You're standing in the middle of a chaotic LEGO brawl, studs are flying everywhere, and you just know there’s a canister hidden behind that silver pipe. We’ve all been there. LEGO Marvel Super Heroes has a way of making you feel like a genius one second and completely lost the next, especially during the "Rock Up at the Lock Up" level. This mission takes us to the Raft, Marvel's high-security prison for people who definitely don't want to be there, and it is absolutely packed with collectibles that are remarkably easy to miss if you're just rushing to punch Abomination in the face.
Getting all ten Rock Up at the Lock Up minikits isn't just about bragging rights. It’s about that sweet, sweet 100% completion stat. Honestly, the level design here is a bit devious. It forces you to switch characters constantly, utilizing a roster that spans from tech geniuses to cosmic powerhouses. If you're playing through the story mode for the first time, don't even stress about it. You literally cannot get them all yet. You need the Free Play roster to bypass the environmental puzzles that the initial team of Iron Man, Hulk, and Wolverine just can't handle.
The Strategy for the Raft
Most players make the mistake of thinking they can find everything by just breaking every chair and crate. While that helps with your True Believer status, minikits are usually tucked behind specific character interactions. You're going to need a "Golden Character"—someone like the Human Torch or a fire-based suit—and definitely someone with telekinetic powers like Jean Grey or Magneto.
The pacing of this level is split between the outdoor approach and the interior cell blocks. The outdoors section is where the verticality starts to mess with people.
Starting the Search: The Docks and Entryway
Right at the start, when you’re dealing with the initial security measures, there’s a hidden opportunity. You'll see those shiny silver LEGO objects. To the far left of the starting area, tucked away near the water's edge, is a spot where you need a character who can sense hidden objects. Think Spider-Man or Wolverine. Use that "sixth sense" and you’ll reveal a grapple point. Pulling this down rewards you with your first kit. It's simple, but if you're focused on the incoming guards, you'll walk right past it.
Moving forward, keep an eye out for the lifeboats. There are three specific lifeboats scattered around the exterior of the Raft. You have to destroy all three to trigger the minikit spawn. This is a classic LEGO game trope—the "destroy X amount of items" challenge.
- The first is near the initial landing zone.
- The second is further up the path as you head toward the main gate.
- The third is tucked away near the back right corner before you enter the interior.
Magnetic Personality and Telekinesis
Once you get inside, things get cramped. This is where you really need your utility characters. There’s a specific cell that looks like it’s just part of the background, but it has a glowing purple hue or silver bars. In the main hub area of the prison, look for a magnetic LEGO object—those distinct blue-ish metallic pieces. Use Magneto or Polaris to manipulate the metal. This usually triggers a small mini-game or just pops the canister out immediately.
Then there's the "claw switch" puzzle. If you see a port that looks like it needs three sharp blades, bring in Wolverine or Sabretooth. Activating these often opens up hidden side-rooms. One of these rooms contains a gold wall. You can't just punch through it. Switch to a character with a heat beam—Cyclops or Iron Man (Mark 42)—and cut out the shape of the LEGO logo. The kit will drop right into your lap.
Navigating the Interior Chaos
The middle section of the level is where most people get tripped up on the Rock Up at the Lock Up minikits. There's a section with a large bridge and a lot of vertical movement.
Look for the "Mind Control" prompts. You’ll see a guard behind a glass pane who looks bored or distracted. Use a character like Jean Grey or Professor X to take control of his mind. You'll then guide him to pull a lever inside his booth. This doesn't just help you progress; it often opens a secondary door nearby that holds a minikit.
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The Digging Spots
Don't forget the "dig" spots if you have a character like Beast or Wolverine. There are patches of loose earth or cracked floor tiles throughout the prison. One specific kit is buried under a pile of junk in the lower level of the cell block. You have to clear the debris first, then dig.
Electrical Panels
In the area where you fight the waves of prisoners, there’s a high-voltage panel. You need a character who can absorb or charge electricity, like Thor or Storm. Charging this panel powers up a small crane or a prisoner transport unit that spits out a minikit after a short animation.
The Final Stretch: Boss Fight Area
As you approach the end of the level where the big showdown happens, the last few kits are tucked into the corners of the arena.
- The Acrobatics: There are poles and swing bars located high up on the walls. Use a character like Black Widow or Daredevil to navigate these. If you reach the very top ledge, a kit is waiting there in plain sight, though it's hard to see from the ground level because of the camera angle.
- The Sandman/Liquid Spots: Keep an eye out for grates on the floor. If you see a green puddle or a sandy patch, use Mr. Fantastic to slip through the grate. This leads to a "secret" sub-room that usually contains the final kit or the components to build it.
Most people miss the one behind the breakable wall during the Abomination fight. It’s tempting to just focus on the boss, but if you lead Abomination to charge into the specific cracked walls around the perimeter, he’ll do the heavy lifting for you. One of those walls hides a canister.
Technical Nuances and Glitch Warnings
Sometimes, LEGO games can be a bit finicky with hitboxes. If you've destroyed all three lifeboats and the minikit hasn't appeared, try leaving the immediate area and coming back, or ensuring you didn't miss a tiny piece of one of the boats. It’s rare, but sometimes the "counter" for these items resets if you move between major loading zones too quickly.
Also, ensure you are in Free Play mode. You cannot get the kit requiring telekinesis or magnetic powers during the initial story run. The game simply doesn't give you the tools.
Actionable Next Steps
To efficiently clear this level and get all ten kits, follow this workflow:
- Roster Check: Before starting Free Play, ensure your active roster includes: Magneto (Magnetic), Human Torch (Fire/Gold), Thor (Electric), Jean Grey (Mind Control/TK), and Mr. Fantastic (Grates).
- The Three-Boat Rule: Make it your first priority to scout the perimeter for the lifeboats before entering the prison. It's much harder to backtrack once you've triggered certain cutscenes.
- Sensory Check: Use Wolverine’s sense ability in every corner of the docking area. It reveals more than just the path forward; it often reveals the hidden grapple points needed for the first two kits.
- Wall Hunting: During the final boss fight, don't finish the boss immediately. Run the perimeter and use the "Sense" ability or look for the cracked LEGO wall texture.
Once you collect the tenth kit, you don't actually have to finish the level if you’ve already beaten it once. You can simply "Save and Exit" to keep your collectibles. This saves about ten minutes of repetitive boss fighting. Double-check your pause menu to ensure the icon is filled in before you quit. Reaching that 10/10 count unlocks a piece of the comic book cover for the level, bringing you one step closer to that Platinum trophy or 1000 Gamerscore.