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Lego Batman: Legacy of the Dark Knight
Rise as the Dark Knight and experience the essential Batman story in a bold, action-packed adventure with hard-hitting combat, an open-world Gotham City, and t…
If you want to move fast in Gotham on day one, the route in Lego Batman: Legacy of the Dark Knight is simple: push the story until you clear the Infiltration mission, then keep going into Chapter Two before you start a real free-roam sweep. Infiltration is the first mission where collectibles actually appear, and nothing essential is gated before it, so an early citywide detour just costs you time without the tools that make exploration efficient. Unlock the systems first, then return to Gotham with vehicles, fast travel, and gadget upgrades.
Gotham looks open immediately, but your cleanup route is still bottlenecked by story gates and limited traversal. Vacuum up every icon right away and you will retread the same districts later with better tools anyway.
Follow that order and your first hours stop feeling like random wandering. Story progress opens systems, systems improve movement, and better movement makes every Gotham cleanup pass faster.
The big early mistake is treating Gotham like a full sandbox before the game is ready for it. Infiltration is the first mission where collectibles show up, and they are found during the mission itself — so any major detour before that point is mostly lost time, spent without your best tools, in districts you will revisit once more systems are online.
Chapter progression changes the value of every detour. Gadget upgrading is gated until the start of Chapter Two, managed through the Batcave and Bat-Mite’s store workbench trees. Before that, you are mostly just moving through Gotham. After it, you are moving through Gotham with upgrade paths and a clear sense of what is worth collecting now versus later. If you love 100% runs, this still wins: finish enough story to unlock the city properly, then target the activities that feed progression.

Three currencies do three different jobs, and mixing them up is where players waste resources:
Because the skill trees are shared, there is no need to chase character-specific builds early. Spend Skill Bricks on traversal and consistency in the exploration tree, and put your first WayneTech Chips into the gadgets you lean on most. Day one is about shortening the loop between “see objective” and “reach objective.”
That is why the glider is such a strong early target. It unlocks during the WayneTech R&D mission in Chapter One, around the same point as the grappling hook — so it is available far earlier than people expect. Get it before you commit to broad Gotham exploration, because traversal upgrades pay off on every collectible route, every return trip, and every cleanup pass in a way small damage bumps never do.

Fast travel runs through SubWayne Stations — nine of them across Gotham, each unlocked by solving a puzzle near it. The Batcave’s own fast-travel point unlocks automatically. Activate a station when your route already passes it, but do not turn your first session into a dedicated SubWayne hunt; the network pays off most once you are juggling story, cleanup, and upgrade errands across districts.
Vehicles arrive early too. They begin unlocking after the Prologue and Bruce Wayne’s first major mission as Batman — within the first few hours — which is another reason the story-first route wins. Once vehicles are in play, dead travel drops sharply. Before then, manually crossing the city for low-value collectibles is just inefficient.
A clean rule for day one: if a SubWayne puzzle or a useful upgrade sits on your story route, grab it. If it needs a long detour while chapter progress is still opening the map, leave it. Gotham gets much easier to clear once your mobility stack is in place.
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Not every icon deserves equal attention on day one. WayneTech Caches are worth prioritizing because the Chips inside feed straight into gadget upgrades. If your goal is faster progress, those pay you back immediately.

Red Bricks are the classic trap. There are 23 in total: 14 hidden inside story missions and 9 bought — on a rotating selection — from Bat-Mite’s shop in the Batcave. They are powerful modifiers, but they are not progression gates, and the bought ones are gated behind studs and Bat-Mite’s rotation anyway. Fold them into your mid-game once your movement and chapter access are healthy, not into your first session.
The cleanest first session in Lego Batman: Legacy of the Dark Knight is not a Gotham scavenger hunt. Push the story through Infiltration and into Chapter Two so vehicles, gadget upgrades, and the Batcave systems come online, grab the Chapter One glider to shorten every future route, then start targeted cleanup with SubWayne Stations and WayneTech Caches. That sequence makes you stronger faster and avoids the most common time-sink in LEGO open-world starts: doing the right tasks too early.