This guide covers all 60 Cluemaster Puzzle solutions in LEGO Batman: Legacy of the Dark Knight, organized by district across nine areas of Gotham: East End (11), Gotham Village (6), Newtown (11), The Cauldron North (7), The Cauldron South (6), Old Gotham West (3), Old Gotham North (6), Old Gotham South (5), and Tricorner (5). Each puzzle includes coordinates, a location screenshot, and a step-by-step solution. Completing all 60 rewards, the Batman Serial Suit.
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All 10 Plant Life Locations & Solutions
All 61 Riddler Puzzle Solutions
All 21 Escaped Zoo Animals Locations
All 9 Subwayne Locations and Solutions
All 8 Cases of Waylon Jones
All 7 Wanted Poster Locations
All 9 Tower Locations
LEGO Batman: Legacy of the Dark Knight Hub
1 – East End
1 – Mission 11
2 – Hang Out
3 – The Path of Least Resistance
4 – Cryptex Chaos
5 – Wire Transfer
6 – Spoiler Sport
7 – Mazed and Confused
8 – Clued In
9 – Golden Gliding
10 – Commission Impossible
11 – Timed Challenge
1 – Mission 11
Use Robin’s Cable Launcher on the dumpster to reveal a lever, then interact with it to cycle the top symbol to a globe. Shoot down the handle from the hanging box to set the center symbol to leaves, then use the left lever to set the bottom symbol to Pi and press the button.
-> More detailed in the East End Cluemaster Guide
2 – Hang Out
Coordinates: 420, 822
Find the cog inside a box on the crane level, then grab the battery hidden behind the bottles by the shop window. Install both to repair the crane, then pull the lever to lower the puzzle box.
-> More detailed in the East End Cluemaster Guide
3 – The Path of Least Resistance
Coordinates: 399, 841
Follow the cable to the western rooftop and pull the lever to reveal three beams. Use the left beam first to mark the path, then activate the remaining beams to match the solution shown on the grid.
-> More detailed in the East End Cluemaster Guide
4 – Cryptex Chaos
Coordinates: 403, 860
Stop the leaking valve with Jim Gordon’s Foam Sprayer, then read the two posters for the numbers 24 and 32. Set the left cryptex to 24 and the right one to 32.
-> More detailed in the East End Cluemaster Guide
5 – Wire Transfer
Coordinates: 408, 859
Charge the generator with Nightwing’s staff, then shoot the targets to reroute power toward the puzzle box. Hack the final box with Batgirl’s Hackarang to collect it.
-> More detailed in the East End Cluemaster Guide
6 – Spoiler Sport
Coordinates: 444, 876
Use Batman’s X-Ray Vision on the toolbox, stand on the button, then switch to Nightwing and use the Cable Launcher to connect the two visible connectors. Repeat the process for each stage, noting that the last one requires two connections.
-> More detailed in the East End Cluemaster Guide
7 – Mazed and Confused
Coordinates: 420, 900
Navigate the puzzle rooms collecting directional bricks, using Nightwing’s staff to lower platforms, prying open doors, and charging generators to progress. The two maze solutions are E-E-N-E-N-N for the first puzzle and S-W-S-W-W-N-N for the second.
-> More detailed in the East End Cluemaster Guide
8 – Clued In
Coordinates: 357, 883
Pull the yellow plug with Batman’s Bat Claw to expose the panel. Switch to Batgirl and use her Hackarang to hack it.
-> More detailed in the East End Cluemaster Guide
9 – Golden Gliding
Coordinates: 343, 869
Park a vehicle on the platform southwest of the puzzle box, then climb up and enter the updraft ventilator. Glide through all the gates and yellow stud circles to unlock the box at the end.
-> More detailed in the East End Cluemaster Guide
10 – Commission Impossible
Coordinates: 342, 837
Extinguish the fires with Jim Gordon’s Foam Sprayer to reveal a poster showing 12, then pull away the car to build two additional cryptex buttons. Set the four-row code to 3112, remembering the numbers on the cryptex are mirrored.
-> More detailed in the East End Cluemaster Guide
11 – Timed Challenge
Coordinates: 294, 883
Destroy the panel on the first mechanism and set it to just before 1 using Jim Gordon’s Foam Sprayer, then set the mechanism above the puzzle box to 6. Set the third mechanism to 3 to open the puzzle box.
2 – Gotham Village
1 – Eyes on the Prize
2 – Projection Management 1
3 – Projection Management 2
4 – Path the Point of No Return
5 – Buoyer Beware
6 – Think It, Thank It, Thunk It
1 – Eyes on the Prize
Coordinates: 227, 653
Pull the lever, then follow the cables to find the targets. Shoot them in the order shown on the puzzle box: Pi, Book, Moon and Stars.
-> More detailed in the Gotham Village Cluemaster Guide
2 – Projection Management 1
Coordinates: 203, 671
Destroy the boxes blocking the projector’s beam, then use the round yellow valve to rotate the image and the floor button to enlarge it. Match the projection to the required symbol to open the puzzle box. If the symbol gets too large, reset it by traveling to a Subwayne.
-> More detailed in the Gotham Village Cluemaster Guide
3 – Projection Management 2
Coordinates: 238, 721
Head to the top of Gotham National Bank and destroy all the Cluemaster boxes, then build the updraft ventilator from the pieces. Enter the updraft, drop through the rings and yellow bars to hit the target on the floor, then press the red button to open the puzzle box.
-> More detailed in the Gotham Village Cluemaster Guide
4 – Path the Point of No Return
Coordinates: 272, 762
Pull the lever in front of the Hippodrome to light up a pattern of green buttons. Walk the same pattern across the buttons to open the puzzle box.
-> More detailed in the Gotham Village Cluemaster Guide
5 – Buoyer Beware
Coordinates: 349, 754
Use Batman’s Bat Claw to pull the cover off the device, then position the power relay between the generator and the exposed connector. Use Nightwing’s Cable Launcher to connect the generator to the relay, then connect the relay to the device to start the water wheel and create a path to the island. You can also glide there once the water wheel is running.
-> More detailed in the Gotham Village Cluemaster Guide
6 – Think It, Thank It, Thunk It
Coordinates: 243, 750
Destroy all the desks and items in the office to find the directional bricks, stand on the red button to open the next room, then use the explosive spray on the boss office wall to reach the final E brick. The maze solution is S-E(double)-S-S-E-E.
3 – Newtown
1 – Mission 11
2 – Projected Results
3 – Jiggery Pokery
4 – Cog-nitive Theory
5 – Gotham Water & Powerless
6 – Wreck Centre
7 – Turning Points
8 – Smoke Show
9 – Seeking Pour-pose
10 – Tumbling Down
11 – Additional Content
1 – Mission 11
Insert the second East brick into the empty slot and press the button to complete Round 1, then pick up the key and unlock the door. Round 2 solution is E-N-N-W, and Round 3 is N-E-N-E-E.
-> More detailed in the Newtown Cluemaster Guide
2 – Projected Results
Coordinates: 371, 704
Pull the yellow grapple plug with Batman’s Bat Claw, then use the yellow valve to rotate the moon and stars symbol and the button to enlarge it until it matches the target. If the symbol gets too large, reset by leaving and returning.
-> More detailed in the Newtown Cluemaster Guide
3 – Jiggery Pokery
Coordinates: 389, 680
Use the beams to project the missing jigsaw pieces onto the side of the building, completing the picture.
-> More detailed in the Newtown Cluemaster Guide
4 – Cog-nitive Theory
Coordinates: 435, 648
Use Jim Gordon’s Foam Sprayer to freeze the cogs in position so the pattern matches the graffiti on the nearby wall: Pi in the center with vials on all four sides.
-> More detailed in the Newtown Cluemaster Guide
5 – Gotham Water & Powerless
Coordinates: 493, 586
Switch to Batgirl and use the drone to scan the code on the back of the puzzle box, then enter it at the ground-level terminal. Ride the elevator up and hack the switch to direct power to the puzzle box.
-> More detailed in the Newtown Cluemaster Guide
6 – Wreck Centre
Coordinates: 412, 577
Attach the loose wrecking ball to the overhead crane as Robin or Nightwing, then summon a vehicle and grapple the ball to destroy the bus and reveal the puzzle box.
-> More detailed in the Newtown Cluemaster Guide
7 – Turning Points
Coordinates: 404, 601
Use the button to switch between discs and the handle to rotate them until the image matches the pattern shown on the back wall.
-> More detailed in the Newtown Cluemaster Guide
8 – Smoke Show
Coordinates: 367, 631
Destroy the nearby antenna to find the missing lever, then stand on the buttons to reproduce each chimney sequence: Round 1 is 1-1-2, Round 2 is 2-3-2-3, and Round 3 is 1-3-3-2-1.
-> More detailed in the Newtown Cluemaster Guide
9 – Seeking Pour-pose
Coordinates: 379, 658
Follow a pipe down and turn the yellow valve to restore pressure, then return to the puzzle box and shoot the targets above the pipes to fill the buckets below and open the box.
-> More detailed in the Newtown Cluemaster Guide
10 – Tumbling Down
Coordinates: 354, 665
Read the code 3142 from the Cryp-Chick poster and enter it into the cryptex, keeping in mind the numbers are mirrored.
-> More detailed in the Newtown Cluemaster Guide
11 – Additional Content
Coordinates: 259, 669
Place all three batteries into their generator slots, then use Nightwing’s Cable Launcher to connect the generators to the central relay station. Pull the lever and shoot the targets to relay power to the puzzle box.
4 – The Cauldron North
1 – Buoy Wonder
2 – All In Clue Time
3 – I’ve Started So I’ll Finish
4 – The Clock Strikes 9-1-1
5 – Garage Banned
6 – On the Right Track
7 – Maybe I’m a Maze
1 – Buoy Wonder
Coordinates: 169, 610
Pull the panel off with Batman’s Bat Claw, then pull the lever to make stepping stones appear. Quickly use Jim Gordon’s Foam Sprayer to freeze the cogs and stop the clock so you can cross and collect the puzzle box.
-> More detailed in the Cauldron North Cluemaster Guide
2 – All In Clue Time
Coordinates: 141, 574
Destroy the numbered boxes to build a generator, then use Nightwing’s Cable Launcher to connect it to the overhead clock and charge it with the staff. When the clock hand reaches 6 and glows, disconnect the cable by shooting the generator connector to open the puzzle box.
-> More detailed in the Cauldron North Cluemaster Guide
3 – I’ve Started So I’ll Finish
Coordinates: 119, 525
Find the battery hidden behind boxes in the nearby open room and slot it into the generator to power open the garage. Inside, enter the code shown on the back wall puzzle – Pi in the third position – to open the box.
-> More detailed in the Cauldron North Cluemaster Guide
4 – The Clock Strikes 9-1-1
Coordinates: 180, 519
Destroy the hanging Cluemaster box to get a connector, then use Nightwing or Robin to open the first hatch, revealing the blue 5. Switch to Catwoman to open the remaining two hatches, then set the clock to 11:05 and press the red button.
-> More detailed in the Cauldron North Cluemaster Guide
5 – Garage Banned
Coordinates: 204, 507
Summon a vehicle and grapple the garage door open, then use Batman’s Bat Claw to pull a cover off a vent and build a red button from the parts. Place Nightwing on the left button and use the Birdarang to route power left to right, which automatically opens the puzzle box.
-> More detailed in the Cauldron North Cluemaster Guide
6 – On the Right Track
Coordinates: 263, 506
Use the levers to redirect the three train carts so each reaches the bumper displaying its matching symbol. The puzzle box opens once all three carts are correctly docked.
-> More detailed in the Cauldron North Cluemaster Guide
7 – Maybe I’m a Maze
Coordinates: 268, 539
Charge both generators with Nightwing’s staff, prying open doors between them to reach each one, then use Jim Gordon’s Foam Sprayer to plug the center vent on the robot game field. Stop the bridge in front of the clogged vent using the overhead cable, then enter the directional solution N-E-N-N-N-W and press the red button.
5 – The Cauldron South
1 – Weighing Up
2 – Run VT
3 – What’s Behind Door #1?
4 – Canned Laughter
5 – Marketing Cycle
6 – Come on Down!
1 – Weighing Up
Coordinates: 147, 433
Use Batman’s Bat Claw to open the nearby shipping container and retrieve the 90-weight inside. Place weights on the scale to total exactly 200 – the combination 90 + 75 + 20 + 15 solves it.
-> More detailed in the Cauldron South Cluemaster Guide
2 – Run VT
Coordinates: 140, 491
Destroy the boxes in front of the puzzle and build a battery-powered projector, then collect the battery from street level below. Switch to Nightwing or Robin and use the staff to enlarge the notes on screen, then switch to Batman to turn the yellow control wheel until the notes match.
-> More detailed in the Cauldron South Cluemaster Guide
3 – What’s Behind Door #1?
Coordinates: 226, 498
Destroy the box to the left of the red floor buttons and build a lever, then pull it to uncover the buttons. Step on the matching pairs in the correct order – buttons 1+4, 2+6, and 3+5 – to solve the memory game.
-> More detailed in the Cauldron South Cluemaster Guide
4 – Canned Laughter
Coordinates: 242, 493
Destroy the two rooftop chimneys and build a yellow control-wheel unit, rotating it so one connector faces the Soder Cola can, and the other faces the generator on the opposite roof. Use the Cable Launcher to link both sides, then charge the generator with Nightwing’s stick.
-> More detailed in the Cauldron South Cluemaster Guide
5 – Marketing Cycle
Coordinates: 255, 476
Shoot the foam blocking one billboard’s cogs, then use the Bat Claw on the yellow grapple hook to reveal the cogs on the other side. Switch to Jim Gordon and fire the Foam Sprayer at the cogs on both left and right billboards when the Think Thank Thunk advert appears, then wait for the middle billboard to show the same ad.
-> More detailed in the Cauldron South Cluemaster Guide
6 – Come on Down!
Coordinates: 149, 387
This multi-part puzzle room requires solving two robot puzzles using directional bricks transported via an in-room crane — the solution for Puzzle 2 is E–N–E–E–E–N, which releases the access card. Insert the card to reroute the crane tracks, then load the crane twice and use the solution N–N–E–E–S on Puzzle 1 to open the puzzle box.
6 – Old Gotham West
1 – Target Platform
2 – Power Up
3 – Clue & Me
1 – Target Platform
Coordinates: 292, 489
Stand on the platform to start the puzzle, then shoot only the targets with the green light before the timer runs out. Repeat this three times to claim the puzzle box.
-> More detailed in the Old Gotham West Cluemaster Guide
2 – Power Up
Coordinates: 273, 374
Pick up the battery and carry it across the road to the generator on the other side, which powers up the tower and starts dispensing targets. Shoot all 6 targets to solve the puzzle.
-> More detailed in the Old Gotham West Cluemaster Guide
3 – Clue & Me
Coordinates: 193, 340
Use Talia’s Ninja Dash to enter the cage, destroy the boxes inside, and build a box to place on the pressure plate. Exit the cage, then have Talia and Batman each stand on one of the two red floor buttons simultaneously to complete the puzzle.
7 – Old Gotham North
1 – Key Pipeline
2 – Playing Cagey
3 – Scattered Approach
4 – Locked Room Mystery
5 – Let’s Start the Clock
6 – Clue Me In
1 – Key Pipeline
Coordinates: 376, 445
Start at the highest control wheel near the updraft ventilator and turn it to fix the pipe. Use X-Ray Vision on the nearby wrench to follow the pipe down to the next locked wheel, then repeat — turning each wheel to the right and following the X-Ray Vision trail. Turn all five wheels in sequence to release the key for the Puzzle Box.
-> More detailed in the Old Gotham North Cluemaster Guide
2 – Playing Cagey
Coordinates: 460, 413
Head to the back of the cage and use Talia’s Ninja Dash on the broken bars to slip inside and grab the key from the floor. Unlock the cage door, then carry the battery from the other side of the roof into the cage and place it in the generator. Pull the lever to complete the puzzle.
-> More detailed in the Old Gotham North Cluemaster Guide
3 – Scattered Approach
Coordinates: 393, 395
Scan the area to reveal three paint trails leading from the Globe, Book, and Vial symbols to their respective puzzle steps. For the Globe, destroy the wall with Batman’s explosive spray to find the battery, place it in the generator, then shoot both targets along the cable. For the Book, pull the lever and use Jim Gordon’s Foam Sprayer before the timer runs out, then shoot the three targets along the cable; for the Vial, pull the lever at Luigi’s Pizza and shoot the one target above the shop. Place the nearby plant pot on one of the three red buttons to open the Puzzle Box.
-> More detailed in the Old Gotham North Cluemaster Guide
4 – Locked Room Mystery
Coordinates: 380, 357
Send Batgirl’s drone through the open window and scan the pinboard inside to get the door code. Enter the code at the terminal to get inside, then remove the battery from the door and place it in one of the two puzzle battery slots. Talk to the person outside to receive the second battery and complete the puzzle.
-> More detailed in the Old Gotham North Cluemaster Guide
5 – Let’s Start the Clock
Coordinates: 343, 398
Use UV Vision on the paint on the floor and follow the tracks to the other side of the terrace to find the code: 3 (orange) and 45 (blue). Return to the giant alarm clock and set the hands to 3:45. Stand on the button to receive the Puzzle Box.
-> More detailed in the Old Gotham North Cluemaster Guide
6 – Clue Me In
Coordinates: 336, 380
Inside the puzzle room, collect the six directional bricks scattered on the floor and destroy the padlock to open the robot arena. Place the bricks in the slots in this order: S – E – E – N – N – W. Press the button to solve the puzzle room.
8 – Old Gotham South
1 – Feeling Cranky
2 – Tumbler Craze
3 – Late Knight Cable
4 – Parkget Practice
5 – Clue’s Done It
1 – Feeling Cranky
Coordinates: 384, 290
Destroy the pile of cardboard boxes on the other side of the pier to find the missing crank, then slot it into the empty holder. Use all three cranks to set the code to 314, as indicated by the Pi symbol on the puzzle box cage and the floor in front of it.
-> More detailed in the Old Gotham South Cluemaster Guide
2 – Tumbler Craze
Coordinates: 315, 260
Look for the Crypchick posters around the roof – they reveal that the mirrored symbols translate to the code 1234. Enter 1234 using the four buttons on the puzzle to receive the Puzzle Box.
-> More detailed in the Old Gotham South Cluemaster Guide
3 – Late Knight Cable
Coordinates: 286, 281
This giant switchboard requires you to steer power from the left number to the matching right number by shooting the three targets on the left and the reset target in the center. Follow the solution shown in the screenshot to complete the puzzle.
-> More detailed in the Old Gotham South Cluemaster Guide
4 – Parkget Practice
Coordinates: 231, 321
Pull the lever, then follow the cables to three targets marked by the Atom, Paintbrush, and Globe symbols. Shoot the targets in the order they appear – Atom, Paintbrush, Globe – to open the Puzzle Box.
-> More detailed in the Old Gotham South Cluemaster Guide
5 – Clue’s Done It
Coordinates: 306, 311
Inside the puzzle room, only 5 of the 6 needed directional bricks are on the floor — destroy the wall with Batman’s explosive spray to find the remaining four pieces. Place the bricks in the slots in this order: E – S – E – E – N – N, then press the button to solve the room.
9 – Tricorner
Coordinates in the brackets
1 – Wrong Side of the Tracks (160, 125)
2 – Shock Value (224, 137)
3 – Staffing Problems (191, 153)
4 – Goo With a View (219, 217)
5 – Hidden Quay (282, 183)
1 – Wrong Side of the Tracks
Coordinates: 160, 125
Go to the other side of the tracks and use Nightwing’s Cable Launcher to connect the two connectors on the train car. Switch to Batman and use the Bat Claw on the yellow plug to open the second train’s doors, then switch back to Nightwing to pry open the cage doors with the staff. Finally, use the Cable Launcher to run the power connection through both train cars and open the Cluemaster Puzzle cage.
-> More detailed in the Tricorner Cluemaster Guide
2 – Shock Value
Coordinates: 224, 137
Follow the glowing power cable to the roof and pull the battery out of its socket. Switch to Batgirl and use the Hackarang to hack the fence door, then carry the battery inside and insert it into the empty socket to open the Puzzle box.
-> More detailed in the Tricorner Cluemaster Guide
3 – Staffing Problems
Coordinates: 191, 153
Switch to Nightwing or Robin and use the staff as a lever to force open the orange panel on the side of the rooftop unit. Press all three red buttons until the green light above each one is lit to solve the puzzle.
-> More detailed in the Tricorner Cluemaster Guide
4 – Goo With a View
Coordinates: 219, 217
Turn the valve to break it and fill the tank, then switch to Catwoman and use the Whip on the drain at the bottom to release the liquid and the Puzzle box. Switch to Jim Gordon and use the Foam Sprayer to plug the tank and stop the flow so you can pick up the box.
-> More detailed in the Tricorner Cluemaster Guide
5 – Hidden Quay
Coordinates: 282, 183
Switch to Talia and use Ninja Dash through the broken bars at the back of the cage to get inside and grab the access card. Ninja Dash back out and insert the card into the terminal to complete the puzzle.
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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/





































































































































