Home > Batman > Legacy of the Dark Knight > Walkthrough > Chapter Two

Chapter Two

Mimes

Home Sweet Home

Improve the Batcave

There are four locations scattered around the Batcave that you need to interact with to "improve" the Batcave.

The first is the glowing orange screen next to the array of Batmobiles in the centre. This is the "Garage" and is where you will be able to purchase new Batmobiles and extra vehicles for the other playable characters. To progress in the story you need to purchase the "Batman '89" Batmobile at the top of the list for 1,000 studs.

There's one up to the southwest, if you're facing the tunnel out of the Batcave it's up to the right. This one requires you to first put a couple of batteries in position to power it up - they're both right here so you shouldn't need to be searching for them very hard. To actually count this as "improved" you must then access the terminal and redeem at least one of the completed challenges. There's no real point in not redeeming a completed challenge so redeem all you've earned while you're here and take a quick look at the others to see what sort of thing the game wants you to do to earn the rest of them.

On the opposite side of the tunnel out of the Batcave is a digging machine that you can interact with to ask it to dig out the Suit Vault for 1,000 studs. Nothing further needs to be done with this one.

The final improvement is to the north of the Suit Vault where there is a platform with several sections of raised LEGO studs covering the floor. This is a Build Zone where the game will teach you how to add objects to the Batcave. You'll find several of these areas around the Batcave for you to do with as you please. Here you need to delete the three bits of junk and then open the inventory and select any item you like to place. Placing an object from this inventory does not cost anything. You'll get more items by completing story missions, various challenges and from a shop that you'll unlock soon. The game wants you to place three items and then it is satisfied and we can move on.

Answer the Batphone

The Batphone will start ringing when you finish all four parts of the improvements task - you can find it next to the Batcomputer above the Garage (when facing the exit tunnel it is on your right).

Follow the blue bat

Follow the little blue bat as it makes its way past the elevator to a lit up brick wall. Take a "look" at the wall.

Collect the new gadget

Down to the right, next to where you just placed some objects, is where you can pick up the Explosive Spray.

Return to the wall

Grapple back up to the wall the bat flew through and use the Explosive Spray. Follow the path of the bat symbol with the left stick (just wiggle the left stick around clockwise or anti-clockwise) and once you complete the symbol you'll blast through the wall.

Enter the strange shop

On the other side of the wall is a Bat-Mite Shop. Go inside.

Buy something from the shop

Approach any of the displays and buy an item. Doesn't matter which one, any of them is fine. This shop sells outfits, a few red bricks, and loads of items to decorate your Batcave. Everything for sale in here can only be found in here, there are no alternate unlock methods for any of them, so don't go saving your studs thinking you'll find that red brick in a level somewhere.

Leave the shop

Once you've bought one thing you can leave. Or you can buy loads of things. There's a Bat-Mite shop in every district of Gotham that you can visit (although they all have the same stock) so you don't even need to come back to the Batcave to get spending.

Answer the Batphone

Return to the Batcomputer to answer the Batphone again.

Disrupted Debate

Stop the Mime Van

For this chase tutorial you aren't actually in control of the Batmobile, just hit the rocket button prompts as the game asks. After hitting the van three times you will be able to fire a grapple at it and pull on it by reversing to stop it.

Stop the Mime Vans

Now you're in control again. Chase after the other two Mime Vans that are driving around South Island. Shoot three rockets at them then get close enough to grapple them.

Go to the car dealership

You can find the car dealership over on the western side of South Island.

Find the Mime Van

Once you arrive walk forwards towards the fluffy white rectanges ahead of you. Grapple the blue crate on the forklift and then smash a couple of other nearby objects to get all the parts to build a pressure washer.

Before you can use it you'll need to plug the hose into the nearby leaking pipe. Get into the water cannon and hose down the van nearest the pipe. It's the Mime Van.

Inspect the Mime Van

Get off the cannon and investigate the van to continue.

Stop the Mime Van

Zoom up the ramp out of the car dealership and give chase to the van. Rocket it a few times and grapple to stop it.

Go to Shreck's Department Store

Shreck's Department Store is found on the east side of South Island, a little further to the east than Wayne Tower.

Talk to the mime

Outside the store is a mime stuck in a sign. Talk to him to start the next level.

Shreck's Department Store

Shreck's Department Store

I am Catwoman. Hear me roar.

Look for a way out

You start the level off with a forced tutorial on how to use Catwoman's whip to undo a screw and then spin open the shutter. You need to hit the spool several times in quick succession in order to fully open the door.

WayneTech Cache 1/5
WayneTech Cache 1/5
Underneath a painting of Shreck and his son Chip in the starting room is a spool that Catwoman can spin open to reveal the cache.

Go through the opened shutter into the next room.

Cat Heads 1/5
Cat Heads 1/5
Next to the smashed window in the second room that references how Selina becomes Catwoman in Batman Returns.

There's another shutter in here to use Catwoman's whip to open.

The hint for solving the puzzle in the following room is a photo sitting on a small table against the wall opposite the entrance. To your right are two statues of Max Shreck that you need to spin to have them both facing forwards. Each hit of the whip on the spools underneath them moves them one quarter turn so hit the left one twice and the right one three times.

Find the elevator

Go through the crawl space behind the painting and you'll be shown a couple of mimes. They'll stand facing away from you so it's easy to sneak up on them to perform a stealth takedown.

To move on you must first smash the two cleaning carts next to where the mimes were standing. You'll be able to build a point that Batman can use his Batclaw to pull open the doors.

WayneTech Cache 2/5
WayneTech Cache 2/5
On the left after you pull open the door is a desk with a stack of fish crates next to it. Underneath the fish crates is a key that you can pick up and use to unlock a door in the previous room. Inside there is the cache.

You have a choice on how to proceed, you can can smash the cameras in the hall and then run straight in and attack the mimes in the area ahead, or you can sneak in by pulling open the vents on the walls and crawling through to some vantage points where you can plan your slow stealth attacks from above.

Easter Egg
Easter Egg
Above the entrance to the round statue room.
Cat Heads 2/5
Cat Heads 2/5
On the Max Shreck statue in the round room before the elevator.

Use the elevator

At the far end of the room is a door to the elevator that you'll need both characters to force open.

Once inside press the button to start moving.

Look for a way out

When it stops have Batman blow up the brick wall with his new Explosive Spray gadget and then hit a couple of cables behind there.

Grapple up out of the elevator once you reach the floor.

Purple Stud 1/2
Purple Stud 1/2
At the top of the curved stairway to the right when you leave the elevator.
Cat Heads 3/5
Cat Heads 3/5
When you get out of the elevator turn to the right and look up.

On the left of the shutters blocking the path ahead is a point for Batman to use his Batclaw to open a vent.

Open the shutters

It's too small to crawl through so now you'll unlock Catwoman's second ability: Call Kitty. Summon a cat that you can control and walk through the small vent into the room past the shutter. Once you're in there walk over to the red button next to the shutters and have the cat press on it to open the shutters. Hold the Recall button to return to controlling Catwoman.

Look for a way out

The doors in this room are sealed so grapple up to a vent on the wall to crawl through. You'll end up in a large room filled with mimes and see the shutters at the far end close. Once again it is entirely possible to clear out this room without alerting any of them but obviously it'll be more difficult the higher the difficulty setting you have enabled.

WayneTech Cache 3/5
WayneTech Cache 3/5
Behind the pillar in the mime ambush room is a display cabinet against the wall you can smash to reveal a crawl space. Once you're through there use a cat to go through the smaller vent and have it press the button on the other side of the shutter. Return control to Catwoman and push the cart against the wall to use it to climb up to the cache.
Purple Stud 2/2
Purple Stud 2/2
Smash the crates next to the 3rd WayneTech Cache to reveal the stud next to a reference to an old version of Traveller's Tales' logo.

To open the shutter in the ambush room you must first use Catwoman's whip to unscrew the cover on the vent to the right of it and then control a kitty through the vent. A mime is blocking the button you need to press so distract it by meowing and then run in and press the button when he moves.

Switch back to Catwoman and sneak attack the mime. Then to open the next shutter smash the mop out of the way so you can press the button. The cats do not have any kind of physical attack while you're controlling them so you would have been unable to press this as the cat.

Find a way past the doors

Red Brick - Feline Modifier
Red Brick - Feline Modifier
To the right of the wonky Shreck's sign is a Gadgets section with some red arrow buttons on the floor. Pick up the cable and plug it into the screen to get started. Use the buttons to move the green cat circle through the maze to reach the bottom right exit while avoiding the moving orange guard dog circle (collecting the blue circles will earn you some extra studs). Completing it will earn you the Red Brick.
WayneTech Cache 4/5
WayneTech Cache 4/5
To the left of the wonky Shreck's sign is a Pets section with a closed shutter. Use the Whip to open the shutter and then quickly run through as this one will not stay open very long. The cache is inside, Batman will need to pull it down with his Batclaw. Hit the spool above the shutter on the other side to get back out.

You can get past the doors by hitting the wire holding up one end of the wonky Shreck's sign with a batarang and then grappling up to the vent crawl space behind it.

Defeat the enemies

Another chance at a complete stealth takedown of a room full of mimes. Don't worry too much about it though because as soon as you defeat the last mime the shutters will open and more will run in and attack you no matter what.

Dodge out of the way of the brute's charges and make good use of the regular enemies to build up your focus meter to use on him.

Look for a way out

Cat Heads 4/5
Cat Heads 4/5
In the corner of the room where the brute mime attacks you. Next to the Sports Goods sign.
WayneTech Cache 5/5
WayneTech Cache 5/5
On the left side of the room where the brute mime attacks you is a Toys section with a large keyboard on the floor. Step on the red button to see sequence of keys to press in order. Once the demonstration has finished copy it by standing on the third key, then the fourth key, then the fifth key, then the eighth key, and then finally the seventh key. The curtains will open to reveal the cache.
Cat Heads 5/5
Cat Heads 5/5
When you go into the final room turn around and look up above the doorway.

In the final room on the right is a locked shutter. Use a kitty to go through a vent across from it through to a security office. On the desk in there is a key that the cat can pick up and take back to Catwoman. You'll have to take it back manually, you can't just recall while holding it. The key unlocks the shutter to reveal a jack-in-the-box. Use Catwoman's whip to open it and then Batman's Batclaw to pull it into pieces.

Smash the little cart next to the balloons in the middle of the room to get the rest of the pieces required to build a large set of speakers. Approach it and Rock Out! Complete the series of quicktime events to complete the level.

Unlocks

The Penguin

On the Prowl

Go to the zoo

Make your way to the Zoo at the southeastern tip of South Island.

Investigate the calls for help

Once you arrive you'll hear someone calling out for help. You'll find her over near the Arctic World building next to the bridge.

Help the zookeeper

You'll need both characters to lift the fallen sign off her. Once you've done that she'll ask you to rescue another trapped zookeeper but to rescue this one you will need to use Gordon's Foam Sprayer gadget.

At this point the game will show you how to swap between the secondary characters like Catwoman and Jim Gordon. Unfortunately you can't swap out Batman himself and have Catwoman and Jim Gordon at the same time but there are only a few puzzles in the game where you will need to switch between different secondary characters, most of them just need one and Batman.

Anyway, switch to Gordon and use his Foam Sprayer on the gushing pipe to free the trapped zookeeper.

Collect the trackers

Take the tracker from the zookeeper you just freed. This unlocks the Animal Tracker item for use.

Find the polar bear

The first of the escaped animals, a polar bear, can be found to the south rummaging through an upturned dumpster.

Put a tracker on the polar bear

Dodge out of the way of the polar bear's charges three times and he will become confused, giving you the chance to sneak up behind it and attach a tracker to it. As soon as you put a tracker on an animal they become harmless and will no longer attack you.

This is the first of 21 Escaped Zoo Animal activities found around the city and will reward you with 2 WayneTech Chips for your troubles.

Talk to the zookeeper

Talking to the first zookeeper again she'll ask you to help out with any other animals you find in the city and opens up a maintenance hatch for you to access the Arctic World building.

Enter Arctic World through the roof window

To get in you'll need to switch back to Catwoman and use her claws to cut through the glass by drawing a circle with the analog stick.

Enter Arctic World

Hop in to start the next level.

Arctic World

Arctic World

His name is not Oswald. It's Penguin.

Open the security door

Straight ahead of you is a closed shutter and just to the left of it is a wall that Catwoman is able to climb up using her claws. There's no special button to press to attach, just jump at the wall and she'll grab on. Crawl up the wall to a gap and jump to the right to reach a second part of the wall climb area. Continue around the corner and then drop off and pull the switch to open the shutter below.

Explore Arctic World

Jump back down and go through the shutters.

Rubber Ducks 1/5
Rubber Ducks 1/5
Directly behind the shutter, right in the middle of the path. You can't miss it.

The corridor behind the shutter is lined with security cameras. Use either Catwoman's whip or Batman's Batarangs to take them out temporarily so you don't set the alarms off and draw in loads of enemies.

Reach the penguin exhibit

Once you've taken out the guards with sneak attacks to prevent them from calling in more of their friends approach the penguin statues and they'll start breathing ice to block your path.

Turn off the ice traps

Go to the left of the ice breathing penguins through a large smashed glass panel into the Arctic Fox exhibit. There's more wall climb spots on the wall so have Catwoman grab hold of the little panel of it that's attached to a wire just to the left of a hole in the wall. Switch to Batman and pull on a lever under a row of four red lights. Pull it all the way out and while holding it switch back to Catwoman to continue wall climbing by jumping to the right.

One more jump to the right and then drop down onto the ledge with the vent for you to crawl through. You'll drop out on the other side of the penguins but will need to let Batman past as well so go turn the yellow wheel to the left so they turn off.

Reach the penguin exhibit

Purple Stud 1/1
Purple Stud 1/1
Next to the ice breathing penguins is an exploding snowman. And behind the snowman is the stud.

There's a couple of enemies to take down around here standing by a security camera but the main goal here is to approach the next pair of penguin statues which will begin to breathe fire. On their left is another valve to turn but there's no wheel to actually do it. Use Batman's Thermal Vision to track the pipes underground around to a grate which Batman will punch through to reach the actual valve with a wheel you can turn.

Open the security door

Clear out the enemies below as you like, there aren't many so shouldn't be too hard to sneak attack them all without alerting them.

Rubber Ducks 2/5
Rubber Ducks 2/5
In a little pool of water by some pipes on the left side of the penguin exhibit.
WayneTech Cache 1/5
WayneTech Cache 1/5
On the right side of the penguin exhibit is a pool of water and next to that pool of water is a "Krank Toys" crate you can smash and rebuild into a floating bouncy penguin that you can jump on to bounce up to the ledge above to find the Cache.

You should be able to see some more wall climb wall above the shutter but also see that a large penguin statue is blocking some of it. Use Batman's Batclaw to pull over the statue to reveal the rest of the wall climb surface. Catwoman should then climb up the wall, pausing to avoid getting hit by the ice blasts from the two pipes and then pulling the switch directly from the wall.

Defeat the enemies

Loads of exploding penguins will swarm the area, hit them from afar to set them off before they can get to you. After a while two more will come out of a vent in the wall to complete the fight.

Explore Arctic World

Crawl through the newly opened vent to reach the next area.

Easter Egg
Easter Egg
Turn around when you exit the vent and look up.

Sneak up behind the enemies ahead and take them out silently.

Rubber Ducks 3/5
Rubber Ducks 3/5
On the wall above where the guards were standing after the vent.
Red Brick - Gothic Modifier
Red Brick - Gothic Modifier
Smash a pallet of fish boxes next to the picture of The Penguin and go through the floor vent to get past the shutters. At the back of the room is a glass case that Catwoman can cut open to grab the red umbrella inside. Switch it with the yellow umbrella in the middle and then use Catwoman's whip on the spindle to rotate it so that it is facing the opposite direction towards the cage with the Red Brick inside. Then jump on the button to fire it and release the Red Brick.

Just past where the guards were standing is some glass that Catwoman can cut through.

WayneTech Cache 2/5
WayneTech Cache 2/5
Pull out the cage on wheels and the exploding penguin inside will explode. Cut open the glass behind it to reach the Cache.
WayneTech Cache 3/5
WayneTech Cache 3/5
Next to the previous cache is an exploding snowman that will reveal the cache behind it when it explodes.

Now head into the Polar Bears exhibit.

Rubber Ducks 4/5
Rubber Ducks 4/5
On a rock in the middle of the water in the Polar Bears exhibit.

Push the rubber duck boat into the water and then reassemble it into a giant fishing rod. Have Batman pull on the lever to bring the water level down and stay holding it while you switch to Catwoman. She will need to go over to a yellow shipping crate below and stand on it. Have Batman release the plug so the water fills up then switch back to Catwoman. The crate will float and she'll be able to jump onto the wall climb section nearby.

Jump past the water and the gaps until you reach where the wall climb dips down into the water. Switch back to Batman and pull the plug again. Catwoman can now continue down and around the pipe.

Reach the explorers exhibit

You'll be introduced to armoured cameras that cannot be taken out with attacks. Ignore them for the moment and instead use Catwoman's whip on a crane to the right that will lift a cage into position so that Batman can join you.

To the left of the camera corridor is a hook for the Batclaw. Pull it down to reveal a computer terminal that can be used to shut down the cameras.

Find the Penguin

WayneTech Cache 4/5
WayneTech Cache 4/5
On the right after the cameras is a penguin breathing ice. Go further around the corner to where there's a button on the wall next to a hatch beneath a submarine. Press it to release a few exploding penguins but also inside you'll find a yellow wheel to pick up. Take it back over to the ice breathing penguin to turn it to fire. Once it explodes have Batman spray some explosive gel on the wall to break through and reveal the Cache (along with one more exploding penguin).
Rubber Ducks 5/5
Rubber Ducks 5/5
Being held in the claws of a submarine to the right when you leave the camera corridor. The earlier exploding penguins may have blown it up for you.
WayneTech Cache 5/5
WayneTech Cache 5/5
Go a little to the left after the cameras and you should be able to see a small crack in the glass of the exhibit that Batman can fire a Batarang through to hit a target. This will shut down a fan. Have Catwoman summon a cat and use it to go through the small vent underneath where you can see the cache behind a shutter. That will lead through to the fan you shut off so that the cat can pick up a key on the floor in front of the arctic explorer. Continue forwards to jump out and down over to Catwoman. Use the key on the lock next to the shutter to open it and claim your final WayneTech Chip of the level.

Approach a doorway that is partially blocked by a large saw but don't get too close as it'll activate when you get near. Defeat the exploding penguins that attack and then Batclaw the saw open so that Catwoman can unscrew it with her whip.

Defeat the enemies

In the next room you'll be attacked by more exploding penguins and regular enemies too. There's no option to sneak attack these.

Find the Penguin

Once you've defeated them all the last one will drop a keycard that you will need to pick up and use on the console next to the water in the Amphitheatre tunnel. Try to Batclaw the crate and then complete the quicktime event that pops up. Once you've done that use the Batclaw again and pull it over.

Assemble yourself a rocket boat to get across the water then enter the Amphitheatre to complete this first part of the mission.

Cold Blooded

Defeat the Penguin

The fight will begin with a swarm of exploding penguins and a few regular enemies to attack while you dodge out of the Penguin's charge attack. While he's in the air you can switch to Batman and use your Batclaw to drag him back to ground and stun him for a moment. This is your opportunity to get some attacks in.

Keep dodging his attacks and then grappling him when he takes to the air until his health bar is depleted.

He'll return and start driving a large rubber duck that fires fish at you. Run out of the way and then dodge out of the fire breath attack. Next he'll hop up and down sending out a shockwave that you will want to jump over. After that he'll send out a bunch of bombs that Catwoman can hit with her whip to send them back to him to stun him.

He'll repeat all that but instead of bombs he'll charge at you. After he charges off the edge keep an eye out as he'll charge through the arena two more times from off the edge. On the third charge he'll stop and give you time to use the Batclaw to pull on his propeller to stun him again.

Watch out for a shockwave attack afterwards and then he'll set about repeating the whole sequence again throwing in a few multiples of the shockwave and fire breath attacks. Keep on attacking until he explodes and you complete the mission for real this time.

Unlocks

Flugelheim

Joker Cards

Go to the junkyard

The junkyard in question is on the western side of Tricorner Island. Head over there to see what's happening.

Search the junkyard for a Joker Card

There are a few enemies patrolling around the inside of the junkyard so be careful when sneak attacking the individual enemies. There are also loads of explosive barrels around that you can blow up from afar and still remain in stealth.

Once you've cleared the area approach the Mime Van and start using Batman's UV Vision from a white square next to the van. The path of hidden footprints will lead to the south where Batman will open a panel to reveal a button to press that will then reveal a safe.

Crack the safe

Switch to Catwoman and crack the safe. To do so you rotate the first disc clockwise until the arm falls into the gap fully. If you go slightly too far you'll have to spin it all the way around again and try to get it into the correct position the next time. The second wheel is the same except anti-clockwise. Then repeat for the third wheel going clockwise.

Inspect the card

Pick up the card, you don't need to do anything special with it.

Go to City Hall

City Hall is on South Island at the southern end of Old Gotham North.

Speak to Renee

Once you get there talk to Renee Montoya who is standing at the back of a GCPD van trying to hold the doors shut.

Defeat the mimes

A load of mimes will burst out of the back of the vans including several holding shields. A second wave of them will need to be defeated to move on.

Speak to Renee again

Chat with Renee again and she'll point you in the direction of the GCPD building at the northwestern corner of Old Gotham North.

Go to the GCPD building

Go around the back of the building once you arrive.

Help the officer

To help clean up the office you will want to use the Batclaw to pull down the giant donut sign and smash the nearby tables and chairs. That will give you the bricks to build a mini car wash for the officer to use. To activate it use the Batclaw and keep it help while switching to Catwoman and whipping the spool on the other side.

Speak to the officer

The officer will talk about a vehicle and Alfred will helpfully locate it at a warehouse on the western side of South Island.

Go to the stolen vehicle's last location

Make your way there.

Find a way to open the warehouse shutter

To open the shutter you need to have Catwoman wall climb up to a switch above the door and then you'll be able to rotate the switch to get inside.

Enter the warehouse

Go inside.

Defeat Condiment King

Condiment King's attacks don't actually do any damage so you can just rush towards him while shaking off the ketchup but if you want to do it without getting hit you can shoot down crates from the ceiling to take cover behind as you approach. Jump up onto the platform at the end and knock him out.

Find a way to open the evidence box

Take the handle he drops and attach it to the box at the back. Wind it open.

Inspect the card

Take the card from the puppet's hand and the clue with resolve itself.

A Lick of Paint

Go to the Flugelheim

The Flugelheim can be found to the northeast of you in Old Gotham West.

Break into the Flugelheim

The front door is sealed so grapple up above the sign to a window that Catwoman can cut open to get inside.

The Party Man

Flugelheim Art Gallery

Time to broaden your mind

Go to the main gallery

Boomboxes 1/5
Boomboxes 1/5
Behind you at the start of the level.

Go down the corridor to a closed shutter. To open it pick up the Joker head and place it on the pedestal to the left.

Disable the security gate

When you enter the next room go up the stairs to the right and follow the path all the way to the end where there's a point for the Batclaw to pull on. Behind the display case is a wall to use some Explosive Gel to blow up. Take the Joker head down to the area below and place it on either of the two pedestals.

You'll need to find a second one still, the path to that is started by inspecting the paint blobs on the floor and following the trails. The one you want in particular is the blue paint splatter between the stairs and the other locked shutter. That set of footprints will lead you around the stairs to a green painting. Inspect it and then flip it around to find a keycard on the back of it.

The keycard will open one of the locked shutters.

Boomboxes 2/5
Boomboxes 2/5
On the left as you go through the keycard locked shutter.
Boomboxes 3/5
Boomboxes 3/5
After you go through a jokerfied archway there is a display case on the left with a Batclaw point that you can pull on to reveal the Boombox.
Purple Stud 1/1
Purple Stud 1/1
At the end to the left is a locked shutter with a spool above it that Catwoman can spin open with her whip. Behind the shutter is a glass case that Catwoman can cut open to get the Purple Stud from within.

To get into the locked shutter at the end of the corridor send one of Catwoman's cats through the small vent to the right. That will lead to a security office with a big red button the cat can press.

Red Brick - Artist Modifier
Red Brick - Artist Modifier
Stay as the cat and jump onto the boxes next to the security desk so you can use them to climb up along the top of the screens and then along the shelves to another cat vent at the top. This will lead to the Red Brick.

Return control to Catwoman.

Boomboxes 4/5
Boomboxes 4/5
Inside the joker head's alcove, to the right of it.
Easter Egg
Easter Egg
If you look up to the right when you're in the joker head's alcove, you'll see the Easter Egg nestled up by a light.

Pick up the joker head and you'll trigger some security lasers. Make your way back down the corridor avoiding the lasers by running through as they go up. Take the head and place it on the second pedestal to open the shutter.

Open the vault

Boomboxes 5/5
Boomboxes 5/5
To the left of the vault door, near the Mona Lisa style painting.

The vault door is another safe to crack exactly like the one in the junkyard. Opening it will complete the level.

Unlocks

Joker

Party Prep

Go to the parade

The starting marker for the parade is just to the southwest of Wayne Tower in Old Gotham North on South Island.

The Big Dukeroo

Parade, Main Street

The healing power of laughter.

Release the balloons

First thing you'll want to do is clear out the enemies on the ground nearby to stop them from spotting you while you're working on the objective.

WayneTech Cache 1/5
WayneTech Cache 1/5
To the left side of the first float is an alleyway with a wall that Catwoman can climb up to reach a switch. This will raise the shutters on the shop front. Go inside and summon a kitty cat to go through the small vent and pull the lever next to the door to let Catwoman and Batman in to open the cache.
Cakes 1/5
Cakes 1/5
Behind a van on the right side of the first float.

To release the balloon on the first float you must use one of Catwoman's cats to go through a small vent at the base of it and pick up a wheel to bring back to Catwoman. Next have Catwoman use her whip to unscrew a screw below where the rockets are spinning around and then Batman can Batclaw to slow them down to a stop. Catwoman should then climb up the wall on the side, shimmy over to the left and then get up and use the wheel to release the balloon.

That will trigger some enemies to jump out of a van and start attacking you so jump down and take care of them before you move on to the next float.

Cakes 2/5
Cakes 2/5
On a balcony on the left side of the street between the first and second floats.
WayneTech Cache 2/5
WayneTech Cache 2/5
On the left side of the street between the first and second floats is a sad delivery man. Use Batman's UV Vision to follow some footprints down an alley to a propped up corrugated metal fence panel. If you pull it to the side you'll reveal a cache to open.
Cakes 3/5
Cakes 3/5
On the counter of a food kiosk in the street to the right of the second float.
Purple Stud
Purple Stud
Behind some food outlets to the right of the second float.

The jungle float is next. Get on board and whip the totem sections until they are all have a Joker face facing you. Do the from bottom to top as the upper sections will spin when you spin the lower ones. Quickly whip the jack-in-a-boxes that run out as they will explode. Grab the lever from inside and carry it with you as you grapple up to the balloon release point at the top of the float.

WayneTech Cache 3/5
WayneTech Cache 3/5
On the left side of the street next to the second float is a window that Catwoman can cut through. The cache is just inside.
Red Brick - Showbiz Modifier
Red Brick - Showbiz Modifier
On the right side of the street next to the second float is a small balcony with a window that Catwoman can cut through. Once you're inside push the TV a small distance, not all the way, so that you can use a cat to jump up onto it from the table nearby and then from the TV to the top of the bookshelf and into a vent. The vent leads to a room with the Red Brick floating in for the cat to grab directly.
Cakes 4/5
Cakes 4/5
On the back of the second float.
Cakes 5/5
Cakes 5/5
In an alleyway on the left side of the street between the second and third floats.
WayneTech Cache 4/5
WayneTech Cache 4/5
To the right of the third and final float is a broadcast van that Batman can use his Batclaw on to open up and reveal the cache inside.
Easter Egg
Easter Egg
If you look up to the right of the van that the WayneTech Cache was inside you'll see this on the wall.
WayneTech Cache 5/5
WayneTech Cache 5/5
To the left of the final float is a shop with glass that Catwoman can cut through. Inside are some armoured security cameras that you will need to avoid getting spotted by as you try to get to the open door at the back. If you do get spotted go back outside and wait for the cameras to reset

The medieval float is started by using UV Vision near the drawbridge and going around the left side to some banners that Batman should punch through automatically. Spray some gel to explode the wall behind it and reveal a spool for Catwoman to spin. The drawbridge will lower and Catwoman can go inside to crack the safe.

Take the handle and climb up the wall on the right side before switching over to the other side of the tower and climbing up the wall there. Make sure you've got all the collectibles you want before you release this final balloon.

Find a way to reach the Joker

You'll need to defeat a wave of enemies first, including a new type of enemy that will periodically hit the floor and cause an electric shockwave that will stun you if you're standing nearby. Once you've defeated them build a balloon of your own and jump on the pump a few times to inflate it.

Defeat the Joker

Perform a series of quicktime events as you glide towards the Joker and then fight him to complete the mission.

Unlocks

Chapter Two Complete

Go to the Bat-Signal

Once again you can complete the chapter and move on to the next one by using the Bat-Signal on top of the GCPD on Tricorner Island.