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                         =============================
                         = T H E   V I D E O G A M E =
                         =============================

******************************************************************************
LEGO Batman: The Videogame (Wii Version)
A FAQ/Walkthrough by CyricZ
Version 1.1
E-mail: cyricz42 at yahoo.com
******************************************************************************

1. Introduction
2. FAQ
3. Basics
   3A. Controls
   3B. Menus/Displays
   3C. Hints/Tips
4. BatCave/Arkham
5. Story Walkthroughs - Heroes
   Episode 1: The Riddler's Revenge
    5A. You Can Bank on Batman
    5B. An Icy Reception
    5C. Two-Face Chase
    5D. A Poisonous Appointment
    5E. The Face-Off
   Episode 2: Power Crazed Penguin
    5F. There She Goes Again
    5G. Batboat Battle
    5H. Under the City
    5I. Zoo's Company
    5J. Penguin's Lair
   Episode 3: The Joker's Return
    5K. Joker's Home Turf
    5L. Little Fun at the Big Top
    5M. Flight of the Bat
    5N. In the Dark Night
    5O. To the Top of the Tower
6. Story Walkthroughs - Villains
   Episode 1: The Riddler's Revenge
    6A. The Riddler Makes a Withdrawal
    6B. On the Rocks
    6C. Green Fingers
    6D. An Enterprising Theft
    6E. Breaking Blocks
   Episode 2: Power Crazed Penguin
    6F. Rocking the Docks
    6G. Stealing the Show
    6H. Harboring a Grudge
    6I. A Daring Rescue
    6J. Arctic World
   Episode 3: The Joker's Return
    6K. A Surprise for the Commissioner
    6L. Biplane Blast
    6M. The Joker's Masterpiece
    6N. The Lure of the Night
    6O. Dying of Laughter
7. Free Play Runthroughs - Heroes
   Episode 1: The Riddler's Revenge
    7A. You Can Bank on Batman
    7B. An Icy Reception
    7C. Two-Face Chase
    7D. A Poisonous Appointment
    7E. The Face-Off
   Episode 2: Power Crazed Penguin
    7F. There She Goes Again
    7G. Batboat Battle
    7H. Under the City
    7I. Zoo's Company
    7J. Penguin's Lair
   Episode 3: The Joker's Return
    7K. Joker's Home Turf
    7L. Little Fun at the Big Top
    7M. Flight of the Bat
    7N. In the Dark Night
    7O. To the Top of the Tower
8. Free Play Runthroughs - Villains
   Episode 1: The Riddler's Revenge
    8A. The Riddler Makes a Withdrawal
    8B. On the Rocks
    8C. Green Fingers
    8D. An Enterprising Theft
    8E. Breaking Blocks
   Episode 2: Power Crazed Penguin
    8F. Rocking the Docks
    8G. Stealing the Show
    8H. Harboring a Grudge
    8I. A Daring Rescue
    8J. Arctic World
   Episode 3: The Joker's Return
    8K. A Surprise for the Commissioner
    8L. Biplane Blast
    8M. The Joker's Masterpiece
    8N. The Lure of the Night
    8O. Dying of Laughter
9. Bonus Missions
   9A. Hostages
   9B. Wayne Manor
   9C. Arkham Asylum
10. Characters
   10A. Hero Characters
   10B. Villain Characters
   10C. Ground Vehicles
   10D. Water Vehicles
   10E. Air Vehicles
11. Secrets/Unlockables
   11A. Main Unlocks
   11B. Extras
   11C. Secret Codes
12. Standard Guide Stuff
   12A. Legal
   12B. E-mail Guidelines
   12C. Credits
   12D. Version Updates
   12E. The Final Word

******************************************************************************
1. INTRODUCTION
******************************************************************************

Greetings, true believers (or whichever saying is associated with the Batman 
franchise)!  Welcome to my FAQ for LEGO Batman: The Video Game, specifically 
the Wii Version!  Like my FAQs for previous Travellers' Tales LEGO games, 
this is a complete exploration through the game, providing you with 
walkthroughs on how to get through each mission, runthroughs on how to 
collect all the elusive items in Free Play, as well as descriptions of all 
the characters and secret stuff.  That said, let's begin the rope-swinging 
adventure!

******************************************************************************
2. FAQ
******************************************************************************

Q: What is LEGO Batman: The Video Game?

A: This is a LEGO-styled action game released in 2008 based around the 
 mythos of DC Comics' Batman.

Q: What is the ESRB rating of this game?

A: This game is rated E10+, with the added descriptor of Cartoon Violence.

Q: Would this game be good for my kids?

A: All violence is done towards LEGO bricks, so there's no blood.  Any 
 references to the grim and gritty nature of the Batman mythos is toned down, 
 without being TOO campy.  As far as positive aspects of the game towards 
 kids, the gameplay is focused on exploration, discovery, and critical 
 thinking.  The co-operative gameplay style and forgiving difficulty is also a 
 plus.

Q: How many people can play?  Does this game require a Nunchuk?

A: Two, and yes.

Q: So, how is this game different from LEGO Star Wars or LEGO Indiana Jones?  
 I mean, besides the obvious.

A: Much of the concept has remained the same.  You still need to progress 
 through the missions fighting your foes and solving puzzles involving 
 building, jumping, pushing, etc.  One major change is that each episode has 
 two storylines: one for the heroes and one for the villains, with Story and 
 Free Play for each.  As before, certain characters are suited to certain 
 aspects of the game, such as jumping, moving things, etc.  To compensate for 
 just being two guys, Batman and Robin will now have the option of using 
 Suit Swappers found in the game, which will give them new and special 
 abilities to complete missions.  Lastly, there's a new Batarang mechanic 
 which allows the heroes to throw Batarangs at long-distance to hit multiple 
 targets.

Q: What part of the Batman mythos does this cover?

A: This game is its own continuity.  It doesn't operate under any specific 
 Batman stories in comics, movies, television, or animation.  Still, several 
 of the designs will seem familiar to the animation, and Danny Elfman's 
 theme from the Batman movie (and the animated series) are used, so there 
 are some connecting elements.

******************************************************************************
3. BASICS
******************************************************************************

Most of this information can be found in the instruction manual, like anyone 
reads those.

==============
3A. Controls =
==============

General Controls -

Control Stick: Move your character.
A Button: Jump.  Some characters can double jump if you press A again.
B Button: Attack.  Hold down to ready a Batarang if you have them.
Z Button: Perform special move or interact with environment.  Used for 
 building piles of LEGOs, pulling switches, etc.
C Button: Shift focus.  As a side note, in this game you don't have to be 
 next to each other to shift to the other character.  It can be done from 
 about a screen away.  Also used to climb on vehicles or animals.
1 and 2 Buttons: Only used during Free Play.  Switch between characters you 
 selected for this mission.
+ Button: Brings up Pause Menu.
Pointer: Used in conjunction with holding down B.  Point to the screen and 
 highlight any objects you want to target with a Batarang.  Can also be used 
 with certain other abilities.

Controls can slightly change depending on your situation.  If something 
specific changes per a mission, I'll mention it in the walkthrough.

====================
3B. Menus/Displays =
====================

Main Menu -

New Game: Start a new game.
Load Game: Load a previously saved game.
Coming Soon: Shows a preview trailer of TT's next game.
Options: Opens Options Menu.

---

Options Menu -

Surround Sound: Turn on for the full surround experience, where available.
Audio Volume: Adjust the general volume of the audio, if you can't be 
 bothered to find your TV remote.
Music: Toggle music on/off.
Widescreen: Toggle widescreen functionality.
Screen V-Sync: Toggles V-Sync, whatever that is. >_>

---

Pause Menu -

Resume: Get back to the game.
Options: Opens Options Menu.
Extras: Opens Extras menu, where you can select any extras you've purchased, 
 as well as toggle the Adaptive Difficulty.
Quit: Return to the Main Menu, the Batcave, or Arkham depending on where you 
 are.

================
3C. Hints/Tips =
================

Unlike LEGO Star Wars, there are no Gold Bricks in this game.  Progress is 
based on the missions you complete, the number of times you get "Super 
Hero/Villain" status, the amount of Minikits you collect, and the amount of 
Power Bricks you find.

Keep collecting studs.  Collecting a specified number will give you "Super 
Hero/Villain" status at the conclusion of the mission.  Once you hit the Super 
threshold, you cannot lose it, no matter how low your studs get afterwards.  
You only need to get Super once, either on Story or Free Play.  However, the 
thresholds are different for each.  For the sake of simplicity, I've only 
given the Story thresholds, because they're far easier to get, given how 
the Free Play thresholds require a ton of exploring and a lot of extra 
characters.  There is one exception, but I'll get to it when I get to it.

On the note of studs, if you're looking for a little boost, here's a tip: 
you may notice while punching out streams of bad guys that you'll see a 
little combo multiplier racking up as you take out successive dudes.  That 
combo can then be transferred to your stud collecting for a brief moment, so 
consider the possibility of luring enemies to a pile of junk and beating both 
up and you might get some cool multipliers to your studs.  Unfortunately, 
opportunities for this are rare, and the window to grab these studs is pretty 
small, so I wouldn't rely on it.  Furthermore, the threshold for Super Hero 
is generally low enough that you don't need to do this, so I won't focus on 
it much for the purposes of this guide.

To add on to the previous paragraph, certain characters (Batman and Robin 
plus some villains) have a "grab and attack" move, where you press Z when you 
get close to them, then hit B or Z to finish them.  If this happens, you'll 
get a small amount of studs for the move.  Not a ton, but if you're a few 
away from Super status, it might just be enough.  Consider using it in areas 
with infinite enemies.

Collect Minikit Canisters to assemble a vehicle.  Collecting all ten and 
completing the vehicle will get you 50,000 studs and will place the completed 
vehicle in the Hero Trophy Room.  The last minikit in either the Hero or 
Villain missions will give you 500,000.

Each mission has a red Power Brick in them.  Collect that Power Brick, then 
complete the mission to unlock a Suit Upgrade or Extra for purchase in the 
Batcave/Arkham.  Some of these can be pretty expensive, mind you, but they're 
the most useful ones.

Punch.  Freakin'.  Everything.  If it's made out of LEGO bricks and not 
obviously part of the background, bash it down, or whatever you have to do, 
because a lot of stuff to move ahead in the game requires you to go on a 
destruction frenzy.

DON'T FORGET YOUR BATARANGS.  This is a new aspect of gameplay that allows 
you to hit far off targets, so use them whenever you think you can't progress 
through a mission.

Explore everywhere.  Run into walls and behind them to look for any areas 
you might be missing.

If you die, you'll drop a portion of your studs: usually 2,000, but that can 
vary if you have Adaptive Difficulty turned on.  You can die as many times as 
you want and you can still finish the mission.  However, losing too many 
studs means you'll have a harder time getting Super status, so be sure to 
recollect those lost studs when you croak.

Look out for visual cues to see how you can progress in a mission.  Many of 
the spots that hide Suit Swappers are under brightly glowing objects.

******************************************************************************
4. BATCAVE/ARKHAM
******************************************************************************

Although you start the game with the first mission in the first episode, 
you actually have the option of returning to the Batcave at any time during a 
mission.  The Batcave serves as the main hub for your missions, with several 
points of interest.

---

Batcave

Hero Mission Room: Or as I like to call it, "The Garage".  This is where 
 three vehicles are, each representing one of the three major episodes of 
 the game.  On the left is the Batmobile, allowing you access to the 
 missions in "Riddler's Revenge".  In the middle is the Batboat, allowing 
 you access to the missions in "Power Crazed Penguin".  On the right is the 
 Batwing, where you can access the missions in "The Joker's Return".  On the 
 far left of the room is an elevator leading down to the lower Batcave.  On 
 the right is an elevator leading up to Wayne Manor and the Hero Trophy Room.

Hero Trophy Room: Here is where all the minikits you've picked up in the Hero 
 Missions are displayed.

Batcave: This area contains Suit Swappers for Batman and Robin, allowing each 
 to become any suit that you've currently unlocked, which you can use to 
 explore.  Also, on the far right is a computer that will start working once 
 you complete all the missions in an episode, allowing you access to Arkham 
 Asylum.  In the center, the Batcomputer occupies this area, which you can 
 use to buy things and check your progress:
  Data - This is mostly flavor info about the Batman mythos.  I suggest not 
   paying good money for this stuff until you've unlocked everything else.
  Characters - Certain characters become available for purchase upon certain 
   conditions.
  Enter Code - If you find any codes online (or in this walkthrough) you can 
   input them here, which will unlock the item for purchase.
  Extras - Some are unlocked already, but the rest you must purchase after 
   finding the proper Power Brick.  Fifteen of the thirty apply to this.  
   These tend to be the generic Extras that anyone can employ, like score 
   multipliers and invincibility.
  Suit Upgrades - The other fiteen Power Bricks will let you access these for 
   purchase, which are specifically tailored to Bats and Bird-boy and their 
   myriad suits of awesome.

---

Arkham Asylum

Only accessible after completing your first full episode, and you can only 
play whatever episodes you've already beat from the Hero perspective.

Arkham Asylum: The main room has two computers in it, one can hack the 
 Batcomputer so you can access it there, the other will switch back to the 
 Batcave.  To the left is the Villain Mission Room, and to the right is the 
 Maximum Security Area (the door on the right) and the Villain Trophy Room 
 (the door on the left).

Villain Mission Room: The parking lot of Arkham features three vehicles 
 for you to access, much like the Batcave's vehicles, each pertaining to 
 one of the episodes.  The Armored Van is the Riddler's episode.  The 
 Penguin's Sub is the Penguin's episode, and the Joker's Copter is the 
 Joker's episode.

Villain Trophy Room: This nice wide-open area allows you space to view all 
 the minikits you've been working on for the villains.

Maximum Security Area: Well, there might be some use for this area, but 
 danged if I can figure it right now.  As for now, it's just a connector 
 to...

Experiment Room: This is the famed "Create-a-Character" room.  Walk up to 
 the tank to access the creator.  You can modify every aspect of their body: 
 their hat/hair, head, shirt, hands, belt, legs, and weapon (which will be 
 their main weapon in game).  You can even "test drive" them in the room 
 itself, although you can't leave the room while controlling them.  Once 
 finished, you can select them in any Free Play mission.

******************************************************************************
5. STORY WALKTHROUGHS - HEROES
******************************************************************************

Below you'll find walkthroughs for all the main missions in the game.  These 
walkthroughs take relatively few diversions from the main path, nor do they 
stop to find minikits along the way.  We'll cover all that in the next 
section.

============================
5A. You Can Bank on Batman =
============================

Starting Characters: Batman, Robin
Enemies: Riddler Goon, Riddler Henchman, Clayface

Super Hero at 38,000: Shouldn't be too hard.  General rules are to make sure 
 you smash everything and go out of your way for little extras.  Blues tend 
 to hide in corners, for example.

Streets: Begin by beating up any nearby bad guys.  I won't point out EVERY 
 set of bad guys that shows up, mind you.  I'll largely be assuming you know 
 the concept of "bad guys over there, kill they butt".  So, to move ahead, 
 walk to the right and you'll find a grapple point marked by a white circle.  
 Press Z and you'll get grappled up to the ledge.  Move to the right and 
 jump onto the tightrope.  Make your way across and you'll be past the toxic 
 waste on the street.  In this next area, you'll find plenty of goons, with 
 some in high ledges gunning at you.  A perfect opportunity to use your 
 Batarang (hold B and point at your target if you're close enough to hit 
 it).  You may have dropped off the ledge, so grapple back up to it and 
 assemble the tightrope anchor so it stretches off to the right.  Cross it 
 to your first Suit Swapper, giving you the Demolition Suit for Batman.  With 
 this, you can set bombs using Z, then hold down Z to detonate them.  Drop 
 down to street level and start blowing shiny objects up.  To move ahead, go 
 to the right and blow up the cement mixer blocking your way.  Past that, blow 
 up the semi to move on.

Park: Continue to the right.  Your next landmark to move ahead is the the 
 tree-lined park.  Note the glowing coming out of the ground.  That means 
 there's a Suit Swapper that will appear there.  Bust up all the trees and 
 park benches in the immediate area and you'll eventually find the pieces 
 to build a Suit Swapper.  This is Robin's Technology Suit.  Head for the 
 green panel on the back wall and press Z.  You'll control a little robot 
 dude.  Drive it along the stud trail to the little ramp leading into the 
 building.  Drive it into each of the three red lights on the back wall to 
 turn them green and open the door.  Press Z and you'll regain control of 
 your team.  Head inside the building and smash the right wall to move on.

Bank: It's time for the Clayface fight.  Punch him a few times to knock off 
 two hearts and he'll retreat behind the iron bars.  At this point, you need 
 to use the Demolition Suit's bombs.  First, lay one on the left side of the 
 bars to blow up the safe behind it, then lay another on the right side to 
 blow up the safe and the door.  Finally, Clayface will perch himself on the 
 top of a cage.  Use the Batarang and target all three yellow valves above 
 him to drop him into the cage and complete this mission.

New Characters: 
Demolition Suit
Technology Suit
Riddler Goon (6,000)
Riddler Henchman (7,000)

Power Brick Upgrade: Fast Grapple (10,000)

======================
5B. An Icy Reception =
======================

Starting Characters: Batman, Robin
Enemies: Riddler Goon, Riddler Henchman, Freeze Girl, Mr. Freeze

Super Hero at 60,000(?): This is probably the hardest one to get in Story, 
 which I can say having NEVER got it.  The closest I got once was 90 short, 
 which was very distressing.  I'm sure it's possible if you're completely 
 frugal with studs, never die, and make sure to catch just about all studs 
 before they get knocked off the edge, but you're better off going through  
 Free Play to try to get it, where the threshold is 86,000, so go in with 
 all possible people.

Parking Lot: First step is to remove the trucks that are spitting out bad 
 guys at you.  Looking towards the screen from each truck you'll find a pile 
 of stuff.  Smash it up, then assemble the pieces.  You'll make a launcher.  
 Step on the valve near the launcher a few times and you'll launch a... well 
 I guess it's a balloon bomb at the truck to blow it up.  Do this for both 
 to remove headaches from the trucks.  Now, focus your attention on the main 
 gate.  Use a Batarang on the four yellow clamps holding the gate shut to 
 knock it down (you need to at least use it on the top two).  To get into 
 the factory itself, head to the left of the gate and smash up the objects 
 to make a Suit Swapper, giving Robin the Magnet Suit.  Head inside the 
 gate and to the left.  Scale the magnetic wall by walking into it.  At the 
 top, pull the lever twice to match up the colors of the ice cream cones 
 at the top.  Do the same at the bottom and the factory will open up.

Ice Cream Factory: Smash up all the objects to find parts for a rotator 
 switch and a Suit Swapper, giving you the Glide Suit for Batman.  Push the 
 green side of the rotator switch to lower the ice jet so you can glide across 
 to the back.  Assemble the two brown wheels near the end of the bridge so 
 Robin can cross.  Now, note the two hanging blocks of ice.  Use a Batarang on 
 both to drop them and make pieces.  Assemble the stairs and climb up, then 
 have both characters stand on the yellow valves to remove the ice jets 
 blocking your path.  Mind the ice cream, as it's very slippery.  Keep going 
 to the right and have Robin climb up the wall and assemble the grapple point 
 so Batman can follow.  Continue to the right.  Have Robin climb up the 
 curvy pipe to the top.  Break the objects and assemble the box so you can 
 push it over the edge.  Assemble the pieces that result to get the nearby 
 platform moving.  Ride across and climb the magnet wall.  Pull the lever 
 to open the door.

Inner Factory: Glide Suit Batman can make the jump off to the right to the 
 other side.  Push the rotator switch so Robin can use the grapple point, 
 then push it back to your side.  Stand on the yellow valve and stay there 
 so your partner can climb the stairs and stand on the other valve to let 
 you up.  Head to the right and hop across the platforms quickly so they 
 don't sink into the steam.  Slide down the ramp and hop onto the freeze 
 gun turret.  Fire at the yellow valves in the distance to drop molten lava 
 into the tanks, which will then freeze under your ice gun.  Head to the 
 right and onto the tanks to get to the back of the room.  Climb up the 
 magnet wall and pull the lever to raise the grapple point all the way up, 
 then use it to get to the top.  You need to remove three ice jets to 
 proceed.  For one, push the crate into the far end of its path to break one 
 of the pipes.  For the other two, stand on the brown and red switches 
 together.  Head on through.

Cold Room: Time for the Mr. Freeze fight.  The trick to beating him is to 
 goad him into using his freeze gun, then running circles around him so he 
 can't hit you.  After a little while, he'll tire, which is your cue to 
 punch him.  Do this twice and he'll jump up to the top and pull a lever, 
 starting up a fan.  Assemble the launcher near the front of the room and 
 fire it at the fan.  Hit Freeze two more times.  For his next trick, he'll 
 fill the containers on the sides with hot stuff.  Climb up the magnet wall 
 on each side, then hop over to the lever and pull it.  Assemble each box 
 that appears and push them to the end.  After both are pushed all the way, 
 a big ice block will drop on Freeze, so he'll jump back down where you can 
 punch him two more times.

New Characters:
Glide Suit
Magnet Suit
Freeze Girl (4,000)

====================
5C. Two-Face Chase =
====================

Starting Characters: Batmobile, Batcycle
Enemies: Riddler Truck, Two-Face's Armored Truck

Super Hero at 64,000: Does saying "blast everything" help?

Monarch Theatre: The object of this mission is to shoot up your enemy's 
 vehicles.  Specifically, you want to be targeting the green trucks.  These 
 trucks will not be destroyed, but will tip over after you blast them enough 
 times.  At that point, you need to press Z near them to use your tow cable.  
 Then, drag them to a Batman symbol so a police chopper comes and takes them 
 away.  Once that's done, the police trucks will move out of the way, 
 allowing access to the next area.

Streets: In this large area, there are three green trucks you need to 
 snag.  The area is pretty much a big circle, with a jump to the northeast 
 allowing you access to that area, and another which goes to the left at the 
 south end, so basically you can travel in a clockwise direction.  The first 
 green truck is just north of you.  The second is further south at the far 
 end.  The last is on the east side of the area.  Drag them all to the police 
 copter in the northeast corner.

Office Building: Now it's a big fight against Two-Face's Armored Van.  
 Blast the van multiple times to get it to stall, then drag it all the way 
 to the right under the police copter.  Instead of carting it away, the 
 copter will drop a mine on it.  That needs to happen three times to finish 
 the mission.

New Vehicles:
Batmobile
Batcycle
Police Car (10,000)
Police Bike (11,000)
Police Van (13,000)
The Joker's Van (60,000)

=============================
5D. A Poisonous Appointment =
=============================

Starting Characters: Batman, Robin
Enemies: Poison Ivy Goon, Riddler Goon, Riddler Henchman, Poison Ivy

Super Hero at 78,000: Shouldn't be an issue.  There are a lot of plants and 
 a lot of studs to be had from them.

Garden: Your way forward is to the right.  Either smash up the garden to the 
 east of the water or to the south and assemble a bulldozer.  Drive it to 
 the right and over the fountain.  This Suit Swapper gives you the Sonic 
 Suit, which will allow you to fire sonic waves that can break glass.  Take 
 it and use it on the glass door to the greenhouse and enter.

Greenhouse: Plants block your way forward.  Time to make further use of 
 your sonic powers.  Blast the glass lines that are feeding stuff to the 
 plants to remove them.  Further on, blast another set of three glass tubes 
 (one is behind a glass wall) to remove more plants.  In this little alcove, 
 smash everything and build a Suit Swapper that gives you the Attract Suit.  
 You may have noticed that when smashing stuff in the area, little red, 
 yellow, and green objects are left behind which you can't interact with.  
 Well, now you can.  Hold Z to start sucking, then aim the crosshair at the 
 objects to mop them up.  Now, head all the way right and you'll find the 
 container you need to deposit them in.  Put 25 in the container and you'll 
 kick out a bomb which will blow up the plant blocking your exit.  Put 
 another 25 in and you'll get a bunch of studs.

Caves: Use a Batarang on the blue object to drop the ladder so you can jump 
 to the other side of the water.  Break some objects and you can assemble 
 a Suit Swapper with a Heat Protection Suit.  Using it, you can touch 
 anything that's glowing red, like the red railings nearby, although that 
 won't move you ahead.  Go to the right.  To get across these plants, simply 
 hop on them when they're closed and bounce off the leaves.  Head to the 
 right.  You should have the HP Suit on, so walk onto the red-hot stuff to 
 the right and put together the tightrope.  Cross and leave to the right.

Laboratory: This area's kind of a pain because the enemies just do not stop 
 coming.  What you need to do is smash open all the cupboards because each 
 has five blocks for the Attract Suit.  Deposit 25 to open the door to the 
 next room.

Toxic Pit: Bust up all the lockers on the back wall, then put together 
 three flowers, which will cause other flowers to pop up in the muck.  Jump 
 across, then smash the trees to make a rotator switch to open the door.

Hidden Garden: The fight against Poison Ivy is one of patience.  As you 
 fight her goons, parts of a bomb will be spit out of the other plants.  
 Wait until you can build, then build the bomb, destroying one of the 
 plants.  Continue for the others.  At the third plant, Ivy herself will 
 attack, but can't be hurt.  Try to avoid her while you set the last bomb.  
 After that, Ivy's hearts will appear, so wear her down.

New Characters:
Heat Protection Suit
Sonic Suit
Attract Suit
Poison Ivy Goon (25,000)

==================
5E. The Face-Off =
==================

Starting Characters: Batman, Robin
Enemies: Riddler Goon, Riddler Henchman, Two-Face, The Riddler

Super Hero at 65,000

Outside: Head to the right.  That Bank Van is your ticket in, but you can't 
 get it past the pylons.  Head to the right and start smashing.  You need to 
 first assemble some wheels near the gate, and a cage of several steel bars 
 from the nearby pile.  Once that's done, pull both levers to lower the 
 pylons and drive the van onto the marked spot.  Head down the street and 
 smash some lights at the end to find a Glide Suit Swapper.  Put Batman in 
 the nearby elevator and turn the rotator switch with Robin.  Once it's up, 
 quickly switch back to Batman and glide to the right.  Use a Batarang on 
 the very obvious spinning thing to remove the lasers so you can pull the 
 lever and extend the bridge.  Drive the van across the bridge and park it 
 on the platform to open the gate.  Now, put the van on the red dollar sign 
 switch further to the right to bust open a Magnet Suit Swapper.  Take it, 
 then head back to the left.  Climb up the magnet wall, the pull the lever 
 to reveal a ladder for Batman.  Glide across to the railings and scale 
 them all the way to the top.  Put together a tightrope for Robin, then 
 head to the scaffolding and assemble another lever so you can both operate 
 to ride up and enter the vent.

Offices: Toxins in a bank?  Well, why not?  Punch Two-Face a couple of times, 
 then he'll run off.  Smash the stuff on the left to find an Attract Suit.  
 Use it to sweep up 25 blocks, then deposit them in the container on the far 
 right, which will make a boat for you.  Hop on, then steer back to pick up 
 Batman and head for Two-Face.  Punch him a couple more time to get him to 
 retreat.  Assemble the parts to make platforms to jump across.  Climb up the 
 stairs to the right and pull a lever, then glide across to the left to get 
 the other one.  Head back through the door.

Security Hallway: In this hallway, you need to avoid the moving lights and 
 step on all four blue squares.  This will open the far door.

Vault: Time for the showdown.  First is Two-Face.  Continue to fight him 
 down to his last heart, taking care of the goons when he runs off.  Once 
 he's drained, bust down the two nearby steel boxes and the gold inside, 
 then make a mirror out of the pieces.  That will reflect the Riddler's 
 beam back at him.  Then, use the pieces made from the last blast to 
 assemble locks on the other two steel boxes.  Smash those and make another 
 mirror.  With that done, the Riddler will attack.  Knock him down three 
 hearts and he'll retreat to let goons fight.  Once they're down, knock him 
 down another three hearts.  He'll start controlling Two-Face to send him 
 to fight now.  Bash Two-Face and the Riddler will drop down for a bit.  It's 
 all just a straight-up brawl until you finish off the Riddler.

New Characters:
 The following characters are actually earned at the completion of any one 
 complete episode.  I just put them here because here's the most likely 
 place you'll run across them.
Bruce Wayne (100,000)
Alfred (75,000)
Batgirl (100,000)
Nightwing (125,000)
Police Officer (5,000)
Military Policeman (17,000)
Security Guard (10,000)

==========================
5F. There She Goes Again =
==========================

Starting Characters: Batman, Robin
Enemies: Penguin Goon, Penguin Henchman, Catwoman

Super Hero at 110,000: A fairly large total, but there's a lot to be had, so 
 spend a lot of time clearing out the initial area and looking in nooks.

Streets: Go to the right and to an alley that has the Suit Swapper light.  
 Clear out the area and assemble a Magnet Suit.  Take it and clib up the 
 magnet wall to the right, then pull the lever so Batman can follow.  Climb 
 up the ladders and cross the tightrope.  Grapple up to the next catwalk 
 and assemble the next tightrope.  Assemble the ladder and climb up.

Rooftops: Head up and to the back.  Grapple up to the top roof to get a 
 Glide Suit, then glide across to the right.  Assemble the bridge to let 
 Robin across.  Continue to the right across another bridge, then magnet 
 up the wall.  Assemble the grapple point for Batman, then glide across to 
 the far side.  Move the rotator switch so Robin can follow, then drop down 
 and fight Catwoman for a bit.  Knock down her four hearts and she'll run 
 off.  Glide across to the right and build a tightrope for Robin.  Magnet up 
 the wall to the right and throw the switch for the ladder.  Have Batman take 
 the Demo Suit and Robin take the Tech Suit.  Head right and blow up the 
 shiny object blocking the greenhouse, then build the little robot.  Have 
 Robin use the panel to roll the robot into the greenhouse and roll over the 
 two red lights.  Now, blow up the shiny objects that just appeared and make 
 a little copter thing.  Hop in and your partner will grapple to it.  Go to 
 the right and crash.  Smash the junk to the right to make two levers and 
 pull both to open the hatch.

Buildings: You're inside a building, now.  Fight your way out to the ledge, 
 then cross the tightrope.  Head into the building and out the right 
 side to corner Catwoman.  This fight is mainly a brawl.  Smack her around, 
 and if she starts jumping around, give chase, or take care of any goons 
 that have shown up.  Drain her hearts and you're done.

New Characters:
Fishmonger (4,000)
Penguin Goon (3,000)
Penguin Henchman (5,000)
 Also, you'll unlock Magnet Suit, Glide Suit, Demolition Suit, and Technology 
 Suit if you hadn't already.

====================
5G. Batboat Battle =
====================

Starting Characters: Batboat, Robin's Watercraft
Enemies: Penguin Goon Submarine, Crocodile, The Penguin's Submarine

Super Hero at 19,000: A nice low total, but then, there isn't much to be 
 had throughout the mission.  Make sure you make the jumps to try to grab 
 some blues, because you'll need all you can get.

Harbor: Speed to the right.  Use the Batboat's tow cable (press Z) on an 
 orange mine and drag it into the gate on the right.  Continue to the 
 next area.  You can't take down the gate on the back wall from this side, 
 so speed the Batboat up the ramp and launch over to the other side of the 
 wall.  Blast the gate from this side to knock it down.  Now, take Robin's 
 Watercraft and use its torpeodes to shoot out the wall on the right.  Take 
 the mine as the Batboat and slam it into the back gate to proceed.

Wharf: Shoot the enemies and more will break in via a wooden gate.  Cruise 
 down the canal, blasting anyone that gets in your way.  In the larger open 
 area you need to open a gate on the right side.  There are four targets 
 you need to hit.  Two are right by the gate and easily shot.  A third 
 needs a mine dragged into the wall blocking it, and the last needs a 
 torpedo shot at it.  Continue on once all four are down.

Marina: This last area is a fight against The Penguin's Submarine.  Take a 
 mine and drag it into the side of the sub to blow open a hatch, then another 
 mine into the other side.  Now a mine-layer will pop out and drop off some 
 mines.  Fire a torpedo at it to get rid of it, then drag another mine into 
 the back of the sub.  With two hearts left, all you need to do is blast 
 it with laser after laser to finish it off.

New Characters:
Batboat
Robin's Watercraft
Robin's Submarine (30,000)
Penguin Goon Submarine (15,000)
Harbor Helicopter (16,000)

====================
5H. Under the City =
====================

Starting Characters: Batman, Robin
Enemies: Penguin Goon, Penguin Henchman, Crocodile, Killer Croc

Super Hero at 59,000: Exploit the Score Multiplier area and Water Suit to get 
 the best return on your studs, because I found a good percentage of this 
 amount in the water in the first area.

Sewer Entry: Head straight back and bust the items for a Magnet Suit.  
 Climb up the wall and pull the lever to drop the ladder, giving Batman 
 access to the Demolition Suit.  Blow open the door to the right, then move 
 on right.  Bust some items further right to make the parts for a rotator 
 switch, which can lift Robin up to a Water Suit.  This Water Suit allows 
 him to safely sink to the bottom of any body of water.  Now, go back left 
 and grapple up to the water tanks.  Drop into the water and walk to the 
 right, then hold down A to swim up.  Step on the button multiple times to 
 drain the water, allowing Batman to come in so he can blow up the shiny 
 hatch with a bomb.

Reservoir: Jump across the pipes to the structure to the right.  Blast the 
 fan and assemble it as a grapple point.  Grapple up and change your suits 
 to Glide and Magnet.  Take Robin across by the wall and Batman across by 
 gliding.  Step on both buttons in the back to extend a platform.  Now, 
 go back as Batman and get the Demolition Suit again.  Head back to the 
 right and blow up the manhole cover.

Sewer Depths: Head to the right and slide down the path.  Bust all the 
 objects and place the gears on each of the green ramps.  Use a Batarang 
 on the two valves in the back to fill the water.  Climb up to the pile and 
 assmeble it.  Pull the lever to fix the stairs.  Climb up to the right.  
 Go up the stairs to the right and smash the object to assemble a lever.  
 Pull it to drop some magnetic tiles.  Assemble them, then climb up and take 
 the Water Suit.  Drop down into the water and pull the lever to move the 
 water to the other tank.  Hop across the lids that just rose up.  Climb the 
 ladder.

Solitary: Killer Croc's a pretty simple fight.  Pound him, then dodge the 
 stuff he throws at you.

New Characters:
Water Suit

===================
5I. Zoo's Company =
===================

Starting Characters: Batman, Robin
Enemies: Penguin Goon, Penguin Henchman, Man-Bat

Super Hero at 58,000: Not a hard threshold.  Be sure to sit on the ride 
 until it spits out studs.

Zoo Entrance: First, head inside the gift shop and grab the Magnet Suit.  
 Head back outside and throw a Batarang at the back door to open the 
 arcade.  Smash up the machines and assemble the Glide Suit Swapper.  Now, 
 climb the magnet wall.  Break the windows and assemble the grapple point so 
 Batman can climb up.  Glide across to the right, then behind the gate.  
 Assemble the bulldozer and barrel over the gate, then to the left through 
 the gate.

Lion Exhibit: Head straight right and bust down the gate.  At the far 
 right end, glide across and bust down all the objects to construct a 
 rotator switch to extend the bridge, and also assemble a turtle.  Head 
 back to the left and bust down the objects next to the shack, as well as the 
 lower boards on the shack itself.  Take the Tech Suit and use it on the green 
 panel to control the turtle.  Steer it into the shack and have it stand on 
 the button so you can take the Sonic Suit.  Go to the right and use it on 
 the lever near the gate.  Pull the lever.

Jungle Exhibit: Head to the right and to the riverboat.  Smash everything 
 to uncover a shiny grate in the floor and to assemble a plank sticking 
 out to the right.  You need to get over to the shore on the far side, 
 and it's easier if you bounce across the lilypads.  On the far side, smash 
 stuff to find a Demolition Suit pad, so put it on and go back to the 
 boat.  Set an explosive and drop down.

Observation Room: Now to fight Man-Bat.  Punch him to knock off three hearts, 
 then head for the objects on the left side of the room.  Put them together 
 and push the rotator switch so that the megaphone makes sound that disrupts 
 Man-Bat.  Punch him some more then repeat the process.

New Characters:
Zoo Sweeper (12,500)
 Also, you'll unlock Sonic Suit if you hadn't already.

====================
5J. Penguin's Lair =
====================

Starting Characters: Batman, Robin
Enemies: Penguin Minion, Freeze Girl, Red Freeze Girl, Catwoman, The Penguin

Super Hero at 26,000: Not an easy goal, but doable.  Just punch everything 
 and try to avoid dying.

Icy Cliffs: Head right and smash the stuff near the Suit Swapper to find 
 ladder pieces.  Climb up and switch to the Glide Suit.  Glide across the 
 gap and bust up the place.  Assemble pieces near the green and red thing 
 and you'll make an air pump.  Jump on it three times to inflate a raft so 
 Robin can cross.  From here, fling a Batarang at the icicles above the 
 shack to find pieces to make a heater, which will melt the ice in front 
 of the shack so you can enter and take the Water Suit. Head into the water 
 and pull the lever in the back to raise the bridge so you both can cross, 
 the head into the cave in the back.

Ice Cavern: Well, this was a short chapter.  It's time for the fight with 
 the Penguin and Catwoman.  Catwoman's job is simply to get on your case 
 while you work.  Beat her back so she retreats, then she'll come back 
 again a little later.  First, throw a Batarang at the two nodes on the 
 side of the machine to shock the Penguin.  At this point, he'll start 
 sending out Penguin Bombs.  The idea here is to use the rotator in the 
 center of the room to redirect the bombs, because he always sends them 
 out in a straight line.  Aim them at any of the purple objects.  Once 
 it hits one of those, he'll fire up the machine again and you can start 
 again.  Keep doing this for all four purple objects.  Once they're all 
 gone, the Penguin will attack himself.  Strike him until he floats away, 
 then hit him with a Batarang to bring him down.  Continue this until he's 
 finished.

New Characters:
Penguin Minion (30,000)
Yeti (9,000)
Man-Bat (40,000)

=======================
5K. Joker's Home Turf =
=======================

Starting Characters: Batman, Robin
Enemies: Joker Goon, Joker Henchman, Mad Hatter

Super Hero at 60,000: This one shouldn't be too much of a problem.  I had 
 it well before I hit the last area.

Factory Entrance: Head straight back and bash the gate down.  Go back and 
 to the right.  Use a Batarang to knock down the two parts near the Swapper 
 light.  The boxes will fall, so assemble the Attract Suit Swapper.  
 Clear the area of blocks and you should just have 25.  Deposit them in the 
 container to make a toxic sucker.  Ride it around sucking up the toxins, 
 particularly the ones on the right.  Next to the tank are some railings, so 
 attach them to the wall and climb up, then grapple up to the Glide Suit.  
 Drop down to the left and assemble valves to stop the toxic gas flow, then 
 glide across the gap.  Assemble the tightrope so Robin can follow, then 
 climb up the ladder.  Have both characters hang from the scaffolding to 
 drop it on the grate, then drop down.  Slam the gate on the left wall to 
 leave.

Factory, West Side: From here head to the back of the room and push the 
 box off the ledge, then glide to the other side and push that box off.  
 Drop down to the lower floor (y'know, AWAY from the slime) and find 25 
 blocks for the nearby Attract Container, which will blow open the door to 
 the right.  You can now get the toxic sucker and bring it back to this 
 side to suck up all the gunk in front of the door.  Assemble both levers 
 and open the door.

Factory, Interior: Head to the right past the gunners and up to the red 
 boxes.  Push down the two that are here, then glide across to the one on 
 the opposite side.  Assemble all the pieces to make a forklift.  Ride it 
 into shiny things.  You can make another forklift, as well as a ladder and a 
 switch for the wall which you can step on to remove the toxic gas on the 
 upper platform.  Glide to the right and you'll find another panel you can 
 use to remove the toxic gas on the lower floor.  Drop down and take the 
 forklift to the shiny objects, with which you can make a rotator switch.  
 Take Batman up the railing and glide to the left.  Assemble the chute, 
 then push the rotator switch to move it to the right.  Throw the lever to 
 fill up the tank with toxic stuff, then jump across the platforms.  Glide 
 to the right and hop up to the lever.  Pull it to extend a bridge.  Now, 
 drop down to the lower floor again and take the forklift to the right.  
 Leave it on the big orange switch to start an elevator working.  Head to 
 the right and into the red-lit tunnel.

Factory Depths: Head to the right and fling a Batarang at the five red lights 
 to uncover the parts for a Magnet Suit Swapper.  Climb up the magnet wall 
 and assemble the box.  Push it to the end to partially extend the bridge so 
 Batman can glide over.  Assemble the pieces on the right side to finish 
 the bridge.  Now, magnet walk up the wall on this side and push the 
 rotator switch to open the shutter.

Control Room: Time to fight Mr. Raven-like-a-writing-desk.  Slap him twice 
 so he retreats up the right side.  Have Robin walk up the magnet wall and 
 walk onto the catwalk so it collapses.  Have both characters stand on the 
 button and you'll drop him into the muck.  Now, he'll start using mind 
 control on you.  When he grabs one character, switch off and have the 
 other pound him.  When he retreats this time, go to the left and assemble 
 the lift.  Ride up and have both characters step on the buttons.  Hit the 
 Mad Hatter once more to finish him.

New Characters:
Joker Goon (7,000)
Joker Henchman (9,000)
Mad Hatter (35,000)
Mad Hatter's Steamboat (23,000)
Mad Hatter's Glider (18,000)
 Also, you'll unlock Glide Suit, Magnet Suit, and Attract Suit if you hadn't 
 already.

===============================
5L. Little Fun at the Big Top =
===============================

Starting Characters: Batman, Robin
Enemies: Joker Boxes, Joker Goon, Joker Henchman, Harley Quinn

Super Hero at 68,000: Take the time to smash all the stuff you can and 
 explore.  There's nothing really special about this area.

Circus Outskirts: Head to the right past several buildings.  You need to 
 go inside the third building to get the Demolition Suit, then head for 
 the gate to the right.  Assemble the shiny objects and blow them up to 
 enter the next area.

Plaza: Head all the way to the right and back to get the Sonic Suit, then 
 break the glass on the doors and assemble the Magnet Suit Swapper.  Smash 
 objects near the water to find a rotator switch which raises a magnet 
 wall.  Assemble the grapple point so you can grapple to the other side.  
 Smash the patio furniture to find the pieces for an Attract Suit Swapper.  
 Explore the area for colored blocks, then deposit them in the container to 
 make a ladder.  Climb up and head to the right.

Big Top: Head to the right and smash up some bricks near the gate to make a 
 rotator switch and open the gate.  Head to the right and back to the 
 checkered floor to face off against Harley.  Fight Harley is pretty basic.  
 Simply chase her around as she backflips all over the place.  Eventually, 
 she'll get tired of flipping and get dizzy.  Smack her then.  After a 
 couple of hits, she'll start summoning enemies, but her pattern won't 
 change.

New Characters:
Clown Goon (100,000)
 Also, you'll unlock Demolition Suit and Sonic Suit if you hadn't already.

=======================
5M. Flight of the Bat =
=======================

Starting Characters: Batwing, Batcopter
Enemies: Goon Helicopter, Scarecrow's Biplane

Super Hero at 29,000: If you're judicious, you'll get this just as you enter 
 the last area, even though the last area has a ton of studs to get anyway.  
 Try to shoot everything and not die too much.

Rooftops: Blast everything.  Go straight back from your starting position 
 and you'll find a "bat-labelled" torpedo launcher.  Snag some torps as the 
 Batwing and fire one at the missile turret.  Pass through and fire another 
 torpedo at the launcher near the train to drop the tracks (a little 
 structural damage never hurt anybody).  Now, head back to the upper left and 
 smash the structure near the two turrets to find a mine.  Use the Batcopter 
 to grab it with a tow cable and drag it through the hole in the tracks and 
 into the flaming gas tank.

Industrial: Blast everything.  Head to the right and grab a mine near 
 the orange stuff.  Slam it into the metal box nearby and shoot it to open a 
 torpedo launcher.  Fire torps at the guns flanking the gate to knock out 
 the electrical field and press on.

Skyscrapers: Time for the shooting fest against the Scarecrow.  Go to the 
 right to find a torpedo launcher.  Now, snag the Biplane as the Batcopter.  
 While he's snagged, switch to the Batwing and blast him with a torpedo.  
 Do this three times.

New Characters:
Batwing
Batcopter
Bruce Wayne's Private Jet (15,000)

=======================
5N. In the Dark Night =
=======================

Starting Characters: Batman, Robin
Enemies: Joker Goon, Joker Henchman, Killer Moth

Super Hero at 73,000: There's one thing here that's really worth the effort.  
 After you get the Demolition Suit, blow up the shiny boxes near the 
 toxic waste so you can assemble a pump to remove the waste and reveal three 
 purple studs.  Very worth it.

Street: Head to the right and smash some stuff near the scaffold and assemble 
 it.  Climb up the railings, then hop over to the other side of the fence.  
 Head all the way to the right and KM will hop into the nearby club.  A shiny 
 van will block your way, so it's time to find some high explosives.  Smash 
 all the stuff to the left of the club and assemble the fan.  Pull the lever 
 to start it up so you can get to the ledge on the left.  Go across to 
 the boarded up room and bash everything down to find a rotator switch.  Use 
 Robin to push the switch so Batman can be raised up to the Demolition Suit 
 Swapper.  Now, you can go to the club and a-splode your way in.

Nightclub: Okay.  On the lower floor, the object is to get those two blue 
 thingies pushed into the far right wall.  The lower one is easy.  Smash all 
 the objects nearby to assemble it fully, then push.  For the second, we'll 
 need to fix the floor.  Head near the door and smash some stuff to make a  
 grapple point, then grapple up and assemble the tightrope.  You also need 
 to make the other side, so smash objects near the fish tank to find the 
 parts.  Walk across the tightrope and set bombs near the purple lights to 
 drop the tiles.  Assemble them and push the other blue thing.  Pull both 
 levers and ride up the elevator.

Dance Floor: Head to the right and blow up the statue.  Take the Tech Suit.  
 Now, blow up the objects on the dance floor so you can build a disco ball, 
 which opens the floor.  Step on both lit-up panels at the same time, and 
 do so for all sixteen.  Yikes.  At least he's on your side.  Go to the 
 green panel to take control of him, then walk him into the multicolored 
 wall in the back.  Head outside.

Alley: Bash some objects near the building to find a Magnet Suit Swapper.  
 Switch up and head to the back.  To the left of the fire is a magnet wall, 
 so cross over.  Assemble the pump to remove the toxic waste, then assemble 
 the magnet wall.  Climb up and cross the tightrope.  Pull the lever to 
 drop a ladder so Batman can get up, then set a bomb next to the obviously 
 breakable fence to cross.  On this roof area, use a Batarang on the blue 
 objects overhead, and break everything else to assemble a water spigot.  
 Have both characters stand on it to dump water on the fire.  Blow away the 
 barrier to move on.  Head straight into the building at the far end.

Abandoned Building: Time to fight Mr. Colorful.  Punch him a couple of times 
 and he'll fly up and out of range.  First, blow up the back left grate to get 
 Robin a Tech Suit.  Now, blow up all the shiny boxes near the generator on 
 the left and assemble the parts.  Use the green panel to fire up the levers, 
 the pull both to drag KM towards the lightbulb so he drops down, then punch 
 him a couple more times.  Now, for the right generator.  Assemble the 
 pieces, then break through to the right room.  Push the blue object into 
 the other object (it's tough to describe these things really) and you can 
 use the green panel again.  Pull the levers again to finish this fight. 

New Characters:
 You'll unlock Techonology Suit if you hadn't already.

=============================
5O. To the Top of the Tower =
=============================

Starting Characters: Batman, Robin
Enemies: Joker Goon, Joker Henchman, Harley Quinn, The Joker

Super Hero at 96,000: Nothing really special to mention here.  Just don't 
 be afraid to go out of your way to find studs.

Cathedral Grounds: Smash up the objects near the police shootout here to find 
 a Demo Suit.  Head to the right and climb up the railing to the tower.  Set 
 a bomb near the shiny grate to get the Magnet Suit.  Head over to the left 
 tower and set a bomb near the base of it to find magnet wall pieces.  
 Assemble them, then push the statues to the right.  Climb up as Robin, 
 jump across and push the rotator switch.  Now, it's another fight against 
 Harley.  Clean up the goons on the ground, then hop in one of the water 
 cannons on the trucks.  Fire at Harley and she'll throw a bomb to blow up 
 your truck.  Do the same with the other truck, then assemble the pieces to 
 another water cannon for the final shot.  Now, put together the pieces she 
 just dropped and ride up the fan.  Enter through the window.

Balconies: Head to the right.  At the end, assemble the lever pieces and 
 pull it to lower the gargoyle so you can cross to the right along the 
 wall.  Head up the stairs, then assemble the magnet wall and walk up.  Go 
 right and pull the lever to move the chandelier.  Hop across using it.  Go 
 up the little set of stairs and take the Glide Suit.  Climb up and glide 
 across.  Use the rotator to move the railing so Robin can cross.  Smash 
 the nearby objects to find a button to lower the statue.  Stay on it as 
 Batman so Robin can walk up the wall and cross.  Have Robin assemble the 
 grapple point so the two of you can head to the left and pull both 
 levers to open the door.

Bell Tower: Okay.  First thing to do is get Harley and the Joker out of those 
 bells.  Head to the left break some stuff so you can make an anvil that 
 will pull up a grapple point.  Grapple up and glide across.  Assemble the 
 railing so Robin can get up, then both of you step on the hammer device to 
 ring Harley out of it.  Now, go to the right.  Assemble the floor and push 
 the statue into place.  Climb up the magnet wall and assemble the railings, 
 then hop across to the other hammer device.  Now, you have to take out the 
 Joker's Helicopter.  Assemble the water cannons and fire at the choppper 
 when it stops to shoot.  Don't worry too much about getting knocked out of 
 the cannon.  Just keep firing at it.  Once it's broken, it's a hand-to-hand 
 against Laughing Boy himself.  Punch him a few times.  After a bit, he'll 
 start using his electric buzzer.  When he gets one of your guys, switch to 
 the other and punch him.  

New Characters:
Bat-Tank (200,000) after completing all three episodes

******************************************************************************
6. STORY WALKTHROUGHS - VILLAINS
******************************************************************************

See the beginning of the above section for info on this, not that it needed 
to be said in the first place.

====================================
6A. The Riddler Makes a Withdrawal =
====================================

Starting Characters: The Riddler, Clayface
Enemies: Policeman, Police Officer, Military Policeman, Security Guard

Super Villain at 45,000: Should be a walk in the park.  There's a nice 
 purple stud in the street area.  Just after you pull down the fire escape, 
 climb up and smash the red window and explore the whole inside of the area.
 There's another one in the street area to the right after you fire up the 
 wrecker, under a dumpster you have to lift as Clayface.

Parking Garage: Being by heading to the right.  Clayface has super 
 strength, so watch for anything that has an orange handle on it, because 
 he can toss it.  Do so on the dumpsters here.  Demolish whatever you can 
 and you'll eventually find some pieces that make a lever.  Pull it and 
 you'll unblock a window where you can see a guy wandering around inside.  
 The deal here is that you have to use the Riddler's mind control, so get 
 close to the guy and press Z.  You now have full control of the person, and 
 The Riddler is entirely safe while this is going on.  Have the person push 
 the rotator switch to open the way up to the garage itself.  Inside, have 
 Clayface pull on the garbage truck in the back, which is blocking the 
 exit.  Have both characters pull the levers and enter the elevator.

Street: Have Clayface jump up and grab the blue and gray awning so he can 
 leap up to it.  From there, go left and double jump so you grab the fire 
 escape and lower it.  Now, both characters can climb and proceed to the left.

Impound: Have Clayface toss all he can here and bust down all the objects.  
 One item to throw needs to have its handle put on it, so do so.  The last 
 orange vehicle Clayface needs to pull to the marked spot.  Now, switch to 
 the Riddler and have him control the operator in the enclosure.  Have him 
 throw the switch, which will put the crane on top of the orange wheels.  
 Assemble the last two parts and you've got a nice wrecker to work for you.  
 Head out to the right.

Street: Simply ride your awesome wrecker to the right, through the next 
 gate.  Demolish all the metal objects to the right, then have Clayface 
 grab the vent cover so you can enter.

Bank: Head towards the screen.  Assemble the ladder near wall and climb up.  
 Put together the tightrope and cross.  Now, use Mind Control on the guy 
 in the window and have him pull the hanging switch to drop the gargoyle 
 on the street below.  Grab the Police Car and run over everything in the 
 immediate area.  Assemble all the pieces into a bomb then step on the 
 plunger.

New Characters:
Clayface
The Riddler

==================
6B. On the Rocks =
==================

Starting Characters: The Riddler, Mr. Freeze
Enemies: Policeman, Police Officer, Military Policeman, Security Guard

Super Villain at 58,000: You'll get a considerable percentage of this at the 
 beginning if you explore properly.  After that, just keep searching and 
 you should get this pretty easily.  There's even a purple off to the far 
 left of the third area.

Parking Lot: Clear out the area, then use Mr. Freeze (who has Super Strength) 
 to pull off the cover to the pipe in the back left.  Float up and move to 
 the right.  Note there are two red and white ice cream structures on the 
 wall.  Drop down to each, smash them, and create a lever from the remains.  
 Pull both levers and enter the factory.

Processing Area: Pull out the crate in the wall using Mr. Freeze, then cross 
 over the ice slope using the railing above.  Now, drop down onto the blue 
 platform in the red river.  Hold down Z and Mr. Freeze will fire his Freeze 
 Cannon at the blue sparkly spot and freeze it.  Cross all the way across, 
 then bring the Riddler along so he can Mind Control the guard up on the 
 next platform.  Have the guard assemble the rotator switch and turn it to 
 fill the river.  Now you can climb up to the other side.  Smash an object 
 near the orange and blue structure on the back wall and assemble it, which 
 will then blow up so you can put a handle on the big door.  Push it open 
 with Mr. Freeze.

Deep Freeze: Head to the left and place Mr. Freeze on the elevator platform.  
 Have Riddler Mind Control the guy in the ice block, bust the object and 
 assemble the lever so the block can go up.  Push the block off the edge with 
 Mr. Freeze to break open a hole in the floor.  Drop Mr. Freeze down and 
 cross the toxic waste.  Pull the pipe to drop it so the Riddler can reach 
 the far right area.  Climb up the ladder.  Now, have the Riddler stand on 
 the valve and Mind Control the guy across the gap.  Have that guy jump on 
 the other valve so the stairs unfold.  Climb up and drop down the other 
 side.  Break the object here and assemble the lever.  Pull it to raise the 
 red liquid, then freeze it.  Now, this last part as a "?" panel on the wall.  
 You may think this corresponds with the Riddler, but actually this area 
 works with anyone that has mind control abilities, Riddler included.  Have 
 him press Z on the white circle and the hatch will open.

Cold Room: Take out all the cops and assemble the launcher in the middle of 
 the room to stop the fan.  Use Mind Control on the cop on the upper ledge to 
 push the box off the ledge so you can assemble the ladder.  Now, you have to 
 step on the buttons in a specific order.  The order is blue, green, yellow, 
 and red.

New Characters:
Mr. Freeze
Mr. Freeze's Kart (25,000)
Mr. Freeze's Iceberg (23,000)

===================
6C. Green Fingers =
===================

Starting Characters: The Riddler, Poison Ivy
Enemies: Policeman, Bio-Hazard Scientist, Janitor

Super Villain at 87,000: Make sure you clean up all the plants you can in 
 the third area, as they'll give you a good percentage.

Outside: From the start, bust up the brown, green, and blue boxes in the 
 front of the building.  Assemble a flowery vehicle.  Use it to bust down 
 the metal gates both on the left and right of the building.  Head through 
 the right-hand gate and bust down all the flowers to find a rotator switch.  
 Turn it to raise the basket on the back wall so your partner can jump onto 
 the other one.  Now, you can get on the basket too as it's automated.  
 Switch to Ivy and double jump to the railing to cross.  Smash the statue 
 on the other side to make a tightrope so the Riddler can catch up.  Now, 
 walk across the toxic sludge as Ivy and pull the left lever.  The Riddler 
 should pull the right one, opening the door inside.

Toxic Pit: Have Ivy hold down Z near the plant pots to create platforms 
 for the Riddler.  Hop across and create another red mushroom so you can 
 bounce up to the top ledge.  Push the statue off to remove the cage around 
 that poor defenseless plant.  Now, use the "?" mark door with the Riddler 
 to open it up.

Courtyard: Head down the stairs and to the back right of the area.  Demolish 
 everything here.  Also, use Mind Control on the Janitor in the back enclosure 
 and have pull the lever.  Assemble all the pieces and you'll make a ride-able 
 plant.  Oh, they only get more awesome from here on out, believe me.  
 Stomp over the entire garden, then head to the right through the gate.  You 
 do have to leave him behind, though.

Pond: Bust up the nearby boxes and assemble the swan.  Ride it carefully 
 around the mines and to the far right side.  In the next area, use Mind 
 Control on the scientists in the enclosure.  Have one of them bust up the 
 top object to get a lever to build (opens the inner door) and then bust up 
 lower object to stop the toxins.  Step on the valve nearby to open the 
 outer door.  Head inside.

Greenhouse: Switch to Ivy and head across to the other side.  Smash everything 
 and assemble the vehicle.  Bring it back to the other side and have the 
 Riddler hop in so he can drive over the muck and use the "?" mark panel.

Laboratory: Have Ivy go to the right through the toxins.  Have her hit two 
 buttons and a lever to remove all the gas and open a hatch to the other 
 side.  Head all the way to the right to find an elevator in pieces.  Break 
 all objects and grow all plants.  Have Ivy climb up the plants to the top 
 to find more pieces.  Assemble the elevator and ride up.  By the way, if you 
 have the same problem I did and can't find a few pieces, they're right in 
 front of the plants and blend in rather well with the floor.  Just so you 
 know.

Passage: Simply head to the right.

Conservatory: The object here is to step on the three panels in the front to 
 grow three plants.  The first one is ready for you already.  For the one on 
 the left, use Mind Control on the Janitor on the ledge and have him push 
 the statue off.  Assemble the pieces.  For the one on the right, bust down 
 all the stuff on the back right to find pieces for a plunger.  To get this 
 plunger to work right.  You have to jump up and down on it three times in 
 succession.  If you step off or get knocked off, you'll have to start 
 again.  Once all three panels are pushed, you're done.

New Characters: 
Poison Ivy
Scientist (6,000)

===========================
6D. An Enterprising Theft =
===========================

Starting Characters: The Riddler, Two-Face
Enemies: Policeman

Super Villain at 48,000: Should be pretty easy.  There's a lot to blow up 
 and a lot of blues that aren't hidden well at all.

Ground Floor: Head to the right and bust up objects to find the parts for 
 a rotator switch.  Use it to reverse the flow of the escalators.  Climb up 
 and head to the left.  Demolish the objects to the left of the laser-blocked 
 door and assemble them into buttons.  You need to press the buttons in the 
 proper order: blue, red, yellow, green.  Head through the now-open door.

Second Floor: Head up the nearby ladder and go to the right.  Assemble the 
 red button and step on it to flood the area with toxic waste (my favorite 
 kind of security measure).  Jump in the toxins as Two-Face and go to the 
 far right.  Push the object into the wall to fire up one side of the back 
 door.  Next, go to the far left and break the vent.  Reassemble the parts 
 into the other object that will open the door, and head on through.

Third Floor: Assemble the two piles here and a tech panel will open up in 
 the enclosed room.  Mind Control the scientist into using it, then start 
 walking the mech over to the right.  Walk it through the lasers and into 
 the panel on the back wall to remove them.  Continue to the right to the 
 large open area.  You'll be penned in by lasers.  Gun down everyone shooting 
 at you, then climb up the railings and go left as Two-Face.  Smash the 
 object to remove the lasers in front of the near door, then pull the lever 
 to find a hover-thing.  Ride it over the ten big red buttons in a circle 
 in the center to open up a rotator switch.  Use it to create a bridge at the 
 back, which you can cross to smash another object to remove all the lasers.  
 Leave by the right on the lower floor.

Laboratory: Time to put together something neat.  First, go to the left side 
 and Mind Control a scientist into using a lever.  Then, go to the right 
 side and walk across the toxins with Two-Face and pull the other lever.  
 Head back to the middle.  As you get close to the center, three colored 
 switches will rise up.  You need to hit them in the proper order: yellow, 
 red, green.  This will allow you to smash some more yellow and black objects 
 and assemble all the pieces into a mech.  Hop in and smash all eight red 
 cylinders in the area and proceed to the back to get your prize.

New Characters:
Two-Face

=====================
6E. Breaking Blocks =
=====================

Starting Characters: 
Enemies: S.W.A.T., Security Guard

Super Villain at 74,000: There's lots of stuff to destroy.  Even with the 
 studs you miss by letting the chopper do a lot of the work in the beginning, 
 you should have no trouble by the end.

Outside: Well, so much for a stealthy entrance.  Head to the right and you'll 
 find a guy behind a metal gate.  Mind Control him and smash the red thing 
 to find pieces for an explosive and plunger.  Step on the plunger to 
 bust open the gate, then head inside and start smashing things to find 
 pieces to complete the construction vehicle.  You can't quite drive it 
 everywhere, but you can use it to take out the crate in front of the 
 railings.  Start climbing up the wall.  Smash the spotlight at the top, 
 build a battery from the resulting pieces, push it into the transformer, 
 and pull the lever.  Also, build the tightrope so you can slide down to 
 the left.  Now, head further left and shoot the fire escape to lower it, 
 then climb up and do the same thing here that you did on the other side.  
 This will blow up the big spotlight in the center.  Rebuild it into a 
 Super Mind Control device and take control of the helicopter with it.  
 Use the chopper to blow up everything you can, including the main door.  
 Head inside.

Main Hall: Smash stuff in here to find parts for two rotator switches.  Use 
 them both to open doors in the enclosure.  Use Mind Control on the guy back 
 there to get him to pull the lever, which will open the gate to the right.

Elevators: Head to the right and blast the red and green lit-up console 
 near the bars to open them.  Smash what's inside to make a big block of 
 gold.  Push it all the way to the end to refract the lasers.  Next, smash 
 the nearby stuff to find a rotator switch.  Once it's assembled, the 
 elevator door will open.  Enter with Two-Face and have the Riddler push 
 the switch to raise Two-Face up to the next floor.  Switch back to Two-Face 
 and have him shoot the lock to his left.  Pull the lever to open the other 
 elevator door.  Switch back to the Riddler and have him use Mind Control on 
 the guy behind the window so he can pull the lever, then move on.

Security Clearance: Shoot the two panels to either side of the lasers, then 
 shoot the panel to your left.  Past the lasers, pull the lever to open a 
 door and push the crate out, which will open some bars.  Smash the machine 
 inside to remove the toxic gas so Riddler can join you.  Go to the back 
 left and step on both valves to remove the first set of lasers.  Head 
 forward and shoot the back panel to remove the last set of lasers.

Vault: Enter the toxic area and pull the lever to knock over the big dollar 
 sign.  Head to the right and assemble the red and green springboard to 
 bounce up to a push box.  Push it off the edge to uncover a lever.  Throw 
 it and Mind Control the Janitor that appears.  Smash the stuff to create a 
 ladder, then climb up and smash more stuff to create a rotator switch 
 which opens the nearby door.  Head through and drop down the ladder.  
 Throw the lever to smash another door near the vault.  Assemble all the 
 pieces to create a shiny mech with machine guns!  Go hog wild on the area.  
 Of course all you need to do is shoot the back door and hop on through.

New Characters: 
S.W.A.T. (10,000)
Two-Face's Armored Truck (24,000)
Riddler's Jet (17,000)

=======================
6F. Rocking the Docks =
=======================

Starting Characters: The Penguin, Bane
Enemies: Policeman, Dock Worker, Sailor, Military Policeman

Super Villain at 71,000: If you explore the entirety of the first area, going 
 all the way to the right, you'll find a purple, not to mention a ton of 
 other studs that will get you pretty close.

Docks: The Penguin has cool bombs in his hat, so set one running towards the 
 gate on the east wall (don't worry, the blast won't hurt the Penguin).  Take 
 out the cops that spill out of the truck.  Use Bane to yank the truck out 
 of the way.  You can drive this truck cab, and you can blow open the garage 
 door and drag that truck outside.  Bash all the objects nearby to assemble 
 all the pieces for the truck, then drive it straight to the right through 
 the fence, then onto the pad to the right of the back door to open it.  
 Head on inside.

Waterfront: Head straight back and smash the objects to make a fan.  Ride up 
 and glide to the right across the gap in the catwalks.  Slap the red and 
 white barriers to drop a ladder for Bane so he can toss the dumpster on 
 the catwalk, then continue on, knock down the next ladder, then drop down 
 on the right side across from the water.  Head to the right and use Bane 
 in the toxic muck to open the cover to drain the stuff then press on.  Once 
 you hit the ship, head to the left side and set a bomb blowing up the shiny 
 stuff.  Assemble a handle so Bane can pull the ship up.  That will allow 
 the two of you to cross.  Head into the big container yard by blowing open 
 the gate.  There is NOTHING SPECIAL in here, so head to the back and start 
 tossing containers to reveal the way out, which is a doorway underneath 
 the stairs in the back.

Craneyard: Head to the right with Bane and pull the lever in the muck.  This 
 fires up half of the elevator.  For the other half, head to the left.  
 Pull the lever to get the big box over to your side, then smash it up to 
 make pieces.  Assemble the wire, then glide over the water to the left.  
 Pull the lever on this side to fire up the other side of the elevator.  Hop 
 in and ride up.  See that purple window thingy?  That's a hole to put 
 your Penguin Bomb through.  Do so to blow up the crate.  Assemble the dish 
 and you're done this mission.

New Characters:
The Penguin
Bane
Sailor (5,000)

=======================
6G. Stealing the Show =
=======================

Starting Characters: The Penguin, Catwoman
Enemies: Policeman, Police Officer, Military Policeman, Security Guard, 
 Police Helicopter

Super Villain at 63,000: From the beginning, you can climb up the tower and 
 double jump to the left ledges for a couple of purples.  Those will 
 seriously help you on the way.

Rooftops: Hop onto the fan to ride to the upper floor.  Hop onto the 
 platform and assemble the tightrope point.  Now, float across to the right 
 as the Penguin and assemble the other tightrope point to get Catwoman 
 across.  The fans will blow you off the edge, so drop down a level and 
 glide across to the lever to shut them off.  Now, see that heart panel on 
 the wall near the door?  Have Catwoman use Z near it and she'll charm the 
 guy who guards it, so he'll open the door.  Head through and have Catwoman 
 double jump up to the ledge.  Bust up the objects, assemble the box, and 
 push it off the edge to make pieces for a fan that Penguin can ride up.  
 Have him blow up the shiny objects so you can construct a lift up to the 
 helipad.  Now, it's time for a boss fight.  To beat this chopper, you need 
 to stand on a red button and wait for the helicopter.  It will drop a flare 
 into the fan next to you, then a bomb right on top of the flare, which 
 will ride up and hit the chopper.  Do this three times.  Now, assemble the 
 pieces of the ladder that result and climb up to the next roof.  Drop down 
 and you'll find two plungers attached to a weird device.  Have both 
 characters stand on them to start up the fan to the right.  Ride up it and 
 grab the platform.  Have Catwoman double jump to the rooftop to the right, 
 bust up the objects, and assemble a rotator switch so she can pull Penguin 
 up.  Another fan to deal with.  Drop down to a lower ledge and bust down 
 a window to find a lever which turns the fan upwards.  Ride up it and 
 head for the gargoyle.  Pull both levers and push the thing off the edge.

Museum: Head to the right as Catwoman, double jump up to the railing on 
 the back wall and cross over the beams.  Punch the panel to deactivate 
 them.  Go right and toss a Penguin Bomb through the purple hole in the back 
 wall to open the gate.  Pull the lever inside to remove the beams blocking 
 the dinosaur bones.  This game is about to become ten times of awesome, 
 because you're going to ride dem bones.  Grab either ride and head to the 
 right, plowing through the crates.  Climb up to the upper floor using the 
 railings and head left past the display room.  Smash the box near the lasers 
 and assemble the rotator switch.  Turn it to move a statue to block the 
 beams so your partner can go through and step on a button.  Rotate it some 
 more to block the next set of beams, then go through yourself.  Double 
 jump over the third set of beams, then smash the generator to get rid of  
 all of them.  Head left and you'll reach your objective.  What you need to 
 do is set things up so you can send a Penguin Bomb into the cage and it 
 will blow open the case.  To do that, head to the left and double jump up 
 the ladder.  Smash the nearby painting and assemble the rest of the ladder, 
 then smash the painting further on to find a lever.  Pull it, then glide 
 across to the right and pull the next lever.  This raised two panels inside 
 the cage so you can send a Penguin Bomb in and it will blow up the whole 
 mess.

New Characters:
Catwoman
Catwoman (Classic) (67,000)
Catwoman's Motorcycle (23,000)

========================
6H. Harboring a Grudge =
========================

Starting Characters: Penguin's Submarine, Killer Croc's Swamp Rider
Enemies: Police Boat, Police Watercraft, Police Battle Hovercraft

Super Villain at 31,000: A snap.  Like most vehicle missions, there's a 
 lot to blast, so go croc-wild.

Harbor: It's boat time for the bad guys.  Those purple hatches on the wall 
 are what gives your sub its torpeodes.  Take at least one and fire it at 
 the torpedo to the right to blast it and the wall down.  Now, head up and 
 blast all the boats while trying to stay out of the spotlight (it will 
 fire missiles at you).  Fire another torp at the turret in front of the 
 next gate and head on through.

Waterfront: Blast all the boats and head straight back.  Press A to dive 
 as the sub and head under the purple gate.  Run into the left button on the 
 back wall to open the gate, then switch to Croc and run him into the other 
 button to open the torpedo hatch.  Take torpedoes and use them on each of 
 the toxic canisters to remove the gunk.  Get more torpedoes (from the nearby 
 hatch) and blow up the two turrets near the gate, then pass through.  In 
 this next area, blow away all the boats, and bang against the two buttons 
 to open the gate to the last part of this area.  In here, you'll need to 
 blow up three turrets to move ahead.

Port: Whoooa.  Nice artillery.  Smash all the boats around the big boat, 
 then head to the back left as Croc to knock against the button to open the 
 purple hatch on the back wall.  Grab torpedoes, and toss them at each of 
 the three orange parts on the hovercraft.  Once all three are down, the 
 hatch will be destroyed, but spotlights will show up.  Use the spotlight 
 to lure a missile at you, then sail near the hovercraft and the missile 
 will target it instead.  Boom.

New Characters: 
Penguin's Submarine
Killer Croc's Swamp Rider
Police Watercraft (12,000)
Police Boat (13,000)

=====================
6I. A Daring Rescue =
=====================

Starting Characters: The Penguin, Killer Croc
Enemies: Policeman, Military Policeman

Super Villain at 60,000: This one could get a bit tight.  I didn't hit it 
 until I was right outside Catwoman's cell, but it's doable if you collect 
 it all.  The good news is that to the right Catwoman's cell is a cell with 
 a Score Multiplier, so make good use of that.

Sewers: First, you need to open the door to the right.  Head to the back of 
 the room as Croc and knock down all the objects so you can assemble a 
 generator for one part of opening the door.  For the second, head left and 
 yank the door off.  Glide across the water as Penguin and throw the switch.  
 To get back, smash and assemble the nearby ladder.  Head through the door 
 you just opened.

Pipe Room: This might be a little disorienting.  Hop into the pipe in front 
 of you to exit the other up on the upper ledge.  Now, assemble half the 
 tightrope, glide across, then assemble the other half and hop into this 
 green pipe, then into the red one.  Head to the right and rip off the 
 sewer door.

Canal: Hop down into the water and break everything.  Assemble everything 
 into something awesome.  He's a big one, isn't he, mate?  Hop on and plow 
 through the debris to the right, taking out everything in your way.  Hop 
 off at the end and go through the blue door.

Side Room: Smash the vent cover and yank off the door to the Penguin 
 Bomb thingy.  Drop down into the water as Croc and swim up to the ladder.  
 Yank the cover off the other Penguin Bomb thingy, then have Penguin send a 
 bomb through the lower one so it comes out the other one and blows the 
 shiny girder.  Assemble the fan and ride up.

Restroom: Head out the door to the right.

Police Station: Smash the door on the right and pull out the safe.  Climb 
 up and over and step on the button to open the door on your right.

Holding Cells: Yank open the door on the far right and smash all that's 
 inside to build a fan to ride up.  You can pull the lever to release the 
 bad guys if you want, or you could just blow up the door on the right.

Solitary: Head to the left and up the nearby ladder.  Glide across to the 
 left and pull the lever to drop a bomb.  Roll it down the stairs and you'll 
 blow open her cell.

New Characters: 
Killer Croc

==================
6J. Arctic World =
==================

Starting Characters: The Penguin, Catwoman
Enemies: Policeman, S.W.A.T.

Super Villain at 42,000: I first got this as I was going down the ice 
 slide.  Normal tactics apply.

Ice Exhibit: Head to the right until you're blocked by a wall of ice.  Have 
 Catwoman jump on top of it and smash objects so she can make a ladder for 
 Penguin to climb up.  Now, glide off the right edge of this upper area 
 past the icicles, then hop across the falling platforms to make it to 
 the right (the falling platforms will also allow Catwoman to cross).  
 Now, instead of dropping down, jump to the right to land on a snow machine.  
 Wait for Catwoman to get close to the lever, then switch to her and pull 
 it.  Switch back to Penguin quickly and steer him near the bomb hatch.  
 Toss a Penguin Bomb through it.  This will knock down some pieces you'll 
 need shortly.  For the rest of the pieces, double jump up to the ledges 
 and push the two ice blocks off the edge.  Use a bomb on the bomb-shaped 
 shiny object and put together the snowplow.  Drive to the right and plow 
 over the two ice blocks to find pieces to put together the pump.  Step on 
 the pump a few times to blow up the raft bridge, then drive across and 
 plow over the ice wall.  Park the plow on the square, then assemble and 
 pull the lever to get it up to the upper ledge.  Drive through the ice 
 in front of the door.

Tourist Center: Head over to the food court on the left and smash everything 
 so you can assemble tiles on the push floor.  Move the lamp into place so 
 it warms the ice, then use the heart panel with Catwoman to open the door 
 in the back.

Ice Slide: Wheeee!

Ice Cavern: You need to get your sinister device working, now, and to do 
 that, you need to point lasers at each of the four small dishes.  First, 
 point the one you have to the left, at each of the two there.  Now, note 
 the spotlight on the ground.  If you step in it, not only will cops drop 
 down, but a bomb will as well.  Do this near the ice block to reveal the 
 other laser, so you can hit the other two targets.  Now, you just need to 
 throw the levers at the top.  Easy, right?  Riiiight.  Have Catwoman go to 
 the right, double jump and grab the lever near the ramp to make stairs.  
 Leave her there and switch to Penguin so he can climb them.  Now, make your 
 way all the way around to the left, smash the purple objects, and make the 
 tightrope.  Now, have both characters pull the levers.

=====================================
6K. A Surprise for the Commissioner =
=====================================

Starting Characters: The Joker, Harley Quinn
Enemies: Policeman, Commissioner Gordon

Super Villain at 57,000: Most of the studs are pretty out in the open, so 
 don't go too nuts searching.  

Carnival: The first part of this mission splits up Harley and the Joker so 
 they can get through their respective paths.  Go to the right as Harley and 
 double jump up to the upper path.  Push the rotator switch.  Switch to 
 Mr. J and step on the right seesaw panel, then the left one.  Now, switch 
 to Harley and punch the node powering the electric fence, then assemble 
 the bomb as Joker, and the detonator as Harley and stand on it.  Stand on 
 the yellow switch to let the Joker through, then have the Joker stand on 
 the first yellow switch, then second yellow switch.  Phew.  Now that you're 
 back together, head all the way to the right.  The Joker's electric buzzer 
 can power generators, so press Z while in front of the generator on the 
 shack near the ferris wheel, then head inside the red car in the wheel.  
 Harley should step on the switch to send you up, so go to the left and 
 step on the switch up here to send her up.  Head to the right along the 
 track.

Rollercoaster: Head to the right and slide down.  Double jump up to the 
 ladder then assemble the rest of it.  Hop off this ledge all the way to 
 the right (following the stud trail), then use the Joker's buzzer to fire 
 up the yellow platform.  Ride up, then smash the boards on the track to 
 make a tightrope and platform.  Cross, then head to the right and smash 
 up objects to make railings so you both can climb up.  Have Harley double 
 jump up to the right and pull the lever so the Joker can climb.  Jump  
 over to the generator and power it up to clear the way to the right.

Fairground: Head to the far right past the carousel.  Now smash up some 
 objects near the foreground and assemble a cannon to blast open a door.  
 Inside, smash the safes to find one with a code inside: blue, red, yellow.  
 Step on each of the colored switches (behind the ice cream truck) in that 
 order, then pull the lever.

Craneyard: A boss fight against the Commish?  Sweet!  Punch or shoot him 
 three times and he'll scamper off for a bit.  Power up the generator to 
 fire up the crane.  Hop in and grab a teddy bear, then drop it on the 
 police van to blow it up.  Punch the Commissioner some more, then repeat.

New Characters:
The Joker
Harley Quinn
Commissioner Gordon (25,000)
Harley Quinn's Hammer Truck (80,000)

===================
6L. Biplane Blast =
===================

Starting Characters: The Joker's Helicopter, The Scarecrow's Biplane
Enemies: Police Helicopter, Police Battle Helicopter, Missile Turret

Super Villain at 28,000: You should know the rules for vehicle levels by 
 now.  If it looks breakable, break it.  If it doesn't, try breaking it 
 anyway.

High-Rises: First, blast the large-ish object near the back.  It covers a 
 mine dispenser.  Use the Joker's Helicopter to tow it to the right and 
 into the shiny thing supporting the fans.  Head right and start blasting 
 things until you find a greenish dispenser on a rooftop.  That has 
 torpedoes for the Scarecrow.  Snag some and fire at the missle turret.  
 Head through the gap it makes.

Rooftops: Head straight right and repeatedly blast the clock tower to 
 knock it down, then head further right.  Blast the brick wall down to 
 its shiny roots, then drag a mine into the shiny bars.  Head on through.

Dogfight: Oooo, some nice big guns to fight against.  Head to the left and 
 grab a mine with a tow cable, then drag it into one of the shiny boxes to 
 release a missile turret.  Fire a torpedo from the Biplane at the turret 
 to send it haywire, where it will blast the chopper.  Do the same for the 
 other shiny box.  Once the missile turrets are gone, just blast it to 
 pieces repeatedly.

New Characters: 
The Joker's Helicopter
The Scarecrow's Biplane
Police Helicopter (14,000)
Goon Helicopter (11,000)

=============================
6M. The Joker's Masterpiece =
=============================

Starting Characters: The Joker, The Scarecrow
Enemies: Policeman, Military Policeman, Security Guard, S.W.A.T., Janitor, 
 Police Marksman

Super Villain at 81,000: Yet another level with no big stockpiles, but a 
 lot of little things to destroy.  Don't forget the paintings.

Main Gallery: Head to the left and assemble the generator.  Also, push the 
 two nearby pillars to make platforms.  Have the Joker stand near the 
 generator and the Scarecrow will pull the lever.  Power the generator to 
 rise the rest of the way up, then jump across to the far landing.  Smash 
 both ropes anchoring the chandelier to drop it down on the sculpture.  Put 
 together the ramp so the Scarecrow can join you, and have him use his 
 Mind Control on the "?" panel.  Head straight up the stairs.  At the top, 
 bear right, assemble the rotator panel and open the painting.  Power up the 
 generator to remove the lasers.

Exhibit Hall: Poison gas is an awesome security measure.  Head up the stairs 
 as the Joker and head right further up the stairs.  Assemble the fan to 
 remove some of the gas, then head to the left past the gas and throw the 
 lever.  Smash the button that comes up to remove the lasers in front of 
 the tile paintings.  Smash them so you can assemble them as floor to push 
 the box to the wall so Scarecrow can climb up.  Now, head to the back.  
 Smash tables to you can find the pieces for railings, then climb up to 
 the pillar.  Switch characters and push the pillar.  Switch back and 
 head over to the pieces to make another fan.  You can now proceed.

Atrium: Bust the three paintings on the right wall to activate the lever on 
 the ledge.  To get up there, smash the gargoyles near the back wall and 
 assemble the rotator switch.  Use it to lower the platform, then hop on as 
 the Joker.  Smash the paintings to find railing pieces and use those to 
 cross and throw the lever.  Assemble the generator, power it up, then enter 
 the elevator.

Basement: Head to the right and break some stuff to find pieces for a pallet.  
 Assemble it and hop the fence.  Head to the far right and pull the lever.  
 Push the box to the end and then power the generator.  Jump down into the 
 toxins as the Joker, then smash and assemble the box and pull the lever. 
 Hop up on the far side and jump into the crane.  Place both boxes on the 
 orange switches so you can let Scarecrow across.  Have him use the "?" panel 
 and you can leave!

New Characters: 
The Scarecrow

===========================
6N. The Lure of the Night =
===========================

Starting Characters: The Joker, Killer Moth
Enemies: Policeman, S.W.A.T.

Super Villain at 86,000: The playground is a good source of studs, 
 particularly those two rides (just sit in them for a while), but don't 
 neglect the early areas, particularly once you get the mini-copters.

Slum: Smash the nearby stuff to make a fan.  Ride up and walk across the 
 ledges to get to the other side of the flaming garbage.  Don't drop down 
 yet, though.  Instead, glide across to where the cops are camped and 
 assemble the tightrope so the Joker can cross.  Head to the right and power 
 up the generator, then cross the awning to the bombed-out building on the 
 right.  Push the colored box off the edge and assemble the bomb and plunger.  
 Step on the plunger and help your goons out with the firefight.  Once it's 
 done, head to the left and assemble a ladder to climb up to the generator.  
 Power it up so you can ride up to the top.  Head across the bridge to the 
 right.

Backstreets: Go to the back of this area and smash down the fences and 
 TVs.  Grab the railing to the right as Joker so Killer Moth can stand on 
 the button and let you up.  Hop over to the generator and power it up to 
 reveal pieces.  Get back to the other side using railings and assemble the 
 pieces into an awesome mini-copter.  Fly around this whole area wreaking 
 a ton of havoc.  Now, grab a car and bash through the gate into the 
 playground.  Head to the back left and bash the bushes near the pole.  
 Assemble the pieces to the jungle gym and climb up as Killer Moth.  Walk 
 across the bridge and the glide to the far right tree.  Knock down the 
 ladder and push off the garden gnome.  Switch to Joker and assemble the 
 rotator switch.  Push it to open the gate.

Projects: Head to the toxic stuff and assemble the jack in the box.  Step 
 on the panel.  SWEET!  Grab the Joker mech and start stomping to the right.  
 Eventually, the cops will be after you.  What you need to do is blast them 
 and when the coast is clear, a truck will open up.  Step on that truck to 
 demolish it, and do the same for the other two.

New Characters:
Killer Moth
Garbage Truck (99,000)

=======================
6O. Dying of Laughter =
=======================

Starting Characters: The Joker, Harley Quinn
Enemies: Policeman, Police Officer, Police Marksman

Super Villain at 87,000: This one's pretty tough.  Be careful you fall as 
 little as possible in the balconies, because one misstep and you're down 
 a bunch of studs.

Cathedral: Head straight back.  Power up the generator, then assemble and 
 push the wheeled thingy.  Have Harley hop up to the ledge and continue 
 crossing to the right, assembling a tightrope on the way.  Go past the 
 generator and smash the ladder so the Joker can come up and power it.  Have 
 both characters step on the scaffolding.

Balconies: Head to the right and jump across the gap.  Double jump up to 
 the enclosed balcony as Harley and move around to the right.  Assemble the 
 tightrope so Mr. J can join you.  Step on the scaffolding to get sent up.  
 Head right and cross the collapsing bridge.  Press on up the stairs and 
 smash stuff to assemble some vertical rails.  Switch to Harley and 
 carefully double jump to the right.  Assemble the other half of the platform 
 to let Joker cross, then power up the generator so you can go through the 
 door.

Bell Tower: Remember how you rang both bells as Batman?  Same deal here.  On 
 the left side, hop up as Harley and smash the area to make a lever near the 
 bell ringer.  Pull it to lower a platform.  Go to the left corner and 
 smash there to make railings for the Joker to climb up.  Ring the bell.  For 
 the other side, hop up to the far corner and assemble the platform.  When 
 Harley steps on this, the Joker will be risen up on the other platform.  
 Have both characters step on the bell ringer.  Now, assemble the two bomb 
 things that were made when you rang the bells.  That's it!

New Characters: 
Police Marksman (5,000)
The Joker (Tropical) (30,000)

******************************************************************************
7. FREE PLAY RUNTHROUGHS - HEROES
******************************************************************************

In Free Play, you'll be allowed to pick whichever character out of all 
available you wish.  Once that's done, the computer will add on other 
characters that you will need to access all the stuff in the mission (if you 
have them available).  This allows you to go and get all the stuff without 
having to worry about building the proper team.  At any time during the 
mission, you can press 1 or 2 to cycle through the available characters.

The type of characters added tends to go like this, assuming you have them: 
Batman or Batgirl, Robin or Nightwing, someone who can double jump, someone 
with mind control powers, someone who can access heart panels, someone who 
can walk through toxic waste, someone with super strength, Poison Ivy, Mr. 
Freeze, The Penguin, and the Joker (since they all have very specific 
talents).  Also, depending on the mission, you may also get a bunch of the 
mission's enemy characters.

For vehicle missions, you'll tend to just get the full range of vehicles, 
minus one or two, since there aren't that many to begin with.

There will be no story clips, and some missions will be slightly changed to 
reflect this.  All you need to do is reach the end and get all the stuff, so 
go for it!

Note that some collectibles have specific requirements.  What this basically 
means is that you can't get the item on Story.  Here's what I mean when I say 
each:

"Free Play": Quite simply, you need the freedom that Free Play gives you, 
 either giving you characters that you wouldn't normally take in the Story 
 (ie. Batman in a Villain mission) or the ability to switch characters on the 
 fly.

"____ Suit": You need to find a specific Batman/Robin suit that you could 
 have possibly not had access to yet, depending on how you go through the 
 missions.

"Demolition": This doesn't come up often, but you need someone with 
 explosives, either Batman with the Demolition Suit or the Penguin with his 
 Penguin Bombs.

"Mind Control": You need a villain with mind control powers, either to 
 control a person with a "?" above their heads, or to access a "?" panel.  
 These characters are The Riddler, The Mad Hatter, and The Scarecrow.

"Immune to Toxins": You need a character that can waltz through toxic waste 
 or gas with no ill effects.  For characters, this includes Mr. Freeze, 
 Poison Ivy, Two-Face, Bane, Killer Croc, and The Joker (either one).  For 
 water vehicles, this is just Killer Croc's Swamp Rider.  For the air 
 vehicles, this includes The Joker's Helicopter, Scarecrow's Biplane, the 
 Goon Helicopter...

"Super Strength": You need a character with serious muscles so they can 
 pull, push, or toss any object with orange handles.  These characters are 
 Clayface, Mr. Freeze, Bane, Killer Croc, and Man-Bat.

"Toxic Strongman": This is a combination of people that are immune to toxins 
 and have Super Strength, specifically Mr. Freeze, Bane, and Killer Croc, and 
 is used when you have to enter the muck to do your reps.

"Double Jump": You need a character that can double jump for the extra  
 height.  These characters are Clayface, Poison Ivy, Catwoman, Harley Quinn, 
 and Mad Hatter.

"Feminine Wiles": You need a female villain to use a heart panel.  These 
 are Poison Ivy, Catwoman, and Harley Quinn.  Poor Batgirl gets left out 
 and won't work.

"Submersible": You need a watercraft that can go underwater.  This is 
 Robin's Submarine, the Goon Submarine, or Penguin's Submarine.

"(Specific character)": There are times when you just need the exact 
 character or vehicle.  One example is the Joker for his electric buzzer, 
 Poison Ivy for her super-growth powers, or Mr. Freeze for his Freeze 
 Cannon.

============================
7A. You Can Bank on Batman =
============================

Canister #1: In the first street area, head left then to the alley in the 
 back.  Use the lever to find the pieces for a grapple point, then grapple 
 up and use the lever on the ledge to open a gate at ground level.

Canister #2: In the same area as the first, go past the second lever and 
 onto the fire escape.  Climb up to this one.

Canister #3: Five phone booths are scattered throughout the streets.  Bust 
 down all five to make this one appear.  The first is just to the left of 
 where you begin.  The second is further down the street near the first 
 Suit Swapper.  The third is near the big semi you have to blow up.  The 
 fourth is past the semi down the street a bit, and the fifth is at the 
 Clayface fight, off to the right.

Hostage: A Riddler Henchman has a hostage inside a building at street level.

Canister #4 (Sonic Suit): In the first area is a window with a canister 
 obviously behind it.  Sonicate it.

Canister #5 (Sonic Suit, Attract Suit): Collect as many blocks as you can 
 for the Attract Machine near the end behind the glass bars.  Use the Sonic 
 Suit on the bars and dump 25 blocks into the machine to make this canister.

Canister #6 (Immune to Toxins, Mind Control): In the toxic pile, restore 
 the pieces to the truck and move it out of the way.  Then, use the "?" 
 panel behind it to open the nearby door.

Canister #7 (Super Strength): Just after the toxic pile, pull the dumpster 
 off the manhole cover and blow it open.

Canister #8 (Super Strength): After blowing up the cement mixer, toss the 
 dumpsters at the end of the alley.  Grapple up then cross the tightrope.  
 Use explosives on the windows to access this one.

Canister #9 (Super Strength): In the second area, toss the dumpster near 
 the magnet wall and head up the stairs.  Smash the window to get out onto 
 the fire escape where this canister is.

Canister #10 (Immune to Toxins, Mind Control): In the second area, head 
 down to the toxic area and use Mind Control on the "?" panel to open the 
 door to a lever, which will open the nearby garage.  Now, go up and use 
 the Tech Suit as normal to enter the room with the two cars.  Drive each 
 of these cars into the garages to get this canister.

Power Brick: In the last part of the Clayface fight, smash the shelves on 
 the back left to uncover this.

Minikit: Gold Batsuit
Power Brick Upgrade: Fast Grapple (10,000)

======================
7B. An Icy Reception =
======================

Canister #1: At the beginning, go over to the left and smash up some stuff to 
 find the last couple of parts for the ice cream truck.  Drive it into the 
 shiny object near the circular glass floor to smash it, then assemble the 
 lever.  Drive onto the glass and pull the lever.  Smash the resulting ice 
 cream to get this canister.

Canister #2 (Double Jump): Outside the factory, on the right side, bash 
 up some trash cans to find railing pieces.  Once assembled, double jump 
 up to the ledges and all the way up to this canister.

Canister #3 (Double Jump): Right behind Canister #2 is a window.  Smash it 
 away to find another canister.

Canister #4 (Super Strength): Once you move the ice cream truck away, yank 
 off the cover behind it to find this one.

Hostage (Mind Control): In the beginning, use the ? Mark panel on the left 
 and go through to find this one.

Canister #5 (Mind Control, Double Jump): Use the ? Mark panel outside and to 
 the left, then head inside, double jump up to the ledge above the toxic 
 waste and keep jumping up.

Canister #6 (Free Play): Outside the factory, climb up the magnetic wall, 
 then glide across to the right and grab the railing at the edge of the wall.  
 Switch off your Glide Suit so you can double jump up to the ledge and use the 
 Demo Suit to blow up the objects for the canister.

Canister #7 (Feminine Wiles): In the factory, just past the double ice 
 jets (big pile of red ice cream), go up the magnet wall, glide across to 
 the left to a heart panel.  Open it and head inside.  The canister is in 
 the back, so go around the right to get to it easily.

Power Brick (Super Strength): Just before leaving the second area, there's 
 a glass-encased room in the back.  Either magnet up the wall and glide over 
 or just double jump onto it if you have one.  Rip up the entrance, then 
 smash the objects inside to create a plunger.  Step on it to raise the 
 cage so you can grab the brick.

Canister #8 (Immune to Toxins, Demolition): In the third area you'll see the 
 poison jets.  Step through them, then use explosives on the shiny object 
 to find the canister.

Canister #9 (Free Play): Just before the door to the last area (with ice 
 jets blocking it), head down the ladder to the left, then Glide across the 
 big gap.  Use a bomb on the metal grate to allow you to get this one.

Canister #10 (Mind Control): From #9, continue left and use control the guy 
 in the glass enclosure.  Have him throw the switch so you can enter.

Minikit: Ice Treat
Power Brick Upgrade: Fast Batarangs (20,000)

====================
7C. Two-Face Chase =
====================

Canister #1: Head straight south and blast the manhole cover at the end of the 
 road.

Canister #2: There are three black and blue dumpsters in the mission.  One 
 is just to your right when you start.  The second is just south of where you 
 start.  The last is on the left side near the end of the street.

Canister #3: There are three newsstands in the mission.  One is in the 
 first area, behind the barriers on the east side of the street.  The second 
 is in the second area near the police copter.  The last is in the final area 
 behind a shiny wall.  If you can get a bomb from Two-Face's van near there, 
 the barrier will be removed in the explosion.

Canister #4: In the second area, go to the right and over the jump, and 
 you'll find a suspended walkway on the back wall.  Start blasting all the 
 parts of the walkway and you'll uncover this canister.

Canister #5: In the second area, go south from the starting point and you'll 
 find another suspended walkway on the back wall.  Blast all the parts and 
 you'll uncover this.

Canister #6: Starting in the second area, there are three blue and white 
 cars that need to be destroyed to make this appear.  The first is right 
 near the police copter.  The second is on the south side of the area, 
 just before the jump to the left.  The last is in the southwest area.

Canister #7: In the southwest part of the second area is a dumpster that 
 hides this canister.  Simply blast everything and you'll uncover it.

Canister #8 (The Joker's Van): In the second area, drive into the harbor 
 area and park on the Joker panel.

Canister #9 (Harley Quinn's Hammer Truck): In the second area, drive into 
 the harbor area and park on the Harley Quinn panel.

Canister #10: In the last area, start blasting near the left side trees to 
 uncover this under a cluster of phone booths.

Power Brick: In the last area, there's a green box tucked back in the corner 
 near the trees on the left.  Blast it open then drive into the corner.

Minikit: Batmobile
Power Brick Upgrade: More Batarang Targets (30,000)

=============================
7D. A Poisonous Appointment =
=============================

Canister #1: Right at the beginning, plant all the seeds to grow carrots, 
 then destroy them all.

Canister #2 (Double Jump): Near the greenhouse are trees with vines coming 
 off them.  Shoot or Batarang all the vines on the leftmost tree to find a 
 grapple point.  Grapple up, glide across, and double jump up to the canister.

Hostage: One of the workers is held hostage by a Goon in the greenhouse behind 
 a big glass panel.

Canister #3 (Heat Protection Suit): In the greenhouse, head under the heat 
 lamp (the lever at the far end shuts it off).  Plant all the seeds in the 
 area, then use the Tech Suit to operate the sprinkler.  Douse all the 
 stems liberally until they grow.

Canister #4 (Super Strength, Double Jump): In the greenhouse, use strength 
 on the glass-encased plant to push it back, then ride up the fan onto the 
 big flat flowers.  Stepping on them raises another, so hop up the flowers 
 to the canister.

Canister #5 (Double Jump): There are three carrots in the mission.  The first 
 is just before the giant carnivorous plant, in one of the plants nearby.  
 The second is in the caves, just before the big bouncy plants in a trash 
 can.  The last is in the laborator.  Set an explosive at the red tanks near 
 the Attract Container.  You'll need to double jump to get up to it.

Canister #6: On the far right side of the greenhouse, where the monster 
 plant is, bash away all the plants in the flower box to find pieces for a 
 leafy plant.  Bounce off the leaves to the railing above and snag this one.

Canister #7 (Water Suit): In the caves area (after the big plant) drop down 
 into the water and follow the pipes to find this.\

Canister #8 (Double Jump): Leap from the bouncy plants to the railing on 
 the upper right.  Magnet up the wall, then use explosives to clear all the 
 shiny objects to assemble a rotator switch.  Use a double jump to get into 
 the container.

Canister #9: In the laboratory area, take the Heat-Proofed Suit to the right 
 side and around the wall to find this one tucked away.

Power Brick (The Joker): In the back left of the laboratory are three 
 paint canisters.  One is operated by the lever.  For the other two, blow 
 an explosive to reveal another lever and a generator.  Use the buzzer on 
 the generator and you'll be able to take the Brick.

Canister #10 (Immune to Toxins): In the toxic pit area.  Head towards the 
 back and hop up the railing.  Easy.

Minikit: Two-Face's Armored Truck
Power Brick Upgrade: Flaming Batarang (40,000)

==================
7E. The Face-Off =
==================

Canister #1: Next to the big blue panel you park the bank van on are five 
 striped pylons.  Jump on all five.

Canister #2 (Free Play): Use the Technology Suit on the laser defense near 
 the entrance.  Now you can approach the revolving door and push it around 
 to get this one.

Canister #3: Just outside the main bank doors are several lights and 
 barriers.  Roll over all of them in a bank van, then assemble all the 
 pieces to make a huge dollar sign.

Canister #4: Head to the far right in the outside area to find a grapple 
 point up to this canister.

Canister #5 (Double Jump): Mop up 25 blocks using the Attract Suit and deposit 
 them in the container on the far right.  This will cause some palm trees to  
 grow that you can jump off of to reach this on the next ledge.

Hostage (Double Jump): Right near Canister #5.

Canister #6 (Immune to Toxins): During the Two-Face fight, go left and into 
 the hole that dispensed the toxic gunk.

Canister #7 (Immune to Toxins): After the Two-Face fight, walk up and drop 
 right into the small pit of toxins to find this one.

Power Brick (Immune to Toxins): After the Two-Face fight, head to the back, 
 then jump off to the left.  Smash everything here to find four buttons.  
 Place them on their spots, then step on them in the right order: red, blue, 
 purple, green.  Take the Brick inside.

Canister #8 (Mr. Freeze): After the Two-Face fight, head to the back, then 
 jump off to the right.  Head to the far corner and use the Freeze Cannon on 
 the water that's leaking out to freeze it.  Double jump onto the frozen 
 water and snag the canister.

Canister #9: In the vault, find and punch five large treasure chests.  Two 
 are out on the main floor, and three are behind the bars you can punch 
 through along the walls.

Canister #10: In the vault, head to the right to find this canister in a 
 blue-lit alcove.

Minikit: The Gold Reserve
Power Brick Upgrade: Slam (50,000)

==========================
7F. There She Goes Again =
==========================

Canister #1 (Super Strength): Go to the far left and bust some pieces to 
 find a rotator switch.  Use it to open the garage and assemble the car.  
 Drive it over to the Suit Swapper.  Pull the dumpster out of the way then 
 drive the car inside.

Canister #2 (Immune to Toxins, Water Suit): Head to the front pier then go all 
 the way to the left.  Cross the toxic stuff and reassemble the machine.  Flip 
 the lever and you can now sink down into the water and grab the canister.

Canister #3 (Water Suit): Use an explosive near the large cluster of shiny 
 objects on the right side of the first area.  This will open a gate down 
 in the water, so drop down and swim to it.  Oh, and as a slight warning, 
 I've found that if you go down and try to break it open, you won't be able 
 to open it later with the lever.

Canister #4 (Super Strength): You need to uncover three carrots in the 
 first area.  The first is behind a dumpster in the first area.  Plant the 
 seeds and smash the flowers.  The second is down by the far corner, under a 
 shiny object.  The last is down by the toxic puddle, also in a shiny object.

Canister #5 (Feminine Wiles): Using the Magnet Suit, go up the magnet wall 
 on the left side of the first room.  Walk carefully around to the nearest 
 window and smash your way in.  Walk to the middle window and smash your 
 way out, then assemble the grapple point.  Grapple up, then use the heart 
 panel to open the way to this canister in a greenhouse.

Canister #6: After making the bridge for Robin, drop down to the roof below 
 you.  Demolish all the greenhouses, and plant all the seeds.  Hop aboard 
 the little tractor and mow down all the flowers.

Canister #7 (Super Strength): Just after the big bridge on the rooftops, 
 toss the dumpster and grapple up to another floor.  Bash your way in and 
 make a mess to make this appear.

Canister #8 (Super Strength, Double Jump): On the site of the first fight 
 with Catwoman, toss the nearby dumpster, then set an explosive inside under 
 the fan.  Double jump up to take the canister.

Hostage: After the first fight with Catwoman, go to the right and drop down to 
 a lower roof and head all the way right to find this guy.

Canister #9 (Sonic Suit): After you make the little copter grapple thing, 
 steer it up and to the left onto the roof with a glass canopy.  Crash your 
 copter, then use the Sonic Suit on the canopy.

Canister #10 (Sonic Suit, Water Suit): After crossing to the opposite roof 
 on the copter thing, climb up to the right-hand glass canopy and use the 
 Sonic Suit on it.  Drop down into the water and head to the left to grab 
 the canister.

Power Brick (Sonic Suit): Just after entering the third area, you'll see 
 this behind a window on the left.  Use the Sonic Suit on the window.

Minikit: Robin's Watercraft
Power Brick Upgrade: More Detonators (10,000)

====================
7G. Batboat Battle =
====================

Canister #1: Use the boat tow cable and pull on the lighthouse on the left 
 side.  Once it's lit, the canister will appear, so use A to accelerate off 
 the nearby ramp.

Canister #2: In the very first area, switch to Robin and use his torpedoes 
 to blow up the red and green back walls.  Drag a mine into the shiny box 
 as the Batboat.

Canister #3 (Submersible): Just after the first gate, dive underneath the 
 two red and green lit objects, then torpedo the buoys, then torpedo the 
 ship that shows up.

Canister #4: Once you make the first big jump over the wall, use the tow 
 cable to pull off the sewer pipe cover in the back right.

Canister #5: There are three buoys to destroy with Robin's torpedoes.  The 
 first is in the the area just after the first big jump over the wall.  The 
 second is in the Wharf area right near the toxic waste.  The last is in 
 the same area, but in the large open water area with all the mines.

Canister #6 (Killer Croc's Swamp Rider): At the beginning the second area 
 is a metal object floating in the middle of some toxic muck.  It's not an 
 easy task, but you have to grab a mine with the tow cable and maneuver it 
 to the object without getting into the toxins.  Once you do that, slide in 
 with the Swamp Rider to pick it up.

Canister #7 (Submersible): At the beginning of the second area is a bunch 
 of ice to the north.  Dive into the water and go under it to pick this 
 up.

Canister #8: In the large open area (that you need to shoot four targets), 
 drag a mine over to the left side where a pipe has a metal grate on it.

Canister #9 (Penguin's Submarine): During the boss fight, switch to the 
 Penguin's Sub and go to the right to find a torpedo dispenser.  Take the 
 torpedoes and use them on the gate behind the boss.  Continue back.  There's 
 a canister under the ice at the north end, so dive and pick it up.

Power Brick (Penguin's Submarine): This is in the same area as #9, only 
 dive and turn to the right once you reach the end.  You'll be in a small 
 targeting area.  Blast all four targets and you get the Brick.

Canister #10 (Penguin's Submarine, Killer Croc's Swamp Rider): This is in the 
 same area as #9.  Turn left at the end.  Drag a mine into the metal boxes 
 in the muck without getting too close, then ride in on the Swamp Rider and 
 pick it up.

Minikit: Batboat
Power Brick Upgrade: Armor Plating (20,000)

====================
7H. Under the City =
====================

Power Brick (Free Play): In the very beginning, us the Tech Panel near the 
 shiny door to move the boat.  Quickly sail it into each of the three buoys 
 to drop the Brick.

Canister #1 (Toxic Strongman, Double Jump, Mind Control): From the beginning, 
 go as far right as possible until you hit the Water Suit.  Double jump up to 
 that platform then glide across to the right.  Use the "?" panel and then 
 enter the toxic muck as the toxic strongman so you can lift the box inside 
 and take the canister.

Hostage: After the second door (past the score multiplier) keep going to the 
 right to find this one.

Canister #2 (Double Jump): After grappling up to the tanks, double jump 
 up to the left railing to get this.

Canister #3 (Super Strength, Sonic Suit): In the second area, pull on the 
 dumpster, then use the Sonic Suit on the glass.  Beat down the blocks and 
 take the canister.

Canister #4 (Double Jump): In the second area, after you grapple to where the 
 Suit Swappers are, double jump to the left, then jump around the pipe to 
 the canister.

Canister #5 (Attract Suit): In the second area, collect as many blocks as 
 you can, then go to the far right side.  Climb up the railings to the 
 container and deposit them to make a boat.  Launch it into the water and 
 hit all the buoys quickly.

Canister #6 (Immune to Toxins): In the third area, head straight back across 
 the muck and pull the lever to raise the ladder.  Climb up to the canister.

Canister #7: As you climb up the set of green stairs (that you needed to 
 unfold), you should notice this on a ledge above.  It's a pretty small 
 matter to have someone double jump up to the front side, then double 
 jump around the pipe to grab it.  (What the game wants you to do is assemble 
 the toilet and push it against the wall, but this is just as easy.)

Canister #8 (Free Play): In the third section, send both characters up the 
 magnet wall.  Stand on the elevator so your partner can stand on the 
 button.  Set an explosive at the top so you can grab the canister.

Canister #9: In the third section, when you throw the lever down in the 
 water, go to the next reservoir and take the canister under the lid that 
 was risen.

Canister #10 (The Joker): At the far right end of the third section, bust 
 down the objects near the concrete block and assemble two gears on the 
 either side.  Power the generator to start the platform moving.

Minikit: Killer Croc's Swamp Rider
Power Brick Upgrade: Sonic Pain (30,000)

===================
7I. Zoo's Company =
===================

Canister #1 (Feminine Wiles): In the beginning, use the heart door to the 
 left to open the cage, then set an explosive to open the gate.  Assemble 
 the boat and quickly hit all the buoys.

Canister #2 (Super Strength, Immune to Toxins, Double Jump): From the 
 beginning, tear open the gate to the right.  Once inside, walk across the 
 toxins and assemble the lift.  Double jump off the lift.

Canister #3 (Attract Suit): Gather 25 blocks from the first area (you might 
 need some other powers to get everything) and put them in the container in 
 the gift shop.

Canister #4 (Double Jump): In the gift shop, double jump onto the soda 
 machine, then to the ledge.  Blow up the shiny object to get the canister.

Canister #5 (Poison Ivy): In the lion exhibit, near the totem poles, bust 
 down the objects and create a three-tier totem pole.  Then use Poison Ivy's 
 power on the pot to create a flower so you can reach the canister.

Power Brick (Double Jump): In the second area, jump up to the cylindrical 
 tank.  Set an explosive on the steel grate to blow it up and you'll find 
 the pieces to the Brick.

Canister #6 (Double Jump): In the second area, set an explosive near the 
 gate, then jump over the river to the left and set an explosive on the 
 shiny rocks.

Canister #7 (Free Play): In the second area, set a bomb at the door to 
 the elephant cage.  The canister is in the back behind the elephants.

Hostage: In the second area, you'll stumble across this guy near the Sonic 
 Suit pad.

Canister #8: In the area with the riverboat, bounce on the big lily pad 
 in front of it to reveal this one.

Canister #9 (Super Strength): In the jungle area, head to the far shore and 
 climb up the ladder.  Yank the idol off the top of the hut.

Canister #10 (Mr. Freeze): In the jungle area, stand on the back lily pad 
 and use the Freeze Cannon on the waterfall.  Hop up inside to find the 
 canister.

Minikit: Elephant
Power Brick Upgrade: Area Effect (40,000)

====================
7J. Penguin's Lair =
====================

Canister #1: You need to find three bundles of seeds to assemble three 
 carrots.  The first is right at the beginning.  The second is just past the 
 first gap (where you need to inflate the raft).  The last is at the far 
 right end of the area.

Canister #2 (Sonic Suit): At the beginning, use the Sonic Suit on the ice 
 to the south, then drop down into the water.

Canister #3 (Mr. Freeze): After inflating the raft, drop onto it and freeze 
 the marked spot of water, then set an explosive to remove the shiny gate.

Canister #4 (Double Jump): In the first area, to the left of the shack are 
 some railings.  Double jump up to them then onto the roof of the shack.

Canister #5: At the right end of the first area, bash down the stuff in the 
 back to uncover a grapple point.  Grapple up, then glide to the left to 
 find this one easily.

Hostage: At the end of the first area is a hostage in plain sight.

Canister #6: During the Penguin/Catwoman fight, you might see some studs 
 near the screen.  Glide out to the rocky island and grab the canister.

Canister #7 (The Penguin, Immune to Toxins): You need the long-range 
 explosives of the Penguin.  During the big fight, go to the left to see a 
 shiny grate and some toxic gunk.  Send a Penguin Bomb in there to blow it up, 
 then walk across the muck to get the canister.

Canister #8 (Double Jump): On the right end of the second area, simply jump 
 up to this obvious one.

Canister #9 (Sonic Suit, Heat Protection Suit): During the fight with 
 Penguin, go to the ramp on the right side of his setup and use the Sonic 
 Suit to shatter it.  Inside, smash the stuff on the back wall and assemble 
 the red hot pieces.

Power Brick (Sonic Suit): During the fight with Penguin, go to the ramp on 
 the right side of his setup and use the Sonic Suit to shatter it.  Inside, 
 use the grapple point and grab the railing to your right to drop some 
 Penguin Minions on the treadmills.  Take the third treadmill yourself and 
 run until the view shifts.  Now, step on the gray button near the red 
 marker to get the Brick.

Canister #10: Once you clear out all the purple penguin barriers, use a 
 Batarang on the four red flashing lights above where they were.

Minikit: Penguin Army
Power Brick Upgrade: Bats (50,000)

=======================
7K. Joker's Home Turf =
=======================

Canister #1 (Demolition Suit): In the first area, once you get on top of the 
 cabin (where you pull down the scaffolding.  Set bombs near the shiny 
 objects and construct the fan to ride up to the canister.

Canister #2: Once you use the toxic sucker to suck up every last bit of 
 waste, a corral will open back in the first area.  Drive it into the corral.

Canister #3 (The Joker): In the second area, power up the generator with the 
 buzzer, then climb the ladder and double jump up to the canister.

Canister #4 (Mind Control, Demolition Suit, Heat Protection Suit): Go to 
 the far left side of the second area and use the "?" panel to go into 
 this room.  Blow up all the shiny stuff.  Push the brown object under the 
 pipe.  Assemble all the pieces, including the red-hot ones.

Canister #5 (Technology Suit): Once you enter the factory, use the green 
 panel in the back.  Use the crane to pick up the flashing bombs in the 
 back, then drop one each on the purple things.  Once they're all gone, 
 assemble all pieces in the room and step on the buttons to get this canister.

Canister #6 (Immune to Toxins): After you make the forklifts, jump into the 
 small pool of toxins in the back.  Pull the switch to stop the fan on the 
 right side and climb up to the canister.  You can jump out at the front.  
 There's a railing.

Canister #7 (Super Strength, Double Jump): After you drop off the forklift at 
 the orange switch and ride up the elevator, head to the left and rip off the 
 door, then assemble the railings and double jump up to them, and climb up 
 to the ledge where the canister is.

Canister #8 (Immune to Toxins): Just before entering the fourth area, drop 
 down into the toxic stuff and find this canister.

Power Brick (Mr. Freeze, Double Jump, Sonic Suit): As you enter the fourth 
 area, head to the left and fire the Freeze Cannon at the sparkles, then 
 double jump from the ice floes.  Use the Sonic Suit on the glass, and now 
 you have to mix some primary colors.  The chute will be pointed at a purple 
 drum, so pull the red and blue levers.  Then it'll go towards a green drum, 
 so hit yellow and blue.  Lastly, red and yellow for orange.

Canister #9 (The Joker): At the end of the fourth area, power the generator 
 and ride up the elevator.  Push the rotator switch to move the toxins.

Hostage (The Joker): In the same area as Canister #9.

Canister #10: During the boss fight, either set an explosive at the far right 
 wall or just wait for a Mad Hatter bomb to drop there and take the canister.

Minikit: Mad Hatter's Hat
Power Brick Upgrade: Freeze Batarang (10,000)

===============================
7L. Little Fun at the Big Top =
===============================

Canister #1 (Super Strength, Double Jump): From the beginning, go left and 
 push the bus out of the way.  Continue left to the far end and pull the 
 dumpster.  Double jump on top of it and assemble the tightrope so you can 
 walk over.

Canister #2 (Free Play): The first building has glass in front of the 
 windows.  Break the glass with a Sonic Suit, then use a Batarang on all five 
 targets that pop up.  Now, go to the gate to the next area and assemble the 
 ladder leading up to the top of the buildings.  Head (and glide) to the left 
 to grab the canister.

Canister #3 (Water Suit): Build the ladder near the entrance to the second 
 area and climb to the top of the buildings.  Lay a bomb on top of the second 
 building and drop down into the water to get this canister.

Canister #4 (Technology Suit): To the right of the gate leading to the 
 second area is a green panel.  Use it and push Up to open the shutter, then 
 Batarang the duckies.

Power Brick (Technology Suit): In the first area, head all the way to the 
 right and glide across the gap.  Pull the lever to enter the enclosed area, 
 then use the green panel on the machine.  Use the crane to get all three 
 pink animals (you have to smash each one after getting them) and the last 
 thing you'll pick up will be the Brick.

Canister #5: In the second area, use the Sonic Suit on the trash can on the 
 left side to shatter its top, then smash it to make a grapple point.  Use 
 a Batarang to remove the red window, then grapple up and grab it.

Canister #6 (The Joker): In the upper part of the second area (past the 
 magnet wall) power the generator near the teacups.

Hostage: In the second area, once you climb up the magnet wall, near the back 
 right.

Canister #7: Just before leaving to the third area, go to the slide to your 
 left at the top of the ladder and you'll slide into this one.

Canister #8 (Technology Suit): In the third area, use the green panel and 
 steer all the boats to the shack of their own color, then jump into the 
 muck, grabbing the canister on the way down.

Canister #9 (Super Strength): In the third area, yank the door off the 
 bumper car park, then hop in one of them.  Goons will get in the others, so 
 ram into each three times.

Canister #10 (Immune to Toxins): At the end of the mission, go to the toxic 
 muck to the right.  Grapple up to the pole and assemble the tightrope to 
 get to the canister.

Minikit: Pinball Machine
Power Brick Upgrade: Decoy (20,000)

=======================
7M. Flight of the Bat =
=======================

Canister #1: There are six missile turrets you need to destroy with your 
 torpedoes.  The first is in the first area and required to advanced.  The 
 next two are just past the Scarecrow billboard.  The next one is on the 
 train tracks.  The last two are near the shiny metal gas tank.

Canister #2: In the first area, where you find a train on the tracks, 
 follow the tracks to the back of the area to find this one.

Canister #3: In the first area, to the right of the shiny metal gas tank.

Canister #4: Using the Batcopter, drag a mine to the far right of the area, 
 past the gas tank, and run it into the shiny box.

Canister #5: In the second area, fire a torpedo at a rather innocuous-looking 
 pipe in the back left of the area.  It's the third from the right next to 
 the green gas.

Canister #6: In the second area, drag mines into each of the three shiny 
 blue valves.  Some of the valves take some fancy steering to get a mine 
 into.

Canister #7: In the second area, use a torpedo on a gray structure in the 
 near left to uncover a lever.  Shoot it to bring up a small blue canister.  
 Drag the canister onto the nearby conveyor belt with the Batcopter.  Once 
 it reaches the end, drag it again onto the orange button.

Power Brick (Immune to Toxins): In the second area, blast your way through 
 the toxins and the structures behind.  Shoot the spinners until the Power 
 Brick is given up.

Canister #8: In the last area, you'll find one hovering over a cluster of 
 four yellow tanks.

Canister #9 (Immune to Toxins): Through the cloud in the last area, blast the 
 low-sitting yellow tank for this one.

Canister #10 (Immune to Toxins): Through the cloud in the last area, there are 
 three gargoyles you need to blast to get this one.  They're pretty obvious.

Minikit: Scarecrow's Biplane
Power Brick Upgrade: Fast Walk (30,000)

=======================
7N. In the Dark Night =
=======================

Canister #1 (Super Strength): In the very beginning, pull off the doors of 
 the first building and use the Sonic Suit on the glass.

Canister #2 (The Joker): Just after you hop the fence, power up the 
 generator, then double jump to the ladder and use the Sonic Suit at the top.

Canister #3 (Mind Control, Super Strength, Immune to Toxins, Double Jump): You 
 need to smash three objects to get this canister.  The first is in the 
 building with the scientist inside.  Control him to pull the lever, then blow 
 up the box to make orange handles for the door.  Pull them off and blow up 
 all the stuff in here to make a cake.  That's one.  The second is in the 
 building to the right.  Blow open the windows and smash everything.  Assemble 
 the oven and cake and smash it for number two.  The last is on the roof of 
 the building to your right.  From the ledge, double jump to the ladder and 
 smash all the stuff.

Canister #4 (Double Jump): Just to the left of the building with the 
 scientist is a railing.  Hop from the nearby concrete slabs to reach it, 
 then grapple up to the roof and find this in the far corner.

Canister #5 (Poison Ivy, Water Suit): In the lower room of the nightclub, 
 use Super-Growth on the plants near the fish tank, then hop up and sink down 
 to the canister.

Canister #6 (Free Play): Use the Attract Suit to suck up all the colored 
 blocks in the lower floor of the club, then use them on the container to 
 make a helicopter.  Control it at the green panel with the Tech Suit, then 
 fly it towards the lights near the front.  Fly in front of each of the ten 
 little lights to turn them green and make this appear.

Hostage: Once you leave the nightclub, you'll find this guy being terrorized 
 just outside.

Canister #7 (Super Strength): Once outside the club, smash stuff near the 
 garbage truck to find the handles to attach to it.  Pull the truck out of 
 the way, then blow up the container inside.

Canister #8: Pretty tough to miss.  After you drain the second pile of toxic 
 waste as Robin, you'll put together a magnetic wall, with this right at 
 the top.

Canister #9: Just after putting out the fire before the abandoned building, 
 there's a manhole cover.  Blow it open with the Demo Suit and drop down.

Power Brick (Heat Protection Suit, Double Jump): Just after putting out 
 the fire before the abandoned building, assemble the red hot ladder pieces.  
 Climb up, glide across, and double jump up to the Brick.

Canister #10 (The Joker): During the fight with Killer Moth, use the Sonic 
 Suit on the window.  Smash all the objects in here and assemble a gauge.  
 Power up the generator.

Minikit: Clown Walker
Power Brick Upgrade: Faster Pieces (40,000)

=============================
7O. To the Top of the Tower =
=============================

Hostage: At the very beginning, run to the far left of the area to find this 
 scuffle.

Canister #1: At the beginning, head straight left and bust up some objects 
 to find the pieces for a ladder.  Climb up it and have both characters 
 stand on the red buttons to reveal this one.

Canister #2: There are three gargoyles in the first area for you to blow up 
 with the Demo Suit.  The first is lazing about in the far left corner.  
 The other two are on the towers flanking the main tower.  One's easy to 
 get to if you're following the walkthrough, but the other can only be 
 reached after defeating Harley by jumping off the top balcony to the left 
 and hopping over.

Canister #3 (Free Play): Outside, once you're up the magnet wall, use the 
 Sonic Suit to remove the glass and snag this one.

Canister #4 (Free Play): Use the Attract Suit in the area to suck up colorful 
 blocks, then deposit them in the container at the far right to make a mine.  
 Smash it to bust open part of the scenery and grab this canister.

Canister #5 (Double Jump): From the right-hand tower, jump to the balcony 
 and pull the lever to extend a platform.  The path of studs implies that 
 you have to jump from the left, but hop up on one of the nearby bricks on 
 the wall and you can reach the platform just as easily.

Canister #6 (The Joker): Once you enter the second area, head straight left 
 and power the generator.  Climb the ladder that's almost unseen behind the 
 wall and jump to the platforms to get this canister.

Canister #7: In the second area, after the first magnet wall you climb, jump 
 around to the left and follow the ledge to this canister.

Canister #8: As you progress up the ledges inside the cathedral, you'll come 
 to an area where you have to move a chandelier to progress.  In the area 
 with the lever, the canister is just to the right of it, slightly hidden.

Power Brick (Super Strength): Just before the part where Batman holds down a 
 button so Robin can pass, drop down and push the organ over to the pump.  
 Step on it a few times and some guy will show up and play it.

Canister #9 (Free Play): During the Joker fight, set a bomb on the right 
 near the shiny box.

Canister #10 (Double Jump): During the Joker fight, near the left-hand bell, 
 jump up behind it to find this canister.

Minikit: The Joker
Power Brick Upgrade: Piece Detector (50,000)

******************************************************************************
8. FREE PLAY RUNTRHOUGHS - VILLAINS
******************************************************************************

See the above section for the lowdown on all this.  I don't really need to 
say it twice, I feel. >_>

====================================
8A. The Riddler Makes a Withdrawal =
====================================

Canister #1: Have Clayface lift up the nearest dumpster at the very beginning 
 to uncover this.

Canister #2: In the parking garage, use Clayface to pull on the armored van 
 to get it close enough so you can double jump to the canister.

Canister #3: Grab a car and ram it into the booth in the lower right in 
 the parking garage.

Hostage: When you first hit the street, there's a hostage behind the window to 
 your left.  A lot of people can actually reach "through" the window and 
 hit the guy holding the hostage, but Sonic Suit Batman is supposed to be 
 the one to take this.

Canister #4 (Free Play): Once you hit the streets, go to the right and either 
 shoot or toss a Batarang at the second floor red window.  Grapple up and hop 
 in.

Canister #5 (Free Play): Once you hit the streets, go left and blow away 
 the gray shiny window to get this one.

Canister #6 (Free Play): After smashing the wrecker through the right 
 side of the street, use the Sonic Suit on the glass window to take the 
 canister behind it.

Power Brick (Free Play): After smashing the wrecker through the right side 
 of the street, climb up the magnet wall, then switch to a double jumper and 
 grab the top of green and flashing red panel on the wall.  Assemble the 
 little car and drive it all the way back to the impound.  Place it in the 
 wrecker.  Now, use a Batarang on the yellow part on the top of the wall 
 blocking the Janitor's access.  Mind Control him to pull the far right 
 lever and smash the resulting cube that was spit out.

Canister #7: Once you enter the bank, double jump up to the railings and 
 hop back and forth to the top.

Canister #8: In the bank area, bust down the door to the lower left and 
 you'll find this inside.

Canister #9: In the bank area, go around the left wall in the back to find 
 this.

Canister #10 (Free Play): In the bank area, put together the ladder, climb 
 up and use the Sonic Suit on the glass window.

Minikit: Clayface's House of Gold
Power Brick Extra: Score X2 (1,000,000)

==================
8B. On the Rocks =
==================

Canister #1: Once you ride up the fan to the first ledge, use Mr. Freeze to 
 open the vent.  Enter, and go all the way to the right.

Canister #2: Assemble the ice cream truck in the lower left corner, then 
 drive it into the garage for this canister.

Canister #3 (Free Play): Find three potted plants to destroy to uncover 
 snowmen.  The first is in the very first area, off to the near right.  The 
 second is up on the ledge after you ride up the fan.  The last is inside the 
 glass-walled section on the right and requires Sonic Suit Batman.  It's not 
 in a plant, though.  Once inside, Mind Control the guard and have him pull 
 the lever.  The canister will appear on the wall outside.

Canister #4 (Free Play): While in the room with the red river, use an 
 explosive on the vent on the back wall (make sure you do this BEFORE filling 
 the river) and you'll trip over this one.

Hostage (Free Play): Right near Canister #3.

Power Brick (Free Play): In the same area as #3, climb up the ladder and drop 
 down into the other ice-walled area.  Smash the little red thing on the floor 
 so you can build a lever.  Pull it and cross.  Build another ice-thingy and 
 the Brick will be uncovered.

Canister #5 (Free Play): Once you cross the red river, walk up the magnet 
 wall on the far left.

Canister #6: In the area where you mind-control a guy to build a lever and 
 flip it so you can ride a lift, go to the left and drop down.  Hang off the 
 railing and press Z to drop to the lower one and grab this canister.

Canister #7 (Free Play): In the third area, use the Attract Suit to suck up 
 25 blocks and deposit them in the machine.

Canister #8 (Free Play): In the third area, use an explosive to break into 
 the room with the mind-controlled guy that steps on a valve.  Blow open the 
 box inside.

Canister #9 (Free Play): In the last area, magnet walk up the left-hand tank 
 and glide across to this one.

Canister #10: When you reach the very end machine, walk to the left to find 
 this rather poorly hidden canister.

Minikit: Super Freeze Cannon
Power Brick Extra: Score x4 (2,000,000)

===================
8C. Green Fingers =
===================

Canister #1: At the beginning, drive the flower vehicle through the gate on 
 the left and hop up the railings to the top.

Canister #2 (Free Play): Use the Technology Suit on the barrier near the 
 entrance.  Push up on the Control Stick to open it and you'll access a 
 racetrack.  Drive one of the red cars around the track, turning all the red 
 flags green by driving between them.

Canister #3 (Free Play): Use an explosive on the second metal gate past the 
 one on the right hand side of the building.  Inside, grapple up the trees and 
 jump up to the canister.

Power Brick (Free Play): At the top of the second area, use an explosive on 
 the gate to the left, and start collecting colored blocks with the Attract 
 Suit.  In the next room, deposit 25 blocks into the container to make a  
 little robot.  Use the Technology panel and steer the robot into the oven 
 on the back wall.

Hostage (Free Play): In the same area as the Power Brick.

Canister #4 (Free Play): In the third area (where you assemble a huge plant) 
 use an explosive on the metal door in the back left.  Push the red, yellow, 
 and green blocks onto their respective spots.

Canister #5 (Water Suit): In the pond with the swan, drop down into the 
 yellow hole, use the Sonic Suit on the glass covering the lever, and pull 
 it to start up the fountains.  The canister is at the top of the biggest 
 fountain.

Canister #6 (Free Play): Once you enter the greenhouse with toxins on the 
 floor and you have to assemble a tractor, use the Sonic Suit on the glass 
 box and assemble the magnet wall.  Walk up it.

Canister #7 (Free Play): In the lower laboratory, use an explosive on the 
 left-hand doors, then bust down the machine, assemble the pipe, and use 
 Super Strength to push it in.  Walk up the wall and you'll eventually drop 
 down to this one.

Canister #8 (Free Play): In the area with the obvious red pipe, grapple up 
 as Heat Protection Suit Batman and climb up the nearby tunnel.

Canister #9 (Water Suit): In the underground lab area, go past the elevator 
 leading out and use the Sonic Suit on the glass door.  Drop down into the 
 water and step on the button to drain the water, then move to the next room 
 and step on the button again to fill it.  Swim up and grab the canister, 
 then leave the same way.

Canister #10 (Free Play): In the last area, use an explosive on the small 
 metal canopy.

Minikit: Plant Minion
Power Brick Extra: Score X6 (3,000,000)

===========================
8D. An Enterprising Theft =
===========================

Canister #1 (Free Play): Use the Sonic Suit on the glass cases to the left 
 in the beginning, then demolish what's inside them and assemble two levers.  
 Pull both to stagger the heights of the cases, then double jump up to the 
 canister.

Hostage (Free Play): In the beginning, go all the way to the right and use 
 the Sonic Suit on the left-hand room.

Canister #2 (Free Play): From the beginning, go all the way to the right and 
 use the Sonic Suit on the second room.  Bust up everything in here to make 
 a robot dog thing, then ride it back to the left and into the alcove with 
 a green light over it to open the door to the left.  Inside, use the Tech 
 Suit on the panel.  Guide the robot through the maze.  Each red panel you 
 step on lowers a glass barrier to another panel.  The maze is pretty 
 simple; just watch out for the lasers.  At the end, the canister will end 
 up in the first glass room (the one with the hostage).

Canister #3 (Free Play): Just up the escalators, set an explosive near the 
 shiny filing cabinet.  Use it to build a tool to open the door.  Step on 
 it repeatedly to get the door open.

Canister #4 (Free Play): Just up the escalators, use the Sonic Suit on the 
 window to the left to grab this one.

Canister #5 (Free Play): On the second floor, use an explosive on the metal 
 grate on the upper left side and put together the helicopter.  Use the 
 Tech Suit to operate it and bring it close to the spinning fan on the 
 back wall to grab this one.

Canister #6: After filling the second floor with toxic waste, mind control 
 the Scientist in the back room and have him pull the lever to open a 
 container.  Hop in and take the canister.

Canister #7 (Free Play): On the third floor, after passing the lasers, use a 
 long-range attack (gun or Batarang) on the grate before the next room, then 
 double jump into it.

Canister #8 (Free Play): On the third floor, past the lasers, use the Sonic 
 Suit on the left-hand glass door.  Assemble the weight in this room and it 
 will get sucked up a tube and dropped later in the mission, which will open 
 a door and let you get this canister.

Power Brick (Free Play): On the third floor, past the lasers, use an 
 explosive on the right-hand metal door.  Destroy everything inside and 
 assemble a projector.  Head through the projected door(?) and into the 
 office.  Step on the back button three times to uncover a lighted floor.  
 You need to step on the nine panels in the proper order to light them 
 up.  The correct order (starting from the upper-left and going across to 
 the lower-right) is 6, 2, 8, 7, 4, 3, 9, 5, 1.

Canister #9: This one is on the third floor, on the far right side with the 
 red pipes.  Despite the obvious hint about needing a Heat Protection Suit, 
 this can actually be done on Story.  Simply shoot the top as Two-Face from 
 a distance, then when you're up on the nearby ledge, jump to the vent and 
 you'll be carried up to the canister.

Canister #10: This is right next to your end target, the Superlaser.  That 
 said, you should get it BEFORE you smash everything with the mech, so the 
 mission doesn't automatically end when you get close.

Minikit: Bruce Wayne's Portrait
Power Brick Extra: Score X8 (4,000,000)

=====================
8E. Breaking Blocks =
=====================

Canister #1: At the beginning, immediately head to the right, and drop down 
 when you see orange in the foreground.  Take the canister and build the 
 ladder to get back out.

Canister #2 (Free Play): There are three security cameras in the first area.  
 Once you take control of the helicopter, blast all three and a canister will 
 appear near the Super Mind Control thing.  Double jump up to it (you can't 
 get too close to the electric wires).

Canister #3 (Free Play): In the main hall, use the Sonic Suit to smash the 
 windows in the back, then use the Attract Suit to collect 25 blocks in the 
 area, and use them to make a magnet wall.  Walk up it and to the canister.

Canister #4 (Free Play): In the main hall, use a Batarang on each of the 
 three paintings to flip them, then assemble the lever and pull it.

Canister #5 (Free Play): In the third area (where you refract the lasers with 
 a block of gold), use Super Strength on the bookcase to the right to find 
 this one.

Canister #6 (Free Play): In the third area (where you reflect the lasers with 
 a block of gold), use an explosive on the metal door on the left and then 
 another explosive on the cage inside.

Power Brick (Free Play): In the same area as #6, use the Sonic Suit to 
 remove the glass, then shoot the panel to remove the lasers.  Use an 
 explosive on the vault door.

Hostage (Free Play): Also in the same area as #6.

Canister #7 (Free Play): In the area with the toxic gas, in the little 
 alcove with the box you have to push is a crate that needs an explosive 
 to get the canister inside.

Canister #8 (The Joker): In the area with the toxic gas are four golden 
 animals that need to be smashed.  The first is behind the generator on the 
 right.  The second is in the same little alcove as the machine that shuts 
 off the toxic gas.  For the third, shoot the grate on the left wall, then 
 double jump up.  The last is at the end of the room.

Canister #9 (Free Play): In the last room, once you get control of the 
 janitor, you can now use explosives to enter his area, so blow up the 
 cage that has the canister in it.

Canister #10 (Free Play): In the last room, use the Sonic Suit to blast the 
 glass box and assemble the magnet wall.  Climb up and push the box off the 
 ledge.

Minikit: Defense Robot
Power Brick Extra: Score X10 (5,000,000)

=======================
8F. Rocking the Docks =
=======================

Canister #1: There are three red tanks that reveal carrots when struck.  One 
 is right in front of you in the beginning.  The second is on top of the 
 shed off to the right (build the nearby fan).  The third is on a big red 
 crate near the door to the next area.  Park a truck near there so you can 
 jump from it (or just use someone with a double jump).

Hostage (Free Play): In the first area, just after the truck, use the Sonic 
 Suit on the window to get to the fight.

Canister #2 (Free Play): In the first area, just after the truck, use the 
 Sonic Suit to smash the windows and jump up to the railings and the canister.

Canister #3: Park a second truck near the door to the next area to open the 
 big red crate, with this inside.

Canister #4: In the first area, go all the way right to the water and find 
 the boat at the end.  Use Bane on the orange handle in the boat to uncover 
 this canister.

Canister #5 (Super-Growth): In the second area, up on the catwalks, use 
 super-growth on the pot to create a ladder, then hop across the back area 
 to the canister.

Power Brick (Feminine Wiles): In the second area, use the heart panel on 
 the wall after the catwalks to enter a new room.  Smash up the area and  
 assemble the rotator switch.  Push it from the red side to slightly rotate 
 the panel inside counter-clockwise.  Now, send a Penguin Bomb through the 
 hole and if it bounces properly, it'll hit the shiny box, opening the way 
 to the Power Brick.  If it doesn't work the first time, keep adjusting and 
 trying.

Canister #6: Find five water cannons and hit them to activate them.  The 
 first two are early in the second area, after you cross the catwalks.  The 
 last three are after you cross the junk ship.

Canister #7: In the third area, jump into the water to your left to snag 
 this one near the lilypads.

Canister #8 (The Joker): In the third area, power up the generator in the 
 right corner, then use the green panel with the Tech Suit.  Steer the 
 three ships between the barrels all the way to the end.

Canister #9: In the third area, after riding the elevator up, go all the way 
 to the left along the thin beam to reach this one.

Canister #10 (Feminine Wiles, Attract Suit): Use the heart panel in the third 
 area and head inside.  Sweep up 25 pieces with the Attract Suit and deposit 
 them in the corner container to make a jukebox.  Smash it.

Minikit: Penguin's Submarine
Power Brick Extra: Stud Magnet (100,000)

=======================
8G. Stealing the Show =
=======================

Hostage (Free Play): From the beginning, ride up the fan and yank the heavy 
 object with super strength.  Assemble all the magnet wall pieces and walk 
 up.  Jump across to the left and smash your way into the apartment to free 
 this hostage.

Canister #1 (Free Play): In the same room as the hostage, on the left side 
 of the room.

Canister #2: Catwoman can make the jump from the first tightrope up to the 
 top of the roof where this is.

Canister #3: After fighting the Police Copter, go behind the glass skylight 
 in the roof to find this canister.

Canister #4: There are three neon signs with martini glasses.  One is just 
 past the first tightrope.  The other is past the Police Copter and glass 
 roof.  The third is after the large fan you turn from sideways to facing up.
 Shoot or punch them all.

Canister #5: Late in the rooftops, you'll come across a blue double plunger 
 thingy that moves a fan.  Head straight towards the screen and drop off to 
 find a ledge with this canister on it.

Canister #6 (Free Play): To the left of the gargoyle that you need to drop 
 to enter the museum is a magnet wall.  Climb up it.

Canister #7 (Free Play): As soon as you drop into the museum, use super 
 strength on the box to your left to push it into the lasers.  Next, bust 
 down the back door and use super strength again to pull the box out, then 
 to the left to stop more lasers.  For the last set, double jump over the 
 lasers and throw the lever.  Use the Sonic Suit to break the glass around 
 the canister.

Canister #8: As soon as you take control of the dinosaur skeletons, munch 
 the boxes directly to the right to find this.

Power Brick (Attract Suit): Collect 25 pieces from around the museum and 
 deposit them in the container in the room you used a Penguin Bomb on.  
 Use the green panel to take control of the helicopter and land it on each 
 of the two platforms.  Now, take a dinosaur into the room and leap off it 
 over the lower glass.  Blow up the case and take the Brick.

Canister #9 (Free Play): Once you reach the upper floor of the museum, use 
 Super Strength on the statue on the right side to uncover the ladder, then 
 double jump up to it.  Head left to find the canister.

Canister #10 (Free Play): On the upper floor of the museum, use the Sonic 
 Suit on the glass display cases in the first display room.  Assemble the 
 pieces into a catapult and throw the lever.

Minikit: Police Helicopter
Power Brick Extra: Character Studs (200,000)

========================
8H. Harboring a Grudge =
========================

Canister #1: Fire a torpedo at the green sludge container after the first 
 turret.

Canister #2: You need to destroy three orange structures.  One is to your 
 left right at the beginning.  The second is to the right of the gate near 
 your first toxic sludge puddle.  The last is near the first spotlight.

Canister #3 (Free Play): Use the Batboat and snag the mine near the first 
 spotlight.  Drag it to the right and into the two shiny gears holding the 
 gate shut.  Once both are destroyed, head in to find this canister.

Canister #4: There are five buoys on the waterfront (second area) that need 
 to be blasted.  The first is right by the toxic sludge.  The second is 
 further down the channel before the dual turrets.  The third and fourth 
 are past the dual turrets.  The last is near the triple turrets.

Canister #5: In the second area, there's a jump leading up to a canister.  
 Use Killer Croc's Swamp Rider.

Canister #6: In the second area, just north of the toxic sludge, there are 
 several boats docked.  Blast the whole area and you'll find this under a 
 piece of wooden dock in the back right corner.

Canister #7: Past the door with two turrets in front of it is another 
 sludge container with a canister inside.  Blast it and pick it up with 
 Killer Croc.

Canister #8 (Free Play): Take the Batboat in the second area, grab the 
 mine near the last part, and drag it into each of the two shiny caps in 
 the back right corner.

Canister #9: During the hovercraft fight, use torpedoes to remove the 
 toxic sludge in the corner, then dive near the docks to find this one.

Power Brick (Free Play): During the hovercraft fight, use Robin's torpedoes 
 on the colored wall multiple times to bring it down, and you'll find this 
 canister behind it.

Canister #10 (Free Play): Same exact place as the Power Brick.

Minikit: Police Boat
Power Brick Extra: Minikit Detector (300,000)

=====================
8I. A Daring Rescue =
=====================

Canister #1: From the beginning, go left to find a manhole cover.  Use a 
 Penguin Bomb on it, then drop down as Killer Croc and move all the way to 
 the right.

Hostage (The Joker): In the second room, power up the generator and head 
 back to the next room where this fight is going on.

Canister #2 (The Joker): In the same area as the hostage, smash and assemble 
 all the instruments, then wait for the canister to appear.

Canister #3 (Heat Protection Suit): In the second area, once you hop up the 
 green pipe, head under the steam to a new room.  Push the object in the 
 track over to the upper right corner.  Now, push the rotator switch and it 
 will start jetting water.  Jump into it and ride up to the canister.  You 
 can also use it in the other spots for studs.

Canister #4: After assembling the giant croc, ride around the next room 
 knocking things over.  There are five green televisions you need to destroy 
 to make a canister appear.  They're easy to find and you should be able to 
 knock over all five with no problem.

Canister #5 (Free Play): At the end of the croc romp, head up the left-hand 
 staircase and shatter the glass door with the Sonic Suit.  Pull the lever 
 then head up the right staircase to get the canister.

Canister #6: Once you reach the bathroom, smash the left-hand toilet to 
 uncover this canister.

Power Brick (Free Play): In the bathroom, use the Sonic Suit on the water 
 cooler so you can smash it further and assemble it into a cannon, which 
 will break the mirrors.  Head through to the next room.  Use Super Strength 
 to move the big box thing on the left all the way to the right, then grapple 
 up the grapple point, glide across, use the green panel and raise the 
 elevator (push Up on the Control Stick), then glide across to the Brick.

Canister #7 (Attract Suit): In the first room after the bathroom, collect 
 25 pieces for the container (you can get a bunch in the bathroom, too) and 
 deposit them for this canister.

Canister #8 (Mind Control, Mr. Freeze): In the first room after the bathroom, 
 use the "?" panel to access the basement.  First, freeze the water puddle 
 to grow(?) a bike.  Take it into the far right corral.  Next, by the left 
 side is the patrol car.  Smash all the objects and build it.  Drive it into 
 the middle corral.  On the right is the van.  Smash all the stuff around it 
 (including on the upper ledge) to put it together and drive it into the 
 left corral.

Canister #9 (Free Play): In the holding cells room, climb up the magnet wall 
 on the left side.

Canister #10: Head to the right of Catwoman's cell and tear off the cell 
 door.

Minikit: Crocodile
Power Brick Extra: Power Brick Detector (400,000)

==================
8J. Arctic World =
==================

Hostage (Free Play): At the beginning, swim through the toxins to the left 
 and you'll find this hostage.

Power Brick (Attract Suit): At the beginning, swim through the toxins to the 
 left, then start clearing objects to find 25 pieces for the container.  
 It will make a fishing game.  You need to get five red fish in the red bowl 
 and five blue fish in the blue bowl.

Canister #1 (Free Play): In the first area, head onto the frozen pond and 
 drop down through the ice with the Water Suit.  Pull the lever and head into 
 the nearby shop that just opened.

Canister #2 (Free Play): As you hop across the falling platforms in the 
 first area, you'll notice this behind glass.  Use the Sonic Suit to remove 
 the glass.

Canister #3 (Free Play): At the far right end of the first area is a ski 
 slope.  Double jump up to it, set a bomb to remove the shiny object, then 
 assemble the handle to yank off with super strength.  Use a girl villain 
 on the heart panel and you'll start up the ski lift.  You need to use the 
 grapple to ride up.  Your objective is to ski through each set of slopes, 
 preferably in one go.  As soon as you break your first gate, a timer will 
 start, and you'll only have so much time to get the rest of the gates.  
 Your computer partner will probably try to help, with varying degress of 
 success.

Canister #4 (The Joker): Just before you enter the tourist center, climb up 
 the magnet wall to the right of the door.  Rip the door off the generator 
 and power it up.  Grapple onto the object that moved in range and you'll 
 be carried over to the canister.

Canister #5 (Free Play): In the tourist center, at the bar on the 
 right, use the Sonic Suit on all the glass and a shark will show up, 
 droping off the canister.

Canister #6 (Free Play): In the tourist center, go into the toxic muck and 
 pull the orange handled ice block onto one of the three buttons.  Have 
 your two characters stand on the other two.

Canister #7: Clearly, this is the hardest canister in the game to get, since 
 you only get one shot per run through this mission.  You need to pass 
 through five gates as you slide down the ice slide.  There's a trick to it, 
 though.  First, slide to the right to get the first two gates, and then 
 SWITCH CHARACTERS.  You should just be able to shift your other character 
 to the left to get the third gate, then on to the fourth and fifth.

Canister #8: In the last area, go from the entrance to the left and blow 
 up the shiny circluar grate.  Assemble the trampoline and bounce up to 
 this canister.

Canister #9 (Mr. Freeze): In the last area, freeze the water on the right 
 to make ice blocks on the push floor.  Push it to the far wall then double 
 jump onto it and pull the lever.  Blow up the cage.

Canister #10 (Free Play): In the last area, put on the Water Suit and jump 
 down into the water.  Swim under the ice object and up to the canister.

Minikit: Walrus
Power Brick Extra: Always Score Multiply (500,000)

=====================================
8K. A Surprise for the Commissioner =
=====================================

Canister #1 (Super Strength): Push the object with the orange handle at the 
 very beginning and double jump up to the canister.

Canister #2: In the upper area (with Harley), once you reach the end, smash 
 down the glass clown face to reach this.

Hostage (Free Play): After the split-up section, head to the boarded-up 
 building and set an explosive at the shiny gate.  You'll find them inside.

Canister #3 (Free Play): In the same area as the hostage, assemble the lever 
 and pull it.

Canister #4 (Mr. Freeze): There are three puddles you need to freeze to 
 make frozen ice cream cones.  The first is in the first area, at the far 
 left in front of the "split section" (once you two rejoin, head all the 
 way to the left).  The second is in front of the arcade in the first area.  
 The last is in the third area.  Go left at the start and bust up all the 
 debris to assemble a water squirter.  Squirt three times, then freeze 
 the puddle.

Canister #5 (Free Play): Either jump from the rollercoaster track or walk 
 up the magnet wall near the ferris wheel.  Pull the switch to open two 
 doors.  Pull each of those switches to open the door near the grapple point.  
 Grapple up.

Canister #6: From the top of the ferris wheel, head up the rollercoaster 
 track and do a high double jump to the canister.

Canister #7 (Free Play): Up the second ladder at the rollercoaster track 
 is a shiny object.  Blow it up and assemble the grapple point.  Grapple up, 
 then walk up the magnet wall.

Power Brick (Free Play): From the generator at the end of the second area, 
 glide to the right and grapple up.  Blow up the shiny boards to the left 
 and take the Brick.

Canister #8 (Free Play): In the third area, use the Attract Suit to suck up 
 25 pieces, then deposit them at the container to make a green truck.  Use 
 the green panel with the Tech Suit and you'll have to guide four trucks to 
 the properly colored spots.  The green spot is at the very bottom on the 
 right.  The red spot is over the bridge.  The blue spot is under the 
 bridge.  The yellow spot is the only one left.

Canister #9 (Water Suit): Sink down into the duck pond to grab this one.

Canister #10: Near the "red, blue, yellow" switches is an ice cream truck.  
 Drive it back past the carousel and into the glass-covered garage to pick 
 this one up.

Minikit: Harley Quinn's Hammer Truck
Power Brick Extra: Fast Build (100,000)

===================
8L. Biplane Blast =
===================

Canister #1 (Free Play): There are 10 orange tanks dotted throughout the 
 misssion.  Blast all ten to reveal the canister.  First one is right near 
 your starting point.  There are three more after the set of fans that you 
 have to mine.  There are another two in the following area (after the first 
 missile turret).  Another two are after the clock tower.  One more is 
 during the dogfight with the Police Battle Helicopter, and the last is 
 through the Batman Gate on the right in the same battle.  There's a Bat-
 torpedo dispenser on the far left of that area.

Power Brick: There are 5 police helicopters on landing pads that you need to 
 blow up BEFORE THEY TAKE OFF.  The first is in the very first area.  The 
 second is after the fans you mine.  The third and fourth are in the first 
 part of the second area, and the last is in the latter part of the second 
 area.

Canister #2 (Free Play): Later in the first area you'll find a Bat-torpedo 
 dispenser.  Snag them as the Batwing, then go back left and blow away the 
 Bat-gate.  Blast all four targets, then use a tow cable on the red dot.

Canister #3: In the area after you mine the fans, use a tow cable on the 
 bell tower with the red tip to pull it off.

Canister #4: In the area with the first missile turret, drag a mine into 
 the window to the left to release some Mad Hatter balloons.  Shoot all 
 three.

Canister #5: In the area after the first missile turret, drag a mine into 
 the shiny gray object on a rooftop in the southwest to uncover this.

Canister #6: There are three purple billboards with Joker faces on them.  
 Shoot the green side to flip them.  Once you flip all three, little pods 
 will pop up in front of each.  Shoot all of those to get this canister.

Canister #7 (Free Play): In the second area, take a Bat-torpedo to the crane 
 with the bat insignia on it, then tug on it with a tow cable to get this 
 canister.

Canister #8: In the area with the large brick wall, the south side has a 
 Scarecrow billboard.  Shoot that with a torpedo to find a small area with 
 a canister in the corner.

Canister #9 (Free Play): During the last battle, bust down the Bat-gate 
 with a Bat-torpedo, then drag a mine into the shiny cage.

Canister #10: In the back of the last battle area are a bunch of red and 
 white... things.  Blast them all and a train will show up and crash.  Drag 
 a mine into the shiny container to bust out the canister.

Minikit: Batwing
Power Brick Extra: Immune to Freeze (200,000)

=============================
8M. The Joker's Masterpiece =
=============================

Canister #1: There are three display cases you need to wreck for this one.  
 The first is in the near right portion of the main gallery.  Make a fan 
 from another display case (which doesn't count) and ride it up to the 
 proper one.  The second display case is in the next area (with the gas) and 
 is on the lower floor.  The last is in the same area, on the upper floor in 
 back left corner (near a pushable pillar).

Hostage (Heat Protection): In the first area, go to the right before leaving 
 via the "?" mark panel door.  Double jump to the ledge and explode the shiny 
 door.  Pass through the steam.

Power Brick (Heat Protection): In the same area as the hostage, push each 
 block into the same area as the picture of the fruit with the same color, so 
 the red block goes next to the cherry, etc.  You might have to push certain 
 blocks out of the way first.

Canister #2 (Free Play): In the first area, set an explosive near the 
 gargoyle on the right, then put together the lever and throw it.  Have 
 each character stand on a red button.

Canister #3: Once you start up the hallway after opening the ? mark window, 
 shoot the fuse box near the beams with a long-range weapon to open the 
 way to this.

Canister #4 (Free Play): At the end of the first area, double jump up to the 
 statue on the left and push it off the ledge.

Canister #5 (Free Play): In the second area, use the Sonic Suit on the glass 
 case in the middle.

Canister #6 (Super Strength): In the third area, push on the orange handle 
 in the back left to find this one.

Canister #7 (Heat Protection): In the third area, first head to the lower 
 right to pull the lever under the steam, then blow up the gate remaining 
 around the exhibit, then use the Sonic Suit to shatter it.  Bust up the 
 artwork, then assemble the Joker face.

Canister #8 (Free Play): In the basement, before you hop the fence, go left, 
 and double jump to grab the railing to open the shutter.  Use Mind Control 
 on the guy.  Have him step on the button, then pull the lever.

Canister #9 (Free Play): In the last area, head to the stack of crates on 
 the far right and double jump up to the canister.

Canister #10: In the end, after you send the first box on the conveyor belt, 
 pull the lever again for a second box.  Send it for the canister.

Minikit: Tyrannosaurus Rex Fossil
Power Brick Extra: Regenerate Hearts (300,000)

===========================
8N. The Lure of the Night =
===========================

Canister #1 (Free Play): Once you get past the flaming garbage, you'll see a 
 building with a guy inside.  Mind Control him and have him bust up the 
 nearby objects to make a railing so you can climb to the other side.  Push 
 the box out, then explode it.

Hostage (Free Play): Once you use the generator to extend the awning, double 
 jump onto the vent in the back and assemble the railing to find this 
 hostage.

Canister #2 (Free Play): In the same area as the hostage, blow up the shiny 
 objects and assemble the water spout.  Jump onto the spigot and smash the 
 flowers.  Assemble them into a ?

Canister #3 (Free Play): From Canister #2, glide to the right and assemble 
 the box.  Push it to the end to open the container with this canister.

Canister #4 (Super Strength): Once you reach the big firefight, toss all 
 the container with orange handles.  Assemble the rotator switch and use it 
 to set the raft down in the water.  Use the raft to sail counter-clockwise 
 around the circle three times.

Canister #5: There are five red shiny objects that you need to use the 
 mini-copter to blow up.  The first two are in the area you start with the 
 mini-copter.  The next three are along the street further down.  

Canister #6 (Free Play): Just before the flaming barricade are pieces for a
 manget wall.  Assemble and climb.

Canister #7 (Free Play): Halfway down the street with the mini-copter, blow 
 open the metal door on the back warehouse, then step on the two yellow 
 switches so you can climb up to the canister.

Power Brick (Poison Ivy): Once in the playground, use the Attract Suit to  
 get 25 pieces, then deposit them in the lower-left corner.  Use Ivy's power 
 on the plants and double jump off them (aim a bit up) to grab the brick.

Canister #8: In the playground, walk behind the pole in the back left.

Canister #9 (Free Play): Use an explosive on the shiny door in the third 
 area to get this.

Canister #10 (Water Suit): After making the Joker mech, go to the right 
 through the debris and up through the gate.  Jump in with the Water Suit 
 and step on both red buttons.  Once the water's drained, use the Sonic 
 Suit on the glass bars.

Minikit: Police Car
Power Brick Extra: Extra Hearts (400,000)

=======================
8O. Dying of Laughter =
=======================

Canister #1 (Super Strength): Pull on the cathedral's altar to release this 
 canister.

Power Brick (Free Play): Go to the spiral staircase on the right side and 
 use a Batarang on the two chandeliers to assemble a floor buffer.  Run over 
 all the paint on the floor (including the paint up the stairs) to make 
 this brick appear.

Canister #2 (Poison Ivy): Use Ivy's power on the pots, climb up them, and 
 cross the tightrope.

Canister #3 (Free Play): Double jump from a fallen pillar to the platform 
 near the glass-encased canister, and use the Sonic Suit to remove the glass.

Canister #4 (Free Play): As soon as you reach the balconies, go left and 
 blow up the shiny object.  Assemble the ladder and climb up to the 
 canister.

Canister #5 (Free Play): After riding up the second scaffold, go around the 
 back to the left to find a canister in a cage.  On Free Play, you can use 
 two double jumpers to get on the yellow switch to access the canister.

Canister #6 (Free Play): After riding up the second scaffold, climb up the 
 magnet wall to this one.

Hostage (Free Play): After riding up the second scaffold, go around the back 
 to the left, all the way to the end, then glide to the left to find a ledge 
 with the hostage.

Canister #7 (Free Play): Right next to the hostage.

Canister #8 (Mr. Freeze): After crossing the collapsing bridge, freeze 
 the puddle at the top of the stairs, then smash it up.

Canister #9: In the bell tower, step on the left-hand bell-ringing hammer 
 switch several times until it coughs up a canister.

Canister #10 (Free Play): Set explosives for the shiny objects in the 
 middle of the bell tower to construct two machine guns.  What you need to do 
 is use these guns to ring both big bells (somewhat in the foreground) at 
 once.  Easiest way is to use two people, but you can hit the left-hand 
 bell with the right-hand gun, so try shooting back and forth between these 
 two bells to get it.

Minikit: The Joker's Helicopter
Power Brick Extra: Invincibility (500,000)

******************************************************************************
9. BONUS MISSIONS
******************************************************************************

==============
9A. Hostages =
==============

Not really a mission, but a game-wide sidequest thing.  In each mission that 
you're on foot, you'll find a situation where a hapless bystander is being 
accosted by one or more bad guys.  Beat up all the bad guys nearby and the 
hostage is saved.

Once you save all 25 hostages, you'll unlock the character Hush.

Hostage #1: You Can Bank on Batman
 A Riddler Henchman has a hostage inside a building at street level.

Hostage #2: An Icy Reception (Mind Control)
 In the beginning, use the ? Mark panel on the left and go through to find 
 this one.

Hostage #3: A Poisonous Appointment
 One of the workers is held hostage by a Goon in the greenhouse behind a 
 big glass panel.

Hostage #4: The Face-Off (Double Jump)
 Mop up 25 blocks using the Attract Suit and deposit them in the container on 
 the far right.  This will cause some palm trees to grow that you can jump off 
 of to reach this on the next ledge.

Hostage #5: There She Goes Again
 After the first fight with Catwoman, go to the right and drop down to a lower 
 roof and head all the way right to find this guy.

Hostage #6: Under the City
 After the second door (past the score multiplier) keep going to the right to 
 find this one.

Hostage #7: Zoo's Company
 In the second area, you'll stumble across this guy near the Sonic Suit pad.

Hostage #8: The Penguin's Lair
 At the end of the first area is a hostage in plain sight.

Hostage #9: Joker's Home Turf (The Joker)
 At the end of the fourth area, power the generator and ride up the elevator 
 to find this tussle.

Hostage #10: Little Fun at the Big Top
 In the second area, once you climb up the magnet wall, near the back right.

Hostage #11: In the Dark Night
 Once you leave the nightclub, you'll find this guy being terrorized just 
 outside.

Hostage #12: To the Top of the Tower
 At the very beginning, run to the far left of the area to find this 
 scuffle.

Hostage #13: The Riddler Makes a Withdrawal
 When you first hit the street, there's a hostage behind the window to 
 your left.  A lot of people can actually reach "through" the window and 
 hit the guy holding the hostage, but Sonic Suit Batman is supposed to be 
 the one to take this.

Hostage #14: On the Rocks (Free Play)
 While in the room with the red river, use an explosive on the vent on the 
 back wall (make sure you do this BEFORE filling the river) to climb up to 
 the inside of the ice wall.  He's right next to you.

Hostage #15: Green Fingers (Free Play)
 In the second room, go up to top and use an explosive on the metal gate 
 to the left.  The hostage is inside.

Hostage #16: An Enterprising Theft (Free Play)
 From the beginning, go to the right and use the Sonic Suit on the first 
 glass door to find this person.

Hostage #17: Breaking Blocks (Free Play)
 In the third area (where you reflect the lasers with a block of gold), use 
 an explosive on the metal door on the left and you'll find him inside.

Hostage #18: Rocking the Docks (Free Play)
 In the first area, just after the truck, use the Sonic Suit on the window to 
 get to the fight.

Hostage #19: Stealing the Show (Free Play)
 From the beginning, ride up the fan and yank the heavy object with super 
 strength.  Assemble all the magnet wall pieces and walk up.  Jump across to 
 the left and smash your way into the apartment to free this hostage.

Hostage #20: A Daring Rescue (The Joker)
 In the second room, power up the generator and head back to the next room 
 where this fight is going on.

Hostage #21: Arctic World (Free Play)
 At the beginning, swim through the toxins to the left and you'll find this 
 hostage.

Hostage #22: A Surprise for the Commissioner (Free Play)
 After the split-up section, head to the boarded-up building and set an 
 explosive at the shiny gate.  You'll find them inside.

Hostage #23: The Joker's Masterpiece (Heat Protection)
 In the first area, go to the right before leaving via the "?" mark panel 
 door.  Double jump to the ledge and explode the shiny door.  Pass through the 
 steam.

Hostage #24: The Lure of the Night (Free Play)
 Once you use the generator to extend the awning, double jump onto the vent in 
 the back and assemble the railing to find this hostage.

Hostage #25: Dying of Laughter (Free Play)
 After riding up the second scaffold, go around the back to the left, all the 
 way to the end, then glide to the left to find a ledge with the hostage.

=================
9B. Wayne Manor =
=================

Once you get Super Hero on all 15 Hero missions, the back-left door in Wayne 
Manor will open, allowing you access to the Wayne Manor bonus stage.  In 
this stage, you're to collect one million studs.  Unlike other iterations on 
this theme, this stage has nothing but 100 purple studs that you need to 
find.

Mansion Grounds: Right now, you can get one purple stud.  Smash all the gray 
 rocks in the grass area.  This will open a garage with a red car behind it 
 as well as pop up a bunch of flowers.  Get rid of all those flowers and a 
 purple stud will appear in the garage.  Now, head to the far left and smash 
 all the garbage cans to assemble a computer.  Have a Tech Suit Robin use 
 it to fire up the computer.  Sit in the chair and watch it for a few 
 seconds and you'll enter... (Total: 10,000)

Side-Scroller: This little deal is set up like an old-school platformer.  
 There are 47 purple studs hidden here, most of them hidden in blocks.  These 
 blocks are as follows:
  Brown Block - Hit from underneath.
  Dark Gray Block - Hit with pretty much anythingl.
  Clear Blue Block - Hit with a sonic gun.
  Shiny Block - Hit with an explosive.
 Now, getting everything here is simply a matter of smashing all the blocks 
 and finding all the free-floaters, but I'll go over all of them, anyway: 
  Before the First Gap: Hit the brown block in front of you, then the two 
   grays and one brown, then the two grays.  For the last top gray, you might 
   need to jump or glide from a higher vantage point. (Total: 70,000)
  After the First Gap: Bounce up on the springboard block and smash four more 
   dark grays, then drop down and blow up the shiny block.  These blue blocks 
   will drop once you stand on them, but get all the purples on them. 
   (Total: 180,000)
  After the Dropping Blocks: Blow up the shiny block, then double jump up 
   to the tightrope so you can reach another shiny block and a brown block 
   above you, then another brown block on the right side of the tightrope.  
   Drop down and sonic gun the clear blue block, then ride the orange block 
   to the right and bounce off the springboard.  Blow up the shiny block 
   on the left and grab the free-floater to the right.  (Total: 250,000)
  At the Single Blue Block: Blow up the shiny block and push the blue block 
   all the way to the right to turn it into a switch.  Stepping on the switch 
   will temporarily create a series of blocks so you can get up, but first 
   grab the two free purples and blow up the shiny block underneath those.  
   There are also two brown blocks on your way up the steps.  (Total: 310,000)
  Angled Panels: Stepping on the blue switch at the top will angle the panels 
   so you can slide down.  Blow up the shiny block and proceed left through 
   the toxic slime for another free purple.  Switch to Magnet Suit Robin and 
   walk up the wall.  Now, bounce on the springboard and smash the three 
   dark grays on the left, as well as the blue clear on the right.  Drop down 
   to the right  Right before the springboard is a dark gray block, so 
   smash that.  (Total: 380,000)
  Rising Oranges: On these orange platforms are five brown blocks overhead and 
   two free purples on either side.  Once you collect all those, drop off to 
   the right.  Blow up the shiny block and use the sonic gun on the clear 
   blue block.  Go all the way to the right, hop over the hatch, and use 
   the sonic gun on the last clear blue block.  Then, drop down the hatch.  
   (Total: 480,000)

Mansion Grounds: Grab the purple on this tower and hop onto the computer near 
 you.  (Total: 490,000)

Rolling Bombs: There are 50 orange spinning thingies in this field.  What 
 you need to do is get the rolling bombs into them.  Each of them has a 
 purple stud.  There are several ways to roll a bomb.  You can simply walk 
 into it.  You can punch it to really toss it.  You can get in the little 
 green hovercrafts and use those to push them or tow them.  I find it easiest 
 just to say nuts to the hovercrafts and push them by hand.  You can be a lot 
 more precise that way.  Smash all 50 orange thingies for all 50 purple 
 studs.  (Total: 990,000)

Mansion Ground: Should be one last purple right next to you. 
 (Total: 1,000,000)

So yeah, missing one stud somewhere along the line can be a real hair-puller.  
I suggest following my walkthrough to the letter and making sure you have 
all the necessary studs before leaving an area, particularly in the side-
scroller area.  I also think I managed to make one purple disappear somehow, 
because I'm sure I got everything on my first try, yet I was 10,000 short.  
Oh well.  If you're sure you got everything, just restart.  It can be done.

===================
9C. Arkham Asylum =
===================

Once you get Super Villain on all 15 Villain missions, the back-left vent in 
the Villain Trophy Room will open, allowing you access to the Arkham bonus 
stage.  In this stage, you're to collect one million studs.  This is closer 
to the classic "LEGO City" idea of previous games.

Compared to Wayne Manor, this is a complete snap.  There are WELL more than 
a million studs out in this one, but I'll point out some landmarks.

Gym: Smash everything.  Kick a rolling bomb into one of the goals for a 
 purple, then roll it over the center button to reset it.  You can do this 
 four times.  Run on the treadmill until three purples appear.  Everything 
 else is quite visible and obvious.

Garden Maze: Watch out for the Freeze Girls, because they have it in for 
 you (having Invincibility will give you a bit of a hand, here).  Most all 
 the studs are out in the open, and the ones that aren't you can use the 
 vehicles or the mechs lying around to access.  Certain vehicles will also 
 make studs appear.

******************************************************************************
10. CHARACTERS
******************************************************************************

There are 48 characters in this game.  15 characters you'll get by playing 
the game normally, with 31 you'll have to purchase as you play the game, 
plus the two custom characters.

In addition, there are 12 ground vehicles, 10 water vehicles, and 10 air 
vehicles, which all have their own section below.

With the exception of the Penguin Minion, all humanoid characters can jump, 
attack with fists, manipulate levers, and build piles of LEGOs.

======================
10A. Hero Characters =
======================

* Batman * - Available at beginning

The Dark Knight, the Caped Crusader, the Protector of Gotham City.  Batman's 
fight against crime began in tragedy when he personally saw his parents 
murdered at the age of 8 by a simple mugger.  After years of extensive 
physical and mental training, Batman donned a black costume with a bat 
motif in order to strike fear into the hearts of his enemies.

Batarang (main weapon, hold B and aim Wii Remote to target)
Dive Roll (press A twice)
Jump Attack (press A, then B)
Grab Attack (press Z near an enemy, then press B or Z)
Grapple (press Z under a grapple point)

Demolition Suit - After H1-1, H2-1, or H3-2
 This suit allows Batman to set bombs on the ground using the Z Button.  To 
 detonate all existing bombs, hold down the Z Button instead of just 
 depressing it once.  Bombs are used specifically to blow up shiny gray 
 objects.

Glide Suit - After H1-2, H2-1, or H3-1
 This suit has wings attached to allow Batman to glide through 
 the air.  Hold down the A button to jump then start gliding, greatly 
 improving your horizontal range.

Sonic Suit - After H1-4, H2-4, or H3-2
 This light blue suit comes equipped with a sonic gun.  Hold down Z to emit a 
 sonic wave.  If the wave hits any object made of clear blue LEGOs (glass) 
 then it will break.

Heat Protection Suit - After H1-4
 This red-hot suit allows Batman to survive in warm temperatures.  Certain 
 objects in certain environments are very obviously glowing red, and you'll 
 be struck to pieces if you touch them unless you're wearing this suit.

---

* Robin * - Available at beginning

The Boy Wonder, Robin is Batman's partner/sidekick.  Throughout history 
there have been multiple Robins, beginning with Dick Grayson, but the 
instruction booklet for this game confirms this game's Robin as the current 
Robin, Tim Drake.

Batarang (main weapon, hold B and aim Wii Remote to target)
Dive Roll (press A twice)
Jump Attack (press A, then B)
Grab Attack (press Z near an enemy, then press B or Z)
Grapple (press Z under a grapple point)

Technology Suit - After H1-1, H2-1, or H3-4
 This cool suit, complete with antenna, allows Robin to operate green panels 
 by using the Z Button.  These will allow Robin to control certain robotic 
 critters, usually used to crawl into small spaces and open access for our 
 heroes.  If you can see a green panel, but can't access it, you might need 
 to interact with the environment nearby.

Magnet Suit - After H1-2, H2-1, or H3-2
 With these clanking plates on his feet, Robin can scale any magnetically 
 charged wall, which appear to be shiny-ish gray.  Robin cannot jump or 
 attack while on the walls, and can only detach by stepping off the bottom or 
 top.

Attract Suit - After H1-4 or H3-1
 This suit comes with a vacuum-cleaner like attachment.  You may notice 
 during the game that some destroyed objects leave behind red, yellow, or 
 green LEGO objects that can't be interacted with normally.  With the Attract 
 Suit, hold down Z, then point the crosshair at these objects to suck them 
 up.  Then, you can find special machines to deposit these objects into.  
 Deposit enough and the machine will create something that will help you 
 progress through the mission.

Water Suit - After H2-3
 With these flippers on, Robin will sink like a stone in water, allowing him 
 to walk on the bottom and manipulate anything in the briny depths.  Hold 
 down A to surface and jump out of the water.

---

* Bruce Wayne * - After completing one full episode (100,000)

It is often discussed who truly is the secret identity; if Batman is an 
identity Bruce Wayne takes on to fight crime, or if he's truly been Batman 
throughout his career, and "Bruce Wayne" is just a facade he puts on for the 
public.  Bruce Wayne characterizes himself as the playboy billionaire to 
deter suspicion that he's Batman.

Dive Roll (press A twice)
Jump Attack (press A then B)

---

* Alfred * - After completing one full episode (75,000)

Alfred Pennyworth is the long-time butler of Wayne Manor, also serving as 
Batman's assistant, confidant, and surrogate father figure.  Always quick 
with a wry comment, Alfred is nonetheless a capable member of Batman's 
team, constantly keeping Master Bruce in line.

Dive Roll (press A twice)
Jump Attack (press A then B)

---

* Batgirl * - After completing one full episode (100,000)

As there have been multiple Robins, there have also been multiple Batgirls.  
Given the red hair, the one used in this game seems to be Barbara Gordon, 
daughter of Commissioner Gordon, who became Batgirl as a result of thwarting 
a kidnapping while wearing a costume.

Batarang (main weapon, hold B and aim Wii Remote to target)
Dive Roll (press A twice)
Jump Attack (press A, then B)
Grab Attack (press Z near an enemy, then press B or Z)
Grapple (press Z under a grapple point)

Batgirl can also use the same suits Batman can.

---

* Nightwing * - After completing one full episode (125,000)

Dick Grayson, formerly the first Robin, grew disillusioned with Batman's 
method of crime fighting, and also felt that he could stand on his own as a 
masked adventurer.  He discarded the mantle of Robin and adopted the name 
Nightwing, using a new dark costume and moving to the city of Blüdhaven.

Wing-ding (main weapon, hold B and aim Wii Remote to target)
Dive Roll (press A twice)
Jump Attack (press A, then B)
Grab Attack (press Z near an enemy, then press B or Z)
Grapple (press Z under a grapple point)

Nightwing can also use the same suits Robin can.

---

* Commissioner Gordon * - After V3-1 (25,000)

James Gordon is the acting commissioner of the Gotham Police Department, and 
Batman's connection to the workings of Gotham City.  The two will often 
discuss current criminal matters, sharing information found and providing 
support.  Gordon generally doesn't approve of Batman's vigilante methods, but 
feels he's necessary to combat Gotham's crime problem.

Pistol (main weapon, long-range)
Dive Roll (press A twice)

---

* Police Officer * - After completing one full episode (5,000)
* Military Policeman * - After completing one full episode (17,000)
* Security Guard * - After completing one full episode (10,000)
* S.W.A.T. * - After V1-5 (10,000)
* Police Marksman * - After V3-5 (5,000)

Ah, poor Gotham's finest.  Always overshadowed by a couple of guys in tights.  
Still, without them, Batman would have a heck of greater challenge on his 
hands.

Various Guns (main weapon, long-range)
Dive Roll (press A twice)

---

* Fishmonger * - After H2-1 (4,000) (No Powers)
* Scientist * - After V1-3 (6,000) (Use Tech Panel)
* Sailor * - After V2-1 (5,000) (Dive Roll)
* Zoo Sweeper * - After H2-4 (12,500) (Uses Broom as Weapon)

These stoic citizens of Gotham don't contribute too much to the crimefighting 
effort, but they can defend their own turf if the need arises.  Just not very 
well, is all.

=========================
10B. Villain Characters =
=========================

* Clayface * - After V1-1

There have been multiple Clayfaces through Batman's history.  This Clayface 
is the original, washed-up actor Basil Karlo, who has the power to shape 
himself into any form using the clay-like substance that his body is made of, 
and is also incredibly resistant to damage.

Double Jump (press A twice)
Clay Throw (press Z)
Grab Attack (press Z near an enemy, then press B or Z)
Super Strength (press Z near objects with an orange handle)

---

* Mr. Freeze * - After V1-2

Formerly known as Dr. Victor Fries, this scientist was attempting to 
cryogencially freeze his terminally ill wife when an accident corrupted his 
body, wherein he could not live unless under sub-zero temperatures at all 
times.  He bases his crimes around ice and cold, and carries a freeze ray 
as his main weapon.

Immune to Toxins (can cross toxic waste without harm)
Grab Attack (press Z near an enemy, then press B or Z)
Super Strength (press Z near objects with an orange handle)
Freeze Cannon (press Z to freeze enemies and platforms with snowy sparkles)

---

* Poison Ivy * - After V1-3

A super-villainess obsessed with plants, Pamela Isley was formerly a 
botanist and a genius chemist.  Through her criminal actions, she soon 
discovers she has an immunity to most toxins, and the ability to produce 
toxins from her own bloodstream.  She can also ensnare men with her 
pheromones.  Her crimes tend to be related to protecting plant-life and the 
environment.

Immune to Toxins (can cross toxic waste without harm)
Double Jump (press A twice)
Poison Pollen (press Z)
Toxic Kiss (press Z near an enemy)
Super-Growth (hold Z while pink hearts are on an object to make it grow)
Feminine Wiles (press Z near a window with purple hearts on it)

---

* Two-Face * - After V1-4

Former District Attorney of Gotham City, Harvey Dent was once a fighter of 
justice and a good friend of Bruce Wayne's.  After an accident left half of 
his face scarred, a latent personality disorder and paranoia surfaced, 
creating a villain with a grudge, who often makes decisions at the toss of a 
coin, leaving chance to decide.

Dual Pistols (main weapon, long range)
Immune to Toxins (can cross toxic waste without harm)
Dive Roll (press A twice)

---

* The Riddler * - After V1-1

Edward Nigma is a genius crime mastermind.  Obsessed with riddles, puzzles, 
and word games, the Riddler often leaves clues to his next crime as a 
challenge to his foes.  These clues usually end up being his downfall when 
he pairs off against the brilliant mind of Batman.

Jump Attack (press A then B)
Mind Control (press Z when facing a character with a "?" to assume control, 
 or press Z near a window with a green question mark on it to access it)

---

* Bane * - After V2-1

Despite his appearance of being a muscle-bound strongman, with a dependency 
on the experimental drug: Venom, Bane is actually one of Batman's most 
intelligent foes, employing expert combat techniques and strategy against 
the Dark Knight, even defeating him on more than one occasion.

Immune to Toxins (can cross toxic waste without harm)
Dive Roll (press A twice)
Jump Attack (press A then B)
Grab Attack (press Z near an enemy, then press B or Z)
Super Strength (press Z near objects with an orange handle)

---

* Catwoman * - After V2-2
* Catwoman (Classic) * - After V2-2 (67,000)

Selina Kyle is a cat burglar who is often portrayed more of an anti-heroine 
than an outright super-villainess.  Using a cat costume and mannerisms, 
she portrays a lithe and nimble adversary.  She adores jewelry, but is also 
obsessed with marks of a cat-like nature.  She has an infatuation with 
Batman, and the two have sometimes worked together.

Double Jump (press A twice)
Whip (press Z)
Feminine Wiles (press Z near a window with purple hearts on it)

---

* Killer Croc * - After V2-4

Waylon Jones was born with the condition "epidermolytic hyperkeratosis" (say 
that three times fast) which caused his skin to adopt a hard scaly surface 
and for him to resemble a human reptile.  Adopting the name "Killer Croc", 
he used his abilities for crime in retaliation for the ridicule he suffered 
due to his condition.

Immune to Toxins (can cross toxic waste without harm)
Amphibious (can walk on the bottom of water)
Dive Roll (press A twice)
Jump Attack (press A then B)
Grab Attack (press Z near an enemy, then press B or Z)
Super Strength (press Z near objects with an orange handle)

---

* Man-Bat * - After H2-5 (40,000)

Dr. Kirk Langstrom was a scientist studying bats, hoping to use a bat's 
sonar on humans as a cure for deafness.  In the process of his research, he 
tested his science on himself, mutating into a creature with a bat-like 
appearance, with superhuman strength, and the ability to fly.

Glide (hold A in midair)
Super Strength (press Z near objects with an orange handle)

---

* The Penguin * - After V2-1

Oswald Cobblepot is a criminal obsessed with birds.  Billing himself as a 
high-society criminal, the Penguin tends to let others do his dirty work for 
him, content with simply being a mastermind.  In combat, though, he's known 
to employ one of several trick umbrellas which could be armed with a variety 
of weapons.

Umbrella Gun (main weapon, long range, recoils)
Glide (hold A in midair)
Jump Attack (press A then B)
Penguin Bombs (press Z to drop, hold Z to detonate)

---

* Harley Quinn * - After V3-1

Dr. Harlene Quinzell was a criminal psychologist working in Arkham Asylum 
when she met the Joker.  Developing a rapport with the maniac, she assisted 
in his escape on more than one occasion.  Following these numerous attempts, 
what was a rapport became an obsession, and she fled her former life to 
follow the Joker as his on-again/off-again girlfriend, a talented acrobat 
wearing a harlequin costume.

Pistol (main weapon, long range)
Double Jump (press A twice)
Hammer (press Z near an enemy)
Feminine Wiles (press Z near a window with purple hearts on it)

---

* The Scarecrow * - After V3-3

Dr. Jonathan Crane is a former psychiatrist who is obsessed with the concept 
of fear.  His crimes tend to be engineered around the concept of creating 
panic, hysteria, and paranoia.  He utilizes a potent toxin in his arsenal 
that will force its victims to visualize their worst fear.

Dive Roll (press A twice)
Fear Toxin (press Z near an enemy)
Mind Control (press Z when facing a character with a "?" to assume control, 
 or press Z near a window with a green question mark on it to access it)

---

* Killer Moth * - After V3-4

Drury Walker, sometimes known as Cameron van Cleer, is a small-time criminal 
with the gimmick of dressing up as a moth and using moth-related equipment 
to commit crimes.

Pistol (main weapon, long range)
Glide (hold A in midair)

---

* The Mad Hatter * - After H3-1 (35,000)

Jervis Tetch is a delusional man obsessed with hats.  He uses a form of 
mind control through his hats in order to subdue people to his will and 
commit crimes.  He's also fascinated with the Lewis Carroll works on Alice 
and her adventures in Wonderland, and many of his crimes bear some 
resemblance to the concept.

Pistol (main weapon, long range)
Double Jump (press A twice)
Mind Control (press Z when facing a character with a "?" to assume control, 
 or press Z near a window with a green question mark on it to access it)

---

* The Joker * - After V3-1
* The Joker (Tropical) * - After V3-5 (30,000)

The Clown Prince of Crime, the Comedy to Batman's Tragedy, the Joker is 
Batman's greatest and most unpredictable nemesis.  Driven insane after a 
chemical accident made him look like a clown, the Joker's crimes focus 
around a clown's antics, and his schemes always come with a punchline, 
either to his intended target, or Batman himself, whom he claims he couldn't 
exist without.

Machine Guns (main weapon, long range, rapid-fire)
Immune to Toxins (can cross toxic waste without harm)
Dive Roll (press A twice)
Jump Attack (press A then B)
Electric Buzzer (press Z near an enemy, can also power generators)

---

* Riddler Goon * - After H1-1 (6,000)
* Riddler Henchman * - After H1-1 (7,000)
* Freeze Girl * - After H1-2 (4,000)
* Poison Ivy Goon * - After H1-4 (25,000)
* Penguin Goon * - After H2-1 (3,000)
* Penguin Henchman * - After H2-1 (5,000)
* Yeti * - After H2-5 (9,000)
* Joker Goon * - After H3-1 (7,000)
* Joker Henchman * - After H3-1 (9,000)
* Clown Goon * - After H3-2 (100,000)

I hate to make generalizations, but all these bad guys are pretty much the 
same.  They're all hired hoodlums for Gotham's criminal masterminds, meant 
as nothing more but punching bags for the Caped Crusaders.  They all have 
exactly the same abilities.

Machine Gun (main weapon, long range)
Dive Roll (press A twice)

---

* Penguin Minion * - After H2-5 (30,000)

The only character with limited movements.  These robots employed by the 
Penguin cannot climb, jump, manipulate, etc.  All they're good for is straight
up gunplay.

Pistol (main weapon, long range)

---

* Hush * - After finding all 25 hostages (150,000)

Dr. Thomas Elliot is a surgeon who was once a childhood friend of Bruce 
Wayne.  A general despising of his own parents led to jealousy of Bruce 
Wayne's privileged early life.  This jealousy carried into his adulthood, 
where he swathed his head in bandages and took the name Hush as a criminal 
mastermind.

Dual Pistols (main weapon, long range)
Dive Roll (press A twice)

---

* Ra's al-Ghul * - After earning 100% (500,000)

One of Batman's most dangerous enemies is the tyrannical Ra's al-Ghul, a 
highly intelligent mastermind who seeks to save the world by removing the 
majority of its human population.  He has lived for hundreds of years by 
utilizing a rejuvenating phenomenon known as the "Lazarus Pits".

Dive Roll (press A twice)
Jump Attack (press A then B)

======================
10C. Ground Vehicles =
======================

* Batmobile * - After H1-3
* Bat-Tank * - After completing all hero missions (200,000)

Batman's personal ride is a custom-made land cruiser designed for street 
travel at high speeds.  With enough weapons and gadgets to rival Batman's 
own utility belt, the Batmobile is his home away from home.

Cannons (press B)
Boost (press A)
Tow Cable (press Z near a towable object)

---

* Batcycle * - After H1-3
* Catwoman's Motorcycle * - After V2-2 (23,000)

The Batcycle is a small-scale vehicle, useful for alleyways and other kinds 
of compact chases.  Robin seems to have taken a liking to it.  Catwoman's 
Motorcycle is pretty much the same vehicle.

Cannons (press B)
Tow Cable (press Z near a towable object)

---

* Two-Face's Armored Truck * - After V2-5 (24,000)
* The Joker's Van * - After H1-3 (60,000)
* Harley Quinn's Hammer Truck * - After V3-1 (80,000)

These villainous vehicles are suped up with cannons, but don't sport any 
other cool features.

Cannons (press B)

---

* Mr. Freeze's Kart * - After V1-2 (25,000)

Much like Freeze himself, this vehicle is armed with a cannon that can 
freeze bad guys solid.

Freeze Cannon (press B)

---

* Garbage Truck * - After V3-4 (99,000)

An unarmed truck that can't really do much.

Dump Garbage (press Z)

---

* Police Car * - After H1-3 (10,000)
* Police Van * - After H1-3 (13,000)

The police aren't so likely to open fire, so these vehicles are defenseless 
and not all that useful.

---

* Police Bike * - After H1-3 (10,000)

The Police Bike is the only law-abiiding vehicle that can fire.  It doesn't 
have much else going for it, though.

Cannons (press B)

=====================
10D. Water Vehicles =
=====================

* Batboat * - After H2-2

This sleek watercraft is used by Batman for waterborne missions.  Its tow 
cable can be used for mine dragging.

Cannons (press B)
Tow Cable (press Z near a towable object)

---

* Robin's Watercraft * - After H2-2

Robin must have one big torpedo bay hiding in that little thing, because it 
has an infinite supply of barrier-busting torps.

Cannons (press B)
Torpedo (press Z to fire, self-reloading)

---

* Robin's Submarine * - After H2-2 (30,000)
* Penguin Goon Submarine * - After H2-2 (15,000)

These two subs are simliar in that they can dive and shoot, but that's 
about it.

Cannons (press B)
Submersible (press A to dive and A again to surface)

---

* Mr. Freeze's Iceberg * - After V1-2 (23,000)

Like his "Kart", Mr. Freeze's Iceberg is all about putting his enemies on 
ice.

Freeze Cannon (press B)

---

* Mad Hatter's Steamboat * - After H3-1 (23,000)

Well, I hope the Mad Hatter enjoys rides in this thing, because it's slow 
and completely defenseless.

---

* Penguin's Submarine * - After V2-3

The Penguin's personal watercraft has a special feature.  Find purple wall-
panels and you'll be armed with Penguin Torpedoes.  There's on barrier in 
Free Play that can only destroyed with these.

Cannons (press B)
Submersible (press A to dive and A again to surface)
Penguin Torpedoes (press Z after taking them from a purple wall dispenser)

---

* Killer Croc's Swamp Rider * - After V2-3

The only water vehicle that doesn't break apart on the green stuff, Killer 
Croc's jetski thingy will be a big help in Free Play.

Cannons (press B)
Immune to Toxins (can cross toxic waste without harm)

---

* Police Watercraft * - After V2-3 (12,000)
* Police Boat * - After V2-3 (13,000)

Keeping the waves peaceful are these craft, manned by Gotham's finest.

Cannons (press B)

===================
10E. Air Vehicles =
===================

* Batwing * - After H3-3

One of the coolest-looking aircraft in Gotham, this sky-rider has, in 
addition to the usual cannons, the ability to fire special torpedoes from 
dispensers with bat insignias.

Cannons (press B)
Bat Torpedoes (press Z after taking a torpedo from a bat-labelled dispenser)

---

* Batcopter * - After H3-3

A secondary air vehicle for the Bat team, this vehicle doesn't have heavy 
weaponry, but it can tow payloads with a tow cable.

Cannons (press B)
Tow Cable (press Z near a towable object)

---

* Bruce Wayne's Private Jet * - After H3-3 (15,000)

I'm sure it's got full service and comfy seats, but in the dogfighting 
above Gotham, Bruce Wayne's jet is a sitting duck without armaments.

---

* Harbor Helicopter * - After H2-2 (16,000)

A helicopter designed for lifting and towing freight, so it doesn't have 
any armaments.

Tow Cable (press Z near a towable object)
Immune to Toxins (can pass through green clouds)

---

* Riddler's Jet * - After V2-5 (17,000)
* Mad Hatter's Glider * - After H3-1 (18,000)

The only thing remarkable about these villainous vehicles are their dual-
mounted cannons.  Nothing much else to talk about.

Cannons (press B)

---

* The Joker's Helicopter * - After V3-2
* Police Helicopter * - After V3-2 (14,000)
* Goon Helicopter * - After V3-2 (11,000)

These choppers are all pretty similar, with their cannons, tow cables (like 
the Batcopter), and immunity to green clouds of toxins (yes, even the 
Police chopper).

Cannons (press B)
Tow Cable (press Z near a towable object)
Immune to Toxins (can pass through green clouds)

---

* The Scarecrow's Biplane * - After V3-2

The Scarecrow's vintage ride comes equipped with the ability to fire 
different torpedoes than the Batwing, if you find the green-colored 
dispensers.

Cannons (press B)
Fear Torpedoes (press Z after taking a torpedo from a green dispenser)
Immune to Toxins (can pass through green clouds)

******************************************************************************
11. SECRETS/UNLOCKABLES
******************************************************************************

Here's where I put all the stuff that's not a mission.  You'll find a quick 
list of basic unlocks, how all the Extras work, and a collection of codes 
you can enter to save yourself some studs.

===================
11A. Main Unlocks =
===================

For a mission:
Unlock Free Play by completing the mission.
Unlock a Villain episode by completing the corresponding Hero episode.
Unlock the mission's Minikit by collecting all ten Canisters in it.
Unlock that mission's purchaseable extra by finding the Power Brick.

Unlock Wayne Manor and Arkham Asylum missions by earning Super Hero/Villain in 
all fifteen missions in the respective set of episodes.

Earn 100% in the game by purchasing everything and finding every Minikit, 
Power Brick, and getting Super Hero/Villain on all missions.

==========================
11B. Upgrades and Extras =
==========================

Upgrades and Extras are basically two sides of the same coin.  They're both 
unlocked by picking up Power Bricks.  The only difference is that Upgrades 
will affect only the Batcrew and their suits, and are found in the Hero 
missions.  The Extras potentially affect anyone and are found in the Villain 
missions.  Futhermore, upgrades cannot be deactivated once purchased, not that 
you'd really want to.  Extras can be turned on or off at any time in the 
Extras portion of the Pause Menu.

---

Upgrades

Fast Grapple (10,000, Power Brick H1)
- As advertised, grappling will move you faster up the rope.
 Location: H1-1 - In the last part of the Clayface fight, smash the shelves on 
 the back left to uncover this.

Fast Batarangs (20,000, Power Brick H2)
- When you throw a Batarang, it will travel much faster.
 Location: H1-2 - (Super Strength): Just before leaving the second area, 
 there's a glass-encased room in the back.  Either magnet up the wall and 
 glide over or just double jump onto it if you have one.  Rip up the entrance, 
 then smash the objects inside to create a plunger.  Step on it to raise the 
 cage so you can grab the brick.

More Batarang Targets (30,000, Power Brick H3)
- When you prepare a Batarang, you'll have the option of targeting up to ten 
  targets instead of the usual five.
 Location: H1-3 - In the last area, there's a green box tucked back in the 
 corner near the trees on the left.  Blast it open then drive into the corner.

Flaming Batarang (40,000, Power Brick H4)
- This is for the Heat Protection Suit.  Your Batarangs will now be wreathed 
  in flame as they fly.
 Location: H1-4 - (The Joker): In the back left of the laboratory are three 
 paint canisters.  One is operated by the lever.  For the other two, blow an 
 explosive to reveal another lever and a generator.  Use the buzzer on the 
 generator and you'll be able to take the Brick.

Slam (50,000, Power Brick H5)
- This is for the Glide Suit.  As you glide (not just jumping) press B to 
  slam into the ground.  For some reason, I've found this only works on the 
  Batman version, and not the Batgirl version.
 Location: H1-5 - (Immune to Toxins): After the Two-Face fight, head to the 
 back, then jump off to the left.  Smash everything here to find four 
 buttons.  Place them on their spots, then step on them in the right order: 
 red, blue, purple, green.  Take the Brick inside.

More Detonators (10,000, Power Brick H6)
- This is for the Demo Suit, naturally.  Instead of three detonators, you 
  can now lay up to six.  Of course, this becomes academic since by the time 
  you're laying the sixth one, the first one is going off.
 Location: H2-1 - (Sonic Suit): Just after entering the third area, you'll see 
 this behind a window on the left.  Use the Sonic Suit on the window.

Armor Plating (20,000, Power Brick H7)
- This is for the Demo Suit.  You will still be hurt by punches and other 
  attacks, but while in the Demo Suit, you will not be harmed by bullets. 
 Location: H2-2 - (Penguin's Submarine): During the fight with the boss, 
 change into the Penguin's Sub and head to the far right.  Go to the purple 
 door to get some torpeodes.  Fire them at the wall behind the boss, then 
 head straight back.  Dive and turn to the right once you reach the end.  
 You'll be in a small targeting area.  Blast all four targets and you get the 
 Brick.

Sonic Pain (30,000, Power Brick H8)
- With this active, enemies will be knocked back by the sonic gun.  I'm 
  pretty sure they can't be beaten with it, though, otherwise it takes a lot 
  of hits.
 Location: H2-3 - (Free Play): In the very beginning, us the Tech Panel near 
 the shiny door to move the boat.  Quickly sail it into each of the three 
 buoys to drop the Brick.

Area Effect (40,000, Power Brick H9)
- The sonic gun will now fire straight up and cover a wide area outward, 
  making glass breaking much easier.
 Location: H2-4 - (Double Jump): In the second area, jump up to the 
 cylindrical tank.  Set an explosive on the steel grate to blow it up and 
 you'll find the pieces to the Brick.

Bats (50,000, Power Brick H10)
- Use the sonic gun and bats will be summoned, attacking your enemies.
 Location: H2-5 - (Sonic Suit): During the fight with Penguin, go to the ramp 
 on the right side of his setup and use the Sonic Suit to shatter it.  Inside, 
 use the grapple point and grab the railing to your right to drop some 
 Penguin Minions on the treadmills.  Take the third treadmill yourself and 
 run until the view shifts.  Now, step on the gray button near the red 
 marker to get the Brick.

Freeze Batarang (10,000, Power Brick H11)
- This is for the Water Suit.  Your Batarangs will now carry the power of 
  ice, operating much like Mr. Freeze's Freeze Cannon.
 Location: H3-1 - (Freeze Cannon, Double Jump, Sonic Suit): As you enter the 
 fourth area, head to the left and fire the Freeze Cannon at the sparkles, 
 then double jump from the ice floes.  Use the Sonic Suit on the glass, and 
 now you have to mix some primary colors.  The chute will be pointed at a 
 purple drum, so pull the red and blue levers.  Then it'll go towards a green 
 drum, so hit yellow and blue.  Lastly, red and yellow for orange.

Decoy (20,000, Power Brick H12)
- This is for the Technology Suit.  Press Z and you'll set down a decoy of 
  yourself, giving bad guys another target if you want to distract them for 
  any reason.
 Location: H3-2 - (Technology Suit): In the first area, head all the way to 
 the right and glide across the gap.  Pull the lever to enter the enclosed 
 area, then use the green panel on the machine.  Use the crane to get all 
 three pink animals (you have to smash each one after getting them) and the 
 last thing you'll pick up will be the Brick.

Fast Walk (30,000, Power Brick H13)
- This is for the Magnet Suit.  With this, you'll walk a lot faster on magnet 
  walls.  Nice time saver.
 Location: H3-3 - (Immune to Toxins): In the second area, blast your way 
 through the toxins and the structures behind.  Shoot the spinners until the 
 Power Brick is given up.

Fast Pieces (40,000, Power Brick H14)
- This is for the Attract Suit.  When you turn on the vacuum, the pieces will 
  travel to you a lot faster.
 Location: H3-4 - (Heat Protection Suit, Double Jump): Just after putting out 
 the fire before the abandoned building, assemble the red hot ladder pieces.  
 Climb up, glide across, and double jump up to the Brick.

Piece Detector (50,000, Power Brick H15)
- This is for the Attract Suit.  You'll now have little icons pointing out 
  pieces for the Attract Suit.
 Location: H3-5 - (Super Strength): Just before the part where Batman holds 
 down a button so Robin can pass, drop down and push the organ over to the 
 pump.  Step on it a few times and some guy will show up and play it.

---

Extras 

Adaptive Difficulty (Available at beginning)
- With this off, you only lose 2,000 studs every time you die.  With this 
  on, things will be adjusted depending on how you play.  If you play well, 
  you'll lose 4,000 studs if you die.  If you play poorly and die a lot, 
  you'll only lose 1,000 studs.

Silhouettes (10,000)
- Turn this on and your characters will appear completely black.

Beep Beep (20,000)
- In any vehicle, press Z and you'll beep the horn.  Beep beep!  I'm a
  motorist!

Ice Rink (30,000)
- This will make the floor super slippery.  Useful if you want to challenge 
  yourself.

Disguises (40,000)
- This will put fake glasses and mustaches on all characters.

Extra Toggle (50,000)
- If someone gets this to work, let me know, but I've tried to find secret 
  characters using it and I've come up with nothing.

Score X2 (1,000,000, Power Brick V1)
- Very useful, and very expensive.  As implied, silver studs will be worth 
  20, gold studs 200, and blue studs 2000.  This will allow you to get Super  
  status much more quickly in missions.  The REALLY cool part about the score 
  multipliers is that they stack, meaning that if you bought all of them, 
  you'd be getting Score X 3840, which is just ridiculous.
 Location: V1-1 - (Free Play): After smashing the wrecker through the right 
 side of the street, climb up the magnet wall, then switch to a double jumper 
 and grab the top of green and flashing red panel on the wall.  Assemble the 
 little car and drive it all the way back to the impound.  Place it in the 
 wrecker.  Now, use a Batarang on the yellow part on the top of the wall 
 blocking the Janitor's access.  Mind Control him to pull the far right 
 lever and smash the resulting cube that was spit out.

Score X4 (2,000,000, Power Brick V2)
- See above for the effect.
 Location: V1-2 - (Free Play) Before filling the red river in the second area, 
 use an explosive on the grate in the back.  Crawl through, then climb up the 
 ladder and drop down into the other ice-walled area.  Smash the little red 
 thing on the floor so you can build a lever.  Pull it and cross.  Build 
 another ice-thingy and the Brick will be uncovered.

Score X6 (3,000,000, Power Brick V3)
- See above for the effect.
 Location: V1-3 - (Free Play): In the same area as #3, climb up the ladder and 
 drop down into the other ice-walled area.  Smash the little red thing on the 
 floor so you can build a lever.  Pull it and cross.  Build another ice-thingy 
 and the Brick will be uncovered.

Score X8 (4,000,000, Power Brick V4)
- See above for the effect.
 Location: V1-4 - (Free Play): At the top of the second area, use an explosive 
 on the gate to the left, and start collecting colored blocks with the Attract 
 Suit.  In the next room, deposit 25 blocks into the container to make a  
 little robot.  Use the Technology panel and steer the robot into the oven 
 on the back wall.

Score X10 (5,000,000, Power Brick V5)
- See above for the effect.
 Location: V1-5 - (Free Play): In the area where you refract lasers with a 
 block of gold, go left past the lasers to the shiny door and blow it away 
 with an explosive.  Inside, use the Sonic Suit to remove the glass, then 
 shoot the panel to remove the lasers.  Use an explosive on the vault door.

Stud Magnet (100,000, Power Brick V6)
- This extra widens your "stud-collecting" radius, allowing you pick them 
  up from further away.
 Location: V2-1 - (Feminine Wiles): In the second area, use the heart panel 
 on the wall after the catwalks to enter a new room.  Smash up the area and  
 assemble the rotator switch.  Push it from the red side to slightly rotate 
 the panel inside counter-clockwise.  Now, send a Penguin Bomb through the 
 hole and if it bounces properly, it'll hit the shiny box, opening the way 
 to the Power Brick.  If it doesn't work the first time, keep adjusting and 
 trying.

Character Studs (200,000, Power Brick V7)
- When smashing up enemies, they'll now drop a small amount of studs.
 Location: V2-2 - (Attract Suit): Collect 25 pieces from around the museum 
 and deposit them in the container in the room you used a Penguin Bomb on.  
 Use the green panel to take control of the helicopter and land it on each 
 of the two platforms.  Now, take a dinosaur into the room and leap off it 
 over the lower glass.  Blow up the case and take the Brick.

Minikit Detector (300,000, Power Brick V8)
- In each area, you'll see arrows pointing to any minikit canisters you've 
  yet to collect, and they'll also sometimes point to objects you have to 
  destroy or find to make one appear.  Sometimes, the arrow will show up and 
  you can't reach it.  This means the canister is in another area, but 
  close.
 Location: V2-3 - (Free Play): During the hovercraft fight, use Robin's 
 torpedoes on the colored wall multiple times to bring it down, and you'll 
 find this canister behind it.

Power Brick Detector (400,000, Power Brick V9)
- Much like the Minikit Detector, you'll see an arrow pointing toward the 
  ultimate location of the Power Brick.
 Location: V2-4 - (Free Play): In the bathroom, use the Sonic Suit on the 
 water cooler so you can smash it further and assemble it into a cannon, which 
 will break the mirrors.  Head through to the next room.  Use Super Strength 
 to move the big box thing on the left all the way to the right, then grapple 
 up the grapple point, glide across, use the green panel and raise the 
 elevator (push Up on the Control Stick), then glide across to the Brick.

Always Score Multiply (500,000, Power Brick V10)
- You may want to take this one before the score multipliers.  With this 
  turned on, simply walking through a series of studs will rack up the 
  multiplier that you'd normally get only for beating up bad guys.
 Location: V2-5 - (Attract Suit): At the beginning, swim through the toxins to 
 the left, then start clearing objects to find 25 pieces for the container.  
 It will make a fishing game.  You need to get five red fish in the red bowl 
 and five blue fish in the blue bowl.

Fast Build (100,000, Power Brick V11)
- Oh, you want this one.  This speeds up the building to a fast pace, 
  making the waiting go by so much quicker.
 Location: V3-1 - (Free Play): From the generator at the end of the second 
 area, glide to the right and grapple up.  Blow up the shiny boards to the 
 left and take the Brick.

Immune to Freeze (200,000, Power Brick V12)
- Never get the cold shoulder again with this extra, which renders you 
  immune to Mr. Freeze's cannon, whether he's on your side or not.
 Location: V3-2 - There are 5 police helicopters on landing pads that you 
 need to blow up BEFORE THEY TAKE OFF.  The first is in the very first area.  
 The second is after the fans you mine.  The third and fourth are in the first 
 part of the second area, and the last is in the latter part of the second 
 area.

Regenerate Hearts (300,000, Power Brick V13)
- With this turned on, your hearts will refill by one every few seconds.
 Location: V3-3 - (Heat Protection): In the same area as the hostage, push 
 each block into the same area as the picture of the fruit with the same 
 color, so the red block goes next to the cherry, etc.  You might have to push 
 certain blocks out of the way first.

Extra Hearts (400,000, Power Brick V14)
- With this turned on, you'll have six hearts instead of the usual four.
 Location: V3-4 - (Poison Ivy): Once in the playground, use the Attract Suit 
 to  get 25 pieces, then deposit them in the lower-left corner.  Use Ivy's 
 power on the plants and double jump off them (aim a bit up) to grab the brick.

Invincibility (500,000, Power Brick V15)
- Yeah, you know what this one does.  You'll still be susceptible to toxic 
  waste and other environmental hazards, but bad guy attacks and explosions 
  just bounce off you.
 Location: V3-5 - (Free Play): Go to the spiral staircase on the right side 
 and use a Batarang on the two chandeliers to assemble a floor buffer.  Run 
 over all the paint on the floor (including the paint up the stairs) to make 
 this brick appear.

===================
11C. Secret Codes =
===================

The following codes are collected from GameFAQs' Cheat section.  I claim no 
responsibility for finding these codes.  All credit goes to those who found 
and/or originally posted them.

Characters: 

ZAQ637 Alfred 
JKR331 Batgirl 
BDJ327 Bruce Wayne  
M1AAWW Catwoman (Classic) 
HJK327 Clown Goon 
DDP967 Commissioner Gordon 
HGY748 Fishmonger 
XVK541 Freeze Girl 
UTF782 Joker Goon 
YUN924 Joker Henchman 
JCA283 Mad Hatter 
NYU942 Man-Bat 
MKL382 Military Policeman 
MVY759 Nightwing 
NKA238 Penguin Goon 
BJH782 Penguin Henchman 
KJP748 Penguin Minion 
GTB899 Poison Ivy Goon 
HKG984 Police Marksman 
JRY983 Police Officer 
CRY928 Riddler Goon 
XEU824 Riddler Henchman 
HTF114 S.W.A.T. 
NAV592 Sailor 
JFL786 Scientist 
PLB946 Security Guard 
CCB199 The Joker (Tropical) 
NJL412 Yeti  
DWR243 Zoo Sweeper 

Ground Vehicles: 

KNTT4B Bat-Tank 
HPL826 Catwoman's Motorcycle 
DUS483 Garbage Truck 
RDT637 Harley Quinn's Hammer Truck 
BCT229 Mr. Freeze's Kart 
LJP234 Police Bike 
KJL832 Police Car 
MAC788 Police Van 
JUK657 The Joker's Van 
EFE933 Two-Face's Armored Truck 

Water Vehicles: 

M4DM4N Mad Hatter's Steamboat 
ICYICE Mr. Freeze's Iceberg 
BTN248 Penguin Goon Submarine 
PLC999 Police Boat 
VJD328 Police Watercraft 
TTF453 Robin's Submarine 

Air Vehicles: 

LEA664 Bruce Wayne's Private Jet 
GCH328 Goon Helicopter 
CHP735 Harbor Helicopter 
HS000W Mad Hatter's Glider 
CWR732 Police Helicopter 
HAHAHA Riddler's Jet 

Extras: 

JRBDCB Fast Batarangs
XWP645 More Batarang Targets
D8NYWH Flame Batarang
XPN4NG Freeze Batarang
ZOLM6N Fast Walk
KHJ554 Piece Detector
N4NR3E Score x2
CX9MAT Score x4
MLVNF2 Score x6
WCCDB9 Score x8
18HW07 Score x10
ZXGH9J Minikit Detector
MMN786 Power Brick Detector
9LRGNB Always Score Multiply
EVG26J Fast Build
JXUDY6 Immune to Freeze
HJH7HJ Regenerate Hearts
ML3KHP Extra Hearts 
WYD5CP Invincibility

******************************************************************************
12. STANDARD GUIDE STUFF
******************************************************************************
============
12A. Legal =
============

This FAQ was made 100% by me, and is Copyright © 2008 Scott "CyricZ" 
Zdankiewicz.  You may not take it in whole or in part and claim it as your 
own.  You may not alter it in any way, even if you ask me first, and that 
includes putting it in HTML format.  Please don’t post this on your site 
unless you have express consent by me.  I’ve put a lot of time into this.  
Give me some credit.

Currently, the following sites have permission to post my FAQ:

www.gamefaqs.com
www.gamewinners.com
www.ign.com
www.cheatcc.com
www.cheatplanet.com
www.neoseeker.com

I'm not going to allow people with small personal sites to post this FAQ.  
They may post the link on GameFAQs with all the LEGO Batman guides, but, 
trying to keep updates, well, updated, I'll only allow large committed sites 
that I trust.

========================
12B. E-mail Guidelines =
========================

If you wish to e-mail me, be sure to follow these guidelines...

- Make ABSOLUTELY sure I haven't already answered your question in the guide.
- Make sure it has something to do with LEGO Batman.  I don't want spam, 
chain letters, offers for friendship.  Compliment me on the FAQ all you want, 
though.
- Make sure you say LEGO Batman at one point in your e-mail.  I have more than 
one LEGO FAQ, and asking a generic question such as "How do I beat the last 
level?" doesn't tell me much.
- Spell correctly and use proper grammar, please.  If I can't understand 
your e-mail, it'll go to the junk pile.

==============
12C. Credits =
==============

CJayC, SBAllen, and all respective webmasters for having this on their sites.

LEGO, for their world of imagination.

All the folks responsible for the Batman mythos.  Particular shoutouts go to 

======================
12D. Version Updates =
======================

Version 1.0 - 10/2/2008 - Pretty much everything's done at this point except 
 for the two bonus missions and unlocking Ra's al-Ghul.  I just want to get 
 this up before the weekend.

Version 1.1 - 10/5/2008 - That should be everything.  Let me know if you 
 find something else I missed.

=====================
12E. The Final Word =
=====================

While I enjoyed this as much as the other LEGO games, I'm kinda glad TT is 
taking some time off.  Best not to get the whole series too stagnant by 
continuing to pump out games.