The Falcone Fortune Heists are one of the most unique collectibles in LEGO Batman: Legacy of the Dark Knight – they unlock in waves, meaning you can only see the next batch after completing the current ones. This guide covers all 14 heist locations with coordinates, district maps, and full puzzle solutions so you never get stuck.
Related Guides:
All 9 Tower Locations
All 21 Escaped Zoo Animals Locations
All 9 Subwayne Locations
LEGO Batman: Legacy of the Dark Knight Hub
All Heists – Waves Overview
The Falcone Fortune Heists are a special kind of LEGO Batman: Legacy of the Dark Knight collectible. It’s the only one that comes in waves. Only the current wave is displayed on the world map. Those heists must be completed before the next wave is released.
There are a total of five release waves after completing the initial heist:
Initial Heist
Mission 10
Wave 1: 3 New Heists
Broke Into the Old Apartment
Hush, There is Money
Meow-t of Office
Wave 2: 2 New Heists
Safe and Sound
High Ground
Wave 3: 3 New Heists
Pure and Symbol
The Heist Must Go On
No Heist Too Tough
Wave 4: 4 New Heists
Anyone Home?
Storage Doors
Cut Glass in Case of Heist
Stealing Office Supplies
Final Heist
The Falcone Fortune
1 – East End
East End is home to two Falcone Fortune Heists, both unlocked in the fourth wave. One takes place in a residential apartment, the other inside an office building near Otisburg station. Use the map coordinates below to find them quickly.
Coordinates in the brackets
1 – Cut Glass in Case of Heist (381, 848)
2 – Stealing Office Supplies (330, 942)
1 – Cut Glass in Case of Heist
Coordinates: 381, 848
Cut Glass in Case of Heist is part of the fourth wave of Heists released (together with Anyone Home?, Storage Doors, and Stealing Office Supplies) after completing the three heists in the third batch (Pure and Symbol, The Heist Must Go On, No Heist Too Tough).
The Cut Glass in Case of Heist is on the balcony of an apartment building in the center of East End, just southeast of the Subwayne Fast Travel point. Cut the glass with Catwoman to enter.
You’ll enter a big hall with two unarmoured cameras and five doors. Two open doors are guarded by cameras, and a third door has a red button that does nothing when pressed. The unguarded bedroom to the top right has a Kitty play tower that can be moved to the Kitty Vent above. Move the tower below the vent, then summon a kitty to go through to the other end. Press the button to open a passage.
Pick up the access card in this room and put it in one of the two slots just around the corner.
There is a window with a blocked Catwoman spindle next to the room with the red button that doesn’t work. Throw a batarang to unblock the spindle, then use Catwoman’s Whip on it to open the window. Enter the room through the window, and you can see why the button doesn’t work. There is a box blocking the door. Destroy the box, and you can open the door with the button.
Also in this room is an armoured camera guarding a door. On the floor is a toolbox, where Batman can use his X-Ray Vision. Follow the glowing cable in the wall to a red floor button in the main corridor, next to the door that the other unarmed camera is guarding. Stand on it to find the Camera Terminal to deactivate the cameras.
The second access card is inside the fridge in the room with the armoured camera. Carry it to the second card slot to open the gate to the safe. Crack it with Catwoman, swipe the money, and exit the apartment to complete the heist.
2 – Stealing Office Supplies
Coordinates: 330, 942
Stealing Office Supplies is part of the fourth batch of Heists released (together with Anyone Home?, Storage Doors, and the previous Cut Glass in Case of Heist) after completing the three heists in the third batch (Pure and Symbol, The Heist Must Go On, No Heist Too Tough).
Stealing Office Supplies is northwest of the Subwayne Fast Travel point, next to Otisburg station. Access point is a glass roof. Destroy its electric mechanism to reveal a spindle you can use with Catwoman’s Whip. You can now enter the heist location.
This office is heavily guarded with cameras and thugs. Look behind you right after entering. There is a kitchen with two thugs. Defeat them and pull the overhead yellow grapple plug with Batman’s Bat Claw to open a vent. Crawl through it to access the surveillance room, with the only guard asleep. Take care of him and use the camera terminal to turn the cameras off.
The door to the safe requires an access card. Look for the storage room where the Condiment King is trapped. There is a Kitty Vent here. Summon a Kitty with Catwoman and go through the vent. On the other side is the room with the safe. The access card is on the desk. Return to Catwoman and open the door with the access card.
In the room with a safe is a podium for 1st, 2nd, and 3rd place. There is also a glass display with a bronze mini-minifigurine in it. Cut the glass, take the figurine, and place it in third place (it’s bronze).
In the main office room is a pedestal with a silver trophy. If you destroy everything, it will be the only item you can’t destroy. Carry the silver trophy to the podium and place it in second place.
The gold trophy is in the room on the other side of the Condiment King’s room. Pick it up and place it in first place. This will open the access to the safe. Crack it with Catwoman, swipe the money, and exit the office to complete the heist.
2 – Newtown
Newtown contains two heists – the first of which is the tutorial that kicks off the entire Falcone Fortune questline during Mission 10. The second unlocks later in Wave 3. Both are found on Central Island.
Coordinates in the brackets
1 – Mission 10 (309, 621)
2 – Pure and Symbol (366, 701)
1 – Mission 10 Heists Introduction
The Heist is the first open-world section of Mission 10: Two-Face.
Coordinates: 309, 621
At the start, Catwoman mentions that she needs to go to Central Island to pick something up for a friend. The apartment is in the Newtown district, on the southern side of Central Island, by the train tracks. Cut the glass with Catwoman to enter.
Enter the apartment to find something that looks like a safe straight ahead. There are two bookshelves with animal pictures next to the safe: An owl and a pig.
You have to find a blue book and an orange book. In the bedroom with the pig painting, use Catwoman’s Whip to open a Kitty vent at the same location. Summon a Kitty and send it through the vent. Press the red button on the other end to raise the pig painting and open a passage into the lounge.
Enter to investigate the lounge. There are two statues, one to the left and the other to the right of the fireplace. Use Catwoman’s Whip to turn them into the same position as the paintings behind them. This will open up the fireplace. Take the book from it and take it to the orange bookshelf by the safe.
For the blue book, enter the other bedroom/office. The blue book is on top of the bookshelf. Use Batman’s Bat Claw on the yellow grapple plug to pull it down. Pick it up and put it into the blue bookshelf.
This will free the path to the safe, which Catwoman can crack. But the safe is empty, and Sofia Falcone shows up with a proposition. She wants Catwoman to take back her father’s money. Leave the apartment after the chat. This will unlock the Falcone Fortune Heists on the world map. This one counts as 1 of 14 (worldwide) and 1 of 2 in the Newtown district.
2 – Pure and Symbol
Coordinates: 366, 701
The second and last heist in Newtown is called Pure and Symbol. It is unlocked in the third batch of heists together with The Heist Must Go On and No Heist Too Tough after completing Safe and Sound & High Ground.
The heist’s location is in the north of Newtown, inside a skyscraper not far from the bridge to the East End. Cut the glass with Catwoman and enter.
The Pure and Symbol location is a big office room with workspaces to the left and right and a meeting table in the far center. There is a locked door that requires a key, a Kitty vent in the far center, above the meeting table, and a yellow grapple plug for Batman’s Bat Claw in both workplaces. If you pull the yellow plug to the left, a note with a golf club and ball will fall out.
The Pure and Symbol location is a big office room with workspaces to the left and right and a meeting table in the far center. There is a locked door that requires a key, a Kitty vent in the far center, above the meeting table, and a yellow grapple plug for Batman’s Bat Claw in both workplaces. If you pull the yellow plug to the left, a note with a golf club and ball will fall out.
If you pull the yellow grapple plug at the other side of the office, it reveals a spindle for Catwoman’s whip. Use it to open the blinds, revealing the safe door behind a cuttable glass window. Cut the glass with Catwoman, then enter and open the door by pressing the red button.
The room with the safe door has three slots for three notes. Pick up the golf club note that fell out from the first Bat Claw pull and place it in the third slot.
Stay in the safe room and use Batman’s UV-Vision to follow the footsteps out to three locations. Those three locations will show you the note positions. Dollars: 1 – Tie: 2 – Golf Club: 3. I still have two notes missing. Let’s track them down.
The key for the locked door is in a little basket on the desk where the computers are. Give it a smack to pick it up and unlock the door.
Return to the unlocked room and summon a Kitty to climb the Kitty tower to reach the Kitty Vent. The third and last note is at the end of the vent, just above the office hall meeting table. Pick up the note and return it to Catwoman. Place the note into the second slot to open access to the safe. Crack it with Catwoman, swipe the money, and then leave the office building to complete the heist.
3 – The Cauldron South
The Cauldron South has two heists spread across the western and eastern waterfront areas. High Ground unlocks in Wave 2, while Storage Doors arrives in Wave 4. Both take place inside warehouses and require a mix of Catwoman and Batman abilities.
Coordinates in the brackets
1 – High Ground (157, 445)
2 – Storage Doors (214, 442)
1 – High Ground
Coordinates: 157, 445
High Ground is part of the second batch of Heists released (together with Safe and Sound) after completing three heists in the first wave (Broke Into the Old Apartment, Hush, There is Money, and Meow-t of Office).
The High Ground heist is in the center-west of The Cauldron South, north of the Subwayne. It’s a warehouse near the waterfront.
Cut through the glass and enter. The warehouse has multiple cameras, drones, and guards. First, switch to Batgirl and hack the drone with a Hackarang. There are also poisonous barrels that can be hit with a batarang to take care of certain guards. A red button on the ground floor grants access to the camera terminal to switch them off.
In the same room as the camera terminal is also one of the two access cards for the main gate. Pick it up and use it at the main gate’s slot.
As for the second access card, there is a Kitty vent in the top-right corner of the warehouse, at the top of the back shelf. Climb the shelf with Catwoman. If you do it right, you can summon the Kitty on this top shelf, no jumping around needed. Then go through the Kitty vent into the main office, where you can press the red button to open the door.
Enter the upstairs office. There is a painting with a golden frame on the wall. Destroy everything to find: a bookshelf with orange books and two square, inactive pressure plates.
Put the orange book into the orange bookshelf. Then use the Whip on the spindle below the painting to turn it, making all cables glow. This will activate the pressure buttons. Stand on them to open the secret drawer in the desk, releasing the second access card. Use it on the gate below. This will grant access to the safe. Crack it with Catwoman, swipe the money, and leave the warehouse.
2 – Storage Doors
Coordinates: 214, 442
Storage Doors is part of the fourth batch of Heists released (together with Anyone Home?, Cut Glass in Case of Heist, and Stealing Office Supplies) after completing the three heists in the third batch (Pure and Symbol, The Heist Must Go On, No Heist Too Tough)
The Storage Doors Heist is a warehouse in the east of The Cauldron South. Cut the glass with Catwoman and enter to start.
This location is a warehouse with individual storage units, guarded by thugs and cameras. The cameras are not armoured and can be shot to disable.
On the ground floor, there is a wall that Catwoman can climb to reach the surveillance office, where the cameras can be turned off. Alternatively, there is a wall on the other side of the Surveillance office that Batman can breach with the Explosive Spray. Press the two red buttons to turn off the cameras and open the office door.
On the surveillance office floor is a picture of Penguin shaking someone’s hand in front of a storage unit with a yellow top bar. Pick up the piece, inspect and rotate it to see the storage unit number: Y012. Make sure to click the “X” in my case to confirm what you’ve found.
Find and open Storage Unit Y012 on the bottom level of the warehouse. It has a spindle for Catwoman’s Whip to open the shutter. Inside is a trapped Ratcatcher. You can’t free them, but there is a vent you can crawl through. The safe is at the other end of the vent. Crack it with Catwoman, swipe the money, and exit the warehouse to complete the heist.
4 – Old Gotham West
Old Gotham West hosts two heists – The Heist Must Go On (Wave 3) and Anyone Home? (Wave 4). They’re located close together in the center and south of the district.
Coordinates in the brackets
1 – The Heist Must Go On (274, 381)
2 – Anyone Home? (232, 359)
1 – The Heist Must Go On
Coordinates: 274, 381
The Heist Must Go on is part of the third batch of Heists released (together with Pure and Symbol & No Heist Too Tough) after completing the two heists in the second batch (Safe and Sound & High Ground)
The rooftop office entrance in the center of Old Gotham West is guarded by two hostiles.
Cut the pink glass with Catwoman and enter to start. The first room is a grand hall with three levels, entered on the top level. One guard is patrolling the safe door on the middle level. It requires two access cards. First, take care of the guards. The guard by the door is carrying one access card.
Heads up! There is a room with three glass displays that Catwoman can rob for extra studs!
For the second access card, there are two ways to enter the locked boss’s office: Either go through the room with the guards and press the red button, or, if you prefer a more stealthy approach, move a bookshelf in the Great Hall to reveal a Kitty vent. Summon a kitty to open the door from the other side.
Inside the boss’s office, Batman can use his X-Ray vision on the toolbox next to the boss’s picture on the wall. Follow the glowing cable to a plant pot on the table, which will reveal a button on the table. The boss’s picture will slide up, revealing the second access card. Use it on the door with the safe, crack the safe with Catwoman, swipe the money and leave the office to complete the heist.
2 – Anyone Home?
Coordinates: 232, 359
The Anyone Home? heist is part of the fourth batch of Heists released (together with Storage Doors, Cut Glass in Case of Heist, and Stealing Office Supplies) after completing the three heists in the third batch (Pure and Symbol, The Heist Must Go On, No Heist Too Tough)
There is a glass apartment window to break into in the south of Old Gotham West. Cut the glass with Catwoman and enter.
The window leads to a bedroom with a closed door. Destroy the boxes in front of the Kitty vent, then summon a Kitty. On the other side of the vent, you will notice that there is a green power cable going from the first locked door to the second locked door. Look for a second Kitty vent to reach the room behind the second locked door.
The second vent leads to a kitty playroom, where you have to climb up to find a third kitty vent that finally leads into a laser-trapped corridor. Avoid the lasers and press the red button at the end to finally open the doors.
Return to Catwoman and go through the same laser corridor again to reach the door with the safe. Crack the safe, swipe the money, and leave the apartment to complete the heist.
5 – Old Gotham North
Old Gotham North has just one heist: Broke Into the Old Gotham Apartment, one of the first three released in Wave 1. It’s located west of Wayne Tower at an elevated overpass with shops. Approach with Catwoman to cut the glass and enter.
Coordinates in the brackets
1 – Broke Into the Old Gotham Apartment (344, 393)
1 – Broke Into the Old Gotham Apartment
Coordinates: 344, 393
Broke Into the Old Gotham Apartment is one of three heists (together with Hush, There is Money and Meow-t of Office) in the first wave, right after the tutorial in Mission 10. The location is west of Wayne Tower. It is above ground-level, at an overpass with shops. Approach with Catwoman and approach the pink glass.
It’s a four-room apartment. Lounge as you come in, a padlock-locked room to the left. The kitchen and dining area are straight ahead, with the bedroom next to it. To find the key, move the TV aside to find a secret hiding place behind it, requiring an item to be placed on top of the pedestal.
Head to the bedroom and destroy the bookshelf on the opposite side of the bed. This will drop the lever. Return to the secret spot to place and use the lever. This will move the bookshelf in the kitchen, revealing two bent, angel-like statues. The one at the back is holding the key.
Use Catwoman’s Whip on the statue’s base to turn it around. Now you can take the key and open the door. Behind it is the safe. Crack it with Catwoman and swipe the money to complete the heist.
6 – Old Gotham South
Old Gotham South is the most heist-dense district with three locations spread across three different waves. You’ll find a mix of apartment break-ins and a hacked rooftop entry here. Clear these in wave order to unlock the later batches.
Coordinates in the brackets
1 – Hush, There’s Money (279, 322)
2 – Safe and Sound (354, 256)
3 – No Heist Too Tough (350, 320)
1 – Hush, There’s Money
Coordinates: 279, 322
Hush, there’s Money is one of three heists (together with Broke Into the Old Apartment and Meow-t of Office) in the first wave, right after the tutorial in Mission 10.
The location is a glass roof in the northwest of Old Gotham South. There are explosive tanks next to them. Destroy those to reveal a spindle for Catwoman’s Whip. Use it to open the glass window.
The team grapples down to a room with a closed door. Above the door are two screws that can be loosened with Catwoman’s Whip, revealing a spindle behind it. Use the Whip again, but this time on the spindle to open the door.
Enter the next room and head upstairs to the back to find a room with paintings. One of them is a painting of a safe. This is where to go. Switch to Batman and use UV Vision on the hammer on the floor in front of the painting. In the scan, follow the glowing cable to the left. There is a button behind the owl painting.
Before entering the next room, destroy everything to find a yellow lever. Pick it up and take it to the next room, where you can put it in the missing lever slot.
Now you can solve the puzzle in this room to open the safe. The room has four statues, each holding either a weapon or a shield. The locked door has four lights above the entrance; the second one is set to green. This means one of the statues is in the correct position. It’s the one with the shield. It is facing the shield with its shield.
Turn the other statues so they face their weapon in the weapon rack. The sword statue faces the left wall, the mace statue faces the right wall, and the hammer statue faces the entrance wall. The gate will open, and Catwoman can crack the safe. Swipe the money inside and leave the apartment.
2 – Safe and Sound
Coordinates: 354, 256
Safe and Sound is part of the second batch of Heists released (together with High Ground) after completing the three heists from wave one (Broke Into the Old Apartment, Hush, There is Money, and Meow-t of Office)
This location is in the southeast, on the other side of the road from Gotham Zoo. Switch to Catwoman, cut the pink glass, and enter the apartment.
Inside the apartment, a bookshelf holds red books next to a painting of a pawn. One book has a chess pawn on its cover. Pick up the pawn book right in front of the bookshelf and put it into the empty slot. This will open a passage to the room behind the painting. Inside this room is the queen book.
Back in the room with the bookshelf, there is a yellow grapple plug on one of the bookshelves. Use Batman’s Bat Claw to pull this bookshelf to reveal a Kitty vent. Summon a kitty with Catwoman and pass through the vent. In the next room is another Kitty vent to go through.
This vent leads to the main library with four bookshelves. Press the red button to open the door. Now you can pick up the queen book from the pawn room and place it in bookshelf number 4 (the queen is the chess piece with the highest value).
Pick up the castle book from the chair in the library and put it in the third bookshelf (the fortress is less important than the queen). Pick up the Knight Book from the entrance hall and put it into the second bookshelf (The Knight is important, but not as important as the castle).
Remove the Pawn book from the small bookshelf and place it in the first bookshelf in the library to open access to the safe. Switch to Catwoman to crack the safe and swipe the money inside it. Leave the apartment to complete the heist.
3 – No Heist Too Tough
Coordinates: 350, 320
No Heist Too Tough is part of the third batch of Heists released (together with Pure and Symbol & The Heist Must Go On) after completing the two from the second batch (Safe and Sound & High Ground).
North of Old Gotham South is a door on the roof that needs to be hacked by Batgirl. Use a Hackarang to open it.
The inside is an office patrolled by two drones. Use the Hackarang to disable them. You probably have to run around a bit to avoid them and access the hacking point at their backs. Once the drones are dealt with, cut the glass to the server room.
Inside is a yellow grapple plug for Batman’s Bat Claw. Pull this panel to create an opening for Batgirl’s drone to fly into a corridor with security lasers. Avoid them and fly to the other side of the corridor. Here you can enter an office.
Scan the pinboard in this office for the code, then switch back to Batgirl to enter it at the office door.
The passage to the safe is also laser-protected. Before going through, press the button to open the door to the safe at the other end of the corridor. Avoid the lasers, crack the safe as Catwoman, swipe the money, and exit the apartment.
7 – Tricorner
Tricorner is where the Falcone Fortune story begins and ends – it holds the Wave 1 Meow-t of Office heist and the final heist, The Falcone Fortune, at the Iceberg Lounge. You must complete all 13 other heists before the final one unlocks here.
Coordinates in the brackets
1 – Meow-t of Office (184, 154)
2 – The Falcone Fortune (288, 155)
1 – Meow-t of Office
Coordinates: 184, 154
Meow-t of Office is one of three heists (together with Broke Into the Old Apartment and Hush, There is Money) in the first wave, right after the tutorial in Mission 10.
The heist west of the GCPD Building at Tricorner. Two kitties and a big light are welcoming Catwoman to cut the glass window and enter.
In the first room is a lock requiring a key. In the lounge, use Batman’s Bat Claw to pull down the bookshelf, revealing a vent for the Kitty. Switch back to Catwoman, summon the Kitty, and go through the vent. On the other side is the office with the key on the desk. Pick it up and return to Catwoman.
Now, Catwoman can unlock the office and crack the safe inside to swipe the money. Exit the apartment to complete the heist.
2 – The Falcone Fortune
Coordinates: 288, 155
This is the last heist to complete in LEGO Batman: Legacy of the Dark Knight. You have to complete the other 13 for this heist to unlock.
After completing 13 heists for Sofia Falcone, she wants to meet at the Iceberg Lounge’s roof. Talk to her to start the heist. She wants you to steal a falcon stuffy. Enter the Iceberg Lounge when ready.
You’re starting off in a small room with a bar and a couple of tables. There is a big storage pile that you can move aside to reveal a generator with an empty battery slot. Push it to the left. Then pick up the battery from the other generator in this room and put it into the empty slot to open the door to the next room.
The next room is guarded by moving lasers. Avoid them and reach the back. There is a door that requires an access card. You will find two kitty vents next to this door. One of them is blocked. Send Catwoman’s kitty through the accessible one.
Climb the shelves with the boxes and reach the button that is unguarded. This button will provide power to the other kitty vent next to the access card room and open the shutter.
Call the kitty back and send it through the now-open kitty vent. The access card is on top of a bench behind the guard by the door. Take the card to Catwoman.
Use the access card to open the door with the guard. Enter and defeat the guard. Head to the office at the back. The last door needs a three-digit code.
-> Cobblepot painting in the hall has #1 & square
-> Calendar in the office has #5 & circle
Switch to Batman and use the Bat Claw on the bookshelf‘s yellow grapple plug.
-> Wall graffiti #4 & triangle
Now you can enter the code in the office with the Whip.
-> 514
Crack the safe, swipe the stuffy and the money. Then, exit the Iceberg Lounge and talk to Sofia to complete the heist.
More LEGO Batman: Legacy of the Dark Knight Guides
LEGO Batman Legacy: Kite Man Mission 11 Walkthrough
100% walkthrough for Kite Man – Mission 11 in LEGO Batman: Legacy of the Dark Knight. Covers the Clu…
LEGO Batman Legacy: Mr. Freeze Mission 14 Walkthrough
Complete walkthrough for Mission 14: Mr. Freeze in LEGO Batman: Legacy of the Dark Knight. Covers al…
LEGO Batman Legacy: Poison Ivy Mission 12 Walkthrough
100% walkthrough for Poison Ivy -Mission 12 in LEGO Batman: Legacy of the Dark Knight. Covers all 5 …
LEGO Batman Legacy: Sand Timer Batcave Trophy Parts in Tricorner
Find all 10 Sand Timer Batcave Trophy parts in Tricorner – LEGO Batman: Legacy of the Dark Knight. I…
LEGO Batman Legacy: The League of Shadows Returns Walkthrough
Complete walkthrough for Mission 16: The League of Shadows Returns in LEGO Batman: Legacy of the Dar…
LEGO Batman Legacy: Tricorner Plant Life Activities Solutions
Complete guide to both Plant Life Activities in Tricorner – LEGO Batman: Legacy of the Dark Knight. …
About LEGO Batman: Legacy of the Dark Knight
Release: May 22nd, 2026
Developer: TT Games
Publisher: Warner Bros. Games
Official Website: https://legobatmangame.com/




















































































































































