There are 15 Puzzle Rooms in LEGO Batman: Legacy of the Dark Knight – 7 Cluemaster Puzzle Rooms and 8 Riddler Puzzle Rooms. Puzzle Rooms unlock procedurally as you solve open-world puzzles, and only one is active at a time. Complete all open-world puzzles plus all 14 Puzzle Rooms to unlock the final showdown, Riddler vs Cluemaster, in Old Gotham West. This guide covers every Puzzle Room location with coordinates and full step-by-step solutions for the directional robot puzzles and mirror puzzles alike.
Related Guides:
All 23 Red Brick Locations & Looks
All 14 Falcone Fortune Heists
All 61 Riddler Puzzle Solutions
All 60 Cluemaster Puzzle Solutions
All 9 Subwayne Locations and Solutions
All 7 Wanted Poster Locations
All 9 Tower Locations
LEGO Batman: Legacy of the Dark Knight Hub
Cluemaster Puzzle Rooms
1 – Mission 11: Kiteman
Coordinates: 388, 681
The first Cluemaster Puzzle Room is part of the Story Mission 11: Kiteman. Batman and Robin head to the northern parts of Newtown to solve this puzzle.
There are 4 LEGO bricks representing three directions: north, east, and west. There are two east bricks: One in the machine slot and the other on the floor.
Puzzle 1 Solution
The right arrow brick (East) is in the machine. The robot will explode if you press the button, and it will drive to the right. Pick up the second East brick and put it into the second slot. Press the button to pass round 1, then pick up the key and unlock the door.
Puzzle 2 Solution
Puzzle 2 works by the same principle. This time, you need to insert four directional LEGO bricks to move the robot to its destination. Hint: You can also use the directional bricks from Puzzle 1.
The solution is E-N-N-W. Pick up the key and unlock the next door to the third puzzle.
Puzzle 3 Solution
Puzzle 3 has five directional slots.
The solution is N-E-N-E-E. You can pick up the Cluemaster cube as your reward, then exit the Cluemaster room as your reward.
2 – Clue Me In
Coordinates: 336, 380
The Cluemaster Puzzle Room is in the southwest of Wayne Tower, on the lowest level at Old Gotham North. Vicky Vale will be standing in front of it.
Inside the room are six slots for the six directional bricks that you can find scattered on the floor. Destroy the padlock to open the robot arena.
Place the bricks like this: S – E – E – N – N – W. Then, press the button.
This will solve the puzzle room.
3 – Clue’s Done It
Coordinates: 306, 311
Clue’s Done it is northwest of the Old Gotham South Subwayne. The entrance is on the ground floor.
Inside, another robot puzzle awaits with 6 steps, but only 5 bricks on the floor. There is a destructible wall for Batman’s explosive spray. Blow it up to find four more directional pieces. Now you can solve the puzzle.
Solution: E-S-E-E-N-N. Press the button to execute.
4 – Come On Down!
Coordinates: 149, 387
Come on Down’s puzzle room is right next to the Subwayne at the Cauldron South.
This puzzle room is on the complex side and has various puzzle areas. Right by the entrance is a robot puzzle. In the area to the right is a second robot puzzle, together with a mechanism that requires an access card. Directional bricks are stored on shelves across this big room. They can be destroyed to reach them. At the far end are two tubes. In one of them is the access card, in the other the puzzle box.
Most of the directional bricks you need to solve the puzzles are on the other side of the room, and you can’t climb up the ledges with them. So they need to be transported. There is a crane-like feature in this room that you can load with three directional bricks. Then shoot the target so it travels to Puzzle 2. There are targets on each side, so you can let it travel back and forth.
Now you can solve the second puzzle to the left of the entrance to get the access card.
Solution: E – N – E – E – E – N and press the button.
Pick up the access card and put it into the nearby card slot. This will change the above crane tracks so that the puzzle by the entrance can be reached by the crane. You have to load the crane twice and send it to the entrance puzzle.
Solution: N – N – E – E – S press the button for the Puzzle Box.
5 – Maybe I’m a Maze
Coordinates: 268, 539
Maybe I’m a Maze unlocks on the ground level in the east of the Cauldron North.
First, the room has no power. Switch to Nightwing and charge the generator with the staff. This will open the storage room for more directional bricks, but it also has a door to pry open with Nightwing or Robin’s staff.
This door leads to the second generator to charge with Nightwing. Then you can go up to the entrance to pry open another door.
There are overhead connectors that will move the bridge from left to right. Switch to Jim Gordon to plug the center vent on the robot game field.
Use the overhead cable, and the bridge will stop in front of the clogged vent. You can now solve the puzzle.
Solution: N – E – N – N – N – W. Press the red button to receive the Puzzle Box.
6 – Mazed and Confused
Coordinates: 420, 900
This puzzle room is southwest of East End’s Amusement Mile. Charge the generator by the door to enter.
Inside is a door that requires a key and an underground vent that you can go through. At the other side of this underground vent, you can lower a platform with Nightwing’s staff to get the “E” directional brick. Then, pry open a door in this room.
In the next room, you can open the door with the yellow valve. Switch to your other character and push the boxes to prevent the shutter from closing again. In this room, there is also a panel you can pull off the wall for a directional brick.
You now have enough directional bricks to solve the puzzle.
Solution: E – E – N – E – N – N. Then, press the red button.
Pick up the key and use it on the padlock to enter the next room. Pull off a panel in this room with Batman’s Bat Claw to enter a room with a generator. Charge it with Nightwing and pry the door open.
Follow the power cable to find another W directional brick. Now you only need another W brick. Use Nightwing’s Cable Charger to fire a cable that gets you close to one of the overhead platforms marked with a W. For the two “N” bricks, get them from the first puzzle.
Solution: S – W – S – W – W – N – N. Press the button to receive the Puzzle Box
7 – Think It, Thank It, Thunk It
Coordinates: 243, 750
The puzzle room is in the center of Gotham Village, near a Tech Shop.
Once inside, destroy all the desks and destructible items to find the directional bricks and a red button. Stand on it to open the door to the next room. Head upstairs to the boss’s office and destroy the wall with the explosive spray. In the room behind it is the “E” directional brick.
One of the “E”‘s has a double arrow and moves two ways.
Solution: S – E (double) – S – S – E – E
Riddler Puzzle Rooms
1 – Riddle Me This
Coordinates: 156, 156
This is the first Riddler Puzzle room. It is solved during Mission 4: Carmine Falcone, with the entrance being in the west of Tricorner.
How to solve the Mirror Puzzle:
There are three pedestals and a teddy bear. Place the teddy bear on the left pedestal. After solving the puzzle, the Riddler will officially introduce himself.
Looks like the first Mirror Puzzle was just a warmup. The second puzzle wants you to place a bust, a lamp, and a candlestick in this order from left to right. The candlestick is already there, but on the wrong pedestal. Let’s move it to the right first.
Remember: You can always use “Detect”.
Now, destroy everything to find the bust and the lamp. The bust is in the pile to the right of the mirror. Pick it up and place it on the left pedestal.
The lamp is next. Head upstairs and find the lamp next to the desk. Place it on the center pedestal to solve the puzzle.
Move on to the third Mirror Puzzle. This time, you need a lamp and a radio. Destroy everything to find the radio behind one of the shelf units. Pick it up and place it on the right pedestal.
For the lamp, just take the one from the Second Mirror Puzzle and place it onto the left pedestal of the Third Mirror Puzzle. Sneaky one!
Pick up the Riddler Puzzle Box. It is 1 of 9 of the Tricorner World map and one of a total of 121 in the game. Leave the Riddler Room when you’re done.
2 – Mirror Mirth
Coordinates: 138, 512
The Mirror Mirth Puzzle Room is west of the Cauldron North’s Subwayne. An indoor location marked with green arrows and pink lights.
In the first room, a lamp, a candlestick, and a radio have to be placed on the yellow bricks at the table, and a teddy needs to sit on the piano. First, move the lamp to its correct position on the left.
The teddy is on the bookshelf, place it at the piano.
For the candlestick, press the red button in this room. This will open the shutter to the storage area. The candlestick is on the floor. Put it in the table slot.
The last item is the radio. Pick up the handle next to the table in the puzzle room and use it on the elevator mechanism in the warehouse.
Move the box down and destroy the padlock. Inside is the radio. Place it in the last slot by the table. This will open the mirror door with the puzzle box behind it.
3 – Our Riddle Secret
Coordinates: 407, 448
The Puzzle Room is in the northeast of Old Gotham North. The entrance is marked with green arrows and pink lights.
The puzzle room requires you to place three items as shown in the mirror. There is a lamp, a radio, and a bust with a top hat. Don’t get confused. There are four round flat bricks that can be used to place items, but only three are shown in the mirror.
The radio is at the back of the room and has to be moved to the front.
For the lamp, go to the other room and look for a hanging target you can shoot with the Batarang. With the parts, build a grapple hook for Batman’s Bat Claw.
Use the Bat Claw on the grapple hook to reach the lamp. Place it on top of the drawer unit.
The last item is the top hat bust. It is hidden behind the desk. Place it onto the drawer unit by the TVs. The mirror will open, and you can grab the Puzzle Box.
4 – Riddle by Riddle
Coordinates: 314, 411
Riddle by Riddle is in the center-east of Old Gotham West, on top of a roof. The entrance is marked with green arrows and pink lights. To enter, use Catwoman’s Whip above the door.
This puzzle room spans over two floors of an apartment, with the mirror being on the bottom floor. There is a bust, a radio, a lamp, and a candlestick. There is a downstairs and an upstairs mirror. The candlestick with the top hat bust is showing in both of these mirrors.
The radio is in the room upstairs. As soon as you want to take it, the door will close, and you can’t exit. To prevent this from happening, put the radio back where it was and look for a toolbox in the corner of the room, where Batman can use X-Ray Vision.
Follow the glowing cable to a lever behind a bookshelf. This will deactivate the mechanism, and you can take the radio to place it on the center pedestal in front of the mirror.
For the candlestick, return upstairs to use Batman’s Bat Claw on the yellow grapple hook on the wall. This will open up a crawlspace vent. Go through it to the other side. The candlestick is on top of the table.
A trolley is stuck in this room’s elevator. Destroy it and place the candlestick inside. You have to get very close to get the “Plug in” prompt. Press the red button to send the chandelier down to its position in front of the mirror.
There is only the lamp missing in the mirror. It’s in one of the glass displays. Use Catwoman to cut the display’s glass and place the lamp in its place to the left
Upstairs is a paint spill on the floor. Use Batman’s UV Vision and follow the traces to a downstairs bookshelf. It will shatter and reveal a destructible wall behind it. Use Batman and his Explosive Spray.
Enter and switch to Catwoman to climb the wall ahead to pull the lever at the top. This will open the cage with a statue in it. The statue has a yellow grapple hook for Batman and a handle in its hand.
Pick up the handle and use it on the upstairs mechanism to lift the chandelier. All mirrors will lift, and you can access the puzzle box.
5 – There’d Better Be a Mirror Puzzle
Coordinates: 207, 699
This puzzle room is in the southeast of Gotham Village, on a roof next to the train tracks. The entrance is marked with a green arrow and pink light.
You’ll enter a room with a big kitchen and dining table. The mirror puzzle is on the left. This time, a Riddler figurine has to be built in front of the table. The figurine is standing next ot the mirror, and the top hat is at the back. If you destroy everything with green parts. Also, the coffee table.
You can then build the Riddler figurine. Pick up the top hat from the back of the room and put it on the figurine.
There is a tall green sculpture that Catwoman can use to launch her Whip. There are two spindles. Use the Whip to form a proper question mark.
The last item to place is a small question mark, where the bookshelf is. There is a spindle there for Catwoman’s Whip. Use it to turn the bookshelf around. Now you can go through the crawlspace vent on the right side of the mirror. In the bedroom on the other side, you can use Batman’s Explosive Spray to destroy the wall. This will grant access to the mirror room.
Next, in the same room, pull the yellow grapple hook with Batman’s Bat Claw. There is a spindle behind it for Catwoman’s Whip. Use the whip to set the picture right (as in the screenshot). This will send power through the cable to open a cupboard with the yellow control wheel.
Take the control wheel and use it on the mechanism next to the bed. Pick up the Riddler staff and place it in the mirror room where you turned the bookshelf around. You can then collect the Puzzle Box.
6 – Riddler Puzzle Room
Coordinates: 339, 632
This Riddler Puzzle, which is also a Puzzle Room called “Riddler Puzzle Room,” is northwest of the Newtown Subwayne. The entrance is at the Donut Shop.
You will enter a corridor with a crocodile statue. Destroy it and build a yellow grapple hook above the nearby painting.
Switch to Batman and use the Bat Claw to pull on the grapple hook. There is a hole in the wall where the painting used to be. Switch to Talia and use Ninja Dash to enter the room on the other side.
As Talia, press the red button in this room, then switch to Batman, who can now enter the room with the mirror and pull the lever to move it to Talia’s room.
Talia needs to place a green vase, a chandelier, and a teddy bear. Pick up the chandelier from the kitchen counter and place it on the table.
As Talia, pick up the bust from the kitchen counter and place it into the wall slot for Batman to pick up. Then, pull the lever to move it back to Batman’s room.
In Batman’s room, you only need the bust, the teddy bear, and the henchman in the background, who has to be asleep. Go to the wall and pick up the bust to place it in the slot below the arrow.
Return the mirror to Talia and look for the green vase in the corridor. Put it into the wall slot.
Switch to Talia and place the vase on the pedestal. Switch to Batman and move the teddy bear from the piano to the wall slot.
Switch to Talia and place the teddy on the chair. Talia’s room is complete. Move the mirror back to Batman. Pick up the teddy and place it back in the wall slot.
As Talia, use Ninja Dash on the hole in the wall to join Batman on the other side. Take the Teddy from the Wall Slot and place it opposite the bust. Then use a Blowdart to make the Henchman sleep. Make sure he’s sleeping in the center window. This will solve the puzzle and you can pick up the puzzle box.
7 – Penthouse Puzzle
Coordinates: 373, 896
The Penthouse Puzzle Room sits on a rooftop in the center of East End.
The Penthouse Puzzle has two levels, with the mirror in the biggest room on the ground floor. The mirror requires three busts (no hat, hat, and helmet), a candlestick, a green plate, and a teddy bear. The clock in the mirror is showing the number 3.
The bust with the hat is on the table to the left and can be placed on the table.
The candlestick on the table goes in the slot at the back of the kitchen.
Press the red button in this room to get access to the pool room. Here you can find the teddy bear. Pick it up and place it opposite the red button, where the bust with the hat was.
Use the Bat Claw on the grapple hook to reach the lamp. Place it on top of the drawer unit.
The bust with the helmet is also in the pool room. Pick it up and place it on the pedestal by the door.
Use the Bat Claw to pull off the cover of the clock. Build a handle and set the clock to number 3, as in the mirror.
Head upstairs. There are two rooms. A bedroom and a dining area. Switch to Batgirl and hack the elevator in the dining room. Go down to the mirror room, pick up the green plate from the washer, and put it in the elevator slot.
Go back upstairs. In the bedroom, destroy the bookshelf to find an opening for Batgirl’s drone. Summon it and move it through the opening to scan the pinboard for a code. While moving the drone, make sure not to bump into the teeth below the opening.
You can now enter this code at the terminal in the dining area to access the room. Pick up the bust with no hat and take it downstairs to put it on the kitchen counter. If you’ve done it all right, you can collect the Puzzle Box now.
8 – Riddler vs Cluemaster
Unlock condition: complete all 14 previous Puzzle Rooms
Coordinates: 198, 353
Solve all Cluemaster and all available Riddler Puzzles & Puzzle Rooms to get this last Riddler Puzzle Room.
The room now combines Riddler’s mirrors with the robot. In the mirror, you will see that three tiles are electrified. Try to avoid those when placing the three items: candlestick, teddy, and helmet bust. All three items can be found around the robot field.
The target field for the robot is only visible in the mirror. Place the candlestick and the teddy, but not the helmet bust yet. Use Jim Gordon’s Foam Sprayer to get three extra directional tiles.
Solution: W-W-N-N-N-E, then press the button and place the helmet bust after the robot has reached the target.
The mirror opens, and you can move on to the next puzzle.
A lot more is going on here: There are two reward tubes with two busts: a no-hat bust and a hat bust. There is a cryptex puzzle and two robot puzzles with a lever that moves the only mirror.
The robot puzzle to the left requires the teddy and the candlestick and has two additional green fields. The robot puzzle to the right requires the two busts from the reward tubes plus only the back vent is blowing. The others are closed. Note that this puzzle has connectors for the Cable Launcher to build a bridge for the robot.
Start with the cryptex. You can see the numbers in the left mirror. The code is 2143. This will start the conveyor to the right, giving you more directional bricks.
You can now solve the robot puzzle to the left. This will release the bust with no hat.
Solution: N(double)-N-W(double)-S.
Now place the candlestick between the robot and the mirror, and the teddy in the top right corner. The left puzzle is solved.
For the puzzle to the right, switch to Jim Gordon and use the Foam Sprayer on the second vent from the mirror. Then switch to Robin or Nightwing to use the Cable Launcher on the two connectors to move the bridge to prepare the path for the robot.
Now the path is ready for the robot. You will only need S(double)-W(double)-W-N(double) to solve the Cluemaster puzzle. This will release the bust with the hat.
Now switch to Jim Gordon to block all the vents except the one furthest away from the mirror.
Place the two busts to open the exit. In the corridor, pull open the door with Batman’s Bat Claw.
In the third and last “puzzle” room, the Riddler and the Cluemaster are standing on the puzzle field, blocking the way. Just put all the N’s into the slots and press the button to finish this once and for all.
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About LEGO Batman: Legacy of the Dark Knight
Release: May 22nd, 2026
Developer: TT Games
Publisher: Warner Bros. Games
Official Website: https://legobatmangame.com/





















































































































































































