Lego Batman: Legacy of the Dark Knight features numerous hidden collectibles, including a substantial number of Riddler puzzles scattered across its open world. This guide details the locations and solutions for all nine puzzles found on Tricorner Island and the nine puzzles within Old Gotham South, offering a path to increasing game completion.
While most of these puzzles do not offer significant rewards beyond completion percentage, they present varied challenges that require specific character abilities and environmental interaction. Players can tackle these puzzles in any order, provided they have the necessary characters unlocked, such as Nightwing who becomes available around Chapter Four. Puzzles not yet completed will appear on the map with a lock icon.
Tricorner Island Riddler Puzzles
The Tricorner Island puzzles involve mechanics like connecting power sources, constructing objects, manipulating lights, and navigating sewers. The mandatory Riddler puzzle found within the main story, which involves finding objects in a room, is not included in this guide as it is unmissable.
Puzzle 1, located in the southwest corner, requires Nightwing. Players must find a power cell in roof crates, use it to power a generator in the parking lot, find a larger cell for a second generator, and then use Nightwing's electric ability to connect the generators to the building. Nightwing's staff is then used to move the powered machine to open the collectible's cage.
Puzzle 2, east of the first near a hotel sign, involves activating a mechanism near a cage and then using Batman's batarang to hit six targets. Hitting a red-marked target reduces the count, so accuracy is key.
Puzzle 3, situated at the eastern docks, requires players to use a claw to remove a panel, Catwoman's whip to spin a device, and then use a lever to open the cage.
Puzzle 4, found at the central hotel, requires activating an elevator with a power cell to reach generators. Additional power cells in the vicinity, or the elevator's own cell, can then be used to power the generators and open the cage. Bat-instincts can help locate these cells.
Puzzle 5, west of the hotel puzzle, presents two electric grids. Players must use an updraft to glide onto an adjacent building and step on a switch to disable the current surrounding the collectible.
Puzzle 6, further west, involves adjusting high-rise window lights to form a question mark shape, using Batman's Batarang. Three devices control different light segments, located behind the cage, on a water tower, and under the cage. Following electric wires can help locate them.
Puzzle 7, on the northwest docks, requires Jim Gordon's foam sprayer to block a vent and Robin's staff to open a door. A power cell then activates a machine that shoots out the collectible.
Puzzle 8 is located in a sewer pipe on the north edge of the island. Players must assemble a vent on the roof, glide into the shaft, and climb a ladder to reach the puzzle.
Old Gotham South Riddler Puzzles
The Old Gotham South puzzles are more complex, sometimes involving multiple stages or requiring close observation of environmental clues. As with Tricorner Island, specific character abilities are often necessary.
Puzzle 1, in the southeastern part of the region, presents a board with nine targets. Batman's ultraviolet vision reveals a trail indicating the correct order to hit the targets with a batarang.
Puzzle 2, on a mid-level roof southwest of the first, uses four rotating cogs with arrow-like icons. Jim Gordon's foam gun is used to fill cogs when arrows point to the center, and then a foam blast is directed at the central question mark cog when it is correctly oriented.
Puzzle 3, located northwest of the previous puzzle on a roof covered in Riddler signs, is another UV sight puzzle. After activating Batman's special vision at a paint can, players must pull levers in a specific order (2, 1, 5, 3, 4) to solve it. Some levers require extinguishing fires or breaking spider webs to access.
Puzzle 4 requires Nightwing's abilities. Players must turn cranks on three generators, finding a missing lever for one in nearby boxes. Once the green circles on rotating bars align with the panel's green circles, the circuit is activated. Nightwing's connector ability is then used on the final generator.
Puzzle 5, near a fountain with a gargoyle, involves pulling a lever and then using Batman's batarang to hit targets before a time limit expires. Detection vision can help track target locations.
Puzzle 6, in a small alcove north/northwest of the fountain, is obscured by steam. Batman's UV vision reveals a heat signature leading to a brick wall. Explosive foam must be sprayed on this wall to break it and turn off the steam.
Puzzle 7, on a roof slightly west of the steam puzzle, requires moving connectors so a symbol on the wall aligns beneath a question mark.
Puzzle 8, north across the road, requires Nightwing and involves powering multiple generators with batteries. Batteries can be found in a busted dish, on a wall, and one is used to power an elevator. Nightwing's ability is needed to slide the final battery into place.
Puzzle 9, southwest of the previous puzzle, also involves batteries and water. Gordon's foam gun stops water flow, allowing players to retrieve a battery for one generator. Another battery must be charged and then placed in the second generator.