  3768. Price: 25,000
  3769.  
  3770. Dick Grayson -
  3771. Location: The top of the Harbourside Theater.
  3772. Gold Bricks Required: 40
  3773. Price: 125,000
  3774.  
  3775. Lois Lane -
  3776. Location: Southwest of the Harbourside Theater, on a roof near a Sensor Suit
  3777. Obstacle Course.
  3778. Gold Bricks Required: 25
  3779. Price: 125,000
  3780.  
  3781. Black Canary -
  3782. Location: Southwest of the Metro Station (North) terminal, on a roof near an
  3783. Acrobat Suit Obstacle Course.
  3784. Gold Bricks Required: 150
  3785. Price: 500,000
  3786.  
  3787. Huntress -
  3788. Location: East of the Metro Station (North) terminal, on a roof near a Magnet
  3789. Suit Obstacle Course.
  3790. Gold Bricks Required: 50
  3791. Price: 125,000
  3792.  
  3793. ---
  3794.  
  3795. Central Island
  3796.  
  3797. Hawkman -
  3798. Location: On a roof just south of the northern bridge, near an Acrobat Suit
  3799. Obstacle Course.
  3800. Gold Bricks Required: 60
  3801. Price: 125,000
  3802.  
  3803. Martian Manhunter -
  3804. Location: On the big skyscraper north of the park, near the top.
  3805. Gold Bricks Required: 175
  3806. Price: 125,000
  3807.  
  3808. Aquaman -
  3809. Location: On a roof east of the Beach terminal.
  3810. Gold Bricks Required: 70
  3811. Price: 125,000
  3812.  
  3813. Hawkgirl -
  3814. Location: On a roof southeast of the Ace Chemicals terminal, near a Hazard Suit
  3815. Obstacle Course.
  3816. Gold Bricks Required: 55
  3817. Price: 125,000
  3818.  
  3819. Batgirl -
  3820. Location: On a roof west of the Power Station terminal, right next to a Gold
  3821. Brick from a Suit Obstacle Course.
  3822. Gold Bricks Required: 65
  3823. Price: 125,000
  3824.  
  3825. Supergirl -
  3826. Location: Southeast of Gotham Park, on top of a building next to a Bat Suit
  3827. that you need a Power Suit to get to.
  3828. Gold Bricks Required: 250
  3829. Price: 125,000
  3830.  
  3831. ---
  3832.  
  3833. South Island
  3834.  
  3835. Clark Kent -
  3836. Location: North of the City Hall block, on a roof near a Bat Suit Obstacle
  3837. Course.
  3838. Gold Bricks Required: 100
  3839. Price: 125,000
  3840.  
  3841. Vicki Vale -
  3842. Location: On a roof east of the Bank terminal.
  3843. Gold Bricks Required: 20
  3844. Price: 125,000
  3845.  
  3846. Bruce Wayne -
  3847. Location: Top of the Wayne Tower.
  3848. Gold Bricks Required: 45
  3849. Price: 125,000
  3850.  
  3851. Commissioner Gordon -
  3852. Location: The front of the Police Station (west side).
  3853. Gold Bricks Required: 30
  3854. Price: 125,000
  3855.  
  3856. ===================================
  3857. 7J. Bonus Level: LEGO Gotham City =
  3858. ===================================
  3859.  
  3860. This is the bonus level that shows up in all LEGO games, a completely LEGO-
  3861. crafted area wherein you have to collect a million studs. As is the habit
  3862. with these things, you're given very little explanation for how to get
  3863. through it, and finding those last few studs can be quite a bear.
  3864.  
  3865. ---
  3866.  
  3867. Characters: Batman, Robin, Clark Kent
  3868.  
  3869. Walkthrough -
  3870. This LEGO Gotham City is split up into three areas, just like the not-quite-
  3871. so-LEGO Gotham City you've been running around. Heck, you'll even see
  3872. landmarks here that remind you of how Gotham is laid out.
  3873.  
  3874. You'll start on the left, (the north area). Note that while you have Clark,
  3875. he can't fly in his civilian getup. So, bash EVERYTHING that isn't nailed
  3876. down. Also, walk over the seeds in the grass to make flowers you can smash.
  3877. Also, ride the rollercoaster and check under the tracks for studs. Now,
  3878. push that green switch near the glowing rocket ride. You'll knock off the
  3879. rockets, leaving you able to smash up the ride and get a Hazard Suit for your
  3880. troubles.
  3881.  
  3882. Use the Hazard Suit to clean up all the gunk to the left, and the purple
  3883. to the north. Also, spray water on all the plants, then smash them. Now,
  3884. let's turn the valve by the bridge to lower it. Also, check in-between the
  3885. holes on the bridge towers for some more studs.
  3886.  
  3887. Okay, on the central island, smash everything, as you'd expect. Also, take
  3888. the Bat Suit, then head back to the left and sonic all the glass. Smash the
  3889. two penguins in front of the big globe on the center island and the Penguin
  3890. will join your little party. Send a Penguin Bomb into one of the igloos and
  3891. you'll knock the globe over. Bust up all the pieces left over and get the
  3892. studs inside. Also, use the Penguin Bombs on the silver cages all around
  3893. the animals. You can get on the lion and it will leave a stud trail to
  3894. follow. Hold off on that "LEGO" sign in the back corner. We'll get back to
  3895. it. Now, using the Bat Suit, glide across the water to the right and assemble
  3896. the bridge for everyone else.
  3897.  
  3898. So, on the right (south) island, I'd say the first order of business is going
  3899. to that telephone booth and turning Clark into Superman. You can now get
  3900. every stud on top of things and fly around the whole area. Clean up all the
  3901. loose stuff on this island, and you'll find an Elec Suit under the car at
  3902. the back end. Let's take some other things item by item:
  3903.  
  3904. - There's a Batmobile at the far right, ride it to the left, and turn the
  3905. valve at the first bridge so it becomes a ramp you can fly off and grab all
  3906. the studs.
  3907.  
  3908. - At the end of the right side is a telescope which is in one of the bins with
  3909. a pull handle. Once you assemble it, there's NOTHING else you can do with
  3910. it besides turn it with the nearby ball socket, and it won't get you any
  3911. studs.
  3912.  
  3913. - Electricity. There are three generators. One's on the very far left in
  3914. the amusement park area. One's in the middle island in the lower left, and
  3915. the last is on the bridge tower connecting central and right: build the
  3916. zipline on the right hand tower and zip over. You can use each of these
  3917. three charges in the mini Power Station on the back of the central island,
  3918. and you can destroy a few parts (but not all) of the station. Moving the
  3919. switch inside merely gets you access to the studs back there. Also, take
  3920. a charge of electricity over to the crane on the right island for a Power
  3921. Suit.
  3922.  
  3923. - Once you get that Power Suit, you can blast the hospital away. The
  3924. wheelchair inside doesn't do anything, but make sure you smash it all. There
  3925. are a few other inconsequential objects that are shiny silver, too. The
  3926. Acrobat Suit inside the hospital can be used for the telescope, but that's
  3927. it.
  3928.  
  3929. - The bumper cars. Once you take away the electricity from there, assemble
  3930. the dodgem and ride it through all the studs.
  3931.  
  3932. - The subway. Smash the tree in the zoo area from the top down and put
  3933. together the Magnet Suit. Climb up the left tower with the blue wall and
  3934. magnet the zipline together so Batman can reach the Sensor Suit. Use it
  3935. to enter either camera-monitored metro station and you'll start riding
  3936. on the subway. Throw the switch in there to open the doors, and smash
  3937. everything and collect all the passing studs.
  3938.  
  3939. - The LEGO sign on the central island. Use the right hand switch to fix the
  3940. "O", then second switch to fix the "E". Charging up the Power Station will
  3941. give you that "L" from the broken Gotham sign, and step on the button at just
  3942. the right time for the "G".
  3943.  
  3944. - Ace Chemicals and Wayne Tower. Use heat vision on the gold can at the
  3945. top, then stand on the red button (yes, that's a button). Clean up the fires
  3946. and turn the valve to get a Joker Robot. Run with it over to the east and
  3947. use its Deconstructor on the big bat at the far right. You can also use its
  3948. Deconstructor on other areas.
  3949.  
  3950. That should be most of it. Just smash, smash, and look behind things. You
  3951. can't destroy quite *everything*, but most of those things I mentioned give
  3952. you the lion's share of the studs.
  3953.  
  3954. ---
  3955.  
  3956. Free Play - The only significant thing to note about Free Play is that you'll
  3957. have whatever characters you want, so you can open the Joker and Riddler
  3958. Boxes to make life easier. Also, you get a reward for this: Harley Quinn's
  3959. Motorbike.
  3960.  
  3961. ******************************************************************************
  3962. 8. CHARACTERS
  3963. ******************************************************************************
  3964.  
  3965. There are fifty characters in this game, not counting the ten available
  3966. custom characters that appear on the left and right sides of the character
  3967. grid. Several of the heroes you get during the course of the game, but others,
  3968. as well as the civilians, must be found in Gold LEGO Doors throughout the
  3969. city (see Section 7I). As for the goon characters, you'll be attacked by them
  3970. on the streets. Punch up several of them and the last one will surrender, and
  3971. you can purchase him.
  3972.  
  3973. =====================
  3974. 8A. Hero Characters =
  3975. =====================
  3976.  
  3977. * Batman * - Available at beginning
  3978.  
  3979. The Dark Knight, the Caped Crusader, the Protector of Gotham City. Batman's
  3980. fight against crime began in tragedy when he personally saw his parents
  3981. murdered at the age of 8 by a simple mugger. After years of extensive
  3982. physical and mental training, Batman donned a black costume with a bat
  3983. motif in order to strike fear into the hearts of his enemies.
  3984.  
  3985. Abilities:
  3986. Batarang: Hold down Square and bring the crosshair over your foes to target
  3987. them with a Batarang. You can select up to five targets at once.
  3988. Grapple Gun: Hold down Square and target an orange grapple point to grapple
  3989. to it. On certain grapple targets, you can also press Circle while
  3990. standing underneath. There are both vertical grapple targets that you pull
  3991. yourself up to, and horizontal grapple targets that you use to pull things
  3992. down.
  3993.  
  3994. Sensor Suit - After Mission 1
  3995. This fancy black suit is designed around sight and stealth.
  3996. Invisibility: Press Circle at any time and Batman will turn invisible.
  3997. Enemies won't target him and sweeping security cameras will not be able to
  3998. see him. It can be deactivated by attacking.
  3999. X-Ray Vision: Not only can this function allow you to see through people, but
  4000. there are green walls in certain areas that Batman can stand in front of and
  4001. press Circle to see through. You can then manipulate certain objects inside
  4002. by looking around, like a pipe or wire.
  4003.  
  4004. Power Suit - After Mission 2
  4005. This buff-looking suit gives Batman both serious firepower and punching power.
  4006. Ground Pound: In midair, press Square to slam the ground with an area
  4007. effect, destroying bricks and bad guys alike.
  4008. Rockets: Tap Circle to fire a rocket. You can also aim your rocket firing
  4009. using Square. Hold down Circle to detonate any active rockets. You can
  4010. use rockets to blow up silver LEGO objects.
  4011. Super Strength: You can pull on orange handles. Press Circle near the handle
  4012. and tap it repeatedly to employ your vast strength.
  4013. NOTE: Batarangs are disabled for this suit.
  4014.  
  4015. Bat Suit - After Mission 3
  4016. This slick suit with purple highlights combines the best of the previous
  4017. game's Glide and Sonic suits.
  4018. Glide: Hold the X button in midair to glide, greatly extending your horizontal
  4019. distance.
  4020. Sonic Gun: This suit's main weapon is used with both the Square and Circle
  4021. buttons. Tap Square to fire it at the nearest target, or hold down Square
  4022. to manually target a shot. Hold down Circle to emit a steady sonic beam,
  4023. or tap Circle to shoot the ground beneath you for an area effect. Sonic
  4024. bursts can disrupt and break clear glass LEGO objects.
  4025. NOTE: Batarangs are disabled for this suit.
  4026.  
  4027. Electricity Suit - After Mission 4
  4028. This suit has blue highlights and focuses are electricity, of course.
  4029. Electric Immunity: Batman can walk, climb, or jump on any object that has
  4030. electricity running over it and not suffer any ill effects. Note that
  4031. Batman in this suit is the ONLY CHARACTER that is immune to electricity.
  4032. Electric Absorb/Transfer: Certain objects with electricity flying off them
  4033. will let Batman stand in front of them, press Circle, and absorb the
  4034. electricity. This will remove the electric problem from the immediate
  4035. area. Batman can then transfer that electricity to a similar point,
  4036. charging it up, thereby putting something in motion.
  4037. Ground Pound: Only when Batman has electricity charging him can he press
  4038. Square in midair to deliver an area effect shocking attack.
  4039.  
  4040. ---
  4041.  
  4042. * Robin * - Available at beginning
  4043.  
  4044. The Boy Wonder, Robin is Batman's partner/sidekick. Throughout history
  4045. there have been multiple Robins, but the Robin in this game is the first and
  4046. foremost: Dick Grayson.
  4047.  
  4048. Abilities:
  4049. Batarang: Hold down Square and bring the crosshair over your foes to target
  4050. them with a Batarang. You can select up to five targets at once.
  4051. Grapple Gun: Hold down Square and target an orange grapple point to grapple
  4052. to it. On certain grapple targets, you can also press Circle while
  4053. standing underneath. There are both vertical grapple targets that you pull
  4054. yourself up to, and horizontal grapple targets that you use to pull things
  4055. down.
  4056.  
  4057. Acrobat Suit - After Mission 1
  4058. This light blue suit is a throwback to Dick's earliest profession and expands
  4059. on his already incredible acrobatic abilities.
  4060. Double Jump: Press X in midair and Robin will jump a second time, higher than
  4061. any other suit.
  4062. Staff Throw: Hold down Square to target Robin's staff. You can use it to
  4063. attack enemies or attach to a blue and white wall socket.
  4064. Staff Swing: Robin can swing from his staff or any other poles attached to
  4065. the wall to reach new heights. Press X to repeatedly jump up to the next
  4066. pole.
  4067. Pole Climb: There are vertical blue and white poles that Robin can latch
  4068. onto and climb only while in this suit.
  4069. Wall Jump: There are specialized blue and white walls that Robin can use to
  4070. bounce back and forth to climb them.
  4071. Acrobat Ball: Tap Circle and Robin will be encase himself in a hamster ball
  4072. thing. Roll into a large square floor panel called a "ball socket" and
  4073. you'll be able to use it to open doors, adjust cranes, aim planetary
  4074. lasers, etc.
  4075. Ground Pound: While holding his staff, Robin can pound the ground with an
  4076. area effect by pressing Square while in midair.
  4077. NOTE: Batarangs are disabled for this suit.
  4078.  
  4079. Magnet Suit - After Mission 2
  4080. Returning from the last game, this suit with its stylish foot plates gives
  4081. Robin a magnetic personality.
  4082. Wall Walking: Metallic blue walls can be scaled by jumping onto them or by
  4083. pressing Circle nearby.
  4084. Magnet Power: Hold Circle near a blue metallic object and Robin will pull
  4085. out a magnet and automatically perform a special action with it, usually
  4086. moving it.
  4087.  
  4088. Ice Suit - After Mission 3
  4089. Sporting a stylish parka, Robin is ready to give bad guys the cold shoulder.
  4090. Freeze Ray: Robin's main weapon in this outfit is a freeze gun. Press
  4091. Square to shoot it, and you can target its shots by holding down the
  4092. Square button. These little ice shots can activate white freeze switches.
  4093. You can also hold down Circle for a constant ice stream, which can freeze
  4094. bad guys and waterfalls, which will allow you to climb them. You can also
  4095. put out LEGO fires.
  4096. Immunity to Cold: Although they're rare, if there are any freezing jets of
  4097. air, Robin can walk through them unhindered.
  4098. NOTE: Batarangs are disabled for this suit.
  4099.  
  4100. Hazard Suit - After Mission 4
  4101. This yellow protective suit gives Robin mastery over water and toxins.
  4102. Liquid Squirt: Robin's main weapon becomes this water gun, which you can
  4103. target using Square or spray about using Circle. The special thing about
  4104. this is that it comes with a depletable tank. If the tank empties, you
  4105. can't squirt and need to hop into a liquid to fill it up. The cool thing
  4106. is that *any* liquid will fill up the tank, and sometimes you need special
  4107. liquids for special circumstances. You can also use the liquid to put out
  4108. LEGO fires.
  4109. Water Walking: In his fully sealed suit, Robin can sink to the bottom of
  4110. any body of water and manipulate anything down there as if he were walking
  4111. through air. Use X to rise back out of the water.
  4112. Immunity to Toxins: Robin can splash around in green and purple good with a
  4113. smile on his face and a song in his heart.
  4114. NOTE: Batarangs are disabled for this suit.
  4115.  
  4116. ---
  4117.  
  4118. * Superman * - After Mission 7
  4119.  
  4120. The Man of Steel, the Last Son of Krypton, the Man of Tomorrow, the original
  4121. Flying Brick. Kal-El was born on Krypton, son of Jor-El, at a time when the
  4122. planet was about to be destroyed. Jor-El sent his only son to Earth, where
  4123. he learned of the incredible abilities granted to him by the Earth's yellow
  4124. sun. Under the guise of mild-mannered reporter Clark Kent, Superman protects
  4125. the city of Metropolis, and indeed the entire Earth.
  4126.  
  4127. Abilities:
  4128. Invulnerability: Will not take damage.
  4129. Flight: Press X in midair to begin flying. Hold X to rise and release all
  4130. buttons to slowly descend. Press Circle to cancel flying and drop to the
  4131. ground. In missions, steer using the Left Analog Stick in the direction
  4132. you wish. In Gotham, hold X to fly forward and steer with the Left Analog
  4133. Stick.
  4134. Ground Pound: Press X to jump, then Square to pound the ground with an area
  4135. effect.
  4136. Heat Vision: Hold down Square to use, and aim with the Left Analog Stick.
  4137. Will destroy objects made out of gold LEGOs.
  4138. Freeze Breath: Hold down Circle to use, which will freeze any LEGO water and
  4139. put out any LEGO fires.
  4140. X-Ray Vision: Just like Batman's Sensor Suit, Superman can stand in front
  4141. of green walls and look through them to adjust objects inside.
  4142. Super Build: Superman can construct buildable items much quicker than other
  4143. characters.
  4144.  
  4145. ---
  4146.  
  4147. * Green Lantern * - After Mission 14
  4148.  
  4149. Hal Jordan is the Green Lantern of Sector 2814 of the galaxy, the sector that
  4150. includes Earth. He is a member of the Green Lantern Corps, a galactic peace-
  4151. keeping force. Each Lantern has a Power Ring that allows them to shape their
  4152. thoughts into glowing green matter.
  4153.  
  4154. Abilities:
  4155. Flight
  4156. Ground Pound
  4157. Hard Light Constructs: Glowing green pieces can only be assembled by GL.
  4158. Hold down Circle to assemble them into some cool object.
  4159.  
  4160. ---
  4161.  
  4162. * Cyborg * - After Mission 14
  4163.  
  4164. After a horrible accident at STAR Labs, Victor Stone had much of his body
  4165. replaced with cybernetic ware that gave him incredible powers of strength, as
  4166. well as a variety of weaponry and the ability to interface with electronics.
  4167. He has been both a member of the Teen Titans and the Justice League.
  4168.  
  4169. Abilities:
  4170. Super Strength
  4171. Ground Pound
  4172. Heat Vision
  4173. Magnet Power: Cyborg is one of the few characters who can use magnets like
  4174. Magnet Suit Robin.
  4175.  
  4176. ---
  4177.  
  4178. * The Flash * - After Mission 15
  4179.  
  4180. Barry Allen is the Fastest Man Alive. A chemical accident combined with a
  4181. lightning strike gave him the ability of super speed and agility. He's a
  4182. long-time member of the Justice League.
  4183.  
  4184. Abilities:
  4185. Super Speed: Barry's running speed is a good twice the fast of any other
  4186. character in the game.
  4187. Reconstruct: With his control over speed and molecules, Barry can put back
  4188. together items destroyed by Luthor's Deconstructor.
  4189.  
  4190. ---
  4191.  
  4192. * Wonder Woman * - After Mission 15
  4193.  
  4194. Diana is the princess (or perhaps queen) of the Amazons on Themyscira.
  4195. Combined with the strength and longevity of the Amazon warriors, she also
  4196. possesses armor forged by the gods and a Lasso of Truth.
  4197.  
  4198. Abilities:
  4199. Invulnerability
  4200. Flight
  4201. Super Strength
  4202. Ground Pound
  4203. Tiara: Acts the same as a Batarang, can hit multiple long-range targets.
  4204. Lasso of Truth: Acts similar to Batman's grapple. Can be used to pull down
  4205. horizontal grapple points.
  4206.  
  4207. ---
  4208.  
  4209. * Martian Manhunter * - Found in Gotham City (North part of central island)
  4210.  
  4211. J'onn J'onnz is one of the last living Martians, and a founding member of the
  4212. Justice League. In this game, he maintains control of the League's space-
  4213. based Watchtower.
  4214.  
  4215. Abilities:
  4216. Flight
  4217. Super Strength
  4218. Ground Pound
  4219. Heat Vision
  4220.  
  4221. ---
  4222.  
  4223. * Aquaman * - Found in Gotham City (Northeast part of central island)
  4224.  
  4225. Orin, also known as Arthur Curry, is the king of the seas. He rules over
  4226. Atlantis, is a founding member of the Justice League, and has many ocean-
  4227. related powers, including the ability to communicate telepathically with
  4228. ocean life.
  4229.  
  4230. Abilities:
  4231. Super Strength
  4232. Ground Pound
  4233. Water Walking
  4234. Liquid Squirt: Aquaman is the only character who can do this besides Robin
  4235. in his Hazard Suit.
  4236.  
  4237. ---
  4238.  
  4239. * Hawkman * - Found in Gotham City (North part of central island)
  4240.  
  4241. Carter Hall is Hawkman, a member of the Justice League. He's also gone through
  4242. several identities and changes over the years. He has been an archaeologist,
  4243. a reincarnated Egyptian prince, or a police officer from Thanagar. His main
  4244. points are his ability to fly with wings and a mace made out of Nth metal.
  4245.  
  4246. Abilities:
  4247. Flight
  4248. Super Strength
  4249.  
  4250. ---
  4251.  
  4252. * Hawkgirl * - Found in Gotham City (West part of central island)
  4253.  
  4254. Like Hawkman, Hawkgirl has had several identities and histories, usually
  4255. inexorably tied to Hawkman. She has the same powers as he does. For the
  4256. sake of argument, we'll call her the current Hawkgirl, Shiera Sanders.
  4257.  
  4258. Abilities:
  4259. Flight
  4260. Super Strength
  4261.  
  4262. ---
  4263.  
  4264. * Huntress * - Found in Gotham City (Metro Station (North) area)
  4265.  
  4266. Yet another character who has been through several identities over the years.
  4267. She's been Helena Wayne and Helena Bertinelli, depending on the continuity.
  4268. The current one is Bertinelli. She's a vigilante and involved with the
  4269. Batman family. She's a talented martial artist and is armed with a crossbow.
  4270.  
  4271. Abilities:
  4272. Crossbow: Can be targeted like a Batarang
  4273.  
  4274. ---
  4275.  
  4276. * Batgirl * - Found in Gotham City (Power Station area)
  4277.  
  4278. As there have been multiple Robins, there have also been multiple Batgirls.
  4279. Given the red hair, the one used in this game seems to be Barbara Gordon,
  4280. daughter of Commissioner Gordon, who became Batgirl as a result of thwarting
  4281. a kidnapping while wearing a costume.
  4282.  
  4283. Abilities:
  4284. Batarang
  4285. Grapple Gun
  4286.  
  4287. NOTE: Batgirl CANNOT use any suits.
  4288.  
  4289. ---
  4290.  
  4291. * Supergirl * - Found in Gotham City (southeast corner of Gotham Park)
  4292.  
  4293. Kara Zor-El is Superman's cousin, and, while younger than him, has all of his
  4294. powers.
  4295.  
  4296. Abilities:
  4297. Same as Superman
  4298.  
  4299. ---
  4300.  
  4301. * Black Canary * - Found in Gotham City (Metro Station (North) area)
  4302.  
  4303. Dinah Lance is a superhero and member of the Justice League. In addition to
  4304. her powers of a sonic scream, she is also by far one of the finest martial
  4305. artists in the League, rivalling even Batman for ability. She's often used
  4306. to train heroes in combat.
  4307.  
  4308. Abilites:
  4309. Sonic Scream: Canary's scream has the same function as Batman's Bat Suit.
  4310. It can shatter glass.
  4311.  
  4312. ========================
  4313. 8B. Villain Characters =
  4314. ========================
  4315.  
  4316. Remember, with all villain characters, you need to hit the Remote Terminal in
  4317. that district and the villain will appear.
  4318.  
  4319. --
  4320.  
  4321. * Lex Luthor * - Yacht Club (after completing game)
  4322.  
  4323. Alexander Luthor is a billionaire industrialist and business man. He's also
  4324. a genius inventor. Unfortunately, this is coupled with a severe inferiority
  4325. complex as he worked so hard through his life to get where he was, and yet a
  4326. man in red and blue swoops in with incredible powers and gets all the
  4327. adoration.
  4328.  
  4329. Abilities:
  4330. Deconstructor: Lex is armed with a weapon of his own invention. This beam
  4331. weapon can be trained on any black object with blue sparkles. Hold the
  4332. beam on the object for a few moments and it will disassemble. When you see
  4333. a bright blue light where the object was, you can stop firing.
  4334.  
  4335. ---
  4336.  
  4337. * The Joker * - Ace Chemicals (after completing game)
  4338.  
  4339. The Clown Prince of Crime, the Comedy to Batman's Tragedy, the Joker is
  4340. Batman's greatest and most unpredictable nemesis. Driven insane after a
  4341. chemical accident made him look like a clown, the Joker's crimes focus
  4342. around a clown's antics, and his schemes always come with a punchline,
  4343. either to his intended target, or Batman himself, whom he claims he couldn't
  4344. exist without.
  4345.  
  4346. Abilities:
  4347. Machine Gun: Can be targeted like a Batarang
  4348. Immunity to Toxins
  4349. Joker Buzzer: Can by used to charge or absorb charge from any generators.
  4350. Can be used in place of the Elec Suit power.
  4351. Joker Box: Only Joker can open boxes with his face on them.
  4352.  
  4353. ---
  4354.  
  4355. * Harley Quinn * - Gotham Funland Entrance
  4356.  
  4357. Dr. Harlene Quinzell was a criminal psychologist working in Arkham Asylum
  4358. when she met the Joker. Developing a rapport with the maniac, she assisted
  4359. in his escape on more than one occasion. Following these numerous attempts,
  4360. what was a rapport became an obsession, and she fled her former life to
  4361. follow the Joker as his on-again/off-again girlfriend, a talented acrobat
  4362. wearing a harlequin costume.
  4363.  
  4364. Abilities:
  4365. Double Jump: All female villains have an extra jump.
  4366. Hammer Throw: Can be targeted like a Batarang
  4367. Ground Pound
  4368.  
  4369. ---
  4370.  
  4371. * The Riddler * - Wayne Tower
  4372.  
  4373. Edward Nigma is a genius crime mastermind. Obsessed with riddles, puzzles,
  4374. and word games, the Riddler often leaves clues to his next crime as a
  4375. challenge to his foes. These clues usually end up being his downfall when
  4376. he pairs off against the brilliant mind of Batman.
  4377.  
  4378. Abilities:
  4379. Riddler Box: Only the Riddler possesses the savvy to crack open these puzzle
  4380. boxes.
  4381.  
  4382. ---
  4383.  
  4384. * Two-Face * - City Hall
  4385.  
  4386. Former District Attorney of Gotham City, Harvey Dent was once a fighter of
  4387. justice and a good friend of Bruce Wayne's. After an accident left half of
  4388. his face scarred, a latent personality disorder and paranoia surfaced,
  4389. creating a villain with a grudge, who often makes decisions at the toss of a
  4390. coin, leaving chance to decide.
  4391.  
  4392. Abilities:
  4393. Pistols: Can be targeted like a Batarang
  4394.  
  4395. ---
  4396.  
  4397. * The Penguin * - Gotham Zoo
  4398.  
  4399. Oswald Cobblepot is a criminal obsessed with birds. Billing himself as a
  4400. high-society criminal, the Penguin tends to let others do his dirty work for
  4401. him, content with simply being a mastermind. In combat, though, he's known
  4402. to employ one of several trick umbrellas which could be armed with a variety
  4403. of weapons.
  4404.  
  4405. Abilities:
  4406. Umbrella Gun: Can be targeted like a Batarang
  4407. Penguin Bomb: Press Circle to drop, hold Circle to detonate
  4408. Glide: Hold X while in midair to glide.
  4409.  
  4410. ---
  4411.  
  4412. * Poison Ivy * - Botanic Gardens
  4413.  
  4414. A super-villainess obsessed with plants, Pamela Isley was formerly a
  4415. botanist and a genius chemist. Through her criminal actions, she soon
  4416. discovers she has an immunity to most toxins, and the ability to produce
  4417. toxins from her own bloodstream. She can also ensnare men with her
  4418. pheromones. Her crimes tend to be related to protecting plant-life and the
  4419. environment.
  4420.  
  4421. Abilities:
  4422. Double Jump: All female villains have an extra jump
  4423. Immune to Toxins
  4424. Flower Bed Travel: Certain story missions have a small bed of flowers. Press
  4425. Circle near them and Ivy will teleport to another one in the area.
  4426.  
  4427. ---
  4428.  
  4429. * Catwoman * - Police Station
  4430.  
  4431. Selina Kyle is a cat burglar who is often portrayed more of an anti-heroine
  4432. than an outright super-villainess. Using a cat costume and mannerisms,
  4433. she portrays a lithe and nimble adversary. She adores jewelry, but is also
  4434. obsessed with marks of a cat-like nature. She has an infatuation with
  4435. Batman, and the two have sometimes worked together.
  4436.  
  4437. Abilities:
  4438. Double Jump: All female villains have an extra jump
  4439.  
  4440. ---
  4441.  
  4442. * Bane * - Gotham Beach
  4443.  
  4444. Despite his appearance of being a muscle-bound strongman, with a dependency
  4445. on the experimental drug: Venom, Bane is actually one of Batman's most
  4446. intelligent foes, employing expert combat techniques and strategy against
  4447. the Dark Knight, even defeating him on more than one occasion.
  4448.  
  4449. Abilities:
  4450. Super Strength
  4451.  
  4452. ---
  4453.  
  4454. * Killer Croc * - Water Works
  4455.  
  4456. Waylon Jones was born with the condition "epidermolytic hyperkeratosis" (say
  4457. that three times fast) which caused his skin to adopt a hard scaly surface
  4458. and for him to resemble a human reptile. Adopting the name "Killer Croc",
  4459. he used his abilities for crime in retaliation for the ridicule he suffered
  4460. due to his condition.
  4461.  
  4462. Abilities:
  4463. Super Strength
  4464. Immune to Toxins
  4465. Water Walking
  4466.  
  4467. ---
  4468.  
  4469. * Mr. Freeze * - Gotham Observatory
  4470.  
  4471. Formerly known as Dr. Victor Fries, this scientist was attempting to
  4472. cryogencially freeze his terminally ill wife when an accident corrupted his
  4473. body, wherein he could not live unless under sub-zero temperatures at all
  4474. times. He bases his crimes around ice and cold, and carries a freeze ray
  4475. as his main weapon.
  4476.  
  4477. Abilites:
  4478. Freeze Ray: Exactly the same as Robin's in his Ice Suit.
  4479. Immunity to Cold
  4480.  
  4481. ---
  4482.  
  4483. * The Scarecrow * - Amusement Mile
  4484.  
  4485. Dr. Jonathan Crane is a former psychiatrist who is obsessed with the concept
  4486. of fear. His crimes tend to be engineered around the concept of creating
  4487. panic, hysteria, and paranoia. He utilizes a potent toxin in his arsenal
  4488. that will force its victims to visualize their worst fear.
  4489.  
  4490. ---
  4491.  
  4492. * Captain Boomerang * - Arkham Asylum
  4493.  
  4494. George Harkness is an Australian criminal with great skill in the boomerang.
  4495. He's a recurring enemy of the Flash and has also been on Amanda Waller's
  4496. Suicide Squad.
  4497.  
  4498. Abilities:
  4499. Boomerang: Works just like a Batarang
  4500.  
  4501. ---
  4502.  
  4503. * Sinestro * - Metro Station (Central)
  4504.  
  4505. A former Green Lantern, currently the leader of the Sinestro Corps, which have
  4506. the yellow element of fear as their weapon instead of the green element of
  4507. willpower. Sinestroy is a ruthless individual.
  4508.  
  4509. Abilities:
  4510. Flight
  4511.  
  4512. ---
  4513.  
  4514. * The Mad Hatter * - Harbourside Theater
  4515.  
  4516. Jervis Tetch is a delusional man obsessed with hats. He uses a form of
  4517. mind control through his hats in order to subdue people to his will and
  4518. commit crimes. He's also fascinated with the Lewis Carroll works on Alice
  4519. and her adventures in Wonderland, and many of his crimes bear some
  4520. resemblance to the concept.
  4521.  
  4522. ---
  4523.  
  4524. * Killer Moth * - Power Station
  4525.  
  4526. Drury Walker, sometimes known as Cameron van Cleer, is a small-time criminal
  4527. with the gimmick of dressing up as a moth and using moth-related equipment
  4528. to commit crimes.
  4529.  
  4530. Abilities:
  4531. Flight
  4532. Pistol: Can be targeted like a Batarang
  4533.  
  4534. ---
  4535.  
  4536. * Man-Bat * - Gotham Cathedral
  4537.  
  4538. Dr. Kirk Langstrom was a scientist studying bats, hoping to use a bat's
  4539. sonar on humans as a cure for deafness. In the process of his research, he
  4540. tested his science on himself, mutating into a creature with a bat-like
  4541. appearance, with superhuman strength, and the ability to fly.
  4542.  
  4543. Abilites:
  4544. Flight
  4545. Sonic Scream: Man-Bat's scream has the same function as Batman's Bat Suit.
  4546. It can shatter glass.
  4547.  
  4548. ---
  4549.  
  4550. * Clayface * - Gotham Bank
  4551.  
  4552. There have been multiple Clayfaces through Batman's history. This Clayface
  4553. is the original, washed-up actor Basil Karlo, who has the power to shape
  4554. himself into any form using the clay-like substance that his body is made of,
  4555. and is also incredibly resistant to damage.
  4556.  
  4557. Abilities:
  4558. Super Strength
  4559.  
  4560. ---
  4561.  
  4562. * Hush * - Gotham Hospital
  4563.  
  4564. Dr. Thomas Elliot is a surgeon who was once a childhood friend of Bruce
  4565. Wayne. A general despising of his own parents led to jealousy of Bruce
  4566. Wayne's privileged early life. This jealousy carried into his adulthood,
  4567. where he swathed his head in bandages and took the name Hush as a criminal
  4568. mastermind.
  4569.  
  4570. Abilites:
  4571. Pistol: Can be targeted like a Batarang.
  4572.  
  4573. ---
  4574.  
  4575. * Ra's al-Ghul * - Metro Station (North)
  4576.  
  4577. One of Batman's most dangerous enemies is the tyrannical Ra's al-Ghul, a
  4578. highly intelligent mastermind who seeks to save the world by removing the
  4579. majority of its human population. He has lived for hundreds of years by
  4580. utilizing a rejuvenating phenomenon known as the "Lazarus Pits".
  4581.  
  4582. ---
  4583.  
  4584. * General Zod * - Metro Station (South)
  4585.  
  4586. One of the few Kryptonians who survived the destruction of Krypton, but this
  4587. is only because Dru-Zod was exiled to the Phantom Zone. A military general,
  4588. Zod has the same powers as Superman on Earth and is an easy match for him.
  4589.  
  4590. Abilites:
  4591. Same as Superman
  4592.  
  4593. ---
  4594.  
  4595. * Brainiac * - Gotham Park
  4596.  
  4597. Vril Dox is a brilliant Coluan scientist and an enemy of Superman. In some
  4598. continuities, he's considered a collector of worlds and knowledge. He has
  4599. incredible powers.
  4600.  
  4601. Abilites:
  4602. Invulnerability
  4603. Flight
  4604. Super Strength
  4605. Ground Pound
  4606. Magnet Power: Like Cyborg, Brainiac can employ magnets.
  4607.  
  4608. ==================================
  4609. 8C. Civilian and Goon Characters =
  4610. ==================================
  4611.  
  4612. * Bruce Wayne * - Found in Gotham City (Wayne Tower Area)
  4613.  
  4614. It is often discussed who truly is the secret identity; if Batman is an
  4615. identity Bruce Wayne takes on to fight crime, or if he's truly been Batman
  4616. throughout his career, and "Bruce Wayne" is just a facade he puts on for the
  4617. public. Bruce Wayne characterizes himself as the playboy billionaire to
  4618. deter suspicion that he's Batman.
  4619.  
  4620. ---
  4621.  
  4622. * Dick Grayson * - Found in Gotham City (Harbourside Theater)
  4623.  
  4624. Dick's normal life is different depending on his stage in life. He has been
  4625. an acrobat, a college student, and a crimefighter as Nightwing, so one can't
  4626. really be sure how to describe the civilian Dick Grayson.
  4627.  
  4628. ---
  4629.  
  4630. * Clark Kent * - Found in Gotham City (City Hall area)
  4631.  
  4632. The alter-ego of Superman, Clark is a mild-mannered reporter for the Daily
  4633. Planet. He's quiet, bumbling, and sometimes a little too timid.
  4634.  
  4635. Abilites:
  4636. Invulnerability
  4637. Heat Vision
  4638. X-Ray Vision
  4639. Freeze Breath
  4640. Super Strength
  4641. Super Build
  4642.  
  4643. ---
  4644.  
  4645. * Alfred * - Found in Gotham City (Wayne Manor)
  4646.  
  4647. Alfred Pennyworth is the long-time butler of Wayne Manor, also serving as
  4648. Batman's assistant, confidant, and surrogate father figure. Always quick
  4649. with a wry comment, Alfred is nonetheless a capable member of Batman's
  4650. team, constantly keeping Master Bruce in line.
  4651.  
  4652. Abilities:
  4653. Tray Throw: Can be targeted like a Batarang.
  4654.  
  4655. ---
  4656.  
  4657. * Commissioner Gordon * - (Police Station)
  4658.  
  4659. James Gordon is the acting commissioner of the Gotham Police Department, and
  4660. Batman's connection to the workings of Gotham City. The two will often
  4661. discuss current criminal matters, sharing information found and providing
  4662. support. Gordon generally doesn't approve of Batman's vigilante methods, but
  4663. feels he's necessary to combat Gotham's crime problem.
  4664.  
  4665. ---
  4666.  
  4667. * Lois Lane * - Found in Gotham City (Harbourside Theater area)
  4668.  
  4669. Lois is an award-winning investigative journalist for the Daily Planet. She
  4670. often works with Clark Kent on assignments, and she has a big crush on
  4671. Superman.
  4672.  
  4673. ---
  4674.  
  4675. * Vicki Vale * - Found in Gotham City (Gotham Bank area)
  4676.  
  4677. Vicki is a reporter for Gotham News. She and Bruce Wayne had a relationship
  4678. at a certain point, but it didn't last particularly long.
  4679.  
  4680. ---
  4681.  
  4682. * Policeman * - Found in Gotham City (Arkham Asylum)
  4683.  
  4684. Ah, poor Gotham's finest. Always overshadowed by a couple of guys in tights.
  4685. Still, without them, Batman would have a heck of greater challenge on his
  4686. hands.
  4687.  
  4688. Abilities:
  4689. Pistol: Can be targeted like a Batarang.
  4690.  
  4691. ---
  4692.  
  4693. * Clown Goon * - 50,000
  4694. * Mime Goon * - 75,000
  4695. * Riddler Goon * - 30,000
  4696. * Two-Face Goon * - 25,000
  4697.  
  4698. For all goons, you'll be attacked by them on the streets. Beat up several of
  4699. them and the last one will surrender.
  4700.  
  4701. I hate to make generalizations, but all these bad guys are pretty much the
  4702. same. They're all hired hoodlums for Gotham's criminal masterminds, meant
  4703. as nothing more but punching bags for the Caped Crusaders. They all have
  4704. exactly the same abilities.
  4705.  
  4706. ---
  4707.  
  4708. * LexBot * - 50,000
  4709.  
  4710. Like the goons, a LexBot can be purchased by beating them up on the streets.
  4711. This is a robotic soldier designed by LexCorp.
  4712.  
  4713. Abilities:
  4714. Blaster: Can be targeted like a Batarang.
  4715.  
  4716. =====================
  4717. 8D. Ground Vehicles =
  4718. =====================
  4719.  
  4720. * Batmobile * - Available at beginning
  4721. * Multi-Colored Batmobile * - From Mission 13
  4722.  
  4723. Batman's personal ride is a custom-made land cruiser designed for street
  4724. travel at high speeds. With enough weapons and gadgets to rival Batman's
  4725. own utility belt, the Batmobile is his home away from home.
  4726.  
  4727. Weapons:
  4728. Guns: Press Square to fire
  4729. Rockets: Tap Circle to fire
  4730.  
  4731. ---
  4732.  
  4733. * Bat Bike * - Available at beginning
  4734. * Robin's Motorbike * - Available at beginning
  4735. * Catwoman's Motorbike * - Found in Gotham City (east of Park)
  4736. * Harley Quinn's Motorbike * - Complete LEGO Gotham City bonus on Free Play
  4737.  
  4738. The Bat Bike is a small-scale vehicle, useful for alleyways and other kinds
  4739. of compact chases. The others are pretty much all the same, even for
  4740. armaments.
  4741.  
  4742. Weapons:
  4743. Guns: Press Square to fire
  4744. Rockets: Tap Circle to fire
  4745.  
  4746. ---
  4747.  
  4748. * Two-Face's Truck * - Found in Gotham City (City Hall)
  4749.  
  4750. Two-Face's big old truck is armed to the teeth with weapons.
  4751.  
  4752. Weapons:
  4753. Guns: Press Square to fire
  4754. Rockets: Tap Circle to fire
  4755.  
  4756. ---
  4757.  
  4758. * Bane's Mole Machine * - Found in Gotham City (northwest on central island)
  4759.  
  4760. I don't know when or where Bane got this, but it certainly fits his
  4761. proportions.
  4762.  
  4763. Weapons:
  4764. Spin Drill: Hold Square (seems pretty useless)
  4765. Rockets: Tap Circle to fire
  4766.  
  4767. ---
  4768.  
  4769. * LexCorp Juggernaut * - Found in Gotham City (near the Bank)
  4770.  
  4771. This is the big trundler that Lex tore up the streets with in Mission 6, only
  4772. scaled down so you can drive it around. It's completely unarmed, though.
  4773.  
  4774. ---
  4775.  
  4776. * LexCorp Limousine * - Found in Gotham City (Yacht Club)
  4777.  
  4778. While it's unarmed, this is a very stylish limo.
  4779.  
  4780. ---
  4781.  
  4782. * Giant Dodgem * - Found in Gotham City (amusement park parking lot)
  4783.  
  4784. Joker commandeered this while attacking from the amusement park.
  4785.  
  4786. Weapons:
  4787. Guns: Press Square to fire
  4788. Rockets: Tap Circle to fire
  4789.  
  4790. ---
  4791.  
  4792. * Harley Quinn's Monster Truck * - Found in Gotham City (amusement park
  4793. parking lot)
  4794.  
  4795. Harley's truck is a fancy red number with a big hammer mounted on top.
  4796.  
  4797. Weapons:
  4798. Hammer: Press Square to bonk
  4799. Rockets: Tap Circle to fire
  4800.  
  4801. ---
  4802.  
  4803. * Joker Digger * - Found in Gotham City (Ace Chemicals)
  4804.  
  4805. This digger was parked outside the amusement park in Mission 2.
  4806.  
  4807. Weapons:
  4808. Lift Scoop: Press Square to lift it up
  4809.  
  4810. ---
  4811.  
  4812. * News Reporter Van * - Found in Gotham City (west of the Park)
  4813. * Ambulance * - Found in Gotham City (Gotham Hospital)
  4814. * Police Riot Truck * - Found in Gotham City (south of the Cathedral)
  4815. * Police Car * - Found in Gotham City (Metro Station (South) area)
  4816.  
  4817. These are unarmed civilian vehicles that aren't good for much more than
  4818. trundling around town in.
  4819.  
  4820. ---
  4821.  
  4822. * Bat Dodgem * - Found in Gotham City (Metro Station (North) area)
  4823.  
  4824. I don't care how old I get. I totally want to ride one of these in an
  4825. amusement park.
  4826.  
  4827. ---
  4828.  
  4829. * Pumpkin Car * - Found in Gotham City (Metro Station (North) area)
  4830.  
  4831. This is likely Scarecrow's ride. It's got a real tight turning radius, but
  4832. no armaments.
  4833.  
  4834. ---
  4835.  
  4836. * Fire Engine * - Found in Gotham City (north of Cathedral)
  4837.  
  4838. This bright red number is on hand to put out any fires.
  4839.  
  4840. Weapons:
  4841. Hose: Can be used to spray on gunk like the Hazard Suit.
  4842.  
  4843. ---
  4844.  
  4845. * Harley Quinn's Monster Truck (Minikit) * - Mission 1 Minikit
  4846. * Two Face's Truck (Minikit) * - Mission 3 Minikit
  4847. * LexCorp Juggernaut (Minikit) * - Mission 6 Minikit
  4848. * Police Car (Minikit) * - Mission 9 Minikit
  4849. * Batmobile (Minikit) * - Mission 13 Minikit
  4850.  
  4851. These mini versions of vehicles are rewards for collecting the minikits in
  4852. missions. Remember you must ride them all for a particular trophy. Both
  4853. Harley's Truck and the Batmobile have guns.
  4854.  
  4855. ====================
  4856. 8E. Water Vehicles =
  4857. ====================
  4858.  
  4859. * Batboat * - Available at beginning
  4860. * Robin's Watercraft * - Available at beginning
  4861. * Batman's Watercraft * - Available at beginning
  4862. * Robin's Submarine * - Available at beginning
  4863. * Joker's Speedboat * - Found in Gotham City (near the Beach)
  4864. * Penguin's Submarine * - Found in Gotham City (south on south island)
  4865. * Clown Goon Boat * - Found in Gotham City (west on south island)
  4866.  
  4867. The water vehicles are pretty standard in this game. Not much separates their
  4868. abilities. These are the ones with the standard compliment of guns.
  4869.  
  4870. Weapons:
  4871. Guns: Press Square to fire
  4872.  
  4873. ---
  4874.  
  4875. * Killer Croc's Speedboat * - Found in Gotham City (near Water Works)
  4876.  
  4877. Croc's is one of the few really special boats in the game. His green-clad
  4878. waverunner has rockets installed.
  4879.  
  4880. Weapons:
  4881. Guns: Press Square to fire
  4882. Rockets: Press Circle to fire
  4883.  
  4884. ---
  4885.  
  4886. * Speedboat * - Found in Gotham City (east on central island)
  4887. * Sports Fishing Boat * - Found in Gotham City (south on central island)
  4888.  
  4889. These are unarmed civilian boats.
  4890.  
  4891. ---
  4892.  
  4893. * Joker's Speedboat (Minikit) * - Mission 2 Minikit
  4894. * Police Boat (Minikit) * - Mission 10 Minikit
  4895. * Penguin's Submarine (Minikit) * - Mission 11 Minikit
  4896. * Batboat (Minikit) * - Mission 14 Minikit
  4897. * Mister Freeze's Iceberg (Minikit) * - Mission 12 Minikit
  4898.  
  4899. The minikit boats are all armed with guns, except for the Iceberg, which just
  4900. kind of floats around.
  4901.  
  4902. ==================
  4903. 8F. Air Vehicles =
  4904. ==================
  4905.  
  4906. * Robin's Helicopter * - Available at beginning
  4907. * Bat-Copter * - Available at beginning
  4908.  
  4909. Your first aircraft will be Robin's. The helicopters in this game operate
  4910. on a simple flying mechanic. X moves them forward. Circle moves them
  4911. backward. Hold Up or Down on the Analog Stick for long enough, and they'll
  4912. climb or descend if you're perfectly still.
  4913.  
  4914. Weapons:
  4915. Guns: Press Square to fire
  4916. Rockets: Tap Circle to fire
  4917.  
  4918. ---
  4919.  
  4920. * Batwing * - Available at beginning
  4921.  
  4922. Unlike most every other air vehicle, the Batwing is uniquely controlled.
  4923. It cannot hover like the helicopters, but always flies forward. Of course,
  4924. it's a lot faster and more manueverable, so there's that.
  4925.  
  4926. Weapons:
  4927. Guns: Press Square to fire
  4928.  
  4929. ---
  4930.  
  4931. * Whirly-Bat * - After Mission 7
  4932.  
  4933. This little atrocity is a throwback to the old comics where Batman and Robin
  4934. had very odd one-man helicopters that were pretty much nothing but propeller
  4935. you strap yourself into. It's unarmed.
  4936.  
  4937. ---
  4938.  
  4939. * LexCorp Mini-VTOL * - After Mission 10
  4940.  
  4941. Batman snags one of these on his trip to take out the Joker Robot. In case
  4942. you're wondering, the acronym is "Vertical Take-Off and Landing".
  4943.  
  4944. Weapons:
  4945. Guns: Press Square to fire
  4946.  
  4947. ---
  4948.  
  4949. * LexCorp Micro-VTOL * - Found in Gotham City (central island, near Water
  4950. Works)
  4951.  
  4952. This teeny version on the standard VTOL is little more than rockets strapped
  4953. to your back. Not only propulsion rockets but also the explosive kind.
  4954.  
  4955. Weapons:
  4956. Rockets: Press Circle to fire
  4957.  
  4958. ---
  4959.  
  4960. * Brainiac's UFO * - Found in Gotham City (west of Gotham Park)
  4961.  
  4962. Weapons:
  4963. Guns: Press Square to fire
  4964.  
  4965. ---
  4966.  
  4967. * Joker's Helicopter * - Found in Gotham City (near Ace Chemicals)
  4968. * Police Helicopter * - Found in Gotham City (east of Park)
  4969. * News Helicopter * - Found in Gotham City (east of Park)
  4970.  
  4971. These more generic helicopters are armed with just guns. Yes, even the News
  4972. Helicopter. Evidently, sometimes these guys like *causing* the news as well.
  4973.  
  4974. Weapons:
  4975. Guns: Press Square to fire
  4976.  
  4977. ---
  4978.  
  4979. * Scarecrow's Biplane (Minikit) * - Mission 4 Minikit
  4980. * Joker's Helicopter (Minikit) * - Mission 5 Minikit
  4981. * Batwing (Minikit) * - Mission 7 Minikit
  4982. * LexCorp VTOL (Minikit) * - Mission 8 Minikit
  4983. * Wonder Woman's Invisible Jet (Minikit) * - Mission 15 Minikit
  4984.  
  4985. All of the minikit aircraft are armed with guns. Also, the Biplane, Batwing,
  4986. and Invisible Jet are planes like the real Batwing, while the other two are
  4987. helicopter types.
  4988.  
  4989. ******************************************************************************
  4990. 9. SECRETS/UNLOCKABLES
  4991. ******************************************************************************
  4992.  
  4993. Here's where I put all the stuff that's not a mission. You'll find a quick
  4994. list of basic unlocks, how all the Extras work, and a collection of codes
  4995. you can enter to save yourself some studs.
  4996.  
  4997. =====================
  4998. 9A. How to Get 100% =
  4999. =====================
  5000.  
  5001. For a mission:
  5002. Unlock Free Play by completing the mission.
  5003. Unlock the mission's Minikit by collecting all ten Canisters in it.
  5004.  
  5005. Earn 100% in the game by purchasing everything and finding every Gold Brick.
  5006.  
  5007. There are 250 Gold Bricks in the game. This breaks down to:
  5008.  
  5009. In each of the 15 Story Missions:
  5010. 1 Gold Brick for completing the mission
  5011. 1 Gold Brick for Super Hero
  5012. 1 Gold Brick for completing the Minikit.
  5013.  
  5014. 45 Gold Bricks for the missions (not counting Citizens in Peril)
  5015.  
  5016. There are 50 Citizens in Peril total, each worth a brick.
  5017.  
  5018. LEGO Gotham City is also worth one Gold Brick.
  5019.  
  5020. Lastly, there are 154 Gold Bricks scattered around Gotham.
  5021.  
  5022. 45 + 50 + 1 + 154 = 250
  5023.  
  5024. ---
  5025.  
  5026. And now the fastest way to get 100%:
  5027.  
  5028. First thing to note: it's going to be tough doing collecting runs in Gotham
  5029. before you beat the story and unlock Gotham Free Play. You can get some
  5030. bricks here and there, but the simple fact is that being able to switch
  5031. characters on the fly will be a great convenience.
  5032.  
  5033. That said, there ARE some things you can do before the story missions are all
  5034. said and done. Once you get control of Superman in Gotham (after Mission 7),
  5035. you can go ahead and unlock and purchase both Studs x2 and Studs x4. This
  5036. will make meeting Super Hero status a lot easier and will get you plenty more
  5037. studs to operate with on the path to purchasing everything.
  5038.  
  5039. Once you have the first two multipliers, you can go ahead and finish off the
  5040. story. That will give you Gotham Free Play and allow you fight and purchase
  5041. Lex Luthor over by the Yacht Club. With his Deconstructor, go get the
  5042. remaining stud multipliers and Attract Studs, and you should never want for
  5043. cash again. At that point it's a simple matter to buy all the other villains,
  5044. particularly Joker and Riddler so you can open their Red Brick boxes. Clean
  5045. the city out of all the collectibles and get all the Minikits from the story
  5046. missions.
  5047.  
  5048. ============
  5049. 9B. Extras =
  5050. ============
  5051.  
  5052. Extras, like in past games, are features you get from Red Bricks. Find the
  5053. Red Brick in Gotham City (see Section 7G for locations) and purchase it, and
  5054. at any time you can go to the Extras menu and turn them on or off.
  5055.  
  5056. Here's the list of Red Brick effects in order as they appear on the menu.
  5057.  
  5058. ---
  5059.  
  5060. Friend Grab -
  5061. This is the only Extra that is already available from the beginning. With
  5062. this on, you'll be able to grab the other player character if you wish.
  5063.  
  5064. Disguises -
  5065. With this turned on, all characters will have funny Grouch Marx glasses.
  5066.  
  5067. Vine Grapples -
  5068. Turns any grapple rope into a vine.
  5069.  
  5070. Extra Toggle -
  5071. With this turned on in a story mission, flip through your characters with L1
  5072. and R1 and you'll see new characters you normally can't control. Most of them
  5073. are boring civilians, though.
  5074.  
  5075. Beep Beep -
  5076. With this turn on, you can press L1 in any vehicle to honk the horn.
  5077.  
  5078. Character Studs -
  5079. This extra will cause any defeated character to drop studs.
  5080.  
  5081. Attract Studs -
  5082. With this on, your "collecting radius" for studs will be much greater. You
  5083. still have to get kind of close to blue and purple studs, though.
  5084.  
  5085. Studs x2 -
  5086. Studs x4 -
  5087. Studs x6 -
  5088. Studs x8 -
  5089. Studs x10 -
  5090. These are stud multipliers. Applying them will cause all studs collected to
  5091. be multiplied by that amount. They stack, too, so you can get a crazy
  5092. multiplier of x3840 at maximum.
  5093.  
  5094. Super Build -
  5095. This will cause everyone to build as fast as Superman does, which is pretty
  5096. fast.
  5097.  
  5098. Fall Rescue -
  5099. Whenever you fall off a pit that "kills" you, you'll instead by tossed back
  5100. to the nearest ledge.
  5101.  
  5102. Minikit Piece Finder -
  5103. Peril Finder -
  5104. Red Brick Finder -
  5105. Gold Brick Finder -
  5106. The finders are means to locate collectibles in the game. In order, they are
  5107. colored white, purple, red, and yellow. Arrows will appear on the screen
  5108. pointing you to roughly where the item is. Note that you're only pointed to
  5109. where they are, not exactly how to find them. Also, for some you'll have to
  5110. wait for them to load up in the world for the arrows to appear. For Gotham,
  5111. you're best off using the map, I feel.
  5112.  
  5113. Regenerate Hearts -
  5114. You'll regain lost hearts at the rate of one per second.
  5115.  
  5116. Extra Hearts -
  5117. You'll have a total of six hearts instead of the usual four.
  5118.  
  5119. Invinciblity -
  5120. Your hearts are gray and nothing can harm you, just like Superman.
  5121.  
  5122. ===========================
  5123. 9C. Trophies/Achievements =
  5124. ===========================
  5125.  
  5126. Here's a list of all the trophies in the game, plus any notes I feel to add
  5127. in case it's not clear how to do them.
  5128.  
  5129. Complete Hero (Platinum)
  5130. - Get all of the trophies
  5131.  
  5132. The next fifteen are all for the Story Missions in order:
  5133. Theatrical Pursuits
  5134. Harbouring a Criminal
  5135. Arkham Asylum Antics
  5136. Asylum Assignment
  5137. Chemical Crisis
  5138. Chemical Signature
  5139. Unwelcome Guests
  5140. Destination Metropolis
  5141. Research and Development
  5142. Down to Earth
  5143. Underground Retreat
  5144. The Next President
  5145. Core Instability
  5146. Tower Defiance
  5147. Heroes Unite
  5148.  
  5149. City Slicker
  5150. - Collect all of the Gold Bricks
  5151.  
  5152. Halfway Through
  5153. - Get 50%
  5154.  
  5155. The End
  5156. - Get 100%
  5157.  
  5158. Extra! Extra!
  5159. - Collect all of the Red Bricks
  5160.  
  5161. Test Hero
  5162. - Test a custom character
  5163. NOTE: You can only access the customs after completing the game.
  5164.  
  5165. Minikit Hero
  5166. - Use all the Minikit vehicles.
  5167. NOTE: Just go to the terminals and pull out each of the Minikit vehicles in
  5168. turn and hop on them. You only need to ride the fifteen Minikit ones.
  5169.  
  5170. Team Building
  5171. - Unlock all characters
  5172.  
  5173. Super Hero
  5174. - Get Super Hero on all levels
  5175.  
  5176. My Hero
  5177. - Rescue all Citizens in Peril
  5178.  
  5179. Dynamic Duo
  5180. - Play a level in co-op
  5181. NOTE: You'll need a second controller for this.
  5182.  
  5183. Justice League
  5184. - Unlock all Justice League characters
  5185.  
  5186. Toy Gotham
  5187. - Complete the Bonus level
  5188. NOTE: LEGO Gotham City is in the park and requires 175 Gold Bricks to access.
  5189.  
  5190. Super-Villain
  5191. - Unlock all the Bosses
  5192.  
  5193. Subway Hero
  5194. - Use the Gotham City Metro
  5195. NOTE: Go to any metro station and follow the arrows inside. You'll be taken
  5196. to one of the other stations.
  5197.  
  5198. Combo Hero
  5199. - Do a finishing move.
  5200. NOTE: As you punch bad guys, you may see a Circle pop up over another's head.
  5201. Press it to do a stylish finishing move. Your combo number will double and
  5202. turn blue letting you know you've succeeded.
  5203.  
  5204. The House of Luthor
  5205. - Obtain more than 10,100,000,000 Studs
  5206. NOTE: Get the multipliers as soon as possible and go to high stud level like
  5207. Chemical Crisis.
  5208.  
  5209. Girl Power
  5210. - Unlock all female heroes and villains
  5211.  
  5212. Inferior Machines
  5213. - With Brainiac, defeat any LexBot
  5214.  
  5215. It's A Bird... It's A Plane...
  5216. - Fly with Superman
  5217.  
  5218. Green Lantern's Light
  5219. - Defeat Sinestro as Green Lantern
  5220.  
  5221. Kal-El Last Son of Krypton
  5222. - Defeat Zod as Superman
  5223.  
  5224. Gorilla Thriller
  5225. - Climb to the top of Wayne tower while riding a Gorilla and playing as a
  5226. female character.
  5227. NOTE: So, the Gotham Zoo has several animals, including gorillas. Check the
  5228. animal enclosures to find one, then hop on and take off for Wayne Tower to
  5229. the south. Head to the southwest corner of the tower to find a wall you can
  5230. use to climb up. Climb all the way until you reach the top, then wait for
  5231. the "ding".
  5232.  
  5233. ==================
  5234. 9D. Secret Codes =
  5235. ==================
  5236.  
  5237. You can enter these codes any time on the Extras Menu, right at the top. Here
  5238. are a set of codes I've found on GameFAQs. People tend not to ask me to keep
  5239. up to date on EVERY code, so if you see a code somewhere else, let me know and
  5240. I'll update it.
  5241.  
  5242. Characters:
  5243. 9ZZZBP - Clown Goon
  5244. W49CSJ - LexBot
  5245. ZQA8MK - Mime Goon
  5246. V9SAGT - Policeman
  5247. Q285LK - Riddler Goon
  5248. 95KPYJ - Two Face Goon
  5249.  
  5250. Ground Vehicles:
  5251. C79LVH - Harley Quinn's Motorbike
  5252.  
  5253. Extras:
  5254. MNZER6 - Attract Studs
  5255. ZHAXFH - Beep Beep
  5256. TPJ37T - Character Studs
  5257. BWQ2MS - Disguises
  5258. 4LGJ7T - Extra Hearts
  5259. 7TXH5K - Extra Toggle
  5260. TPGPG2 - Fall Rescue
  5261. MBXW7V - Gold Brick Finder
  5262. LRJAG8 - Minikit Piece Finder
  5263. RYD3SJ - Peril Finder
  5264. 5KKQ6G - Red Brick Finder
  5265. ZXEX5D - Regenerate Hearts
  5266. 74EZUT - Studs x2
  5267. JN2J6V - Super Build
  5268. JXN7FJ - Vine Grapples
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement