Objective 1: Build the Batboat
Batman is still raining missiles around the Batcave! To make matters worse, he’s now making use of the Batmobile to do this. Time to use some of the other Bat-vehicles to stop him. Start out by heading down the nearby stairs. Once at the bottom, head left and smash The Joker prop you find there. With that out of the way, equip Robin with the Illumination Suit. Now, duck into the dark alcove just past The Joker prop and smash everything inside. Pick up the keycard that drops and bring it to the console near the base of the stairs. Placing it into the stairs causes the Batboat to rise and fire missiles at the Batmobile—which is soon destroyed when the Batmobile returns fire!
The Joker Smash Challenge: 1 / 3
Objective 2: Build the Batcycle
Well, that didn’t stop him. On to the next vehicle, the Batcycle. Start by heading back up the stairs, using Alfred to bypass the flames to the right. Smash the box at the top of the stairs and build the LEGO bricks that spill out into a water cannon. After the cannon has extinguished the flames, use Robin to jump between the walls just past the water cannon to reach the top.
After wall-jumping your way to the top, equip Robin with his Techno Access suit and hack the nearby computer. This lowers an elevator platform that Alfred can use to join you. At the upper left corner of the Batcycle platform, there is a blue LEGO chest. Smash the chest to reveal a dig spot. Dig through the soil using Alfred to release some bricks. Building these bricks completes the Batcycle, raining more missiles onto the Batmobile. Unfortunately, it responds with its own, destroying the Batcycle.
Objective 3: Build the Batwing
On the right side of the Batcycle platform, some bricks have fallen. Build these to form a grapple handle on the nearby ledge. Grapple the handle and pull to bring down a ladder. After scaling the ladder, smash all of the crates and The Joker prop you find on the platform above. After smashing the crate marked with the Batman logo, use the bricks that come from it to build a grapple handle nearby. When pulled, the grapple handle brings down a bridge that allows you to continue to the right.
The Joker Smash Challenge: 2 / 3
After crossing the bridge, the Batmobile drops a barrage of missiles on the nearby Batcomputer, destroying it. Start smashing all of the nearby crates. Doing so reveals a gamut of Attract pieces. Once you’ve collected all of these, build the Attract Station that is in pieces where the Batcomputer once was. Filling the Attract Station with the required pieces causes the Station to build a nearby computer terminal ready to be hacked.
Hack the computer terminal to call on the Batwing. The Bat-vehicle comes to your aid, bombarding the Batmobile with missiles causing Batman to flee—turning into a massive beast in the process—as well as ending the stage.
Objective 1: Build a Spotlight
At the start of the stage, forego attacking the Batman-esque monstrosity. Instead, run from the right to the left sides of the stage smashing everything you see. This includes both the two Batman props and the three Joker props as you do so. Easy!
Batman Smash Challenge: 2 / 2
The Joker Smash Challenge: 3 / 3
Now that everything has been thoroughly trashed, take note of the green LEGO cage on the left side of the stage. This is where you find The Joker Card for the stage. How to get inside you ask? Stand next to the crate and simply wait for Batman to take a swing at it. His massive punch shatters the crate, allowing you to access its contents. Just don’t forget to get out of his way.
The Joker Card
Objective 2: Deflect the Light
With the challenges complete, stand where the LEGO crate once was and look for a red and white target behind Batman. Aim at the target and throw Robin’s baton at it. This causes a swarm of bats to lift a box into the air and drop it near you. Build the LEGO bricks left behind into a spotlight. The bright beam of light stuns Batman. Now’s your chance! Take aim at Batman with a projectile and let it fly.
Once again, stand on one of the far edges of the stage and throw your baton at one of the targets behind Batman. The bats drop another box on the platform. This time, build the bricks into a deflection spot. Switch to Alfred and interact with the spot. Reflect the beam of light onto Batman to stun him once again, leaving him vulnerable to another projectile attack.
Objective 3: Pump Up the Volume!
That leaves one last and final target behind Batman. Throw a projectile at it to have the bats drop one final box near you. This time, build the bricks into a speaker. The resulting racket from the device is enough to stun Batman again. Target him once more with your projectile and let it fly! Once your weapon finds its mark, the stage is complete.