LEGO Batman 3: Beyond Gotham/Same Bat-time! Same Bat-channel!

'''Travel back in time to the Silver Age of Comics, when comics and the adaptations based on them were silly and often had ludicrous plots. One of the most well-known products of this era is the 60s Batman live-action series. Join this classic version of Batman with his faithful sidekick Robin, as they once again try to put a stop on the Joker's diabolical plans! But wait, the Batmobile is nowhere to be found!'''


 * Characters Unlocked: Batman (1966), Robin (1966), Batgirl (1966)
 * True Hero: 100,000
 * Minikit Figure: Classic Batmobile
 * Character Tokens: Catwoman (1966), The Penguin (1966), The Riddler (1966)
 * Red Brick: Bat-fight Captions

To the bat-cave!
You'll have to do some searching to access this bonus level. In the Batcave, go to the trophy room and head to the film studio at the very right side. Attack the bust next to the bookshelf at the center to reveal a hook on it. Pull it with a grapple to slide the bookshelf away, exposing a hidden opening! Jump down to start the level.

Part 1: Build-a-Batmobile
You have to rebuild three pieces of the Batmobile before you can head off. First off, go to the swarm of bats and use Batman's detective senses to detect a hook hanging from above. Pull it down with your grapple to create a ladder to a platform on top, where you can find a green wall. Make Batman peer through the wall using his special magnifying glass and activate three clamps behind the wall. This activates the radio disk which calls in a special package. Break the package open to find pieces for a control panel. Assemble the control panel and operate it with Robin to bring some boxes up from a hole in the floor. Blast open the boxes using a Bat-bomb and build the center of the Batmobile from the pieces inside.
 * 5 Minikits, 2 Character Tokens

Go right and destroy the blue canisters to get pipe pieces. Use them to complete the magnetic blue wall, then have Robin scale it with his magnetic pads. Jump on to the horizontal valve of the machine at the top to destroy the water pipes below, letting Batman come up using the stream. Follow the ledge and use Batman to drain electricity from the generator. This causes the faulty garage door below to open. Strike the boxes that tumble out and use the pieces to rebuild the tail portion of the Batmobile. Now go to the very left and use Batman's stored charge to power up the outlet, causing a conveyor belt to roll out more boxes. Smash the boxes and use their contents to finish the final part of the Batmobile: it's front. Now that the Batmobile is whole again, hop in to pursue the Joker!

Part 2: Conveyor road rumble
The Batmobile catches up to the Joker's lethal steamroller, now accompanied by Batgirl on a small copter. Can the trio stop this malicious machine?
 * 2 Minikits

The Joker's choice of vehicle is odd, but this steamroller is well-armed. He will launch hovering bombs, missiles and volatile oil drums to attack you. Fire your respective vehicles' weapons to shoot down Joker's projectiles, and switch if you can't avoid them. Eventually, you will get close enough to the Joker. Accelerate forward with the Batmobile, then fire its laser to melt the steamroller's back lid. Dodge some more missiles and bombs until you once again approach the steamroller. Once Robin jumps on to the hood of the Batmobile, switch to him and grapple at the exposed hook of the steamroller. Eventually both vehicles snap together, sending them tumbling off...the set where the chase sequence is being recorded.

Part 3: A villainous party
The Bat team follow Joker to a suspicious eatery, only to be trapped inside! Now they must fend off a tag team of evil supervillains.
 * 3 Minikits, 1 Character Token, Red Brick, Adam West

The first enemy you face is Catwoman, who avoids any battles by staying on the lights. Use Batarangs to reach her and send the lights crashing down until she is forced to hang above the counter. The Joker's chattering teeth will start coming out to attack. Use Batman's keen senses to detect a metal latch above the counter, then throw a Bat-bomb at it to send the eatery logo and Catwoman falling down, knocking Catwoman out. Use the debris to build some kind of object just as Joker crashes into the eatery. Now, he has brought a bunch of minions to fight you!

The Joker is quite a trickster. When you go up to him expecting a fair fight, he will paralyze you with a powerful buzzer! Switch to another character while the previous one is getting shocked and punch the Joker while he's distracted. Hit him three times to make him duck behind the counter, pulling a lever to protect himself with a high-voltage barrier. At the same time, the Penguin has set up a drink stand, but he only serves penguin bombs and armed minions! Head near the stairs and use detective senses to uncover a pole. Use Robin to swing up to the second floor and pull the lever there to win the strongman game. The stairs rearrange themselves so that the rest of the Bat team can come up.

The Penguin will shoot away any heroes that get close, but Batman can put his cape up to sneak past even the sharpest criminals! Slowly get close to him while obscured by the cape and give the Penguin a mighty sucker punch. Reveal the hook on the drink stall with Batman's senses and grapple it to send it tumbling to the floor below. Use the debris of the stall to further assemble the mysterious object from before. A cake for the team will arrive with a puzzling ingredient inside. Use Batman's magnifying glass to see through the green cake stand and hit the button inside to launch the Riddler out!

The Riddler didn't count on Batman discovering his trick so quickly, so he doesn't do anything other than fight you directly. A couple of punches will take away his three hearts swiftly. Without his allies' support, the Joker jumps out of the counter and builds an electric bumper car to ram into you with. Next, you must defeat 20 of the Joker's human goons. When you do, the Joker's bumper car will run out of power and explode, incapacitating him as well. Complete the mystery object with the wreckage of the bumper car, which turns out to be a jukebox. Have Robin use his magnetic pads to select a record and play a groovy song!

It worked! The power of song compels all of the villains to dance non-stop, keeping them occupied until the police arrives. Batman saves the day once again!

Minikits

 * 1) Destroy 3 ringing red phones to get the Minikit. The first is on the desk at the center-left, the second is near a test tube rack at the center, while the third is at the wall on the right.
 * 2) (Free Play only) After activating the conveyor belt, use super senses again to reveal a dirt pile. Dig it up and use the unearthed pieces to make a crank. Flip the crank to make the conveyor belt deposit a Minikit.
 * 3) (Free Play only) Use the Techno Suit on the access port near the conveyor belt to activate a door at the back. The pieces inside can be assembled into a miniature Batmobile, causing three checkpoints to pop up. Drive the Batmobile through the checkpoints to get the Minikit.
 * 4) Go into the cave with the firefighter poles. Use the trampolines at their bases to bounce up to the Minikit between the poles.
 * 5) (Free Play only) After opening the garage, use a character that can pass through grates to go through the one behind the door, letting you get to the Minikit locked by laser bars.
 * 6) During the car chase, the Minikit can be found in the air. Collect it with Batgirl.
 * 7) While pursuing the Joker, a Minikit will pass by on the road. Collect it with Batman and Robin.
 * 8) (Free Play only) Fly up above the counter in the diner and look for some teeth decoration to the right. Go behind it to find the Minikit.
 * 9) Strike the teeth above the drink stand with a batarang to make the Minikit fall out.
 * 10) (Free Play only) Bust the fridge adjacent to the drink stand to find a frozen Minikit. Thaw it out with heat to collect it.

Character Tokens

 * Catwoman (1966): (Free Play only) In the bat-cave, head toward the screen and destroy the computer terminals to get pieces for a power ring pad. Use it with a Lantern to form a safe construct, inside of which is the token.
 * The Penguin (1966): (Free Play only) Bat-Mite is staying in the bat-cave at the right half. Use your grapple on the box beside him to open it, revealing a pool full of sharks. Bat-Mite wants you to get some shark repellent, which can be found on the table south of the radio tower. Give Bat-Mite the repellent to receive the token.
 * The Riddler (1966): Break the potted plant to the right of the counter in the diner to spot a dirt pile underneath. Dig in it with Batgirl to uncover the token.

Red Brick
(Free Play only) Hit the red-striped table on the second floor of the eatery to drop it to the ground. Make Plastic Man use the pad to turn him into a dispenser that simply drops the Red Brick. This Red Brick contains the Bat-fight Captions extra, which gives all your melee attacks some extra comic effects. It's a comedic extra with no effect on gameplay.

Adam West in Peril
(Free Play only) Adam West has even found himself trapped in his past career. Specifically, he is stuck inside the golden roller of the Joker's vehicle. Use a laser to break the cover of the roller and let Adam West escape.