Gaming How-To

How to Recruit Henchmen in LEGO Batman Mayhem Mode (All 12 Types)

Where every henchperson stands in the hideout gym, how crew lockers work, and how to unlock all 12 types.

Where every henchperson stands in the hideout gym, how crew lockers work, and how to unlock all 12 types.

In Mayhem Mode, The Joker and Harley Quinn receive something Batman never does: a payroll. LEGO Batman: Legacy of the Dark Knight separates the crew system into two nearly identical pause-menu counters, and mixing them up is an easy way to burn through studs. One tracks the squad available for summoning during a run; the other records the henchperson varieties permanently added to the hideout gym.

Quick answer: Rescue detained Arkham inmates during Mayhem Runs to unlock all 12 henchperson types, then buy and recruit each one at its gym workstation — one recruit per free crew locker.


Henchmen Recruited vs. Henchmen Type Unlocked

Open the pause screen to find two crew symbols side by side. On the left, Henchmen Recruited counts the goons occupying your lockers, with a maximum of 10. On the right, Henchmen Type Unlocked shows how many varieties are available, up to 12. After leaving Arkham, Joker and Harley each have 2 recruited henchmen and 1 unlocked type.

Default Starting State00:23Default Starting State
The pause menu tracks recruited henchmen and unlocked types as two different totals. Shown at 00:23 in Emmie Jacob’s video. Image: TT Games

These recruits serve a real purpose. A henchman assigned to a locker can join a Mayhem Run and fight beside the pair’s existing equipment: the mallet, Fun Gun, Paintball Pelter, and hyenas Bud and Lou. Brutes produce a very different crew from Rapid Fire shooters, making the complete collection worth pursuing.

Abilities and Weapons01:36Abilities and Weapons
Summoned henchmen fight alongside the villains' own weapons and summons during a run. Shown at 01:36 in GameUnboxingReviews’s video. Image: TT Games

Unlock the crew system: find the Hench Master

Mayhem Mode is its own save file, picked from the main menu rather than loaded out of a campaign save. It opens with a story mission covering Harley’s origin and the Arkham Asylum breakout, and only after that do you land in the Amusement Mile hideout where the gym, the planning table, and the crew lockers live.

Story Mission & Origin00:30Story Mission & Origin
The Harley origin mission plays before the Amusement Mile hideout opens up. Shown at 00:30 in GameUnboxingReviews’s video. Image: TT Games

The Hench Master manages hiring, and he is the brute first encountered in Arkham. He becomes available in the hideout gym only after your second Mayhem Run. Then the Mayhem Prep list gains a “Talk to Hench Master” objective. Until you speak with him, the gym machines are merely decoration and no one is available to hire.


All 12 henchperson types and their gym workstations

Every rescued type moves into a fixed spot in the hideout gym and stays there. Learning the layout saves a lap of the room every time you want to swap a crew around, since the weights, treadmills, targets, vending machines, locker corner, and boxing ring each house a different goon.

Henchperson typeGym workstation
Basic (starting goon)Weight bench
Ranged HenchpersonShooting targets
Rapid Fire HenchpersonTreadmill
Stun Baton HenchpersonPunching bags
Blunt Weapon HenchpersonMelee practice area
Sword Fighter HenchpersonLocker corner
Scattershot HenchpersonVending machines
Demolitions HenchpersonBoxing ring area
Brute HenchpersonBoxing ring
Armed Brute HenchpersonBoxing ring
Bulwark Shield BruteBoxing ring
Shielded HenchpersonCorner lockers

Prices vary wildly by type. The Rapid Fire Henchperson, billed as the one with the most shots per minute, costs a token 1 purple stud at the treadmill. The Stun Baton Henchperson on the punching bags runs to 25,000 studs. You buy a type once, and after that it respawns at its workstation so you can keep recruiting more of the same kind.

Basic Recruit00:55Basic Recruit
The starting goon lives at the weight bench, where the gym tour begins. Shown at 00:55 in Emmie Jacob’s video. Image: TT Games

How to unlock new henchperson types during Mayhem Runs

The gym does not generate new types on its own. Every variety belongs to an Arkham inmate held somewhere in locked-down Gotham, so you must retrieve each one during a run.

Use the planning table to launch a Mayhem Run, then pay attention to the radio. An A.R.G.U.S. Agent reports that headquarters has captured an escaped Arkham inmate and asks if someone can go collect them.
Open the map. An orange inmate icon marks the holding spot on North Island, and it only appears once that radio call has gone out.
Follow the marker, defeat the guards, and activate the inmate’s Rescue prompt. Confirmation appears in a banner showing the type name followed by “Recruit Unlocked”—for example, Rapid Fire or Stun Baton.
Return to the hideout, then speak with the Hench Master. He confirms what the rescue achieved: you brought out one member of the former Arkham group, and rescuing additional members will grow a squad belonging to you.

The inmate may occasionally lack a visible Rescue prompt. Move a short way away, then approach again; it will usually return.


Crew lockers, the 10-slot cap, and Full Crew errors

Each locker provides one slot, so carrying extra studs cannot help when every slot is occupied. Joker and Harley maintain completely separate crews and locker sets, and each begins with the same allowance.

  • Lockers unlocked by default: 2 per character.
  • Extra locker cost: 10,000 studs each.
  • Recruited cap: 10 henchmen per character.
  • Crews and lockers do not carry over between Joker and Harley.

Additional slots are bought at the Joker Crew Locker and Harley Crew Locker stations, each listed as one more slot on that character’s crew, at the same price either way.

Crew Lockers00:56Crew Lockers
Each extra crew locker costs 10,000 studs and applies only to the villain who bought it. Shown at 00:56 in Emmie Jacob’s video. Image: TT Games

Attempting a hire at capacity produces a Full Crew message that directs you to purchase more crew lockers. You can resolve that in three ways: spend 10,000 studs on another locker, change to the other villain and use their separate slots, or dismiss a crew member so the occupied slot becomes available.


How to recruit a henchperson at the gym

Walk into the hideout gym and approach the henchperson standing at the workstation you want. Each type sticks to its own piece of equipment, so the treadmill always gives you Rapid Fire and the punching bags always give you Stun Baton.
Interact and pay the purchase cost if you have not bought that type yet. The Crew Hire prompt handles the transaction, and until it is paid the Recruit option is not available.
Interact with the character once more and select Recruit. Talk and Dismiss appear in that menu as well, so verify the highlighted choice before confirming; Dismiss clears a slot instead of adding someone.
Listen for the reaction. A successful hire says something out loud, along the lines of a goon telling you he had a feeling you would pick him, and the recruited counter ticks up by one.

Since a type returns to its station after use, you can revisit the same treadmill or punching bag as often as needed and assemble multiple copies of one variety in a crew, as long as your purchased lockers provide enough room.


Confirm the recruit and the unlock registered

Afterward, pause and match both crew symbols with the action you performed. A completed rescue increases the right-side count for unlocked types, while a completed hire raises the left-side recruited count. If both numbers remain unchanged, repeat the purchase or rescue because it failed to register.

Pause Menu Henchperson Counter00:37Pause Menu Henchperson Counter
The completion statistics read 12/12 once every henchperson type has been rescued. Shown at 00:37 in Emmie Jacob’s video. Image: TT Games

While paused, inspect both villains. Unlocking a type applies it to the whole save, making it available in the gym for Joker and Harley, but hiring a recruit uses a locker belonging only to the villain you controlled during that action.

Plan your spending carefully: lockers and hires use the same studs needed for permanent upgrades, customizer props, and the pair’s 30 new outfits. An additional locker and one Stun Baton recruit cost 35,000 studs together, so bank the proceeds from a couple of profitable runs through Gotham before outfitting either character.