LEGO Batman: Legacy of the Dark Knight
Cheat Codes:
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Submitted by: David K.
Passwords / Promo Codes:
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Scan the QR code on each eligible LEGO set's instruction booklet through your LEGO
account, claim the one-time redeem string, then enter it via Redeem Code on the main
menu or Settings -> Extras. Codes are guaranteed through March 1, 2029 and cannot be
shared after use.
-= Active codes =-
Code Reward
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76330 - Golden Knight Batsuit (Batman Logo LEGO set).
76331 - BvS Batmobile plus golden variant (unlock black Batmobile in-game
first).
76332 - The Batman Batmobile plus golden variant.
76333 - Batman and Robin Batmobile plus golden variant.
Link a WB Games account from Extras for the Golden Age suit. Link HBO Max from Extras
for the Black Lantern and Dark Knights of Steel suits. These account rewards are
cosmetic and not required for 100% completion.
Hints and Tips:
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Play through Bruce Wayne's origin across six story chapters, then free-roam Gotham for
collectibles, Batcave upgrades, and over 100 suits across seven heroes. Progression
runs through skills, gadget upgrades, and stud farming.
-= Red Bricks and skill progression =-
Legacy LEGO titles let you type codes for stud multipliers and magnets. Legacy of the
Dark Knight replaces that with skill-tree purchases instead. Red Bricks now unlock
cosmetic color palettes for suits and vehicles only. Stud multipliers come from buying
Hyper Combo twice in the pause-menu skill tree using Gold Skill Bricks earned from
missions and challenges.
-= Priority skills =-
Spend Gold Skill Bricks from the map pause menu on Exploration and Combat trees. Buy
Hyper Combo in Tier 1 and Tier 4 Exploration to raise the stud combo cap toward 4x.
Stud Magnet (Tier 1 and Tier 3 Exploration) pulls nearby studs toward you. Extra Focus
(Tier 3 and Tier 4 Combat) doubles focus generation for special moves. Collectible
Detective (Tier 3 Exploration) highlights hidden chests. Full Power (Tier 3 Combat)
boosts damage and focus when you pick up hearts. Character-specific gadget upgrades
cost WayneTech Caches at blue workbench icons or Bat-Mite shop workbenches.
-= Stud farming =-
The stud combo multiplier in the top-right starts at 1x and climbs as you chain
pickups. Purple studs are worth 10,000 base; wait until your multiplier hits 3x or 4x
before grabbing one for 30,000 or 40,000 studs. Smash Gotham props with the Batmobile
or Jim Gordon's rebound launcher for fast income. Each Batcave visit refills the Stud
Cache for roughly 30,000 studs when multiplier skills are active. Cash in completed
challenge boards in the Batcave for lump-sum payouts.
-= Story first, then Gotham =-
Clear most story chapters before hunting open-world collectibles. Late-game roster
unlocks (gliding, hacking, every Bat-Family gadget) gate puzzles across the map. Check
the pause menu at each mission start; it lists whether that level holds a Red Brick,
WayneTech Caches, and Batcave Trophy pieces so you do not search for missing
collectibles. Replay any mission from the Batcomputer in the Batcave.
-= Batgirl radio towers =-
Batgirl joins in Chapter 4. Hack each district radio tower with her hackarang to
reveal every collectible icon in that zone on the map. Pair tower reveals with
SubWayne tunnel unlocks for fast travel before tackling 100% completion.
-= Detective Mode and gadgets =-
Toggle Detective Mode often to highlight breakable objects and objectives when a
puzzle stalls. Aim at grapple points, whip anchors, or hack panels and the game
auto-swaps to the correct gadget if your active hero owns it. Hold the character swap
button to pick a specific ally and view their toolset. Shield enemies fall quickly to
Batman's Vault Slam grapple upgrade from a workbench.
-= Map locks and Bat-Mite shops =-
Side activities show a lock icon on the map until you own the required character
ability; skip locked icons to avoid half-finished puzzles. Bat-Mite shops appear as
shopping carts on the map and hide a workbench on the left side for WayneTech upgrades
without returning to the Batcave. Random Red Brick and suit offers on the central
podium need story completion plus large stud savings.
-= Difficulty and accessibility =-
Three difficulties range from Explorer through Caped Crusader to Dark Knight. Dark
Knight spawns larger enemy waves and can slow boss fights without adding much reward.
PC players can remap all controls and enable Prefer Keyboard Prompts under
accessibility. Turn off stud loss on death in accessibility if younger players keep
dying during co-op.
-= Mission collectible mix =-
Most story levels hide five Batcave Trophy trinkets, five WayneTech Caches, and one
Red Brick, though some chapters omit a category. Trophy objects change per level
(disco balls in the Iceberg Lounge, bonsai trees elsewhere). WayneTech Caches and Red
Bricks use consistent models. Free-play replay through the Batcomputer is the safest
way to sweep leftovers.
Secrets:
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-= Batcave Stud Cache loop =-
The Stud Cache in the Batcave refills whenever you return from Gotham. Fast-travel
back after a short open-world run, open the cache, and repeat for steady stud income
once Hyper Combo skills are online.
-= Purple stud timing =-
Spotting a rare purple stud before your combo multiplier peaks wastes value. Build the
multiplier with ordinary studs or Batmobile destruction first, then grab the purple
pickup at 3x or 4x.
-= Augmented Reality combat =-
Jim Gordon's bouncing projectile upgrade makes AR combat trials far easier because
shots ricochet between grouped thugs. Upgrade at a workbench before tackling AR score
challenges.
-= Batmobile puzzle icons =-
Some open-world puzzles need the Batmobile's weight, grapple cannon, or missiles. If a
tire icon appears or ground gadgets fail, spawn the car and scan breakables from the
driver's seat.
-= Batcave upgrade trophies =-
Placing five props in the Batcave Build Zone instead of the required three unlocks an
extra achievement on top of the story objective.
Easter Eggs:
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-= Batcave '66 dance party =-
Once you hit 100% completion of the Batcave and the wider game, an unseen phone starts
ringing. Follow the sound and marker to a previously inaccessible wing styled after
the 1966 TV Batcave. Starting the mission unlocks Batcave '66, a dance party area,
plus an Adam West congratulatory call reusing dialogue recorded for LEGO Batman 3:
Beyond Gotham.
-= American Psycho business card =-
When Batman infiltrates Wayne Enterprises to meet with Lucius for the first time,
watch the yuppie who inspects Bruce Wayne's business card. He recites Patrick
Bateman's reactions from the famous business card scene in American Psycho,
referencing Christian Bale as both Patrick Bateman and the Dark Knight.
-= Gotham Year One billboard =-
Keep an eye out for a red billboard that displays Gotham: Year One, a nod to the
Batman: Year One comic arc. The sign also lists Scott Beatty, Javier Pulido, and
Marcos Martin, the writer and artists from that series.
-= Bill Finger and Bob Kane painting =-
At the Flugelheim Museum, find the painting of a writer and an artist. Batman's
reaction muses about the man behind the proverbial cowl, honoring Bill Finger and Bob
Kane, the creators of Batman.
-= Fire hydrant surfing =-
When you find a fire hydrant, try breaking it open and jumping onto the water spout.
If you wait long enough on the spray, Batman pulls out a surfboard and surfs the
geyser.
-= GNN weather ticker =-
Find the GNN digital billboard showing the weather and read the bottom ticker. It
scrolls Rain, rain and more rain! It's Gotham City, what did you expect?
-= Flugelheim comic art =-
Inside the Flugelheim Museum, a painting shows Batman leaping with a lightning bolt
behind him, referencing The Dark Knight Returns cover. Catwoman's line Let's be frank,
this would fetch a pretty penny at auction name-drops Frank Miller. Another Detective
Comics cover painting features The Gray Ghost from Batman: The Animated Series.
-= Gray Ghost movie murals =-
Search Gotham for Gray Ghost murals that parody Batman movie posters. One shows him
below a burning skyscraper with a bat symbol blasted through the windows, referencing
The Dark Knight. Another column poster titled The Gray Ghost Returns parodies Batman
Returns. A third brooding pose mirrors The Dark Knight Rises.
-= Riddler and Cluemaster banter =-
When the Riddler and Cluemaster brainstorm schemes, hang back instead of rushing the
puzzle. Their pitches include sharks with laser beams like Austin Powers, props from
the Think Thank Thunk show in The Batman 2004 cartoon, and the mind control blender
from Batman Forever.
Solutions:
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-= Iceberg Lounge safe (Filthy Rich Red Brick) =-
1. During the Carmine Falcone Iceberg Lounge mission, reach the room where Arnold
Flass returns and Selina Kyle tends the bar.
2. Enter the left-side office with the vault; note the middle dial is fixed on 9.
3. Smash props behind Selina at the bar to flip the 59x note, then break the green
couch by the vault for the x96 note.
4. Set the left dial to 5 and the right dial to 6 so the display reads 596, then
collect the Filthy Rich Red Brick for green suit and vehicle palettes.
-= Compact 100% completion route =-
1. Finish all six story chapters and Batcave wrench upgrades so every hero ability is
available.
2. During the first playthrough, grab Red Bricks, WayneTech Caches, and trophy pieces
listed in each mission pause screen; replay stragglers via Batcomputer.
3. After Chapter 4, activate every radio tower with Batgirl, then sweep SubWayne
tunnels, Bat-Symbols, zoo animals, Riddler challenges, and district activities.
4. Buy remaining Bat-Mite Red Bricks and suits, expand Batcave minikits, and cash
challenge boards until the completion meter hits 100%.
5. Return to the Batcave, answer the ringing phone, and enter Batcave '66 for the
finale reward.
-= Early skill purchase order =-
1. Complete the Prologue and Chapter 1, then open the pause-menu skill screen.
2. Buy Tier 1 Hyper Combo and Stud Magnet as soon as Gold Skill Bricks appear.
3. Spend WayneTech Caches at the Batcave workbench on Extra Focus and Batman's Vault
Slam before tackling shield-heavy missions.
4. After Tier 3 unlocks, add Collectible Detective and the second Hyper Combo tier.
5. Upgrade Jim Gordon's rebound launcher before Augmented Reality combat trials.
Unlockables:
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* Hyper Combo skills - Raise stud multiplier ceiling (buy both tiers).
* Red Bricks - Twenty-three cosmetic palette unlocks; fourteen in missions, nine from
Bat-Mite shops after story completion.
* Bat-Symbols - Fifty hidden symbols; halfway progress awards an achievement.
* Batcave minikits - Ten stud-purchased expansions; all ten help reach Batcave '66.
* Chapter suits - Story progression grants era-appropriate Batsuits (1989 suit in
Chapter 2, The Dark Knight suit in Chapter 5, and similar beats).
* Absolute Batman suit - Rescue nine escaped zoo animals.
* Zero Year suit - Finish Chapter 1.
* Brutal Bat (Amethyst) suit - Collect every purple stud in missions and open world.
* Batcave '66 - Secret hub and dance party at 100% completion.
Reference:
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* Gold Skill Bricks - Unlock shared Combat and Exploration skills from pause menu.
* WayneTech Caches - Upgrade individual gadgets at workbenches.
* Batcave Trophy pieces - Five per most missions for Batcave displays.
* Red Bricks - Cosmetic palettes only (no gameplay cheats).
* Bat-Symbols - Fifty collectibles across Gotham.
* Purple stud - 10,000 base value before multiplier.
* Stud combo cap - Up to 4x with both Hyper Combo purchases.
* Iceberg Lounge safe - Combination 596 (middle digit fixed at 9).
* Default move - WASD movement on PC (fully remappable).
* Jump - Spacebar default on PC.
* Interact - E default on PC.
* Character swap - Tab default on PC.
* Playable heroes - Seven Bat-Family members unlock through story progression.
* Steam achievements - Fifty-two listed on PC.
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