Home Collectibles LEGO Batman Legacy of the Dark Knight Trophy/Achievement Guide – HTG
LEGO Batman Legacy of the Dark Knight Trophy/Achievement Guide – HTG

LEGO Batman Legacy of the Dark Knight Trophy/Achievement Guide – HTG

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LEGO Batman Legacy of the Dark Knight

Welcome to our LEGO Batman Legacy of the Dark Knight 100% Trophy/Achievement Guide! LEGO Batman Legacy of the Dark Knight is the ultimate Batman game and we are here to help you reach that 100%!

Thumby’s Essential Information

100% Difficulty 4/10
Estimated time to 100%: 30-40 hours

Step 1: Play and enjoy (best with friends). That is it! We recommend beating the story first as you will not be able to access everything until after the story.

Step 2: Here you will want to focus on completing the FREE ROAM. This will naturally unlock the majority of things you do not have.

Tips and Tricks

  • Upgrade stud upgrades ASAP to help reduce possible stud grinding late game.
  • Look out for stud caches in the FREE ROAM. This can appear for you while scanning. If you have all the stud upgrades, these will net you roughly 25,000 studs each. You will likely have enough studs by just playing naturally to purchase everything you’ll need for 100% as long as you don’t spend all your studs on “Props”.
  • There is no pressure to achieve gold on AR trials or complete every challenge in the game. You will need to do gold for at least 5 AR trials but the rest can be completed as bronze.
  • Collect those studs! You’ll need roughly 2 million to purchase everything for 100%.

FREE ROAM Tips and Tricks

  • There are some puzzles that will come off as tricky and we will have video guides. There are hundreds of puzzles in this game and it will feel like a grind. Some are very basic while some will make you think. Below are tips for when you work on these.
  1. Always use your scan ability. This will highlight related items in gold and even tell you which character you will need.
  2. The solution is ALWAYS near by.
  3. You do not need to upgrade anything to complete any puzzle. However, you will need access to every character meaning you need to complete the story.
  4. Follow the wires! While it is tedious and makes the puzzle feel long, it will benefit you more to not rush.
  5. If you cannot figure it out now, come back later.
  6. Glitches! Sometimes the game will bug out. Simply close the game and reload, this always fixed our issues.
  7. Think you did everything right and it’s still not complete? Interact with the same switch again! We found some puzzles where you needed to flip the same lever more than once.
  8. Smash everything! This will sometimes reveal something you need to build or something that is hidden that you need.

I am Batman – Collect all trophies

This will unlock once you have collected all 51 other trophies. Thank you for using our guide! Congratulations on your New Platinum!

“A hero can be anyone” – Complete STORY mode

STORY related Cannot be missed.

“Hopefully, because he’s busy” – Complete every side activity in Gotham

There are 3 different side activities in the FREE ROAM. These can be viewed as side quests. These include The Falcone Fortune, Case of Waylon Jones, and the Puzzle Rooms. Only 1 or 2 of these will appear on the map at one time since they are a storyline. This means when you complete 1 of them, a new one will appear somewhere else on the map.

A Watchful Collector – Collect ALL Collectibles

As you complete everything in the FREE ROAM, this will unlock naturally. You earn collectibles by just doing tasks in the free roam as well as the story. Check out our story collectible guide at the bottom of the page for more info on story. Do note that you will need to purchase some red bricks from the store.

All collectible locations and completions can be viewed at the bottom of the guide.

“I’m not wearing hockey pads” – Unlock All Suits

This will unlock naturally as you work your way towards 100%. Suits are unlocked through the story as well as by completing everything in the free roam. You will also need to buy some suits from the store. In the store, there is a display in the middle. This display only sells red bricks and suits. Once this display no longer has an item for sale, this means you have purchased them all.

To purchase all the suits, you’ll need 1,005,000 studs.

As of writing this guide, some players have reported to have 101 suits while others 100. It was rumored the extra suit is likely DLC related.

“Wanna know how I got these cars?” – Unlock All Vehicles

You will unlock some of these naturally as you play since they are story related. To collect them all, make sure you complete all the races in FREE ROAM and ALSO purchase them in the Batcave.

To purchase all the vehicles you will need 671,000 studs.

“Holy Skill Upgrades, Batman!” – Unlock All Skill Upgrades

Once you have completed FREE ROAM and story, you will have earned every gold brick in the game. Use all 30 of them to fully upgrade every skill.

“This is too much power for one person.” – Collect All Red Bricks

There are a total of 14 Red Bricks that can be found in the story and 9 that can be purchased from the store. Please refer to our story collectible guide which can be found at the bottom of the trophy guide itself. In the shop, the middle display will either sell outfits or red bricks. Once you purchase one of them, it will be replaced with a new item. Eventually it will run out. You may need to return later once the stock changes. Listen for Batmite to say he’s got new things in the store. You will need 250,000 studs to purchase all of them.

The red bricks located in the store are:

  • Glitch 25,000 studs
  • Beauty 50,000 studs
  • Construction 15,000 studs
  • Festive 25,000 studs
  • Groovy 25,000 studs
  • CGPD 30,000 studs
  • Sporty 20,000 studs
  • Futuristic 25,000 studs
  • Magic 35,000 studs

Up for the Challenge – Complete 20 Challenges

There are more than 20 challenges in the game and you will likely unlock 20 as you naturally progress to that 100%. To view challenges, they can be viewed in the Batcave. The game will show you them once you reach that point in the game.

“It’s a big city. I can’t be everywhere – Unlock All Fast Travel Points

Each district has a “Tower”, which interacted with will reveal the location of every collectible and fast travel location on the map minus the Bat Symbols. If you do not have the tower icon for the area, look for a tall building with a red and white radio tower. Each fast travel point requires you to complete a puzzle to unlock that fast travel point. We suggest doing this early on or when you start free roam to help reduce travel time later on. Below is a list of all of their locations with a guide on how to complete each puzzle.

Tricorner – Story

Old Gotham South – 323, 296
Use Catwoman’s whip to lift shudder. Place the 2 batteries in slots 2 and 4. Door will lift.
Reward – 2 Wayne points

Old Gotham North – 413, 385
Use Batman’s grapple to pull the hook. Follow the water pipe to the roof. Turn the handle to release the water. Return to the shudder and use Jim to plug the hole with foam and press the button.
Reward – RobinMobile purchasable in Batcave – 30,000

Old Gotham West – 305, 472
Use Catwoman to whip up on the left side of the shudder. It will drop 2 targets to hit with batarangs. That will pour water on the graffiti kids and open the shudder.
Reward – 2 Wayne Points

The Cauldron South – 150,398
Use the Batmobile to attach to a pull point on a containter to the right. Get the handle lever on place it in the switch near the ramp. Drive the Batmobile on to the ramp and the container blocking the fast travel will raise.
Reward – 2 Wayne Points

The Cauldron North – 163, 508
Talk to the truck driver who will task you with a job. Go around the back to find a pipe spewing fire. Use Jim to foam up the leak. Press the button and follow the blue wire to the next button. Press the button. Follow the blue line up to the ledge and use a batarang on the target. Follow the blue line further up. Go behind the billboard and open the cabinet. Press the button. Return to the truck and speak with the driver and they will move the truck.
Reward – 2 Wayne Points

Newtown – 349, 612
Grapple up to the roof to follow the red wire. Switch to Robin and use the pole switch. Find the 2 batteries around the right side. Use Batman’s x-ray vision to figure out which two slots the batteries go in to (3 & 4). Return to the shudder and press the button.
Reward – 2 Wayne Points

Gotham Village Robinson Park – 295, 747
Talk to the construction worker. You will be tasked with a billboard mission similar to the Cauldron North. Build a pull point on the right side of the building for the Batmobile to open. After opening, press the button and 2 blue wires will appear. Follow the one to the right. Use Jim’s foam to put out the fire then press the button. Grapple up the ledge and and hit the batarang switch. Follow the wire behind the billboard. Press it and then return to the worker who will move the truck. Press the button.
Reward – 2 Wayne Points

Amusement Mile – 351, 880
Go to the left of the shudder. Drop in the vent. Follow to the other end and jump out and grab the battery. The door will open. Grapple up the building in front of you. Insert the battery to the terminal and you will see a blue wire. Return to where you got the battery and break the box in the corner to acquire a pull lever. Grab it and return to the shudder and insert the lever. Use it and the fast travel will open.
Reward – 2 Wayne Points

A Friend – Unlock Jim Gordon

Unlocking Jim Gordon is STORY related and cannot be missed.

“Hear me roar” – Unlock Catwoman

Unlocking Catwoman is STORY related and cannot be missed.

The Boy Wonder – Unlock Robin

Unlocking Robin is STORY related and cannot be missed.

“Let’s see what Batgirl can do!” – Unlock Batgirl

Unlocking Batgirl is STORY related and cannot be missed.

A Grayson Graduation – Unlock Nightwing

Unlocking Nightwing is STORY related and cannot be missed.

Out of the Shadows – Unlock Talia

Unlocking Talia is STORY related and cannot be missed.

“It’s not exactly a normal world.” – Visit every District

Story related, cannot be missed.

Wonderful Toys – Purchase all Gadget Upgrades for any single character

As you collect all the WayneTech Caches from story and the free roam, you will have more than enough to fully upgrade a gadget.

Beware the Gray Ghost! – Complete Bruce’s Gray Ghost costume

Story related, cannot be missed.

“A legend, Mr. Wayne – Complete the Prologue

Completing the Prologue is STORY related and cannot be missed.

One Bad Day – Complete Chapter One

STORY related and cannot be missed.

“Do I look like I’m joking?” – Complete Chapter Two

STORY related and cannot be missed.

The Dynamic Duo – Complete Chapter Three

STORY related and cannot be missed.

An Endless Winter – Complete Chapter Four

STORY related and cannot be missed.

Knightfall – Complete Chapter Five

STORY related and cannot be missed.

“You have a name to maintain.” – Open every WayneTech Cache

There are 200 total WayneTech Caches. To view the location of each Cache in the free roam, make sure to use the “Tower” in each district to reveal their locations. For the story related ones, please check out our story collectibles guide at the bottom of the page.

Batcave WayneTech locations (Video at bottom of the guide for entire Batcave)

  • Building expansions in the Batcave will make some of these available. After purchasing one, a short cutscene will play and you’ll see the cache. These are very hard to miss. Below will be the more hidden ones.
  • Under the bridge from the middle facing the Batman logo.
  • To the left of the lift is a small cave path with a door that can be pried open.
  • To the right on the lower level from the Batman logo is a staircase that goes up, under it is this cache.
  • By all the outfits area, on the lower part of it on the right
  • From the middle, if facing the Batman logo, turn around and on the right is a path that does to a lift that goes down. Drop down to find the cache.

“The idea was to be a symbol.” – Collect 25 Bat-Symbols

There are a total of 50 Bat-Symbols in the game and you only need to collect 25. These do NOT count towards the 100%.

Tricorner
1 – Bat Symbol 1 (246, 115) Sitting on the roof of a warehouse facing the water
2 – Bat Symbol 2 (141, 71) Right on the water edge of the Kord Industries dock
3 – Bat Symbol 3 (155, 124) Behind the Combat Trial in the fenced area
4 – Bat Symbol 4 (134, 164) Floating above pipe labeled “03”. Use air stream
5 – Bat Symbol 5 (221, 188) On Apartment roof
6 – Bat Symbol 6 (256, 174) On ledge of Q-Ball Poolhall roof
Old Gotham South
7 – Bat Symbol 7 (304, 279) Directly under the Hotel Old Gotham Sign on ledge
8 – Bat Symbol 8 (264, 304) On park bridge pillar
9 – Bat Symbol 9 (251, 345) Floating above tower on roof
10 – Bat Symbol 10 (300, 314) On same floor as train station next to a door
11 – Bat Symbol 11 (347, 308) In a lower walkway below a gargoyle statue
12 – Bat Symbol 12 (378, 226) Inside gazebo just outside walls of Arctic World
Old Gotham North
13 – Bat Symbol 13 (383, 381) On back middle ledge of building w/yellow lights
14 – Bat Symbol 14 (351, 352) Floating on mid wall of apartment building by bird
15 – Bat Symbol 15 (334, 389) On roof of walking bridge
16 – Bat Symbol 16 (380, 430) Floating above tall light tower near Minifig statue
17 – Bat Symbol 17 (421, 457) Floating between 2 tall bridge posts/towers
18 – Bat Symbol 18 (440, 409) Floating above water tower on the Orchard bldng
Old Gotham West
19 – Bat Symbol 19 (319, 462) On roof of green building with pipes down the side
20 – Bat Symbol 20 (284, 419) Floating on a power line above the street
21 – Bat Symbol 21 (181, 340) Sitting on cross beam above street
22 – Bat Symbol 22 (254, 389) Resting on 2nd floor awning
23 – Bat Symbol 23 (280, 466) On North side of Flugelheim roof
The Cauldron South
24 – Bat Symbol 24 (139, 449) Under giant green cooling tower
25 – Bat Symbol 25 (155, 470) On top of green industrial bridge
26 – Bat Symbol 26 (181, 453) On garage floor at Duquesne Autos
27 – Bat Symbol 27 (232, 474) On right roof next to Soder Cola on 5th floor
28 – Bat Symbol 28 (191, 407) On roof in between generators and some boxes
The Cauldron North
29 – Bat Symbol 29 (154, 538) Directly behind the C for ACE Chemicals
30 – Bat Symbol 30 (106, 578) Along left side wall of Ace Chemicals
31 – Bat Symbol 31 (231, 593) On top of monorail tracks pillars
32 – Bat Symbol 32 (245, 546) Tucked away in a nook below 2 billboards
33 – Bat Symbol 33 (201, 505) Floating up high near a Gold Stud circle and a crane
Newtown
34 – Bat Symbol 34 (325, 631) Floating above fountain stream
35 – Bat Symbol 35 (277, 653) On cross beam above middle of road below
36 – Bat Symbol 36 (364, 658) On skywalk below a pixelated billboard
37 – Bat Symbol 37 (419, 660) Floating above vent on Gotham Museum roof
38 – Bat Symbol 38 (476, 604) West side of front right tower at Water and Power
Gotham Village / Robinson Park
39 – Bat Symbol 39 (309, 760) On top of Cowboy hat statue
40 – Bat Symbol 40 (302, 693) On top of Botanical Gardens building
41 – Bat Symbol 41 (281, 742) On cross beam of long purple structure above road
42 – Bat Symbol 42 (231, 744) On roof edge of Gray Towers building
43 – Bat Symbol 43 (247, 788) Above roof with tight ropes you can jump off of
East End / Amusement Mile
44 – Bat Symbol 44 (333, 903) Sitting on roof of Emergency Room skybridge
45 – Bat Symbol 45 (238, 884) On Pier roof with giant lobster on it
46 – Bat Symbol 46 (287, 924) On skybridge roof that connects to train station
47 – Bat Symbol 47 (326, 933) Above pole on top of train station clock
48 – Bat Symbol 48 (468, 905) On middle tower roof
49 – Bat Symbol 49 (494, 835) On apartment roof
50 – Bat Symbol 50 (450, 840) Sitting on Wayne Financial billboard

“Quite the collection, Master Bruce.” – Collect all Batcave Trophies

Collect all 24 Batcave Trophies. There are a total of 170 trophies in the game. In previous games this would be labeled as “Minikits”, however they changed the name for this game and they are called Trophies. Many of them are found in the story, refer to our story collectible guide at the bottom of the page. The rest can be found in the FREE ROAM as well as in the Batcave. Use the towers in each district to reveal their locations.

Batcave Minikit locations (Video for locations at bottom of guide for entire Batcave)

  • Behind the lift on the upper level by the shop.
  • In the middle of the cave on the upper ring.
  • From the entrance of the cave, look right and down by the water near the edge.
  • From the middle, look up at the giant Batman logo. Look to the upper right of it and you’ll spot it. Climb to it to get it.
  • On the top level above the Batman logo from the middle is a safe with a minikit inside
  • Once you build the science lab expansion, you’ll see it.
  • From the middle, if you look at the Batman logo, take the right bridge and under the bridge is the minikit.
  • After purchasing one of the expansions, this one will also have a large Batman logo. On top of it is the minikit.
  • From the middle, if you could look straight up you’ll see this one.
  • Close to the water near the entrance to the Batcave, there is a fishing pole you can use to fish up the minikit.

Too Many Questions – Complete Every Puzzle Room

Complete all 15 Puzzle Rooms. There are 2 types of puzzle rooms, Riddler and Cluemaster. After completing 7 of each, you will unlock a combined puzzle. Every Riddler puzzle room is similar in that you need to find items and then place them in the correct location based on the reflection of the mirror. Each Cluemaster puzzle room is similar in that you need to guide the robot through a path using tiles and placing them in the correct order. The game gives you a tutorial on how to do each of these. These puzzles are pretty straight forward, but just make take sometime. There is only 1 Riddler puzzle in which you need to confuse an enemy to stand in the right position, just be aware of this. Also for the Cluemaster puzzles, you’ll eventually need Gordon to block air vents and Robin to move a platform over them. Do not forget to use abilities.

The final puzzle is a little more tricky and will require a little bit of thinking. It is divided into 3 rooms. The first being fairly simple and the 3rd not requiring you to think at all. However, room 2 is tricky. To start off, do the spinning wheel puzzle first. The solution to this is above the puzzle in the reflection. If you aren’t familiar with the symbols on the puzzle, each icon represents a number between 1 and 4. Each symbol is a reflection of itself, it may be hard to see at first but it will click. This puzzle will get you more pieces to use. Start with the left puzzle as completing this one will get you an item you need for the right puzzle. The puzzle itself isn’t too tricky, but what the game doesn’t tell you is that the first and last moves the robot will make are freebies. This means they will move to the correct position every time. Because of this, you will only need to figure out the pathing for the middle movements. For example, the left puzzle, the robot needs to move 6 spaces and you can only place 4 tiles. Move 1 and 6, the robot will move to the correct position without the need for a tile. There are also electrified tiles, these can be easily seen as they are a different shade of blue. There are also green tiles, these are simply just visual and mean nothing.

“Lighter, faster, more agile” – Purchase a Skill Upgrade from each category

There are only 2 categories. You will unlock this naturally as you play and spend gold bricks.

Theatricality and Deception – Purchase 3 Gadget Upgrades

This will unlock naturally as you progress through the game.

“I own the place.” – Purchase all Batcave Expansions

There are 5 expansions in the Batcave. They will be marked with a wrench icon on the map. Be sure to save some studs for these. We recommend waiting until after completing the story.

Not Just a Cave – Place 5 Props or Trophies in the Batcave

This will likely unlock naturally. The game will give you a tutorial on how to place props. Simply place 5.

“No, sir. The OTHER car.” – Purchase 3 Vehicles from the Batcave

You will unlock this naturally as you progress through the free roam.

“You either buy a hero… – Purchase 5 Items from Shops

You will unlock this naturally as you go for 100%.

“Does it coming in black?” – Equip a Red Brick

If you have a red brick, to equip it, when changing a characters suit there is an option to equip a red brick.

“Wouldn’t wanna make things too easy.” – Get 5 Gold Medals in AR Trials

AR Trials are scattered through out the FREE ROAM. There are 30 of these in the free roam, they consist of ariel trials, combat trials, and races. We found that racing was the easiest to earn gold medals on, followed by combat trials and then ariel. If you decide to go for gold in combat, we suggest fully upgrading Batman first as this will make it easier. You only need to get gold on 5.

Rebuilding Gotham – Cash in a Challenge in the Batcave

Once you have access to the Batcave and the challenge board, go to the terminal and you can cash the ones you’ve completed in.

Collecting Evidence – Roll the camera over 20 degrees in Photo Mode

To access photo mode, pause the game and select photo mode. Then roll the camera over 20 degrees.

Computer Privileges – Change the screensaver on the Batcomputer

Once you have access to the Batcave, find the bat computer and it gives you the option to change the screensaver.

“Life’s been good to me.” – Collect 1,000,000 Studs

This will unlock naturally as you play.

Caped Defender – Perform 100 successful Counters

A Counter is when you press “triangle or Y” to counter an enemy attack. #EasierThanARevert! You will likely unlock this naturally as you progress and collect items.

“Never do it for free.” – Collect 30,000 Studs within a single stud combo

You will unlock this naturally as you play. To speed this up, there are upgrades to help with stud multipliers.

“I’m good with calculation – Maintain Max Stud Combo for 60 Seconds

You will likely unlock this naturally as you play. There are upgrades to keep the multiplier going longer so as long you have the max multiplier (4x) and keep collecting studs before the timer goes down, you will unlock this.

The Strength to Fight – Reach Combat Combo of 99 hits

The easiest spot to do this is when you are introduced the big guy enemy. Keep your distance, dodge when needed and keep pelting him with batterangs.

“I am the shadows.” – Perform 100 Stealth Takedowns

You will unlock this naturally as you play.

“This is my City.” – Place a Pin on the Map

Once you are in the free roam and can see icons on the map, select one to unlock this.

“You’re becoming quite a celebrity.” – Discover 100 open world events

This will unlock naturally as you work through the FREE ROAM. To reveal the locations of the world events, use the towers in each district.

Cowardly and Superstitious Lot – Defeat every type of enemy once

Story related, cannot be msised.

“Gotham can feel a little safer.” – Prevent 30 Crimes

Once you get access to FREE ROAM you can start doing these. You can simply follow the radio or drive around and find 30 different crimes scattered through out the 9 districts of Gotham FREE ROAM. This will likely happen naturally as you progress. There is almost always a crime happening while you place, they are marked with a red hazard icon. Simply complete 30.

“Things have improved.” – Prevent each type of Crime in Gotham once

Crimes appear very often as you explore the open world and indicated by a red icon. When one appears, it will announced and based on the dialogue, you will be able to determine which one it is. Once you get to the crime, it will let you know which one it is. Below is a list of the different crimes.

  • Scuffle
  • GCPD Backup
  • Mugging
  • Ambush!
  • Vandalism
  • Snatch and run
  • Break-in
  • Citizens in peril

Vehicle Crimes (these appear more often if you are in a vehicle)

  • Joyriders
  • Getaway Vehicle

NOTE: This trophy/achievement may appear buggy as we completed the same crimes over and over, and it popped after completing a crime we had completed before.

“Is that like parachuting?” – Glide in 10 different wind tunnels

Throughout the FREE ROAM there are wind tunnels high in the sky. There are more than 10 and you may accidently find yourself in one at some point. Some of these are tied to the ariel trials as well. To speed this up, every time you come across one, simply glide into for a couple seconds. They are large and hard to miss.

**COLLECTIBLE VIDEOS AND MORE COMING SOON AS WELL!**

Story Collectible Guide

Early Years (No collectibles)

Wayne Manor Grounds

Falcone Confrontation

The League of Shadows (No collectibles)

Mountain Climb

Combat Training

Stealth Training

Gadget Training

Infiltration

Glacier Fight

Infiltation

  • Bonsai Tree 1 – Story related.
  • Bonsai Tree 2 – After destroying the first bonsai tree, you’ll enter a large room with enemies you can stealth kill. On the lower level to the left will be this bonsai tree.
  • Bonsai Tree 3 – Upon building the bed you use to bounce onto the higher level, take the left path to find the next bonsai tree.
  • Red Brick – After building the machine you launch yourself across the way, you’ll need to scurry along a ledge. If you keep scurrying, you’ll see a ledge with gold studs. Follow the path. You’ll find yourself in a room with 4 buttons. Pick up the 2 stacks of books and place them on 2 of the buttons. Than stand on the other 2 to reveal the red brick.
  • Bonsai Tree 4 – After completing the spinning wheel puzzle as part of the story and you go through the narrow passage, once you drop down, turn around to find the next bonsai tree.

Ra’s al Ghul

  • Bonsai Tree 5 – After the first part of the boss fight, hang a left and you’ll find the final bonsai tree.

New Beginnings

Returning Home

Docks

  • Surfboard 1 – Just before moving the blue box, to the left of it is the first surfboard.
  • Surfboard 2 – After a cutscene with Flass, there will be a green shipping container spinning. Straight ahead of you when you enter the area is the surfboard sitting in a corner.
  • Surfboard 3 – After another quick cutscene with Flass running away, you will be prompted to dodge gunfire. You can spot the surfboard right below the 2 enemies shooting at you.
  • Surfboard 4 – Once you enter the warehouse, there is a crawlspace. Go through and on the left is the surfboard.
  • Red Brick – Eventually you’ll enter a large area with shipping containers and lots of enemies. In the back left corner is a small building you can grapple on top of. Go through the hole in the roof to find the red brick.
  • Surfboard 5 – As soon as you leave room with the red brick, go straight and you’ll see the surfboard leaning against a container.

Oswald Cobblepot (No collectibles)

Tricorner Investigation

Riddler (No collectibles)

Riddle me this

Carmine Falcone

Back to the Iceberg Lounge

  • Disco ball 1 – As soon as the fighting at the start ends, look in the direction you need to go and look up and to the right. Knock it down with a batterang.
  • WayneTech Cache 1 – As soon as you’re introduced to cameras, look in the corner to find this cache.
  • Disco Ball 2 – As soon as you go through the crawl space from the previous collectible, you’ll see this disco ball to the right. 
  • Disco Ball 3 – Before talking to Flass, on the right side of the room from where you entered is this disco ball.
  • Red Brick – Before talking to Flass, in the room is a large vault. The code to access the vault is 596. The clues can be found in the pink room after talking to Flass and in the area by the vault.
  • WayneTech Cache 2 – After the kitchen area, go left and into the crawl space. Use foam on the cogs, then take the plug located by the cogs and plug it into the cube by the gate. Now melee the foam to access the cache.
  • WayneTech Cache 3 – After leaving the ball pit, right in front of you should be red ledges with gold studs. Climb up and you’ll see 2 blue rollers. Go through the rollers to find the cache.
  • Disco Ball 4 – You’ll eventually enter another room with a ball pit and lots of enemies. This disco ball can be found on the other side of the ball pit and before going into the circle tunnel.
  • WayneTech Cache 4 – You’ll eventually find yourself in a ball pit with enemies. To progress the story you need to go through the blue rollers. Do not do this, turn around and you’ll see a fence with some gold studs. There is a vent close to the fence hidden under the balls. Look for it to enter the room with the cache.
  • WayneTech Cache 5 – In the room with the speakers, on one of the walls is a lock. Use a batterang to break it, then use the bouncy castle to reach the room with the cache.
  • Disco Ball 5 – After going down the very long slide, you can find it on the right.

Wayne Industries (No collectibles)

The SubWayne

Spelunking

A Family Friend

Waynetech R&D

Glider Calibration

The Red Hood Gang

Criminal Chemistry

Caught Red Hooded

Ace Chemicals

  • WayneTech Cache 1 – As soon as you go down the lift, made a hard left and use the grapple. Follow the path and you’ll find the cache.
  • Ace Card 1 – As soon as you glide over the goop, there is the first ace card leaning against the wall. 
  • WayneTech Cache 2 – There is a door that you press a button to open. Before going in there, follow the path going to the right. Walk along the narrow walkway and have Gordon use his goop to reveal a crawl space with the cache on the other side.
  • Ace Card 2 – As soon as you enter the room where you needed to press the button to open, clog the tube and turn around. You’ll be able to grapple up to a high level and you’ll see this card.
  • Ace Card 3 – After flying up the giant air lift, you’ll see the card on the top right.
  • WayneTech Cache 3 – After flying up the giant air lift, behind you will be a target you can hit. This will stop the air. Drop down and you’ll find this cache.
  • WayneTech Cache 4 – After the last collectible, you’ll find yourself in a large room with enemies. In the back left corner you’ll find this cache.  
  • Red Brick – At the end of the glass floor hallway, go right and you’ll see a crawlspace. In that room you’ll find some tubes that need clogging. Clog all the tubes to get the red brick.

Factory Meltdown

  • Ace Card 4 – In room after dodging Red Hood’s rockets, you can find the card in the corner.
  • WayneTech Cache 5 – Once you get the to wall of fire where you need to pour water on it, look left and climb up. Go through the door to find the final cache.
  • Ace Card 5 – In the room where you are get a rocket shot at you, underneath where Red Hood shot at you is a doorway with the final card inside.

Mimes

Home Sweet Home

Disrupted Debate

Shreck’s Department Store

  • WayneTech Cache 1 – As soon as you gain control, look right to see a spot where the whip can be used. Use it to reveal the cache.
  • Cat Head 1 – In the next room in the right corner you’ll find the first cat head.
  • WayneTech Cache 2 – As soon as you enter the room with the camera, smash around on the left to reveal a key. Grab it and go back to the previous room to unlock the locked door.
  • Cat Head 2 – At the end of the room with camera is a statue holding the cat head.
  • Cat Head 3 – Once you leave the elevator, go right up the stairs and turn around. You’ll see the head against the wall.
  • WayneTech Cache 3 – Once you enter the room with all the mimes, along the right wall is a crawl space. Go through and use the cat to open the gate. Push the stairs against the wall and climb to get the cache.
  • Red Brick – In the room with the giant “Shreck’s” signs, on right is a mini game you need to plug in. Complete the game to get the red brick.
  • WayneTech Cache 4 – In the same room but on the other side is a gate that can be opened with the whip. Open the gate and use your grapple to knock over the cache.
  • Cat Head 4 – In the room with the mime hulk enemies, on the ceiling is a hanging cat head.
  • WayneTech Cache 5 – In the same area is a smaller room with a keyboard. Step on the button to reveal a sequence on the keyboard. Play the same notes by walking on the keyboard to reveal the cache.
  • Cat Head 5 – In the final room where you need to get a key using a cat, near the ceiling is you can find this cat head.

The Penguin

On the Prowl

Arctic World

  • Rubber Duck 1 – This is basically unmissable. Once you up the gate you’ll see it.
  • Rubber Duck 2 – In the area after using thermal, on the left is a duck in the water.
  • WayneTech Cache 1 – After fighting the mini penguins, there will be some bricks you can build into a floaty. Bounce up to a higher ledge to find the cache.
  • Rubber Duck 3 – After using the crawlspace from the previous collectible room, on the rubber right corner is the duck.
  • Red Brick – In the same room is a vent, go through to the other side. On the corner is a class case. Cut it open and replace the yellow umbrella with the red one. Use the whip to spin the machine around so its facing the red brick in the cage and jump on the button.
  • WayneTech Cache 2 – As soon as you cut the glass as party of the story, move the cage on the left to reveal a glass window. Inside is the cache.
  • WayneTech Cache 3 –  In the same area with the cage there is an exploding snowman. Have him explode to reveal the cache.
  • Rubber Duck 4 – In the room with the duck boat and water, on top of one of the rocks is this duck.
  • Rubber Duck 5 – In the after the cameras on the right is a machine holding the last duck.
  • WayneTech Cache 4 – Right by the machine from duck 5 is a box you can open. Inside is a wheel. Bring it back to the start of the room to change the temperature. Explode the wall to find this cache.
  • WayneTech Cache 5 – In the same room but on the other side is a table you can stand on with a target. Stand on it and you can use a batterang to hit the target through the glass. Now use a cat to go through the little cat gate to retrieve the key. Use the key to unlock the cage with a cache inside.

Cold Blooded

Flugelheim

Joker Cards

A Lick of Paint

The Party Man

  • Boombox 1 – As soon as you gain control, turn around to find the first boombox. Fun fact, you can hear music playing from them as you get closer.
  • Boombox 2 – As soon as you use the keycard, on the left you’ll see the boombox.
  • Boombox 3 – A little further up will be a boombox on the left in a glass box.
  • Red Brick – In the room where you use the cat to get to the security off, there is a catwalk that goes around the room and into another cat tunnel. Go through to find the red brick.
  • Boombox 4 – Right next to the joker head that’s part of the story is this boombox.
  • Boombox 5 – On the left just once you open the gate that requires the 2 joker heads.

Joker

Party Prep

The Big Dukeroo

  • WayneTech Cache 1 – On the far left back corner from where you start is a wall you can climb with Catwoman. Flip the lever and go into the building. Then use the cat to open the door to access the cache.
  • Cake 1 – To the right of the first balloon by the truck is the first cake.
  • Cake 2 – On the left towards the next balloon is a balcony with this cake.
  • WayneTech Cache 2 – Between the first and second balloon is a guy sitting down on the left. Get close and you can use UV. Follow the trail to locate this cache.
  • Cake 3 – To the right of the second balloon in a food stand is the cake.
  • WayneTech Cache 3 – Between the second and third balloon on the left is a ledge you can get to. You’ll see gold studs there. There is a window you can cut and inside is the cache.
  • Red Brick – On the right side between the second and third balloon is a window you can go into. Once inside, move the TV so that your cat can jump from the TV to the bookshelf. Go through the cat tunnel to get the brick.
  • Cake 4 – On the backside of the balloon 3 is the cake.
  • Cake 5 – Between the second and third balloon on the left is an alley with the cake.
  • WayneTech Cache 4 – To the right of the last balloon is a van with a grapple plug. Grapple it to reveal the cache.
  • WayneTech Cache 5 – To the left of the last balloon is a glass window that needs to be cut. Go through and dodge the cameras. In the small room is the cache.

Two-Face

The Heist

The Dark Knight

Haly’s Circus

  • Coin 1 – As soon as you gain control after walking across the tether with the axe, look left to find the first coin.
  • Coin 2 – After a cutscene and you play as Robin with Batman, look right to see the coin.
  • Coin 3 – After going up the ramp with the red arrow, you’ll see this coin at the end.
  • Red Brick – Once you get to the part where you need to connect the drums, before doing that look to the left to find the hammer carnival game. Step on the button and hit all 3 targets.
  • Coin 4 – As soon as you finish the wave of enemies and start the next platform section, look behind you to find this coin.
  • Coin 5 – Just like before, go up the ramp with the red arrow and at the end will be the final coin.

Kite Man

Dynamic Duo

Fly a Kite

Power Plants

  • Red Brick – To the right of the brown ladder is a path with a door that can be pried open. Using Robin, you’ll need to use the tether on the right to the middle to connect the power. Next use his pole on the left machine to release the air. Switch to Batman and fly up, then switch to Robin and let go letting Batman fall onto the red brick.
  • Kite 1 – Follow the story (brown ladder path) until you need to cross over a gap where Robin helps Batman. On the other side of the gap on the right is the person Kite.
  • Kite 2 – In the same room, look up to see a ledge and a vent you can enter. Inside the vent is the kite.
  • Kite 3 – As part of the story you’ll need to use your tether to cross a gap and then pry open a door. As soon as you go through, turn around and look up.
  • Kite 4 – In the same area, before or after you open the vent, look to the left and down a bit from the vent to see this kite.
  • Kite 5 – To the left of the plant pod is the final kite.

Poison Ivy

The Seed of the Crime

Botanical Gardens

  • Venus Fly Trap 1 – As soon as you hop over the door at the start, look up and to the right to see this plant.
  • WayneTech Cache 1 – Look to the left where there is a waterfall, there is a grapple plug above it. Pull it to reveal a path to the cache.
  • Venus Fly Trap 2 – Once you drop down to area with enemies, it will be close to where you dropped down on the floor. There’s a chance you may accidently hit it while fighting the enemies.
  • WayneTech Cache 2 – Next to the lady you can talk to are 3 targets, hit all 3 to reveal a path to the cache.
  • Venus Fly Trap 3 – While crossing the gas gap with Robin, once you get to the second leaf, in the pink death area below you’ll see the plant.
  • WayneTech Cache 3 – After going through the door and fighting off the enemies, follow the left wall to find this cache.
  • Red Brick – Along the story path you’ll come across an open room to the left before opening a door. Inside you’ll see a red brick. Place the flowers next to the brick to unlock it. We are unsure if you need to complete every combo, but what worked for us was placing the red plant on the left and the green on the right, and then wait a second.
  • Venus Fly Trap 4 – Leave the room and before pulling the grapple plug, you’ll see along the right wall close to the grapple plug.
  • WayneTech Cache 4 – Underneath the first vine that’s slamming down is this cache.
  • WayneTech Cache 5 – Just before crossing the last fly trap gap, look up and to the left to see a spot where Robin can use this tether. This will reveal a hidden room.
  • Venus Fly Trap 5 – After building the vehicle, clear all the plants blocking the door. The plant is in the cluster of overgrown plants and you may accidently get it.

The Snapdragon

Firefly

Pirate Party

Knight at the Museum

  • WayneTech Cache 1 – From where you start, in the far back left corner is a cache surrounded by fire. Pull the grapple plug to clear the fire.
  • Spaceship 1 – From where you start, go right and up the ledge. There is a display with this ship.
  • WayneTech Cache 2 – The display to the right of Spaceship 1 has this cache.
  • WayneTech Cache 3 – Once you get the drone, before going through ring of studs, there is a ledge to the right with gold studs. Use the drone to get to that ledge.
  • Spaceship 2 – In the room where you need to save the party goers, in the back right corner is this ship.
  • WayneTech Cache 4 – In the same room on the ride side is this cache but it’s covered by destroyable objects.
  • Spaceship 3 – In the room where you need to traverse the fire, on the head of the far-left statue is the ship.
  • Spaceship 4 – In the next room along the back wall to the right is this ship.
  • WayneTech Cache 5 – In the next room on the left, use the drone to get on top of the ticket booth.
  • Red Brick – In the room to the right is a “space” room. Turn all the wheels so that they are all red to reveal the brick.
  • Spaceship 5 – After using the code, go in the next room. Spinning around the room will be the final ship.

Batgirl Begins (No collectibles)

Out of Commission

Mr. Freeze

Antifreeze

Tonight’s Forecast

The Ice Man Cometh

  • Snow Globe 1 – Go between the legs of the giant machine and to the left is the globe.
  • Snow Globe 2 – Use the drone and go up. On one of the higher ledges is a globe you can hit with your batterang.
  • Red Brick – Under where the globe is a circuit. You’ll need to hack one part of it and then tether all 3 pieces to get the brick.
  • Snow Globe 3 – This can be found along the inner ring of the fighting area like where the red brick was but on the opposite side.
  • Snow Globe 4 – This can also be found on the inner ring but to the right of the giant machine.
  • Snow Globe 5 – This one can be found on the giant machine’s left side.

Tumbler Chase (No collectibles)

Clown Chaos

Rough and Tumble

Arkham Asylum (No collectibles)

Seeing is believing

A dog chasing cars

A Serious House…

The League of Shadows Returns

A Shadow Over Gotham

  • WayneTech Cache 1 – As soon as you start, drop down the lowest level and to the left in the alley is the cache.
  • League Banner 1 – On the lowest level still, where a couple enemies were is a banner hanging.
  • WayneTech Cache 2 – You’ll enter an area with enemies and tumblers. On the right side of the area is a ledge with the cache on it.
  • League Banner 2 – In the middle of this area was a guy shooting rockets from a lift. To the left of the lift is the banner.
  • WayneTech Cache 3 – Once you reach the bottom of the set of stairs as part of the story, go to the far right corner to find this cache.
  • League Banner 3 – On the second part of the train tracks, keep your eyes on the right and you’ll the banner.
  • WayneTech Cache 4 – At the end of the train tracks is a car, use the tether to open the trunk.
  • Red Brick – As soon as you get climb the ladder back to street level, turn around and in the corner is a garbage truck. Use Robin and then hack. This will reveal the brick.
  • League Banner 4 – Once you clear the gap you need to move a bus. This will reveal the banner.
  • WayneTech Cache 5 – Before going down the alley that does right, on the left is a vehicle that shoots at you if you get too close. Hack the terminal to the left of it and the cache is on the right.
  • League Banner 5 – In the alley mentioned previously, if you look up when in it, you’ll see the banner.

Bane: Round 2

The Dark Knight Returns

Waylon Jones Missions and locations

Fedora Hat Icon

Missions are unlocked in a sequential order.

  1. Mugged Off – 397,863 – Amusement Isle – Reward: Robin’s World Finest suit
    • Talk to Lady to the left of the mission start. Analyze 2 items in alley and follow trail to bike ramp.
  2. Sewer-Footed 286,687 – Robinson Park – Reward: 2 Wayne Points
    • Talk to Lady behind mission start, drop down below and scan the pile of debris, scan the item laying under the bridge, Talk to Police officer under bridge, use Robin’ tether and talk to guy who appears., analyze man hole.
  3. The Clawed Crusader – 246,513 – Cauldron North – Reward: 2 Wayne Points
    • Talk to Lady behind the mission start, use Thermal vision right next to lady, scan wall after thermal vision, use Robin’s battle staff to move crane then talk to the newly freed citizen in dumpster, grapple to ledge above scratches on wall and analyze.
  4. Tipping the Scales – 360,308 – Old Gotham South – Reward: Batgirl Cycle purchasable in Bat Cave
    • Talk to worker by switch behind mission start, follow to hat and drop down a level, use Robin’s batarang to hit all three power switches (Right to Left) and power up the elevator. Have Batman analyze claw marks on wall, drop down and smash boxes to reveal claw marks and UV scan them. Follow the trail to you reach Killer Croc.
  5. Investi-gator – 345,666 – Newtown – Reward: 2 Wayne Points
    • Turn left and drop down on to ledge to follow the Hat Icon and talk to buddy, drop down and analyze the paint on ground, follow UV trail and then pull dumpster away from wall and collect item. Return to Detective and talk.
  6. A Croc & A Hard Place – 171,373 – Cauldron South – Reward: 2 Wayne Points
    • Enter door behind Waylon, scan item on floor on the right, Use the Batclaw to remove plug on wall, then move the generator so that the right side lines up with the floor grate. Use Nightwing to charge the terminal then use the tether on both spots to power it up. Investigate the projector screen. Use wheel in back of the room to open a door and then “tinker” with the desk on the left. Analyze the gun rack. Talk to the Detective and then Waylon.
  7. The Case of Waylon Jones – 307,773 – Robinson Park Circus – Reward: Skill Brick
    • Head around back and interact. Fight Killer Croc. Return to Waylon in the sewer and talk.

Riddler Puzzle Solutions

Old Gotham North Puzzle Room is riddle #8 in addition to it counting as 1 of 2 puzzle rooms

Arch de Triomphe – 425,471
Use Robin to open gate. Destroy and build object. Stand on it as Batman. Switch to Nightwing and hit target on other side of gate.

Ladder of Success – 392,404
Batman to claw open. Pull lever. Use Jim to freeze the gears. Hit objects on roof to find key. Drop down and move ladder to get to box and open with key.

Strike a Balance – 347,368
Use Nightwing to tether between ? mini tower to building on right. Need to time triple shot at 3 targets. This might take a few tries as it doesn’t always hit the 3 targets no matter if you have them all selected.

Power Climb – 332,354
Use Nightwing to hit the correct targets. (Puzzle Room appeared after completing this)

Missed Connections – 362,433
Use Jim and Nightwing to line up the symbols.

Can’t Park There, Mate – 368,464
Break box to build handle to pull van with Batmobile. Use Catwoman’s cat to get key and unlock gate.

Holed Up – 368,464
Use Catwoman to climb the wall and activate the switch. Then use her whip on the switch. Use Robin to make a rope tether.

Old Gotham West Riddles – 8 are riddles and 2 are puzzle rooms. 1st puzzle room is riddle #9. The final puzzle room is in this area after completing both Riddler and Cluemaster challenges and counts as the 2nd room.

Crane Supreme – 321,483
Use Jim to splat the gears as the lift is up top. Slide box in lift. Release lift and stop it at the bottom by using the gearbox on the lower end. Use Batgirl to hack and collect box.

In The Spotlight – 303,464
Use the 3 spotlights on the roof to form a ?

The Fault of Our Statues – 330,449
Use Batman’s X-Ray and follow wires to 3 targets to hit with Robin’s triple. Push button to activate blue wire then hit targets.

Bridge, But Not Too Far – 291,400
Use Robin or Nightwing to pry the blockage then use pole to slide. Then pull box out and use Batman’s claw to collect.

Under Pressured – 281,401
Follow wire to roof. Switch to Talia and ninja walk through the box wall. Turn dial to open box.

Denying Gravity – 371,385
Land on platform near top of pipe. Build fan. Fall to bottom aof pipe and switch to Catwoman to crawl up the wall and activate switch. Then use her whip at the bottom.

Slots of Fun – 241,339
Use Batgirl’s drone to fly in the top left window to reveal symbol #1. Use keycard to activate lift and then use that same keycard in slot on lift to reveal symbol #2. Use Jim’s goo to stop the water and reveal symbol #3. Left to right 1, 2, 3.

Cauldron South 8 riddles

Selfie Starter – 119,492
3 symbol puzzle. Look for 3 ?s painted on walls. Use x-ray on each to reveal the symbol. One is behind the pipe on the wall opposite the selection area. 2nd is to the right at the end of tube 6. 3rd is on the outside wall under the Burnside Bridge sign.

Story Time – 197,497
3 symbol puzzle. Go to floors 4, 6, and 8 for the correct ones.

Wreckless – 183,478
Use Batgirl to hack the crane. Use batmobile to pull the wrecking ball.

Spinner, Spinner, Chicken Dinner – 221, 428
Use Jim to splatter the gears to match the 3 symbols on the wall.

Chimney Chorus – 188,386
Follow the pattern puzzle

Plate Spinners – 159,409
Turn the crank and press the button to match the pattern. Outer, middle, inner wheel

High Pressure – 173,439
Turn outer wheels to raise pressure. For middle wheel, the handle is behind the tank. Turn up pressure to release cube.

Tanks A Lot – 116,474
Use Catwoman to scale the tanks to hit the 3 switches

Cauldron North 6 riddles plus 1 puzzle room

Tight Corner – 188,586
Use batclaw on cage. Hit target. Follow 2 wires to find the other 2.

Birdarandom – 216,567
Push box towards battery and insert it. Have Batman stand on red button. Use Nightwing to hit the 3 targets.

Short Circuit Time – 153,522
Time standing on outer circuits and pull the lever for a brief moment of no electricity and quickly grab the box.

Need A Breakthrough – 146,538
Use Nightwing to charge the crane. Use tether to attach box to hook. Charge again. Explosive gel on wall.

Keyside Conundrum – 108,543
Catwoman needed. Use whip to break crate free. Collect key and use it on one of the 3 locks. Go down stairs and use whip to activate pipe to put fire out. Collect key from inside. Jump on top of one container to step on button. Switch to Batman to jump up on the other container to stand on the button. Switch back to Catwoman and have her cat stand on the 3rd on the ground to unlock the box for the 3rd key.

Pipe Down – 148,570
Follow the blue pipes and do various tasks to complete all pipes back to working order to collect the cube.

Robinson Park 4 Riddles

I Need A Symbol – 236,796
Find 3 symbols. 1st use UV by the slot board. This will be the left symbol. Turn around from symbol selector and drop down to break crates and build for middle symbol. Break crate to find battery and insert on wall and use Catwoman to climb and pull switch to find the right side symbol.

Hackey Code – 327,701
Use Batgirl’s drone to fly through window to get code. Open and drag crate out. Alternate using crank and hack on crane to open the box.

Move It or Lose It – 235,676
Follow blue wire to billboard. Use Catwoman on 2 bottom screws Batarang the 2 targets.

Live (Re)Wire – 229,709
Use Nightwing to connect wires so that they light up the green ?

Amusement Mile 3 Riddles

Ramp-ifications – 350,957
Find crank in dumpster. Use it to fix ramp and jump a vehicle on to the container to release the box.

Aqua-Batman – 496,833
Turn crank and use Jim to plug water one at a time.

Dr. Crane Will See You Now – 320,908
Hack crane to turn it and release the battery. Use Nightwing to tether battery to holder under the bridge and doing so will drop the crate. Switch back to Batgirl and hack the crane again to move it over the box. Switch to Nightwing to lower crane. Switch back to Batgirl to move the crane and then switch back to Nightwing to lower the crate in position to unlock.

Tricorner – 9 total in area. 1 unlocked during story. All rewards are 500 studs

Deep Dive – 202,222
Grapple up to 6th level then drop down to target. Climb ladder to collect.

Lift Off – 211,178
Take battery from left on ground to activate lift. 2 batteries on roof. Use the lift to place the 2 batteries. Replace the lift battery to where you got it from to unlock the box to collect.

Chut-ing Gallery – 238,140
Follow the wire from the box and pull the lever. Shoot 6 targets with checkmarks within the time limit.

Sunken Treasure – 306,125
Follow wire. Use batman’s grapple. Use Catwoman’s whip to raise platform for lever.

Calculated Move – 157,101
2 batteries needed. One on roof. 2nd located at wall behind you when you face the generator on the ground. Use Nightwing to connect electic wires.

Pixel Perfect – 160,178
Light up the 4 lights using the 3 targets. Follow wires from box to find targets.

Grounded – 186,182
Use air vent on building to fly up and glide to platform surrounded by electricity and step on button to deactivate.

Water You Waiting For – 145,221
Use Robin to pry open. Battery located by water in breakable box. Use Jim to plug water.

Old Gotham South – Shows 10 in area but only 9 are for South. Slots O’ Fun is for West even though it shows as in South area. All rewards are 500 studs.

Anti-Monitors – 290,352
Battery puzzle. 4 needed to activate switch. Use Nightwing’s tether to connect from battery terminal on side of building to battery

Gloomy Tunes – 285,338
Slider puzzle. Slider postions left to right – 1,2,1

Feeling Steamed – 291,338
From where steam is, turn around and head opposite way. Look for ‘Boom” on wall to the right. Turn left and head towards the wall opposite of ‘Boom” and break stuff, revealing an explosive gel point. Turn handle after blowing up wall.

Lightning Wall – 287,316
Use lever to activate 3 targets. Follow wires to all 3. You have plenty of time to hit them all.

Turn The Other Leak – 264,339
Battery puzzle. Use Jim to stop water. 2nd battery needs to be charged. Walk right to place battery. Crank needed to charge is found after breaking satellite on the right.

Pattern Recon-ition – 364,293
Use UV. Follow path to wall to reveal pattern. Solution is upside down. Hit targets the opposite way.

Services Charge – 348,278
Turn 3 cranks to charge the wires

Cog-nitive Dissonance – 330,271
Use Jim to splatter the cogs. Set the ? the correct way. Line up the smaller ends of the rotating patterns towards the ?.

Seek-quence – 322,293
5 levers to pull in sequence. There are 5 lights that each have a wire coming from it. The correct sequence is
2 1 5 3 4 . follow the wires to find each lever.

Cluemaster Puzzle Solutions

Tricorner

Shock Value – 224, 137
Use Batgirl’s hack batarang to open gate. Grapple up to roof to take battery to turn off electricity. Bring battery in to cage and plug in to get cube.

Wrong Side of the Tracks – 160,125
Use Nightwing to pry open train car door. Go around to other car and use his tether to open the other door. Connect a tether between the open doors to open cage and collect cube.

Staffing Problems – 191,153
Use Robin’s staff to pry open shudder via pole slide. Press buttons in this order: Middle, Left, Middle, Right.

Goo With A View – 219,217
Use Catwoman. Turn dial then whip the screw underneath tube to release goo. Switch to Jim and splat the tube and collect cube.

Hidden Quay – 282,183
Switch to Talia and go around back of cage and teleport in to collect keycard. Then teleport back out and use card in slot to collect cube.

Old Gotham South

Cluemaster 123 – Old Gotham South – 4 are 1,2,3. 5th is a room. All rewards are 500 studs.

Feeling Cranky – 384,290|
Acquire crank from back left breakable crates and plug it in to left spot missing a handle. Left wheel is bottom number. Middle is middle. Right is top. From top to bottom: 3, 1, 4

Tumbler Craze – 315,260
Solution: the symbols that look like 1, 2 ,3, and 4 when flipped horizontal and looking at a mirror image of each. Left to right – Left is the 1. Next is the 2. Third is the 3. Last is the 4. 

Late Knight Cable – 286, 281
Need batarang. Find wire path from left to right for each number. Use batarang to hit targets in order.|
1: Hit start target – Top target – next target – middle – target by the 1
2: Hit start target – top – bottom – top – target by the 2
3: Hit start target – top – middle – top – target by the 3

Parkget Practice – 231, 321
Pull lever by cage. Turn around 180 and batarang lit up target behind you.
1/3 Turn left after hitting target 1 and step on to the start of the bridge. L1 to pole in the distance. Target on the wall of building.
2/3 After hitting target 2, turn left and go down path. Target 3 is in a tree on the right.
3/3 Return to start point to collect cube

Old Gotham North

Playing Cagey – 460,413
Use Talia to teleport inside the cage and pick up key and teleport back out and use the key to unlock the cage you were just in. Pick up battery from the far end of the triangle roof by the water tower. Use it in the battery slot to unlock the cage to get the cube.

Scattered Approach – 393, 395
3 targets need to be powered up and struck by Batarang. Run up the stairs to the right of the box and in the far right corner there is a lever you can flip to reveal a batarang target which needs to be hit by Batman. Run back down and by the puzzle box follow the paint splats to the tunnel to the left of the stairs leading to Hotel and road. Inside tunnel use explosive spray on brick wall and grab and insert battery in terminal to the right which powers up a lever. Flip lever and hit both targets by following the power lines. Return to puzzle box. Switch to Jim Gordon and follow the final set of paint splatters up the stairs heading away from the puzzle box (South) and Flip Switch and Shoot gears quickly to stop the timer and open up 3 targets. Hit all 3 targets and return to Puzzle Box. Lastly grab the flower pot and place on one of the 3 red ground switches and then stand on the other 2 with Jim and Batman. Collect Puzzle Box.

Locked Room Mystery – 380, 357
Talk to person by electrified door then find open window right by there and use Batgirl’s heli-drone to fly through window and scan the blueprint for the code. Switch back to Batgirl and enter code at locked door on other side of same building. Go in and remove battery and place in one of the slots on either side of cage. Go back out and talk to person from before and she will give you the other battery. Insert it at other terminal at cage to unlock it.

Let’s Start The Clock – 343, 398
Use uv vision on purple goo by clock and follow the path to behind building.You will see 3 in orange and 5, 4 in blue. Return to clock and turn left wheel for the orange hand to move to the 3. Turn right handle to move blue hand to the 9.

Key Pipeline – 376,445
Facing the cage, look up to the right. Grapple up to the ledge with the vertical steam showing. Turn crank. Drop down to lower ledge and turn next crank. Grapple up to ledge behind you and then turn that crank. Then turn crank at middle of the roof. Then turn final crank. It will push the key out of the steam vent and use that to open the cage.

Old Gotham West

Target Platform – 292, 489
Stand on big green button and use batarang to hit targets that only have a green light under them. After 3 correct rounds, cage will unlock.

Power Up – 273, 374
Grapple up to platform where cage is and remove battery. Fall back down and go to plaza area across from the cage tower. Plug in the battery. It will activate targets along the shaft of the tower for you to hit. 6 must be hit for cage to unlock.

Clue & Me – 193, 340
Use Talia to teleport inside cage. Break crate and build box and push on to switch. Teleport back out and stand on another switch. A.I. should make Batman step on 3rd to unlock cage.

The Cauldron South

Weighing Up – 147, 433
There is a scale with 5 spots. Scattered around are a bunch of numbered weights. Goal is to get exactly 200 lbs. You only need 4: 20, 15, 75, 90. 90 is in a shipping container that requires batclaw. Placing all 4 add up to 200 and will unlock cage.

Run VT – 140, 491
Destroy all the crates with numbers to build a projector. Jump down and grab battery to power it. Use Robin’s staff in slider slot to enlarge image to match the size of the image drawn on the screen. Turn wheel on other side of projector to align with said image. Cage will unlock when aligned. 

What’s Behind Door #1? – 226, 498
Break box to build handle and pull it. 6 buttons appear. This is a matching puzzle. Pressing the buttons opens a shudder. The matching buttons are: Left top & Right top. Left middle & Right bottom. Left bottom & Right middle.

Canned Laughter – 242, 493
Grapple to ledge and break objects to build crank. Grapple to far ledge in front of you and use Nightwing to charge generator. Return to previous ledge and turn wheel so tethers line up to far ledge and the tether point behind cage on the wall and connect them using Nightwing and cage will open. 

Marketing Cycle – 255, 476
All 3 billboards above cage need to show the ad for ‘Think Thank Thunk’. Left billboard use Jim to splatter the gears to stop it on the image. Next do the right side billboard. Use Batman to pull down the handle and then use Jim again to splatter the gears when the billboard cycles. Middle billboard will cycle on its own. When it aligns, cage will open.

The Cauldron North

I’ve Started, So I’ll Finish – 119, 525
Solution is the atom symbol on left. Paint brush middle. Pi symbol right. Pull handle to open cage.

All In Clue Time – 141, 574
Break numbered crates to build generator. Nightwing tether from clock to generator and then charge. Grapple up to clock and then break that tether when the hand is in the 6, 7, and 8 area.

Buoy Wonder – 169, 610
Use Batman to batclaw the pull point. Pull handle. Use Jim to splat gears. Fly to cage to collect cube.

On The Right Track – 263, 506
Objective is to move the train cars with symbols to their matching stop points on the tracks. Maneuver them with pulling, pushing, and flipping switch tracks. Matching all 3 will unlock the cage. Pull the Music Notes Cart back till you bump into the Book Cart. Then pull the Potion Vial Cart back beyond the lever that changes the track route and then push it forward into the Potion Vial Track End. Next push the Music Cart past the track changer towards the Potion Vial Cart, just far enough you can switch the track and push the other cart down the track. Now pull the Music Cart all the way to the back by the Big Train Car. Flip Lever to switch track to point Left and then run down left track and flip lever to make track go right and push it down the left path to the Music Track End.

Garage Banned – 204, 507
Use Batmobile to grab handle and pull. Grapple hook on wall and build from the pieces that all. Hit crate with numbers that is hanging from the ceiling. Build in to a pole slider for Robin. When platform is lowered, drive the Batmobile on to it. Have Batman stand on the right switch. Have Robin stand on the left and then use his batarang to hit all 3 spots on the wall. Cage will drop and open. 

The Clock Strikes 9-1-1 – 180, 519
Solution is turn orange hand left to orange 11. Turn Blue hand right to blue 5

Newtown

Additional Content – 259, 669
Pick up big battery and place in spot near 123 cage. Smash boxes and pick up other battery by the middle battery spot and take it to the other open one by the central station. Use Nightwing to tether all 3 to the main to power up the wall by the cage. Use a batarang to hit the targets to move the electricity through the wires and complete circuit. Hit first target 1 time, 2nd Target 3 times, 3rd Target 3 times and flip switch.

Tumbling Down – 354, 665
Mirrored numbered tumbler puzzle. 3, 1, 4, 2

Projected Results  – 371, 704
Projector puzzle. Grapple hook to access button. Step on button to enlarge image to match size. Turn wheel to match image. Cage will unlock.

Jiggery Pokery – 389, 680
Use spotlights to move 2 puzzle pieces to their correct spots. R2/RT to rotate the image. Right light is for the bottom piece. Middle is middle. Left is top.

Cog-nitive Theory – 435, 648
Need Jim. Stop Pi symbol in middle facing normal way. It will light up green. Aim the chemical flasks so their opening faces the Pi symbol. Use Jim to splat the gears to stop the flasks. When in correct position, the flask will turn green. Align all 4 to Pi and cage will unlock.  

Gotham Water & Powerless – 493, 586
Use Batgirl’s drone to scan the ‘Think, Thank, Thunk’ poster on the left side of building. Use Batgirl to activate the elevator using code. Go up 3 floors and use her hackarang on cage for it to open.

Wreck Center – 412, 577
Use Robin to tether wrecking ball to point above bus. Use Batmobile to latch on to ball and pull it to hit the bus and release the cube

Turning Points – 404, 601
Push button to start. Turn crank to rotate outer ring until green light illuminates. Push red button again to move to the next ring. Repeat until all rings are lined with a 123 symbol.

Smoke Show – 367, 631
Break antenna to the left to get a lever and place it. Use handle and pay attention to the pattern from the smoke stacks and repeat it on the floor buttons. 1st is Left, Left, Middle. 2nd is Middle, Right, Middle, Right. 3rd is Left, Right, Right, Middle, Left.

Seeking Pour-pose – 379, 658
When at the cage, drop down about halfway and find a wheel that will turn on the water. Go back up and use Robin to hit the targets on the water pipes. Fill the tanks one at a time starting from highest and moving down. When one is filled, move on to the next. Fill all 5 for the cage to unlock

Gotham Village Robinson Park

Buoyer Beware – 349, 754
First, slide the tether junction box from where it is to the other end so it is by the main area. Use Nightwing’s tether to connect right side of junction to the tether point on the right. Grapple up to platform and batclaw the hook. This reveals another electric tether point. Connect this to the left junction box point. Fly to cage to collect cube.

Eyes on the Prize – 227, 653
Puzzle with 3 symbols to find. Pull lever to start. Top of building behind puzzle. These must be hit in the following order: Target on building across the way is the Pi symbol. Stay in same location and turn right to see a target with the Book symbol. 3rd target symbol you need to drop down to the ground under where 2nd symbol target is and then look up and you will see the 3rd target. Hit it to unlock the cage.

Projection Management – 203, 671 – Southern One
Clear boxes blocking projector light. Step on button to enlarge image. Turn wheel to align it. 

Projection Management – 238, 721 – Northern One
Below the cage, you will see a big target on the ground. You need to get to the top of the building where the 123 cage sits at the bottom. Break the boxes to build a fan. Jump in to the fan’s wind stream and look over the edge. You will see gates lined up going down the side of the building. You need to fall through all 10 of these and land on the target to get the cage to open.

Path The Point of No Return – 272, 762
Pull handle and a path on the buttons lights up. Follow it to unlock the cage. Path is random so path I walked might not be the one it lights up for you. The most common one seems to be bottom left corner button and walk to to top left corner and then to the right. I also encountered bottom right corner and then up 3 then left 2 and then up 1.

Amusement Mile

Clued In – 357,883
Use batclaw to pull hook. Use Batgirl’s hack to open door to collect box. 

Spoiler Sport – 444,876
Follow wire to rear of building. Use Nightwing to step on button to open the panel. Tether from top middle to top right. Move to the next box and step on button. Tether from bottom left to top right. Move to 3rd panel. Top left to top middle and then bottom middle to bottom right. Cage opens. 

Hang Out – 420,822
Smash objects in front of store to grab battery. Bring it to the crane mechanism. Go to the right and smash crate to pick up gear and place it back at the mechanism. Pull handle to have cage rise to collect box.

Path of Least Resistance – 399,841
Pull handle to light up all the pressure buttons on other building. Use the 3 spotlights to show the path. Use L2/LT to toggle the arrow paths. Left spotlight path: Start at green box then up 3 then right 1 then up 1 and right 1. Middle spotlight path: Starting from arrow tip of 1st one, 3 down and right 1. Right spotlight: 1 right and 5 up to end green. Glide to the buttons and walk that exact path to open the cage.

Cryptex Chaos – 403,860
Use Jim to plug water leak. Solution for far left button and button next to it is 2, 4.   3rd and 4th buttons is 3, 2 and 2 – 4 – 3 – 2

Wire Transfer – 408,859
Facing cage, go around to back of building. Use Nightwing to charge generator. Follow wire to the left and hit the target once. Glide across to be able to aim at the other targets. Hit top target to change wire direction to the left. Hit the next target. Follow the wire and hit the next target. Finally, use Batgirl’s hackarang to open cage

Commission Impossible – 342,837
Another tumbler. Break objects by car to build batmobile pull handle. Pull car out of the way and build 2 buttons. Solution is 3, 1, 1, 2

Golden Gliding – 343,869
When facing puzzle box, turn around 180 and fly down to orange glowing area. Drive batmobile on to platform. Eject out up to girder above and then glide through towards puzzle box. Pass through all gates to turn off electricity and collect box.

Timed Challenge – 294, 883
Use Jim, Grapple up to ledge above cage. Smash under clock to reveal gears. Stop hand when it is between 6 & 7. Grapple to ledge above big clock. Stop hand on 3. Drop down to 3rd clock on the right. Stop hand between 8 and 1.

Falcone Fortune Heists

14 total – Progression based / No specific order when next group unlocks

#0  STORY – Newtown

#1 Tricorner / Meow-T of Office (184,154) Unlocks 2 new heists

               Use Bat Claw on shelf in right room, send Kitty through and grab key and open safe

#2 Old Gotham South / Hush, There’s Money (279, 322)

               Use whip on 2 screws and whip point to open gate. Enter and use UV vision to reveal pipe. Follow pipe to the painting which reveals a button. Press button to reveal new room. Smash vase in corner and reveal handle. Take handle into new room and use it on statue. Spin statues towards each matching wall piece. Open safe.

#3 Old Gotham North / Broke Into Gotham Apartment (344, 393) Unlocks 2 heists

               Slide the book case and revel new room. Head into back bedroom, smash cabinet and grab lever. Return to first room and use the lever in new room. Head into 2nd room and use whip on spinning statue. Grab the key and use in 1st room. Open safe.

#4 Old Gotham South / Safe and Sound (354, 256)

               Scan and grab the book in first room. Place it on bookcase in 2nd room which will open and reveal a new room. Smash and reveal a kitty door in 2nd room and send kitty through. Jump up on counter and follow through a couple of kitty doors till you find and press the button. Next you will need to place the books in the correct shelf. Queen goes in 4. Rook goes in 3. Knight goes in 2. Pawn in 1. Open safe.

#5 The Cauldron South / High Ground (157, 445) Unlocks Catwoman Vehicle & 3 new heists

               Head down stairs and stealth attack bad guy. Head back up stairs and drop down ledge to attack next bad guy. Avoid other baddies and work your way to the button on the middle left wall. Deactivate security. Grab the swipe card and head to the floating icon. Head up the stairs to the left of the button on wall and smash book shelf near upper button to reveal orange book. Place orange book with orange books on shelf across the room. Use whip to spin painting and change power route till the lines glow blue/green. Smash chairs and reveal button. Press button. Desk will open with 2nd swipe card. Grab card and take downstairs to swipe. Crack safe.

#6 Old Gotham South / No Heist Too Tough (350, 320)

               Use Hackarang and disable drones. Cut glass and enter room. Use bat claw and send drone through hole and scan board on wall to reveal code. Head back to office room and use terminal with code. Sneak past laser beams and crack safe with Catwoman.

#7 Old Gotham West / Heist Must Go On (274, 381)

               Stealth attack baddie and grab swipe card. Take out baddies in next room. Use Xray vision and follow pipe to the table plants and press button. Grab swipe card revealed from painting moving and swipe at terminal. Crack safe.

#8 Newtown / Pure & Symbol (366, 701) Unlocks Catwoman Animated Series Suit & 4 new heists

               Scan and grab key on right side of room. Use key on left side slot. Use batclaw on right side of room then use whip to open shutter. Cut glass and enter then press red button on left. Send kitty through kitty door and grab the TIE tile at the end and place it in middle console near safe.  Use batclaw on left side of main room and grab the GOLF tile and place it in 3rd console near safe. Grab the MONEY tile in the left room and place it in console #1. Crack safe.

#9 Old Gotham West / Anyone Home (232, 359)

               Break boxes on left side of room and send kitty through hole. Head left in new area and find the kitty door on right side behind plant. In new room jump up on boards and follow into new room with lasers. Press button on far end of room. Avoid lasers and crack safe.

#10 The Cauldron South / Storage Doors (214, 442)

               Stealth attack baddies and avoid cameras. Work your way around right side and use explosive foam on wall. Inspect Penguin tile on ground. Hit both buttons in room and take out remaining bad guys. Head to Y-012 and smash boxes on back left revealing a crawl space. Crawl in and crack safe.

#11 Amusement Mile / Cut Glass in Case of Heist (381, 848)

               Use whip on left side and enter new room. Hit button avoiding the camera and use Xray Vision and follow pipe path. Take out baddies and smash vase on left to reveal a button. Press button which lifts a painting and reveals a terminal. Head back into left room and grab swipe card from fridge. Swipe terminal in far right room. Head into far right room and push the kitty tower over and deploy kitty through door. Grab swipe card and return to Catwoman. Swipe card and crack safe.

#12 Amusement Mile / Stealing Office Supplies (330, 942) Unlocks Final Heist

               Head into left room, take out baddies and use batclaw. Climb up and through vent and take out security guard. Deactivate security with button. Take out remaining baddies. Find condiment king and use the kitty door next to his cage. Grab swipe card with kitty and return it to Catwoman. Swipe card to open safe room door. Grab medium trophy in middle of office room and place it on 2nd Place podium. Cut glass in manager’s office and place bronze statue on 3rd place podium. Head back into side room on the right side and grab gold trophy and place it on 1st place podium which should reveal safe. Crack safe.

#13 Tricorner / The Falcone Fortune (288, 155) Unlocks Skill Brick

               Slide box towards the bar. Snag the battery across the room and slap it in newly found terminal. Sneak past the laser beams and smash all boxes on far wall to reveal a kitty door. Send kitty through and jump carefully up and around boxes. Lure baddy away by meowing and press button. Turn around and jump up on boxes and use small bridge to gain access to fenced off button. Return through door and go through newly opened kitty door and grab the swipe card on the other side. Return card and swipe it. Whip the combo to 5-1-4. Crack safe.

Free Roam Collectibles (By District)

Tricorner

1 – Batcave Trophy  1 (169, 102) – Smash and grab

2 – WayneTech Cache 1 (172, 125)

3 – Combat Trial 1(155, 120) +1 Vehicle  3 of 30 Trails

4 – Wanted: Tricorner Poster 1 (144, 109) Grab 3 posters
(135, 101) Push dolly over to crate and grab poster
(137, 111) Talk to buddy by stacked boxes & grapple crate with vehicle
(122, 105) On top of crane floating around in a circle 
Person of interest is up ladder inside Warehouse
*STUD CHEST ON DOC BY WATER AT SOUTH END OF PIER
+ 1 Suit (Knightmare Suit)  2 of 7 Posters

5 – WayneTech Cache 2 (115, 119)
Grab battery and run around building. Follow power line and hit targets that lead to Cache.

6 – Escaped Zoo Animal 1 (130, 127) Bear With Me

7 – Batcave Trophy 2 (112, 145)

8 – WayneTech Cache 3 (172, 152)

9 – WayneTech Cache 4 (163, 156)
Use Catwoman to climb wall South of cache and flip switch. Cut glass on green house on neighboring roof and flip switch.

10 – Plantlife 1 (152, 170)
Climbing Ivy   Smash box and use key in near by slot. Drop down hole and destroy plant node (1/3). Drop down to street level and put out fire and destroy plant node (2/3).  Drop back to street level on the North side and press button on scissor lift and grapple to right and use explosive spray on brick wall, then destroy plant node (3/3).  Return to main plant and spray/punch to finish.

11 – WayneTech Cache 5 (ROOF) (139, 190)

12 – WayneTech Cache 6 (137, 183)
Drop off room from previous cache and use Hackarang on terminal on South Wall. Directly above hack terminal is a drone scan, scan it. Use code on terminal under building to activate cache.

13 – WayneTech Cache 7 (127, 216)

14 – Batcave Trophy 3 (156, 208)

16 – Batcave Trophy 4 (170, 194)

17 – WayneTech Cache 8 (178, 204)
Take out Bad Guys to collect Cache
+ 1 Suit (Ice Armor) 50 WayneTech Caches opened

18 – WayneTech Cache 9 (185, 196)
Use Nightwing to charge up generator. Slide box with tether points so you can connect both sets of tethered. Collect

19 – WayneTech Cache 10 (205, 205)
Scan and follow wires to 2 slidable power points. Slide each point to the specified spot (noted by green light) and power up the cache.

20 – WayneTech Cache 11 (198, 182)
Scan and follow power line to fire. Put out fire with Jim started by clogging the pipe then the 3 fire spots.  Flip switch and collect cache.

21 – Batcave Trophy 5 (184, 161)

22 – WayneTech Cache 12 (199, 151)
Take out baddies to collect Cache.

23 – Driving Trial 3 (206, 137) 
+ 1 Suit (Knightfall) 5 of 30 Trials completed

24 – WayneTech Cache 13 (210, 155)
On GDPD ledge.

25 – WayneTech Cache 14 (211, 172)
Opening on the East side of the building

26 – Batcave Trophy 6 (234, 189)

27 – WayneTech Cache 15 (254, 197)
From cache use Talia to teleport to the 2 posts in the water and then up into the ledge with switch. Flip switch and collect cache.

28 – Traversal Trial 4 (264, 196)

29 – Escaped Zoo Animal 2 (235, 155)
Bye-bye, Hiss American Python      
2 on top floor with a zoo keeper. 1 straight down stairs from same zoo keeper. 4th is right around corner from 3rd.     
+ 1 Suit Commissioner Gordon

30 – WayneTech Cache 16 (251, 151)

31 – Batcave Trophy 7 (257, 136)

32 – WayneTech Cache 17 (267, 144)

33 – Batcave Trophy 8 (265, 160)

34 – WayneTech Cache 18 (279, 167) 
Move Forklift out of the way. Use Nightwing to hit 3 power targets LEFT to RIGHT. Collect cache.  
+1 Skill Brick  60 of 200 WayneCaches

35 – WayneTech Cache 19 (286, 158)

36 – Batcave Trophy 9 (311, 170)

37 – WayneTech Cache 20 (310, 144)

38 – Plant Life 2(299, 138)
Another Vine Mess  Scan and follow plant lines to street. Use Drone through the window to scan code. Use code to open door and destroy plant node (1/3). Return to main plant and scan to find another plant node under train platform (2/3). Scan and follow to last node, use terminal to deactivate the cameras and destroy plant node (3/3). Return to main plant and freeze/punch to finish.  (**UNLOCKED “No, sir. The OTHER car. Trophy/achievement **)   + 1 Vehicle Unlocked

39 – Batcave Trophy 10 (292, 133)

Old Gotham South

1 – WayneTech Cache 1  (318, 291)

2 – Batcave Trophy 1  (328, 308)

3 – Escaped Zoo Animal 1 / Zebra Crossing   (329, 284)

4 – Combat Trial 1  (337, 295)

5 – WayneTech Cache 2  (343, 306)

6 – WayneTech Cache 3  (358, 315) 
Scan and follow powerline to panel. Use Catwoman to whip all 4 screws. Flip switch and grab cache.

7 – Traversal Trial 2  (369, 307)

8 – WayneTech Cache 4  (376, 286) 
Just to the right of the fan there is a gap in the grate. Toss a batarang through and just break lock and then again hit the target. Use Talia to teleport through fan and grab both batteries and place in the slots by cache.

9 – Batcave Trophy 2  (368, 267)

10 – WayneTech Cache 5  (391, 262)  Beat up the bad guys to access the chest.

11 – Batcave Trophy 3  (395, 237)

12 – WayneTech Cache 6  (380, 223)

13 – Wanted Poster 1  (351, 244)
(333, 241) Under some boxes near the waterline edge.
(345, 258)  Cut glass of green house on roof
(369, 263) Hit spider webs under bridge to drop piece

14 – WayneTech Cache 7  (319, 241)
Beat up the bad guys to access the chest 

15 – Batcave Trophy 4  (317, 251)

16 – WayneTech Cache 8  (344, 263)
+ 1 Suit Costume Party / 70th Cache

17 – WayneTech Cache 9  (340, 277)

18 – Batcave Trophy 5  (281, 267)

19 – Escaped Zoo Animal 2 / C’eerkat  (259, 279)

20 – WayneTech Cache 10  (240, 288)

21 – WayneTech Cache 11  (253, 302)

22 – WayneTech Cache 12  (208, 300)

23 – Driving Trial 3  (214, 305)

24 – Batcave Trophy 6  (219, 317)

25 – WayneTech Cache 13  (230, 333)

26 – WayneTech Cache 14  (266, 329)
Beat up the bad guys to access the chest

27 – Batcave Trophy 7  (258, 335)

28 – Escaped Zoo Animal 3 / Find Cobblenot  (262, 342)
+1 Vehicle 6th Animal

29 – Batcave Trophy 8  (274, 352)

30 – WayneTech Cache 15  (281, 357)

31 – WayneTech Cache 16  (301, 335)
Beat up the bad guys to access the chest

32 – Batcave Trophy 9  (302, 331)

33 – WayneTech Cache 17  (315, 331)
Hop up on roof above the cache and smash the boxes by the elevator. Build the winch and whip it with Catwoman to lower the lift to the switch. Drop down and flip switch to activate cache. 34 – Batcave Trophy 10  (292, 302)

Old Gotham North

**1 WayneTech Cache for Old Gotham North was grabbed in STORY during Level 8 Wayne Industries and is why we have 1 Cache when we start**

1 –  Batcave Trophy 1 (438, 388)

2 – WayneTech Cache 1 (397, 389)
+1 Suit DC Bombshell / 80 Suit Milestone

3 – WayneTech Cache 2 (390, 362)
Using Nightwing, grab battery off roof and place it in the terminal with a birdarang terminal above it. Hit birdarang target to charge battery and move it to the other battery terminal to power up a line to the cache. Then scan and look for 2 power lines that each have a birdarang target. Hit both targets to power up cage with cache.

4 – Batcave Trophy 2 (367, 383)

5 – Escaped Zoo Animal 1 / Not So Wily (365, 366)

6 – Batcave Trophy 3 (357, 338)

7 – WayneTech Cache 3 (329, 338)

8 – Batcave Trophy 4 (327, 361)

9 – WayneTech Cache 4 (298, 367)

10 – WayneTech Cache 5 (312, 383)
Take out baddies and collect cache

11 – Driving Trial 1 (313, 379) 
+1 Skill Brick / 10 AR Challenge Milestone

12 – Plantlife 1 / Concrete Jungle (327, 381)
Take out baddies by main plant. Scan and drop down to street and take out plant node 1. Head back to main plant and scan again and follow plant arm to lower level and use Jim Gordon’s goo gun to plug gas leaking out. Take out plant node 2. Scan and follow final plant arm to the upper roof area. Scan again and follow power line to a switch that Catwoman can flip to up cage. Take out plant node 3.

13 – Batcave Trophy 5 (318, 395)

14 – WayneTech Cache 6 (322, 407)

15 – Combat Trial 2 (322, 405)

16 –  WayneTech Cache 7 (358, 404)
Take out baddies and collect cache

17 – Batcave Trophy 6 (379, 407)

18 – WayneTech Cache 8 (369, 422)
Take out baddies and collect cache

19 – Batcave Trophy 7 (357, 448)

20 – WayneTech Cache 9 (356, 472)

21 – WayneTech Cache 10 (389, 469)

22 – WayneTech Cache 11 (397, 450)
+1 Suit Spyral Agent / 90 Cache Milestone

23 – WayneTech Cache 12 (387, 439)

24 – Batcave Trophy 8 (391, 428)

25 – WayneTech Cache 13 (404, 427)
Scan and follow power line to 3 Nightwing birdarang targets. Hit all 3 from right to left and it should power up the garage and grant access to the cache

26 – Escaped Zoo Animal 2 / Under Koalified (419, 443)
Koala 1 (418, 440) Ground floor on fence by stairs.
Koala 2 (420, 444) Directly above and to the left from Koala 1 again on rail/fence.
Koala 3 (422, 445) Follow stairs from Koala 3 up, do a 180 at top and locate on small steps.
Koala 4 (417, 439) Turn around from Koala 3 and grapple across gap and follow roof to right where Koala 4 should be hanging on pillar with a 2 sign on it. *Right below the traversal trial start point.

27 – Traversal Trial 3 (420, 438)

28 – Batcave Trophy (441, 461)

29 – WayneTech Cache 14 (447, 465)
Take out baddies and collect cache

30 – WayneTech Cache 15 (462, 443)

31 – Batcave Trophy 10 (423, 408)

32 – Wanted Poster 1 (432, 421)
+1 Suit Batsuit / 4/7 Milestone
(442, 407) Talk to guy and then scan and follow power line. Flip lever to power on.
(418, 412) Floating around on roof by water tower
(431, 422) Use Jim Gordon’s goo gun to clog the air flow and the evidence will fall to the roof to be collected.

Old Gotham West

1 –  Combat Trial 1 (294, 462)

2 – WayneTech Cache 1 (304, 460)

3 – WayneTech Cache 2 (331, 461)
Take out baddies and collect cache

4 – Batcave Trophy 1 (323, 429)

5 – WayneTech Cache 3 (306, 434)
Scan and locate button on ground and smash boxes around it. Grab the 2 batteries with charge in them and place them in the sockets. Switch to Batgirl and hit terminal on wall with hackarang quickly 2 times. Once to start timer, and once to stop it.

6 – WayneTech Cache 4 (296, 418)

7 – Batcave Trophy 2 (299, 414)

8 – WayneTech Cache 5 (284, 388)

9 – Batcave Trophy 3 (255, 376)

10 – WayneTech Cache 6 (254, 362)
Take out baddies and collect cache
+ 1 Vehicle Available / 100 Total Caches Milestone

11 – WayneTech Cache 7 (239, 356)

12 – Batcave Trophy 4 (241, 354)

13 – Batcave Trophy 5 (218, 349)

14 – Traversal Trial 2 (210, 331)

15 – Batcave Trophy 6 (198, 344)

16 – Batcave Trophy 7 (226, 362)

17 – WayneTech Cache 8 (235, 379)

18 – WayneTech Cache 9 (263, 397)

19 – WayneTech Cache 10 (271, 418)
Take out baddies and collect cache

20 – Escaped Zoo Animal 1 / Yes. YES. The Tiger is Out. (274, 438) 
+1 Suit Absolute Batman / 9th Zoo Animal Milestone

21 – WayneTech Cache 11 (287, 439)
Using Nightwing smash boxes around area to locate a small battery. Grab and place on ground near small socket on the South Wall so you can use the Tether to place the battery in the socket. Then connect the tether point from small battery to the South side tether point. Then on opposite side of middle junction, place a tether between the terminal with a big battery in it. This should send power to the switch. Hit targets so that the pathway is complete for the power to travel to the cache. 

22 – Batcave Trophy 8 (270, 472)

23 – WayneTech Cache 12 (276, 485)

24 – Escaped Zoo Animal 2 / Toucan Play At That Game (291, 502)

25 – WayneTech Cache 13 (292, 510)

26 – Batcave Trophy 9 (306, 495)

27 – Batcave Trophy 10 (309, 488)

28 – WayneTech Cache 14 (310, 487)

29 – WayneTech Cache 15 (321, 507)

30 – Driving Trial 3 (325, 515)
+1 Suit The LEGO Batman Movie / 15th AR Trial

31 – Wanted Poster 1 (332, 512)
(338, 488) With Robin/Nightwing hit 3 targets from Right to Left
(334, 502) On roof, smash boxes and build fan. Ride fan to top of water tower.
(315, 506) Use Jim Gordon’s Goo Gun to clog pipe

The Cauldron South

1 – Traversal Trial 1 (167, 416)

2 – WayneTech Cache 1 (168, 421)
Turn wheel to open door and toggle to 2nd character. On right side of garage there is a battery you can grab and place in socket in garage to power up cache. +1 Suit LEGO Batman The Video Game Suit / 110 Total Cache Milestone

3 – Batcave Trophy 1 (169, 433)

4 – WayneTech Cache 2 (157, 447)
Destroy all boxes on roof and then use Nightwing to charge up the generator. Next you will need to connect the tether points from generator to the satellite. This should give you bricks to build into another tether point. Connect new tether point to generator and collect cache. 

5 – WayneTech Cache 3 (147, 438) 

6 – Batcave Trophy 2 (129, 450)

7 – Batcave Trophy 3 (101, 476)

8 – WayneTech Cache 4 (153, 499)

9 – WayneTech Cache 5 (179, 496)
Take out baddies and collect cache

10 – Batcave Trophy 4 (191, 483)

11 – Plantlife 1 (236, 495)
Entrance to warehouse is in West side of the parking lot. Start off by scanning and taking out the 2 bad guys and move into the back right corner and take out the explosive pots with batarangs. When it is safe, take out plant node 1. Next look for some pieces on ground to build into a stack of tires that you can bounce on. Bounce and take out baddie. Use batclaw to pull scissor lift over to the right and hop on with Batman hit top button and use explosive spray. Make your way inside and take out 2nd Plant node. Take out last 2 baddies and pull last plant node. Spray main plant with freeze and punch to complete task.

12 – Batcave Trophy 5 (227, 478)

13 – WayneTech Cache 6 (240, 467)

14 – WayneTech Cache 7 (238, 462)
Start by turning wheel in middle to get water flowing and fill first tank. Use Jim’s goo gun to plug the middle right spout to fill tank on far right. Next plug top spout and to send water to tank 3 on the middle left.  Now use Jim’s rebound launcher and clear the far left tank spout and then plug the upper left spout with goo gun. Lastly hit the middle upper spout with rebound launcher to send water down the tube and fill that far bottom left tank. Collect cache.

15 – Batcave Trophy 6 (201, 459)

16 – WayneTech Cache 8 (199, 434)

17 – WayneTech Cache 9 (217, 453)

18 – WayneTech Cache 10 (229, 448)

19 – Combat Trial 2 (244, 440)

20 – Batcave Trophy 7 (248, 444)

21 – Driving Trial 3 (256, 443)

22 – WayneTech Cache 11 (256, 425)
+1 Skill Brick / 120th Cache Milestone

23 – Batcave Trophy 8 (232, 416)

24 – WayneTech Cache 12 (229, 414)

25 – WayneTech Cache 13 (198, 370)
Take out baddies and collect cache

26 – WayneTech Cache 14 (177, 370)

27 – Batcave Trophy 9 (187, 390)

28 – WayneTech Cache 15 (186, 399)
Take out baddies and collect cache

29 – WayneTech Cache 16 (173, 389)

30 – Batcave Trophy 10 (147, 378)

The Cauldron North

1 – WayneTech Cache 1 (131, 530)

2 – WayneTech Cache 2 (127, 516)

3 – Batcave Trophy 1 (83, 511)

4 – Wanted Poster 1 (102, 512)
(101, 538) Evidence is floating up high on smoke stack. Graple up to highest ledge and turn wheel to close smoke stack hatch. This gives us a short window to use Batgirl’s Drone and jump up there.
(93, 516) Evidence is gliding around in a specific path. Try and get ahead of it so it comes to you vs. trying to chase it around.
(97, 529) Use spray explosive on side wall of room evidence is trapped in.

5 – Batcave Trophy 2 (106, 540)

6 – WayneTech Cache 3 (124, 546)
Scan and follow power line to roof above cache. Smash lock and flip switch to power up cache. Drop down and use Batclaw to pull plug on wall left of cache. Crawl through vent and collect cache

7 – WayneTech Cache 4 (114, 560)

8 – WayneTech Cache 5 (107, 603)
Take out baddies and collect cache +1 Vehicle / 130 Cache Milestone

9 – Batcave Trophy 3 (119, 599)

10 – Batcave Trophy 4 (128, 583)

11 – WayneTech Cache 6 (129, 580)

12 – WayneTech Cache 7 (152, 569)

13 – WayneTech Cache 8 (159, 580)

14 – Combat Trial 1 (156, 589)

15 – Batcave Trophy 5 (192, 590)

16 – WayneTech Cache 9 (239, 562)

17 – WayneTech Cache 10 (221, 550)

18 – Escaped Zoo Animal 1 (232, 551)

19 – Batcave Trophy 6 (233, 543)

20 – Batcave Trophy 7 (251, 532)

21 – WayneTech Cache 11 (276, 531)
Take out baddies and collect cache

22 – Traversal Trial 2 (232, 512)

23 – WayneTech Cache 12 (222, 524)

24 – Batcave Trophy 8 (194, 529)

25 – WayneTech Cache 13 (187, 547)

26 – Batcave Trophy 9 (193, 556)

27 – Driving Trial 3 (176, 575)

28 – WayneTech Cache 14 (172, 560)
Use Catwoman’s whip to crack door part way. Then call kitty and send inside to press the button on the scissor lift to allow door to fully open. Cut glass and press button to collect cache.

29 – Batcave Trophy 10 (163, 542)

30 – Plantlife 1 (153, 549)  
Drop down into sludge pit and locate and cut glass window to access plant node 1. Grapple back up to main plant and drop on outside of sludge pit to find a few baddies. Take them out and press button on wall below them to open doors  and jump in vent and follow it to plant node 2. Now grapple up to above ledge and take out group of baddies and take out plant node 3. Freeze main plant and smash to complete. 

Newtown

1 – WayneTech Cache 1 (355, 616)
Take out baddies and collect cache +1 Suit Ceremonial / 140 Cache Milestone

2 – Traversal Trial 1 (338, 634)

3 – Batcave Trophy 1 (331, 614)

4 – Escaped Zoo Animal 1 (314, 610)
1 on front right ledge of main building. 2 on train tracks across from 1. 3 is on front left ledge above tracks. Right above 3 on front middle is 4.

5 – WayneTech Cache 2 (313, 630)

6 –WayneTech Cache 3 (308, 602)
Scan and smash yellow box to reveal a battery. Place in battery socket near cache. Plug 3 holes with Jim Gordon’s goo gun and the near by worker should hit the button allowing access to the cache

7 – Batcave Trophy 2 (292, 619)

8 – WayneTech Cache 4 (245, 644)

9 – Batcave Trophy 3 (265, 680)

10 – WayneTech Cache 5 (290, 663)

11 – Escaped Zoo Animal 2 (294, 657)
1 on middle fountain. 2 On ledge above 1 by  monorail system. 3 across the area on monorail ledge.

12 – Combat Trial 2 (298, 651)

13 – WayneTech Cache 6 (337, 665)

14 – Batcave Trophy 4 (338, 672)

15 –WayneTech Cache 7 (329, 660)
Take out baddies and collect cache

16 – WayneTech Cache 8 (352, 677) 
Grapple up above cache and use Robin/Nightwing’s Battle Staff to power up the line. Then drop down to ledge and hit all 3 targets from right to left. Jump up and collect cache.

17 – Batcave Trophy 5 (365, 692)

18 – WayneTech Cache 9 (404, 679)

19 – WayneTech Cache 10 (409, 660)

20 – Escaped Zoo Animal 3 (399, 641)

21 – WayneTech Cache 11 (415, 630)
+1 Suit Shadow War / 150 Cache Milestone

22 – Wanted Poster 1 (420, 637)
(423, 633) Hop up on ledge and use Jim’s goo gum to stop the 2 cogs stopping power and allowing you to grab the evidence.
(422, 639) Hop up even higher and use Nightwing’s tether to connect power source to satellite. Grab evidence.
(414, 625) Hit target and follow evidence to 2nd target. Hit it and drop down to the ground and collect.   +1 Skill Brick / 7 of 7 Wanted Posters

23 – Batcave Trophy 6 (374, 615)

24 – Batcave Trophy 7 (472, 657)

25 – WayneTech Cache 12 (490, 623)

26 – WayneTech Cache 13 (461, 622)

27 – Plantlife 1 (436, 607)
Scan and follow plant vines down the dock. You will come to a box with 4 locks. Knock all 4 locks off and use the batclaw grapple point to pull the crane over box. Use near by wheel to attach crane to box and lift to reveal plant node1. Plant node 2 is a bit further down hiding in a small covered area. Plant node 3 is at end of dock. Use batclaw to pop plug and then use Catwoman’s whip to open door.  
+1 Suit The Lego Batman Movie / 6th Plant Milestone

28 – Batcave Trophy 8 (415, 612)

29 – Driving Trial 3 (411, 608)

30 – Batcave Trophy 9 (437, 552)

31 – WayneTech Cache 14 (397, 582)

32 – Batcave Trophy 10 (375, 584)

33 –WayneTech Cache 15 (376, 561)
Take out baddies and collect cache

Gotham Village Robinson Park

1 – WayneTech Cache 1 (289, 755)
Take out baddies and collect

2 – Batcave Trophy 1 (293, 805)

3 – WayneTech Cache 2 (321, 805)
Take out baddies and collect

4 – Batcave Trophy 2 (312, 770)

5 – Plantlife 1 (315, 755)
Take out the 4 baddies and scan by main plant. Follow single plant line down to neighboring building and scan to find a box on roof beyond garage with plant node 1 in it. Smash box and use key discovered to open garage and take out plant node 1. Drop down to ground and locate a brick wall that you can use spray explosive to gain access to plant node 2. Once inside remove 2 baddies and take out plant node 2. Grapple up above plant node 2 and take out explosive pots and proceed to take down plant node 3. Return to main plant, spray and smash to complete.

6 – Traversal Trial 1 (334, 743)
+1 Vehicle 25/30 Trials

7 – WayneTech Cache 3 (359, 727)

8 – Escaped Zoo Animal 1 (348, 717)
+1 Suit Bronze Age / 15th Zoo Animal Milestone

9 – Batcave Trophy 3 (318, 722)

10 – WayneTech Cache 4 (311, 714)
Use Talia and teleport to brick wall beyond all the electricity. Flip the switch and then have Batman use explosive spray on wall to gain access to cache.

11 – Batcave Trophy 4 (337, 700)

12 – WayneTech Cache 5 (318, 676)

13 – Escaped Zoo Animal 2 (314, 683)

14 – Batcave Trophy 5 (302, 666)

15 – Batcave Trophy 6 (287, 699)

16 – WayneTech Cache 6 (287, 727)
+1 Suit Batman The Animated Series / 160th Cache Milestone.

17 – Combat Trial 2 (265, 737)

18 – Escaped Zoo Animal 3 (261, 701)

19 – WayneTech Cache 7 (245, 702)

20 – WayneTech Cache 8 (238, 684)

21 – Batcave Trophy 7 (235, 664)

22 – WayneTech Cache 9 (193, 655)
Scan and find the generator that is outlined with yellow and smash and build the bricks. Charge new generator with Nightwing. Use the posts in the water to hop out and hit the power target up top to send power to cache. Hop to ledge and hit button to open door and collect cache.

23 – Driving Trial 3 (210, 672)

24 – Escaped Zoo Animal 4 (191, 679)

25 – WayneTech Cache 10 (197, 682)

26 – WayneTech Cache11 (205, 703)
Use Batgirl’s Hackarang to take control of the crane. Move crane over cage and remove it. Next use the drone to scan the sign on the SW corner of the building you are standing on. Use code on keypad to power up cache. Grab cache.

27 – Batcave Trophy 8 (211, 709)

28 – WayneTech Cache 12 (271, 722)
Go to 207, 716 and follow the highway into a tunnel which will lead to baddies. Take out baddies and collect cache.

29 – WayneTech Cache 13 (225, 739)

30 – Plantlife 2 (210, 743)
Scan and follow plant arm up to roof and take out exploding pots and pull plant node 1. Drop down and take out 4 baddies scan and follow the 2 plant arms across the street. Use Nightwing/Robin to pry open container and take out plant node 2. Grapple up to roof above plant node 2 and take out plant node 3. Return to main plant freeze and punch to complete.

31 – Batcave Trophy 9 (232, 761)

32 – Escaped Zoo Animal 4 (245, 771)

33 – WayneTech Cache 14 (215, 787)

34 – WayneTech Cache 15 (190, 793)

35 – Batcave Trophy 10 (167, 807)

36 – WayneTech Cache 16 (129, 813)
+1 Vehicle 170th Cache Milestone

Amusement Mile

1 – Batcave Trophy 1 (352, 917)

2 – Driving Trial 1 (360, 908)

3 – WayneTech Cache 1 (382, 918)
Scan and find a battlestaff slider. Use Nightwing to push out a tether point. Drop down and use tether gun to connect the 2 tether connection points. Charge up the generator and collect the cache.

4 – WayneTech Cache 2 (399, 905)

5 – WayneTech Cache 3 (405, 867)
Drop down to ledge below and switch to Jim Gordon. Use his goo gun to line up the 3 spinning wheels to allow power to flow. Once all 3 are lined up, flip the switch and collect the cache.

6 – Batcave Trophy 2 (417, 860)

7 – WayneTech Cache 4 (432, 854)
Scan, drop down below and locate the wheel next to the staircase. Use Batman to spin wheel so that the tether points directly in the middle where the free space is. Once in place toggle over to Jim and use his goo gun on the cogs to lock it in place. Then switch to Nightwing and connect tether points. Follow the power line West to another wheel and puzzle. Again, have Batman spin wheel and line up tether points to middle and toggle to Jim Gordon and lock tethers in place with his goo gun. Lastly switch to Nightwing and connect the 2 new tether points to collect the cache.

8 – Batcave Trophy 3 (454, 889)

9 – WayneTech Cache 5 (482, 925)

10 – WayneTech Cache 6 (510, 900)

11 – Batcave Trophy 4 (500, 866)

12 – WayneTech Cache 7 (461, 851)
Scan and follow power line up to cage with spinning fan. Walk around the back side of the cage to find a lock and another door. Destroy lock and flip switch to slow fan. Walk back around to the fan and use Talia to jump into the cage and flip 2nd switch. Follow power line back towards the cache and find another cage with spinning fan. This one has a timed interval where the fan slows down. Jump through it with Talia when fan shows FREEZE icon and slows and flip the switch. Lastly head to cache and follow 3rd power line up to a switch, flip it and collect cache.

13 – WayneTech Cache 8 (473, 842)

14 – Escaped Zoo Animal 1 (470, 829)
1 on ground. 2 right above 1 on small building roof. 3 is to the right (East) of 2 on smaller building roof. 4 is up on train station platform at the SE end. 5 is on the rails above the train station near “THE NARROWS” sign hanging from the top rails.

15 – WayneTech Cache 9 (484, 811)
Scan and follow power line down to the ground. Find the battery socket on the building wall below the cache. On the ground below that should be a bunch of boxes outlined in yellow with a scan. Break boxes and use Nightwings tether to slap battery into socket. Now grapple up onto a grey/blue light post and find the 3 power targets. Hit targets from following the power line order (Far right, to far left the top middle) and collect cache.

16 – WayneTech Cache 10 (448, 759)

17 – WayneTech Cache 11 (444, 772)
Locate the security cameras guarding to batteries by a partially open cage. Take out the cameras with a batarang and grab a battery and place it in the lift battery socket. Then switch to Batgirl and hack the lift and lower it to the lowest battery socket. Grab the other battery from the cage with cameras and place it in the lower socket. Next grab the battery on the roof that is powering the fan and place it in the lower lift socket so you can hack the lift with a hackarang again and lift it to the middle battery socket. Now go up and grab the first battery you placed on the lift up top and place it into the middle socket. Lastly hack the lift one more time and raise it to the top battery socket. Remove the lift battery and place it in that socket and collect the cache.

18 – Batcave Trophy 5 (458, 781)

19 – WayneTech Cache 12 (455, 804)

20 – WayneTech Cache 13 (445, 813)
Take out baddies and collect cache

21 – Driving Trial 2 (433, 807)

22 – Batcave Trophy 6 (426, 836)

23 – Combat Trial 3 (412, 831)

24 – Escaped Zoo Animal 2 (415, 825)

25 – WayneTech Cache 14 (379, 818)

26 – Plantlife 1 (368, 848)
Scan and follow plant arm up to the top of cathedral. Find the Bell and then locate the grapple point directly above the opening to the plant node. Connect the bell to the middle grapple point using Robin/Nightwing. Then connect the bell to the inside tether point to smash the wall and allow access to the plant node 1. Drop directly below and scan to find another plant arm. Located and charge up the generator and follow power line up the ledge to the lever and flip it. Drop down new hole and pull plant node 2. Grapple all the way to the top and find the gargoyle statue that has minimal plantlife around it (South side). Hit the icon indicated to move/pull the statue out of the way. Pull plant node 3. Drop down and freeze/punch final plant to complete.

27 – Batcave Trophy 7 (317, 862)

28 – WayneTech Cache 15 (307, 910)

29 – WayneTech Cache 16 (281, 890)
Scan and follow power line down to a brick wall and use Explosive Spray to destroy it and take note of the Grapple Plug. Follow power line up to a brick wall that you cannot destroy with spray, instead hop on to near by highway and spawn a batmobile so you can target and blow up the brick wall(s). Graple to top destroyed wall and use batclaw to pop the plug. Then drop down and repeat on lower plug. Then finally back to the wall you took down with spray and pull that plug to power up and collect cache.

30 – Batcave Trophy 8 (233, 905)

31 – WayneTech Cache 17 (268, 911)
Take out baddies and collect cache

32 – WayneTech Cache 18 (280, 936)

33 – WayneTech Cache 19 (302, 943)
Take out baddies and collect cache

34 – Batcave Trophy 9 (289, 955)

35 – Plantlife 2 (307, 968)
Take out all 4 baddies at main plant. Scan and follow plant arm to neighboring unfinished building. You can cheese the landing and glide into the backside opening of the building OR you can power up the lift with Nightwing and ride it up to take out plant node 1. Drop down below main plant and locate a giant crane you can hack with a Hackarang. Take control and smash wall to access plant node 2. Plant node 3 should be in the open on the ground just to the right of plant node 2. Pull it and return to main plant so you can freeze and punch to complete the final plantlife task.

36 – Batcave Trophy 10 (343, 971)

37 – WayneTech Cache 20 (336, 939)
Use Catwoman to whip and open the shutter. Right above the cache you can scan and locate a spider web holding a battery. Grab battery and place it in spot #1. Around the corner to the right is a batclaw point you can pull and find another battery. Grab battery and place it in spot #4. Collect cache.
38 – WayneTech Cache 21 (358, 944)

Batcave

WAYNETECH CACHE 1 GRABBED IN STORY / LVL 8 WAYNE INDUSTRIES
1 – Batcave Trophy 1 (601, 1076)
From the Vehicles area, head left down the corridor and after drop of ledge on to lower rocks and find the Minikit hiding behind a rock.

2 – Batcave Trophy 2 (583, 1065)
Right below the “Clean Slate Expansion” (Expansion #4 from I own the place Trophy/Achievement video) on some rocks near the water should be a fishing pole you can use to fish out the minikit.

3 – WayneTech Cache 2 (574, 1052)
In the “Clean Slate Expansion” (Expansion #4 from I own the place Trophy/Achievement video) area will be the cache.

4 -Batcave Trophy 3 (610, 1071)
In the “Display Area Expansion (Expansion #3 from I own the place Trophy/Achievement video) up above the big Batman Logo sitting on the high ledge.

5 – WayneTech Cache 3 (622, 1071)
In the “Display Area Expansion (Expansion #3 from I own the place Trophy/Achievement video) just sitting on the far right of the area, directly below the Science Expansion area.

6 – Batcave Trophy 4 (641, 1067)
In the “Science Expansion Area (Expansion #2 from I own the place Trophy/Achievement) on the upper ledge. Simply grapple up and snag the minikit.

7 – WayneTech Cache 4 (641, 1060)
Hiding behind some glass in the “Science Expansion Area” along the rock wall.

8 – Batcave Trophy 5 (649, 1037)
In the upper middle area, there is a safe you can crack with Catwoman. Inside is the Minikit.

9 – Batcave Trophy 6 (642, 1007) From the upper middle area, run down a series of wooden ledges that leads to the Minikit. It is up 2 floors from the workbench.

10 – WayneTech Cache 5 (641, 1005)
In the “Training Expansion Area” (Expansion #1 from I own the place Trophy/Achievement video) just sitting in the open.

11 – Batcave Trophy 7 (642, 1030)
Behind 2nd floor elevator lift. Between elevator and the Batmite Shop.

12 – WayneTech Cache 6 (650, 1043)
From the bottom floor of the main elevator lift, head to a cave under the waterfall and use Robin/Nightwing to pry open door and reveal the cache.

13 – WayneTech Cache 7 (625, 1035)
Under main middle area, you can drop down below the platform onto the rocks and find the cache hiding.

14 – Batcave Trophy 8 (615, 1019)
Under main middle area, you can drop down on the right side below the platform onto the rocks and find the minikit hiding.

15 – WayneTech Cache 8 (635, 996)
Head just South of the workbench and find the cache under the stairs.

16 – Batcave Trophy 9 (614, 1034)
Hop on the fan on the 3rd floor above main Bat Symbol and fly out to floating platform with the Minikit right in the middle.

17 – Batcave Trophy 10 (604, 1023)
From Batcave Trophy 8, drop down to the lower larger circular platform and find the minikit. Quite a Collection Mr Bruce Trophy

18 – WayneTech Cache 9 (596, 1013)
Head to the Suits area. There is a lower area hallway with a cache in it.

19 – WayneTech Cache 10 (597, 1042)
Head to the Vehicle area and find the elevator that drops down and find the cache. +1 Skill Brick / 200th Cache
You have a name to maintain Trophy

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