
Joker can then recruit some goons to assist in pulling down a wall to release more debris. Harley can use her acrobatic skills to climb ahead of Joker and use her hammer on a "Hammer Mini-game" to activate the lift. You will then be able to build a grapple hook and get a chance to use exploding spray paint to take out a wall. Use Joker to rally together henchmen to springboard up the tower. You then are taken to Joker and Harley crashing the Batwing into a clocktower. Once both levers have been activated a cutscene will trigger. There are two lasers, one left one right. In the new area you must absorb the energy from the coil in the centre, then destroy the cannons in order to reach the switches above. This should produce a platform Lex can use to glide to the other side where a green pipe puzzle awaits. Use the warden character to illuminate the doorway you came out of, break what is inside to create buildable debris. You are switched to a secondary group of characters. You can then vault to the upper ledge and break the door down into the office where there is a switch on a yellow console. After crossing it you enter Metallo's Cell.Īfter destroying debris build a scale and put the heavy character onto it. You then find yourself at a bridge, there's a hidden grapple anchor point on the opposite side that you can pull out, revealing a path. Press the button on the right side of the balcony and run through to the next area. Lex Luther has the ability to explode the silver thing on the demolished lasers, releasing debris, you can then build a fan that will blow Lex up to the top balcony.

You must break the rotating yellow laser generators.

You must destroy the console to build a button, use the secondary character to jump up the wall that has opened at the back of the room. You need to find a way up to the room on the right side of the balcony to deactivate the lasers out of there. You begin in Stryker's island a bad prison for bad people (not one of those nice prisons for nice people).
