Chapter 5: The Big Grapple
Minikit #1 (Story Mode)
While controlling the janitor, you'll have to close the hatch door. Before you do so, select the rightmost menu option to access a puzzle. Rotate the cubes to create a picture of a minikit, and one will spawn.
Minikit #2 (Free Play)
Inside the force field is a Plastic Man pad. Use him to slip through a vent and grab a minikit inside.
Minikit #3 (Free Play)
In the northwest corner is a hook you can pull down. Do so to cause a small fire surrounding a minikit. Put out the flames with a shield or frost character to grab it.
Minikit #4 (Free Play)
Head to the right side of the hangar to find a sensor spot. Use a sensory character to discover a Lantern pad, then use a Lantern to open a secret compartment. Switch back to the sensory character to gaze through the wall inside the compartment and pull the spark plugs. This wins you a minikit.
Minikit #5 (Story Mode)
After taking out the first set of tentacles, there will be four big sushi rolls on the platform. Destroy all four for a minikit.
Minikit #6 (Free Play)
Next to the elevator is a sensor wall. Use a sensory character to activate the three lasers inside and spawn a minikit.
Minikit #7 (Free Play)
After climbing the next ladder, use a tech character to activate the tech knob near the computer. This raises a gold box out of the ground; carve through it with a laser character to release another minikit.
Minikit #8 (Free Play)
The next section holds a minikit that requires a lot of character switching to reach. First, use a magnetic man to climb the tracks on the upper level to an even higher floor. Up here, switch to a character with an electricity suit to safely pass through a shock chamber. On the other side, use a large character to rip the green handled column out of the way. Step on the switch after to drop a glass case to the floor, and finally, use a sonar character to shatter the glass and retrieve the minikit inside.
Minikit #9 (Free Play)
In the flooded room, hop into the right pool of water with a scuba character. Pull the switch here to drain the water, then use a demolition character to blow the silver hatch nearby, revealing a minikit.
Minikit #10 (Free Play)
Back on the dock is a conduit you can charge up with the Joker's Electricity Suit. Do so to wake up a robot and send him flying off, leaving behind the level's last minikit.
Jump to Section:
- Chapter 1: Pursuers in the Sewers
- Chapter 2: Breaking BATS!
- Chapter 3: Space suits you, sir!
- Chapter 4: Space Station Infestation
- Chapter 5: The Big Grapple
- Chapter 6: The Lantern Menace
- Chapter 7: Europe Against It
- Chapter 8: Big Trouble in Little Gotham
- Chapter 9: Power of Love
- Chapter 10: A Blue Hope
- Chapter 11: Jailhouse Nok
- Chapter 12: All the Rage
- Chapter 13: Need for Greed
- Chapter 14: Aw-Qward Situation
- Chapter 15: Breaking the Ice
- Bonus Chapter: Same Bat-time! Same Bat-channel!