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< LEGO Batman 3: Beyond Gotham
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At the Watchtower, Martian Manhunter and Green Lantern are receiving information about the alien spaceship from Batman. Meanwhile, Joker and the Legion of Doom make preparations to invade the Watchtower, having already captured the real Hawkman to ensure their plan succeeds. Martian Manhunter and Green Lantern continues to discuss the spaceship with Batman, before their communications are abruptly cut off. Now the two of them must work to repair the Watchtower's faulty comm link.

  • Characters Unlocked: Martian Manhunter, Green Lantern, Cyborg, The Flash, Sonar Suit, Space Suit, Magnet Suit
  • True Hero: 170,000
  • Minikit Figure:
  • Character Tokens:
  • Red Brick: Score x6

Repairing wiring

First off, head to the back of the room where a swarm of bats gather. As Martian Manhunter, you have the same super sense ability of the Sensor Suit, which lets you uncover the hidden gold lock on the wall. Martian Manhunter can also fire a laser beam, which heats up and destroys golden objects like the lock on the wall. With the lock gone, you'll see a green wall behind it. See through it with super senses and close all three clamps to cause the statues in the room to pop up, revealing hidden machinery underneath.

The Wonder Woman statue hasn't fully risen, so that will be your next objective. Use Martian Manhunter's super senses to reveal a grapple hook, then grab on to the hook with Green Lantern's Power Ring construct to pry it off, letting the statue rise fully. You'll also get pieces to build a Power Ring pad. Interact with it as Green Lantern to form a boot, performing some percussive maintenance for the Superman statue. Finally, turn the crank fully on the Batman statue to restore communicative functions.

Part 1: Preparing for launch

Just as Martian Manhunter and Green Lantern start resting, they are suddenly alerted to a security breach alarm. The Legion of Doom has made its way through the Slideways Teleporter, prompting Martian Manhunter to call the rest of the Justice League for help. Batman promises to assist, but is informed that he can't get there with the Slideways Teleporter due to safety protocols. Looks like they'll have to find another way on board.

As luck would have it, there is a Bat-rocket stashed within the Batcave, but it can't take-off in this state. Starting off, follow the path right and up until your way forward is blocked by a metallic laser gate. Blow it up using the Power Suit, then continue left to reach a platform with several more metal crates. Destroy them with explosions to get parts for a techno-console. Activate it with the Techno Suit to bring out a crane and rocket piece. Destroy the metal plate with the Power Suit to uncover a grapple spot, then pull yourself up as Robin. Interact with the control panel using the Techno Suit to make the crane attach the first piece: Robin's pod.

With preparations underway, a metal crate has now opened up back where you saw the glass panels. Destroy it to find the Sonar Suit token for Batman, which can fire soundwaves to confuse enemies and destroy glass. Break the glass covering the vent to find an R panel behind it. Use the Techno Suit to create a mini-Robin and make it pass through the panel, emerging on a distant platform. Head to the console the screen briefly pans to and activate it with the bot to extend a bridge, letting you reach the platform the bot was on.

Now you need to refuel the rocket. Have Robin operate the control panel with the Techno Suit to raise a waste disposal machine. Use the Sonar Suit to break the glass containers nearby, then vacuum the LEGO pieces inside with the Hazard Suit. Fill it fully to create a fan, then use the Sensor Suit to reveal a grapple spot on it. Use your grappling hook to start the fan, letting you ride the wind to the upper level. With the Sensor Suit again, see through the green wall and move two pipe pieces behind it into position to cause fuel to drain from the nearby fuel tank. Jump and grab on to the lever to supply fuel to the rocket.

All that's left before launch is to attach the top of the rocket. The fuel tank is empty but still has some toxic residue. Use the Sensor Suit by the door to identify the door's material as glass, then use the Sonar Suit to shatter it. Have Robin enter the tank with the Hazard Suit and pull on the grapple spot to dislodge the opposite door, which forms a platform for Batman to cross as well. Head up and right to a dark corner and use the Sensor Suit to reveal some metallic rocks. Blow them up with the Power Suit, then charge Robin's Illumination Suit at the station nearby.

Head into the dark corner while illuminated to see an odd vehicle. Get in and move forward into the pitch black cave. You must find 4 rock piles and dig in them using the vehicle, with the location of each marked by a ring of studs. The fourth rock pile always contains the token, after which you'll automatically deposit it outside and exit the cave. Grab the token as Batman to get the Space Suit! The Space Suit comes with a handy laser, but it needs a fuel supply of its own to fly. Fry the golden box near the token to get some loose blocks that you can use to build a fuel station. Max out your fuel gauge and fly to the top level.

Here, use your laser beam on the golden hatch to lower the ladder in the tank, letting Robin join you. Fly to the platform at the back and use your laser to cut out a bat symbol from the wall. Assemble a computer from the pieces that fall out, then use the Sensor Suit to reveal poles jutting out of the cave walls. As Robin, throw your staff at the first socket, then jump to the platform with the computer. Operate the control panel to enter virtual reality!

You find yourself in a neon labyrinth, and your goal is the cyber box with cycling numbers on the other end. Go down the first corner and follow the linear path of the maze to reach the box, then hit it to progress. The second level is a platforming section that sees you jumping from block to block with pits in between. In addition to red blocks that fall when you stand on them, there are also rising and falling blocks, which ceases to become a platform at its lowest point. The path to the right is the easy route, but you can take the path below if you want a challenge. Once you hit the second box, you'll be taken to the trippy final course. The only obstacle between you and the box is a rippling wave of blocks travelling from you to the box. You want to keep yourself at the front of the wave, therefore descending the whole time, so that you don't fall behind and lose your footing.

Once all three boxes have been hit, the computer will maneuver a crane to attach the final piece of the rocket for you. Run along the walkway to the rocket and board it to head into space!

Part 2: Bat-pod dogfight

Martian Manhunter sends Green Lantern off to investigate the alien ship, while he plans to hold off the Legion of Doom. Unfortunately, they brought Firefly along to exploit Martian Manhunter's weakness to fire. He is incapacitated within moments, and the villains effortlessly seize the Watchtower. Their celebration is short-lived once they see the bat-rocket approaching. Joker steps up to defend the Watchtower, using the station's defense systems against the heroes!

This part of the level is quite different from what you're used to. It plays like a sidescrolling shooter only you fly in a circle and can move in both directions. You have to evade the enemies Joker sends at you and eliminate them with your own attacks. Your first objective is to take down a whopping 60 chomping missiles. They fall easily to a single blast, but are hard to dodge in groups. Downed enemies will leaves powerups to help you in the game, which are:

  • Shield: Creates a barrier that protects you from attacks for a short duration.
  • Speed boost: Sends you flying forward at high speed.
  • Laser: Fires a long-range beam that destroys anything in its path.
  • Bomb: Clears the screen of enemies.
  • Homing Missile: Used to destroy special targets.

After you've shot down 60 chompers, a feat that's easier than it sounds, Joker will send 50 more missiles at you and 10 mines. The mines are stationary but are quite big, so you must clear them from a distance with shots. With those destroyed too, Joker will use 5 of the Watchtower's sturdy cannons against you, along with 10 mines and constantly respawning missiles. To destroy the cannons, you need to get a Homing Missile power-up and have it target the cannons. You'll need several volleys of missiles before the cannon is destroyed.

With the missiles down, Joker will now send an odd robot-guided rocket to attack you. The rocket's main attack is to move fast and ram into you. Shoot at it to force the robot inside to emerge, firing missiles and shots at you. You can only hurt the rocket at this stage. Destroy the random chompers to get homing missiles, then lock on and fire at the pilot whenever it pops out of the rocket. Four shots will destroy the rocket and end the battle!

Joker launches one of his super missiles which Robin attempts to intercept. He fails to do so and gets his spaceship blown apart, followed by Batman's when he tries to save Robin. Just as the final volley of missiles fly in, Superman arrives to save the day, followed by other members of the Justice League! The Flash expands Wonder Woman's invisible jet into an invisible ship to keep Robin safe, then accompanies Cyborg and Batman onto the exterior of the Watchtower to find a way in.

Part 3: Scaling the watchtower

A stray missile knocks out both Batman and Cyborg's jets, so you're stuck on foot to look for an opening. Go forward and use Batman or Cyborg's laser to destroy it, revealing a token within. Collect the token as Cyborg to unlock the Magnet Suit, which lets him manipulate any bright blue objects. Once you get the token, some of Joker's henchmen will arrive to fight you. You also have to look out for mounted turrets, as they are very hard to destroy and can quickly kill you.

Move forward and use the Magnet Suit on a blue piece of the orbiting barrier to tear the barrier apart, letting you progress. As you deal with more henchmen and turrets, missiles containing chompers will strike down continuously, forcing you to fight off more enemies. Up ahead is a force field powered by 4 metallic generators. Both Batman and Cyborg have the Power Suit, so you can use either one to destroy the generators, shutting down the force field and letting you move on.

Once you reach the end, you'll see Superman punching a Joker missile into the surface of the space station, releasing some chompers for you to fight. You'll also encounter Lexbots which are extremely annoying to kill due to how they hover in the air. Laser off the exposed gold panel in the missile to destroy it, scattering loose blocks you can use to build a Flash panel. Have the flash stand on the panel, then select the three black items nearby to make him assemble a catapult, launching you into the hangar bay.

Your final obstacle is to open the hangar door, but you still have to fight endless waves of henchmen, teeth and Lexbots. Go left and use the Magnet Suit to pull out a large crate with a golden surface. Cut a bat symbol on the gold plate to make pieces drop out, which you can use to build a fuel station. Refuel Cyborg's Space Suit and fly up, then walk to the end of the platform. Use the Magnet Suit to pry the blue panels open and stand on the button, exposing a motor below. Laser the golden motor with Batman's Space Suit to weaken the force field on the hangar door.

Fly to the right platform as Cyborg and pull the blue floor panels with the Magnet Suit to cause a crank to raise. Turn the crank to extend a ladder to the center platform, letting the others join you. Use the Power Suit to destroy the shiny metal crates, giving you parts to build a treadmill generator. Have The Flash run on the treadmill to overload the motor it is connected to, destroying it and removing the force field on the door. With the hangar door open, the invisible ship can now dock and all the heroes can assemble!

Collectables