Actions

Work Header

Rating:
Archive Warnings:
Categories:
Fandoms:
Relationships:
Characters:
Additional Tags:
Language:
English
Stats:
Published:
2023-10-29
Updated:
2024-10-14
Words:
203,672
Chapters:
78/?
Comments:
235
Kudos:
89
Bookmarks:
29
Hits:
21,760

Sirens of Arkham Story Direction

Summary:

This is a plot summary of a Batman video game fanfiction. The premise of this game is that Batman's villainesses have all determined to defeat him, by whatever means and to whatever end that fits their desires.

* * NOW UPDATED WITH WHITE RABBIT UNSEEN GAME OVER STORY * *

Notes:

(See the end of the work for notes.)

Chapter 1: Sirens of Arkham Main Page

Summary:

The majority of this work is a summary of a plot, not an actual story. It is a story direction for an overall game-like experience, so a lot of details are left out on the more minor moments. Head over to the original posts of the game idea in the latter chapters for a broader sense of how this game would look.

Notes:

(See the end of the chapter for notes.)

Chapter Text

Main Campaigns

 

A Stray in the Night

 

Catwoman has run afoul of Penguin, angering him so much that he has placed a bounty on her head. Unwilling to let Penguin have his way, Batman must stop him from getting to her, but with a few of her friends taking part in the sirens' spree on Gotham, it soon becomes apparent that perhaps Catwoman knows something that she won't share.

 

Features Catwoman, Pussycat, Chickadee, Jay, Raven and Lark, and Penguin (in order of appearance).

 

A Maddening Affair

 

Freshly divorced from the Joker, Harley Quinn has decided to become her own crime lord. The best way to do so, obviously, is to declare war on the other crime lords in Gotham and Batman himself. With the people of Gotham in the crosshairs, Batman must get to Harley before she causes irreparable harm and becomes fully like the Joker.

 

Features Harley Quinn, Siren, Amanda, Cornelia, Mr. Freeze, Riddler and Queenie (in order of appearance).

 

Cut from the Earth

 

Sick and tired of seeing crimes against the environment go unpunished, Poison Ivy has decided to institute a new justice in Gotham. She intends to enlist the aid of the protectors of Gotham, believing that their commitment to the city should also mean a commitment to her. Batman must stop her, even as she believes he truly wants to join her.

 

Features Firefly, Poison Ivy, Lotus, Phantasm, Lily and Violet (in order of appearance).

 

Features story expansion following non-canon game ending (warning for sexual content).

 

Against All Odds

 

The League of Assassins has returned to Gotham, and a power struggle appears to have claimed the life of its longtime leader. With Talia al Ghul now fronting the league, they have come out of the shadows, planning to establish a new order around the world with Batman as their new chieftain. Batman and Batgirl must fight back and rally the beleaguered police force to defeat the invading army of assassins.

 

Features Penumbra, Talia al Ghul, Shiva, Red Claw, Whisper A'Daire, Cheshire, Mr. Freeze, Killer Croc, Catwoman, Harley Quinn, Poison Ivy and Joker (in order of appearance).

 

Minor Campaigns

 

Twinkle, Twinkle, Little Bat

 

A mysterious ailment has afflicted a great many people in Gotham, leading to them wandering aimlessly through the streets. Discovering that the cause of this was a woman who had likely stolen Riddler's hypno-wheel, Batman must investigate his top suspect to catch the culprit before it is too late.

 

Features Riddler and Jaina Hudson/White Rabbit (in order of appearance).

 

Features story expansion following non-canon game over (warning for sexual content).

 

DLC Campaigns

 

Revenge of the Boys

 

Following the sirens' spree and the League's attack on Gotham, the other crime lords have returned to take advantage of the lull in the city. Batman and Batgirl must stand against them and prove that Gotham City was not theirs for the taking.

 

Features Ra's al Ghul, Scarecrow, Batman/Batgirl, Catwoman, Two Face, Bane, Deadshot, Deathstroke and Joker (in order of appearance).

 

War of the Weird

 

A tragic accident in Gotham has drawn the attention of a galactic menace in the Black Hand. After the intervention by Green Lantern, part of his power is fragmented around the main body of Gotham, infecting many with a zombie-curse and powered ring entities. Batman and Batgirl must collect enough power to combat the Black Hand before he expands his reach to the rest of the world.

 

Features Mr. Freeze, Nora Fries, Black Hand, Phantasm, Catwoman, Harley Quinn, Poison Ivy, Whisper A'Daire, Cheshire, Red Claw and Punchline (in order of appearance).

 

Silent Knight (unfinished)

 

A familiar threat has resurfaced in Gotham, with Punchline having returned to do what she does best and cause chaos. Armed with a terrifying toxin, she proves to be a harbinger for what is to come. With Commissioner Gordon missing in action, Batman and Batgirl must act quickly to stop her and put an end to Joker's plans.

 

Features Punchline, Cornelia, Queenie, Deadshot, Bane, Harley Quinn, Poison Ivy, Red Claw, Man-Bat, Red Hood, Nightwing, Catwoman and Joker (in order of appearance).

Notes:

As you can see, I've removed the main page and replaced it with a navigation page. I know, I know, and you're welcome. Just trying to make things less cluttered and easier for you.

Chapter 2: A Stray in the Night (Catwoman)

Chapter Text

A Stray in the Night

 

 

Catwoman’s campaign is thematically different from those of the other primary sirens. She is the only one without her own gang of enemies, but her story path still involves the use of mass enemy groupings.

 

 

Catwoman can be located early on in the story, hiding near downtown on a rooftop overlooking the Iceberg Lounge. Upon finding her, she informs Batman that the villainesses of the city have all decided to launch crime sprees this night in the hopes of capturing him. Though he is skeptical, she explains that she had no intention of capturing him like the others, only wanting to use the opportunity created by the others to do what she wanted.

 

 

Recently, however, Catwoman had been alerted to the fact that the Penguin had put a bounty on her head, wanted dead or alive. She claims to have no idea why Penguin wants her, but she had come to the Iceberg Lounge in the hopes of attacking Penguin herself. Penguin is not present at the lounge, so she decided to stake out the building until he arrived.

 

 

Batman decides to track down Penguin’s lieutenants to figure out where Penguin was hiding, warning Catwoman to not try anything foolish. Before leaving, Catwoman warns Batman that some of her friends had caught wind of the idea of going on crime sprees tonight, and that she would have little control over them if they tried to capture him. She slyly comments that she trusts they won’t be a problem for him.

 

 

Main campaign - Part One: Batman must track down several of Penguin’s lieutenants throughout the city. There are four lieutenants that he must find and interrogate. The order in which they are interrogated is not important, but all four must be found.

  • One is conducting a weapons buy near the coastline

  • One is making plans for a bank robbery when the First National opens in the morning, located in a building adjacent to the bank

  • One is at a warehouse in south Gotham, handling “recruiting” and “training” of the newer members of the gang

  • One is in police custody at GCPD headquarters, having been arrested for an attempted murder of a police officer; further investigation reveals that this lieutenant is a decoy and the real lieutenant is on the loose, attempting to finish the job on the officer at Thomas Elliott Memorial Hospital

 

 

Side quests: Penguin’s gang is still active in Gotham City, committing small-time stickups, harassing civilians and committing other relatively minor crimes. Stopping these attacks will boost Batman’s Vigilante Points counter.

 

 

Main campaign - Part Two: The first three lieutenants Batman finds will not know where to find Penguin, but will give intel on when they expect him to return to the Iceberg Lounge. After interrogating all of Penguin’s lieutenants, Batman learns that Penguin is near the edge of city limits bordering Blüdhaven. Before he can leave to find him, however, Alfred informs him of a police report of a break-in at the Gotham City Museum with a suspect named believed to be Catwoman trying to steal a rare diamond.

 

 

Batman heads to the museum to stop her, but arrives to find Pussycat attempting to escape. After a brief chase sequence, he corners her at a location near the Iceberg Lounge again.

 

 

Boss fight - Pussycat: There is little to distinguish Pussycat from other standard enemies. Like the martial artist fighters from Arkham Origins, she is capable of throwing multiple strikes in a row and being capable of withstanding some counters without taking hits in return. She also uses a whip similar to Catwoman’s that cannot be countered. Her health bar can be drained relatively quickly through the use of Batman’s gadgets and special moves.

 

 

Once the health bar is drained, a mini-cutscene ensues where Pussycat attacks with her whip and wraps it around Batman’s arm. The player must complete a quicktime event where Batman will use the whip to drag her toward him, then subdue her with her own whip. If the player fails the quicktime event, Pussycat will strike Batman and end the mini-cutscene, regaining half of her health bar and continuing the boss fight.

 

 

Once defeated, Batman demands that she hand over the diamond. Smirking, she tells him that Catwoman has it and that she was only meant to serve as a distraction. Feeling betrayed, Batman vows to find Catwoman and bring her to justice. The distraction, however, allows Pussycat to escape while Batman is preoccupied with finding Catwoman.

 

 

Branch choice: Batman will have the option of either tracking down Pussycat or going directly to Catwoman.

  • Pursuing Pussycat will require the utilization of Batman’s detective skills to locate her. Once she is found, a second boss fight will occur almost the same as the first, with Pussycat having more health and a greater chance of using multiple strike combos. The mini-cutscene with the quicktime event has the same conditions, except Batman will more tightly constrict her with her whip. Once she is defeated, Batman puts her in handcuffs, then discovers that the stolen diamond is in fact in her possession. Batman realizes that she had lied to him in an effort to misdirect his attention and escape with the diamond. He delivers her to police custody. This choice will result in a big Vigilante Points boost.

  • Pursuing Catwoman will require the utilization of Batman’s detective skills to locate her. Once she is found, Batman will confront her about stealing the diamond and demand she return it. She denies stealing the diamond, mocking Batman for being gullible for buying what Pussycat had told him. Disappointed but not surprised by his lack of faith in her, she decides to go after Penguin by herself. This choice will result in a loss of Vigilante Points. Pussycat will have successfully escaped Gotham and cannot be found, Batman vowing to track her down another day.

 

 

Main campaign - Part Three: Batman resumes his search for Penguin. He heads to the location where he had previously tracked down Penguin, but after infiltrating the building and subduing all of the gangsters, he discovers that Penguin had left for the Iceberg Lounge early upon hearing that Batman had captured all of his lieutenants.

 

 

Batman plans to head to the Iceberg Lounge, but is attacked by more thugs armed with heavy weaponry. They are led by Chickadee, who had anticipated Batman’s arrival here and set a trap for him. Batman is able to retreat into the shadows and must use his stealth skills to take down the thugs and Chickadee. Upon defeating her, he interrogates her to find out why Penguin wants Catwoman. She explains that Catwoman had humiliated Penguin at the meeting between the villains of Gotham by toying with him after Penguin had propositioned her before kicking him in the groin. Penguin could not stomach the loss of face among the criminal underworld lest they begin to think he was weak, and he wanted to make an example of her to the rest of them.

 

 

Primary Side Quest: After handing over Chickadee to the authorities, Batman must either go to the Iceberg Lounge or confront Catwoman with the knowledge of why Penguin was after her. Going to the Iceberg Lounge can be done before or after confronting Catwoman, but the confrontation will be determined by whether or not Batman stops Penguin first.

 

 

At the Iceberg Lounge, Batman infiltrates the building and takes down several dozen henchmen and martial artists in a few fights while searching for Penguin. He finds Penguin in his office, but is attacked by Jay, Raven and Lark.

 

 

Boss fight - Jay, Raven and Lark: These three fighters share a lot of similarities to the martial artists, but unlike standard enemies, they are immune to combat takedowns. Any attempt to do so will result in the other two breaking up the action and forcing Batman to retreat. Batman can only attack one at a time, and can only hit one twice in a row before the other two launch into an acrobatic, unblockable attack that must be avoided. They share a collective health bar that must be drained for Batman to win the fight, but Batman will also have to contend with Penguin using his umbrella firearm to launch explosive rounds at him during the fight from above (Penguin cannot be stopped and does not contribute to the health bar).

 

 

Once the health bar is drained, a mini-cutscene ensues where Raven jumps on Batman’s back in a chokehold while the other two grab Batman by his arms and try to pin him to the ground. The player must complete a quicktime event where Batman will free himself from their clutches, bash the heads of Jay and Lark together and drive Raven into the ground beside them to knock them out. If the player fails the quicktime event, the three girls will successfully pin Batman to the ground before Jay and Lark perform a dual backflip, stomping on Batman’s head. Their health bar will be replenished by half and the boss fight will continue.

 

 

Once defeated, Batman will turn his attention to Penguin. He easily subdues the villain and tells him that his business in Gotham is over. If the player had initiated the confrontation with Catwoman before coming to the Iceberg Lounge, Penguin will taunt Batman over how his bounty on Catwoman had caused such a fracture in their relationship. Otherwise, Batman knocks out Penguin and delivers him to the police.

 

 

Campaign finale: Batman tracks Catwoman down to her hideout, and arrives in time to see her leaving. She leads him on a lengthy chase downtown to an alleyway near the Iceberg Lounge, where she finally stops to confront him. The confrontation will differ based on whether or not Batman stopped Pussycat and whether or not Penguin has been defeated at this point.

  • If Penguin has not yet been defeated: Catwoman feigns surrender, but quickly reveals that she has lured Batman into another of Penguin’s traps. The windows of the two buildings on either side of the alley open and allow several electrified bars to automatically come out and prevent Batman from grapneling out of the alley. Catwoman explains that she had gone to the Iceberg Lounge to confront Penguin, but had been unable to defeat him on her own.

    • If Batman pursued Pussycat after their first encounter, Catwoman is apologetic, but says that she had had no other choice but to offer up Batman in exchange for her own life.

    • If Batman pursued Catwoman instead, Catwoman implies that this was his fault for not trusting her earlier, saying that she had thought it appropriate that she “reward” Batman for being right about her.

  • If Penguin has been defeated: Catwoman climbs back to the roof of the building overlooking the Iceberg Lounge, pausing there to remark over how Batman had helped her out and that she “owed” him.

    • If Batman had pursued Pussycat after their first encounter, Catwoman is grateful for his help, but refuses to take accountability for Penguin’s anger at her. Batman accuses her of purposely inviting danger because she is reckless, but Catwoman scoffs and tells him that he had no ground to stand on accusing others of inviting danger.

    • If Batman had pursued Catwoman instead, she says that she didn’t blame him for thinking the worst of her, but all the same, she decides that it’s best that their interaction for the night ends here.

  • Before separating, however, Batman deduces that Catwoman had likely put him and Penguin on a collision course as part of her own game. She admits that she “might have,” angering Batman, as she could have put innocents at risk. Catwoman rejects his assertion, and Catwoman ultimately gives up the argument, saying that they “both knew there’s only one way to resolve this.”

 

 

Boss fight - Catwoman: Catwoman’s fighting style mirrors Pussycat’s, but she has some more advantages. Catwoman is immune to strikes and combat takedowns, capable of countering them like Batman can. Additionally, the window to anticipate her strikes is much shorter than standard enemies’ windows. Batman must use counters and his gadgets in order to defeat her.

 

 

Catwoman has the same attacks as Pussycat, plus some others. She can use a bola throw, which cannot be countered and must be avoided. If not avoided, Batman will be immobilized and be vulnerable to all of Catwoman’s strikes until the player mashes out of the bind. She can also drop caltrops, which will cause small, but continuous damage for a few seconds if Batman steps into them. Finally, she can also use two different kinds of attacks with her whip. In a similar move to Pussycat’s, the first of her whip attacks is just a lashing that can be countered, but being hit by it will cause Catwoman to automatically chain two more whip attacks. The other of her whip attacks is a grab attack that cannot be countered, where her whip will wrap around Batman’s neck and rip him into the ground face first, causing massive damage.

 

 

If the fight initiates with Penguin’s gang reinforcing her, Catwoman will have one additional attack in being able to leap off the shoulders of a gangster to kick at Batman from above. It is unblockable, but can be avoided. Otherwise, the boss fight is the same with added henchmen around her that can distract Batman with their standard combat. The gangsters must all be defeated in order to end the boss battle, as Catwoman’s health bar cannot be fully drained until all others have been rendered unconscious.

 

 

Once the health bar is drained, a mini-cutscene ensues where Catwoman launches herself at Batman in another attack. The player can either execute a series of quicktime events or fail them to determine the final outcome of the battle. Failing any of these quicktime events ends the battle immediately.

 

 

Quicktime event 1: Catwoman begins with a high roundhouse kick toward his head

  • Failure: Catwoman connects with the kick, making Batman stumble to one knee. She pounces on him as he is dazed, tackling him to the ground on his back.

  • Success: Batman ducks under the kick, then swats aside two punches from Catwoman before stepping into her with his shoulder to make her stumble backward.

Quicktime event 2: Catwoman frustratedly draws her whip, snapping it against the ground for effect before lashing toward Batman.

  • Failure: The whip strikes Batman across the top of his cowl, making him recoil and cover his eyes by instinct while his in-cowl lenses are damaged. While he is dazed, Catwoman lashes her whip around his leg, then pulls it out from under him. She retracts her whip before sauntering over to him and kneeling on top of his chest.

  • Success: Batman expertly grabs the whip from out of the air, making Catwoman stumble toward him before he once again drives his shoulder into her chest. She rolls backwards from the hit, sheathing her whip back at her hip and extending her sedative-tipped claws for the first time.

Quicktime event 3: Catwoman charges forward in an attempt to slash Batman across the cheek.

  • Failure: Batman blocks her from scratching him with her left hand, but is unable to block her from scratching him with her right hand. He recoils in pain, but visibly grows weaker after a few moments before falling down, seeing how Catwoman’s claws are tipped with a greenish shade of red. Smirking, Catwoman sultrily drops to all fours and crawls to Batman’s side.

  • Success: Batman blocks her from scratching him with her left hand, then catches her second attempt by grabbing her right wrist. Batman crosses her arms and turns around so that they stand back-to-back with Batman holding both of her wrists. He attempts to throw her down in front of himself, flipping her over his back.

Quicktime event 4: Catwoman recovers amid the throw attempt, rolling over Batman’s back and tightly wrapping her legs around Batman’s neck from the front. She begins squeezing against Batman’s face while attempting to free her wrists from Batman’s grip.

  • Failure: Catwoman gets both of her hands free and uses them to tighten her grip on Batman’s head. Batman struggles, but quickly loses his balance and falls to his knees. Within seconds, his struggles cease and he falls unconscious. Catwoman finally relents her grip, letting Batman fall onto his back while she uses her hands to move onto her front, straddling him.

  • Success: Batman pulls down on her wrists behind her, making Catwoman loosen her grip on his head enough for him to slam her down against the ground. Catwoman is stunned, allowing Batman to mount her, pin her wrists down and hold her still.

Chapter 3: Batman Defeats Catwoman

Chapter Text

Batman tightens his grip on her wrists as he pins her to the floor, but when she stops resisting, he slackens. Finally, he releases her and stands back up, telling her that their fight was over. If this fight occurred in the alleyway, he chides her for agreeing to any deal with Penguin before getting out of the alleyway and grapneling up to the roof, where Catwoman follows him.

 

She tells him that their fight was fun, asking if he shared the same opinion. If the player agrees and had pursued Catwoman earlier in the night, she will remark that being enemies was good for both of them. If the player agrees and had pursued Pussycat earlier in the night, she says that she heard about Batman arresting her friend and remarks that the two of them were the best match for each other. Otherwise, Batman ignores her and warns her that fighting like this was a waste of time.

 

Batman has the option of either offering to reform her or deciding that she needs to be locked away.

Chapter 4: Reform Catwoman

Notes:

(See the end of the chapter for notes.)

Chapter Text

Reform her: Batman offers her another path, one where she could choose to be better and help others.

  • If Batman has built up enough Vigilante Points, she agrees to his offer, realizing just how much she respects him after having watched him tonight. Additionally, Batman can offer his feelings to her, going so far as to unmask himself in front of her to demonstrate how much he believes in her. The two share a kiss, upon which Catwoman admits that she also had feelings for him. She says that she would try to help him if he needed it, promising that she would “at least try” to stay out of trouble the rest of the night.

  • If Batman has not built up enough Vigilante Points, she says that she would consider his offer, but needs more time to think about it, promising that she would stay out of his way the rest of the night.

 

After separating from her, Batman returns to the Batcave to repair his equipment and heal his wounds. Alfred comments on how the two of them parted ways. If he unmasked himself, Alfred will remark how he took a risk, and he hopes that it pays off lest she turn on them now that she knows who he is.

 

End of A Stray in the Night

Notes:

This is the end of this campaign. Proceed to the endings or return to the main page for more.

Chapter 5: Lock Up Catwoman

Notes:

(See the end of the chapter for notes.)

Chapter Text

Lock her up: Batman decides that he needs to arrest her. Catwoman refuses to be taken to GCPD, triggering a second boss fight.

 

Boss fight - Catwoman, Part Two: This boss fight is much the same as the first (if Penguin’s gang got involved the first time, they will not be involved in this one), with the same rules applying and with Catwoman having a pair of new attacks. Her first new attack involves the use of her claws, which is unblockable and must be avoided. Being hit by the claws will immediately lower Batman’s maximum health to half of its maximum in addition to causing damage (being hit by the claws again will not stack the effect; it will only cause damage). Her second attack is a new pounce attack, which is unblockable and must be avoided. If it connects, Catwoman will tackle Batman and scratch him deeply in his chest and neck. This attack results in an instant death for Batman, triggering a game over.

 

Once the health bar is drained, a mini-cutscene ensues where Catwoman launches herself at Batman in another attack. Unlike the first quicktime series, this one must be completed by the player, or an automatic game over occurs.

 

Quicktime event 1: Catwoman throws a bola at Batman, the expert throw causing Batman to be constricted by it with limited movement near the edge of the rooftop. She charges toward him while he struggles to break free.

  • Failure: Catwoman hits him with a leaping kick, sending him clear off the rooftop and down to the pavement below to his death.

  • Success: Batman rolls underneath her, still not freed of the bola. Catwoman overshoots the rooftop, but manages to grab onto the ledge to pull herself back up.

Quicktime event 2: While Batman draws a Batarang from his belt. Catwoman vaults back onto the rooftop. She charges toward him again with her claws extended.

  • Failure: Batman is unable to free himself in time, allowing Catwoman to scratch him several times across his chin and body. Batman struggles to remain awake, but ultimately succumbs to sleep as Catwoman grabs him, gives him a “goodnight” kiss, and whispers “Bye, Bats” before softly pushing the sleeping Batman off the roof.

  • Success: Batman cuts through the rope wrapped around him and swipes his Batarang at her claws, knocking them off her hand. Stung by the impact, Catwoman clutches her declawed hand before Batman kicks her away with a spinning back kick.

Quicktime event 3: Growling, Catwoman charges toward Batman one last time, raising her remaining clawed hand high above her head

  • Failure: Batman throws the Batarang at her, but misses just barely as she ducks under the projectile. Catwoman slides in close and slashes at his gut. Pressing the attack, she continues to swipe at him as the increasingly weak Batman fails to cover up in the face of the onslaught. Breathing heavily from the exertion, Catwoman slowly stands up before distastefully using her foot to roll Batman off the roof.

  • Success: Batman throws the Batarang at her, the steel bouncing off her skull with an audible impact. Catwoman falls to the ground, but quickly regains her feet. However, in looking to attack again, she finds that Batman has disappeared. Panting as she scans around herself, she does not hear when Batman stands to full form behind her and grabs her from behind. He wraps one arm around her throat and the other he places over her face. He defends against her remaining claws expertly until Catwoman falls unconscious.

 

Having subdued Catwoman, Batman quickly disarms her of her other claws, removes her pouch and applies his handcuffs to her. Exhausted, he takes a moment to recover his energy before somberly examining Catwoman. After a moment, he picks her up to deliver her to the GCPD.

 

End of A Stray in the Night

Notes:

This is the end of this campaign. Proceed to the endings or return to the main page for more.

Chapter 6: Catwoman Defeats Batman

Chapter Text

Catwoman slides her hands across Batman’s face as he lays there, unable to offer a defense. Marveling at her victory, Catwoman reaches her fingers under the cowl and unmasks Batman, revealing Bruce Wayne’s face to her. She recognizes him instantly, and remarks on how she had always known that Batman would be someone famous.

 

The player is given a few dialogue options for how to respond to Catwoman. Based on the remainder of their conversation, Bruce can either convince Catwoman that destroying the Batman was not really what she wanted to do, or he can antagonize her and trigger a game over.

Chapter 7: Convince Catwoman

Notes:

(See the end of the chapter for notes.)

Chapter Text

Convince her: Bruce successfully convinces her that destroying Batman was not what she wanted to do, telling her that she just wanted to feel secure in her actions even. Catwoman doesn’t appreciate his psycho-analysis, but she lets him put his mask back on, and she also allows him to stand back up. The player will also be capable of offering her his feelings.

  • If the player has built up enough Vigilante Points, Catwoman will proudly accept his feelings, before awkwardly admitting that she shared some of them. She then quickly boasts about besting him and stealing his heart. The two of them share a brief kiss before Catwoman bids him good luck with the rest of his battles for the night.

  • If the player has not built up enough Vigilante Points, Catwoman will sadly reject his feelings, saying that she was not really sure of what she wanted from Batman. She admits that she thought she had wanted to be with him, but the events of the night had forced her to reconsider. She leaves him alone, promising that she would not cause anymore trouble for the evening.

Batman returns to the Batcave to repair his equipment and stitch up his wounds. Alfred offers his feedback to Bruce offering his feelings to Catwoman, either offering his sympathy if he was rejected or his congratulations if he was accepted.

 

Alternatively, if Batman does not offer his feelings to Catwoman, the two of them just mutually agree to a truce for the remainder of the evening. Catwoman snidely remarks that all of the other girls in Gotham would be jealous that Catwoman had managed to do what they could not, but then jokes that they would probably never believe her.

Notes:

This is the end of this campaign. Proceed to the endings or return to the main page for more.

Chapter 8: Antagonize Catwoman

Notes:

(See the end of the chapter for notes.)

Chapter Text

Antagonize her: Catwoman becomes agitated by Bruce’s taunts, choosing to take advantage of his vulnerable position to strangle him into unconsciousness, giving him a “goodnight” kiss on the lips as she does.

 


 

Catwoman’s Game Over Cutscene

 

Catwoman exults in her victory, standing over Batman’s unconscious body with his mask in her hands. In a separate location, Catwoman has brought Batman’s unconscious body, filming herself unmasking him again for effect.

 

Days later, Catwoman, using the leverage of several copies of Batman’s identity being leaked to the public, forces Batman to ignore her crimes of theft. She agrees to only steal from other criminals and to only take items of minimal value compared to others.

 

Eventually, Bruce Wayne announces to the world that he is engaged to a woman named Selina Kyle. Skeptics note her criminal record as a cat burglar, especially when it appears that the GCPD is unable to make a case against her. Behind the scenes, Bruce has been forced to keep evidence away from the police that would allow them to go after her. In exchange, she continues to keep his identity a secret.

 

They never marry. Their relationship is a toxic one based on fear. Selina lives the high life she always wanted, but is not happy. Bruce’s moral code being compromised so similarly leaves him unfulfilled.

 

He blames her. She blames him. They both agree that they hate the other for putting them in this situation. They nearly come to blows, but stop when the heat of their passion makes them both crave the other. They aggressively embrace each other, mashing together their lips and hips.

 

They are still unfulfilled.

 

Ultimately, they end their engagement. Selina returns to her life as a cat burglar and Bruce returns to his life alone. He stops putting on the cowl, not wanting to even try ridding himself of the emptiness. He continues his days in silence.

Notes:

This is the end of this path. Go back to the previous chapter or start over for more.

Chapter 9: A Maddening Affair (Harley Quinn)

Chapter Text

Harley’s campaign is potentially the fastest of the three main sirens’ campaigns, with the quest being mostly based around side quests that may not need completion, but not completing the primary side quests may result in the final confrontation being too difficult for lesser-skilled players, in which case, they will be given the option to cancel the final confrontation and go back to before it begins to complete the other side quests.

 

At the start of the game, Harley releases a broadcast over Gotham’s radio airwaves from one of their local stations, announcing that she and Joker had split and that she is going to take over. She invites Batman to try to stop her, but assures him that if he does, she would have him crawling around at her feet.

 

Main campaign - Part One: Batman heads to the studio from which the message had been broadcast. Harley’s thugs have taken over the entire building, though given Harley’s split from Joker, Batman is unable to identify who is in charge initially. After navigating through the building and several hostage situations, Batman comes across the production set where the broadcast was transmitted. Using his detective skills, Batman determines that Harley was never in the room and that the message was pre-recorded. After some confusion, he also determines that, strangely, the room itself was covered in DNA from people who had likely never been there, including the Riddler, Mr. Freeze and Two Face.

 

Batman deduces that Harley has left him clues as to who she is set to attack in her burgeoning turf war. Before he leaves, however, the studio room comes to life and speaks to him. The voice belongs to Siren, who informs him that the radio broadcast building- and everyone in it- would soon be hers to control. Batman calls the police to the building, then races to the lobby where he repels the attack of several of her henchmen, led by Siren’s right hand Amanda. Amanda retreats before the police arrive, but she entices Batman to continue along for the Siren to ensnare him.

 

Side quest: Batman can pursue this quest, believing that Siren might have some intel on where to find Harley. In the end, she has none to offer Batman, but completing this quest before continuing with the main campaign could allow the player to uncover a new, sonic-based technology that would allow for a gadget upgrade in the remainder of the game.

 

Batman prepares to continue his search for Harley, but is informed by Alfred that the GCPD- in responding to the hostage situation at the broadcast station- had been alerted to another hostage situation at Gotham City University involving a known associate of Harley and Joker. With the police unable to coordinate two emergency responses of this magnitude at once, Batman heads to the campus’s administration building alone, where he discovers Cornelia is holding several school officials in a room wired to blow. She demands that Batman present himself to her.

 

He does, allowing himself to be held at gunpoint by some of her henchmen. Cornelia gloats over her easy victory, remarking that all she had had to do was threaten a few civilians and he would come running. She also says that although she and Harley were friends, she would be the one who would have the fame of being the one to defeat him. As Batman tries to convince her to release the hostages, Cornelia shows off the detonator and warns him not to make any more demands. As she muses to herself about how rich she would become, the lights suddenly turn out in the entire building.

 

Cornelia activates the detonator, but the device does not cause an explosion. Confused, she realizes that Batman had distracted her by revealing himself and had somehow gotten to the explosives. The lights come back on, revealing that Batman had disappeared out of the room. Cornelia orders that the hostages be shot one-by-one until Batman revealed himself, but receives no word back from her men guarding the hostages.

 

Batman, hiding on a higher floor out of the lights, confers with Batgirl, who had infiltrated the building while the guards were occupied with Batman. She confirms that the hostages were safe and that the bombs had been defused, but she thinks that the bombs could be rearmed if they didn’t handle the situation quickly. The two of them work together in stealth, working their way around the building and taking down the thugs one-by-one until Cornelia is the last one remaining. Once the thugs have been dispatched, Cornelia gives herself up, knowing that she cannot fight Batman by herself.

 

When Batman and Batgirl go to apprehend her, she reveals that she had contacted Harley shortly before giving herself up, showing the live video call behind her. Harley is surprised that Batman has found himself a partner, asking if she should call his sidekick “Batwoman.” Batman demands that she surrender, but she gleefully declines. She says that her plans don’t involve the sidekick, but they shouldn’t be affected by them either.

 

Batman hands Cornelia off to the police, then has a conversation with Batgirl about what to do next. Batgirl wants to continue helping Batman track down Harley, but Batman denies her, saying that Harley is too dangerous. Instead, he asks her to focus on stopping the series of crime sprees around Gotham from the others while he leads the search for Harley. Deferring to her mentor, Batgirl agrees, but requests that Batman ask her for help should he need it again.

 

Main campaign - Part Two: Batman returns to the search for Harley, resolving to track down the leads that Quinn had left for him. He has the option of investigating the locations occupied by any of the three villains that Quinn had left as clues.

 

The player only has to complete one of the following primary side missions to advance to the next part of the campaign, but it is recommended that the player complete all three before progressing to the boss fight.

 

Mr. Freeze: Harley’s gang is near the Gotham River trying to locate Mr. Freeze. Batman first finds some henchmen who had just arrived to aid in the search. Batman fights through them, then hears over their radio that some of the others had found Freeze. Batman continues along the path and catches up to another group trying to catch up to the vanguard. He fights through them as well, hearing another message confirming that the front group had found Freeze and was engaging with him in combat.

 

Batman comes upon the final group, which is crowding around a fallen Freeze in his full body suit, breached to the normal air. Batman comes to Freeze’s rescue, defeating the henchmen and saving Freeze. Wounded and in need of a repair, Batman helps Freeze return to his lab, insulated in the cold. Recovering, Freeze thanks Batman for his help, and offers to help him stop Harley. He explains that Harley had come after him in search of his weapons after Freeze had refused to give it to them. Batman demands to know why he kept weapons if he wasn’t planning on using them; he explains that he was making them for the League of Assassins in exchange for their medical help in saving Nora. Batman demands that he stop making weapons for others, but Freeze is reluctant to give up the help from the League. Batman says that he will try to find what Freeze needs from them in exchange for him ending his business with the League, to which he agrees.

 

Two Face: Batman heads to known Two Face territory, finding several pockets around the area where members of the rival gangs are holding each other captive while being isolated from the rest of the fighting. In the middle of the territory, a gigantic brawl has broken out between two large contingents of the gang. Batman can intervene in any of these situations, though breaking up these scrums is not necessary.

 

Batman finds a pair of policemen being held up by some of Two Face’s thugs. Batman rescues them and asks what they were doing in the middle of the gang war. The two of them explain that they had been tasked with reporting on the violence in the area, but had been captured. They tell Batman that they had seen some of Harley’s thugs stealing military-grade weapons near the Gotham City Foundry, and that they were going to transport them back to the rest of their gang shortly.

 

Batman debates allowing them to steal the weaponry to follow them back to Harley, but members of Two Face’s gang arrive to try to take the weapons back. Unable to risk the loss of life in the struggle, Batman intervenes and incapacitates all of the gangsters. He calls in the GCPD to recover all of the weapons, the gangsters and their missing comrades.

 

Riddler: Batman catches wind of an apparently indecipherable, possibly accidental broadcast over the Riddler’s private channel that he often uses to communicate with and taunt Batman directly. The broadcast is in Morse code, transmitting coordinates to a location. Fearing a trap, Batman approaches the location in Gotham cautiously, finding it to be near one of the city’s power plants. He finds no sign of anyone there, but discovers that there is a signal being broadcasted from nearby. Using his gadgets, Batman manages to neutralize the signal from afar, triggering what would have been a trap had he come closer.

 

The trap electrifies many of the metallic surfaces at the power plant, causing what would have been fatal shocks to anyone who had been inside. Riddler, thinking he had killed Batman, gloats over the private channel, but quickly interrupts his gloating as an audible crash is heard over the broadcast. He then quietly begs “Batman, if you’re still alive, please come help,” transmitting a new location in Morse code over the frequency.

 

Batman arrives at the location, finding a bunch of Harley’s thugs invading a building at the northern edge of the city. The gangsters are loading up trucks full of Riddler’s gear, including lots of advanced weaponry. Batman stops them on the outside, then ventures into Riddler’s hideout. Once inside, he finds more of the gangsters taking more weaponry. He engages with them, avoiding the ones using some laser rifles the Riddler had produced. After subduing all of them, Riddler sends Batman another message, begrudgingly thanking him for his help and allowing him a brief, thirty-second truce because of it. He says that he is not actually there at the building; it was meant to be a location set up to be a riddle-trap room for Batman to solve, but Harley’s thugs had somehow become aware of the location and come to steal whatever they could rip out of the walls and floor. Riddler “politely” asks Batman to leave this building and possibly return later once Riddler could repair the damage caused by the gangsters.

 

Main campaign - Part Three: After Batman has stopped at least some members of Harley’s gang from stealing from the other villains, Batgirl alerts him that she had come across an in-progress robbery at the Gotham City Bank. She says that Harley is among the perpetrators. Batman tells her to wait for him to arrive before engaging, and he goes to the bank to support her.

 

At the Gotham City Bank, the two of them regroup on the rooftop, where the two of them confirm that Harley Quinn is indeed among the robbers. She is calling out directions to her thugs, telling them to grab what they could from the registers, but that the contents of the breached vault were the priority. In such a fast-moving environment, the two of them decide that stealth might not hold out for long. Batgirl hacks into the bank’s lighting system, setting the emergency, main and auxiliary lights to all act as alternating strobe lights to assist in their movements.

 

The two of them enter the bank amid the confusion, stealthily taking out the thugs one-by-one. Harley Quinn herself makes her way out of the bank, apparently meaning to flee. Batman and Batgirl continue to take out the gangsters, intending to chase her once they are finished with the gangsters.

 

Harley, however, returns in a dump truck, crashing through the front door and disabling the bank’s lighting system in the process. Harley dispatches one of her lieutenants- referred to as “Queenie” by both Harley and some of the other thugs- to deal with the two of them.

 

Boss fight - Queenie: Queenie is not particularly special in her fighting style. She fights as the standard thugs do, with one added attack of being able to perform an unblockable grab attack. The grab sees her tackle either Batman or Batgirl to the ground and begin strangling from the mount, where the player will have to mash out of the hold. She will fight with a bunch of other henchmen around her, but she can only be defeated with three combat takedowns; until the third takedown is applied by either hero, enemies will continue to revive so that a combo can be chained together.

 

In this battle, the player can play as either Batman or Batgirl, and can switch between the two of them at any point to vary the combo (unless the player is caught in the grab attack). Queenie will always attack whichever hero the player controls.

 

Once three combat takedowns have been performed on Queenie, a mini-cutscene ensues where Queenie shoves one of her gangsters into Batman and she attacks Batgirl. The player must complete a quicktime event where Batgirl will fend off Queenie’s attack, dislocating her elbow and pinning her to the ground. If the player fails the quicktime event, Queenie will successfully strike Batgirl, then toss her to the ground and gloat in victory while Batgirl struggles to find her feet; the counter will reset and three more combat takedowns must be performed.

 

During this fight, Harley had successfully managed to get her thugs to find what she wanted to steal: several dozen safety deposit boxes loaded into the dump truck. Harley bids the two of them goodbye as she escapes the bank with the loot. The police arrive shortly after her departure, coming in to take the remaining members of her gang into custody. Batman investigates what they might have targeted from the vault.

 

He interrogates Queenie, preventing her from continuing to speak to an officer who appears to be considering letting her out of her cuffs for a “special favor.” Batman demands to know where Quinn is. At first, she offers to give him his own special favor if he lets her go, but Batman implores her to answer, grabbing her by her dislocated elbow. Queenie finally tells him where Quinn was hiding: on Bruce Wayne’s yacht. Stunned, he realizes that Quinn had stolen his own safety deposit box, a box that contained some small items worth small fortunes, including a skeleton key that would enable Quinn to bypass the security systems installed on his yacht.

 

Batman and Batgirl regroup outside of the bank. Batman decides that he cannot allow Batgirl to follow him onto his yacht, believing that Quinn had to have another trap planned for him. Batgirl is reluctant to allow him to go by himself, but relents when he asks her to be ready to come retrieve him if he needed help.

 

Campaign finale: Batman heads to the coastline to find his yacht. Harley’s gang has taken over, and it appears that they have been on the yacht for the entire night. At the docking station, he finds that some of her thugs have taken a private security officer captive. After using stealth to stop all of the gangsters, Batman frees the officer, but doing so alerts Harley that Batman had arrived over another live video call. The yacht begins to separate from the dock, leading Batman to tell the security officer to call for the Coast Guard to mobilize.

 

Batman boards the ship as it departs, separating him from the mainland. He does not see Harley immediately, but is able to work his way around the deck of the ship, taking out several armed guards in a stealth segment. Once the deck is clear of threats, Batman heads below deck to look for Harley. He heads to the bridge to turn the ship around, but is unable to breach the door without the skeleton key. He discovers that Harley has turned off the yacht’s transponder system, meaning that she could manage to slip past the Coast Guard with relative ease under the cover of night.

 

Batman returns to the top deck of the ship when he hears Harley up above. He reveals himself to Harley and several of her gangsters, ordering her to give up the skeleton key. She declines, then orders Batman to surrender now so she could “get to the fun part” sooner. He declines too, then prepares to defend himself.

 

Boss fight - Harley: This fight is fought against both Harley and dozens of her gangsters, and the tenor of this battle will depend on whether or not Batman had previously stopped Harley from stealing weapons from the other villains (in order to have progressed to this part of the campaign, Batman must have stopped at least one of them).

  • If Batman failed to stop Harley’s thugs from taking Mr. Freeze’s weapons, the battle will begin with Harley’s men using one on Batman, freezing his cape in place and slowing down his movements. Batman will be unable to execute any counters in this fight and must avoid all strikes.

  • If Batman failed to stop Harley’s thugs from taking Riddler’s weapons, the battle will begin with Harley’s men using a localized EMP-type weapon on Batman. During the battle, his detective vision and all of his gadgets will be disabled. Additionally, during the battle, some of the thugs will use Riddler’s laser rifles on Batman.

  • If Batman failed to stop Harley’s thugs from taking Two Face’s weapons, the battle will begin with Harley’s men using a rocket launcher on Batman from above, injuring him immediately and taking away half of his health at the start of the battle. During the battle, the thug with the rocket launcher will periodically warn his allies to get clear before he fires another rocket. These rockets are unblockable and must be avoided, but this thug can be defeated with the aid of a gadget if Batman has access to them.

 

Harley herself has a unique fighting style with multiple attacks. Even if Batman had stopped Harley from stealing from Freeze’s weapons, the majority of her attacks cannot be countered and must be avoided. The only one of her attacks that can be countered is her running attack, which can be countered with Batman stepping out of the way and push-kicking her to the ground. Harley is also mostly immune from Batman’s gadgets if he is capable of using them, able to acrobatically avoid any projectiles he might fire at her.

 

At the start of the battle, she will primarily use her oversized mallet to attack Batman. Her mallet must be avoided, particularly when she goes to strike the ground in front of Batman, causing a sonic shock in the ground thanks to advanced technology in its head. After Harley’s health bar has dropped to about half, she will abandon the mallet in favor of a baseball bat, which will transition to her having smaller reaction time windows to avoid her strikes (except for the running attack). With both of those weapons, Harley has a grab attack where she will cartwheel onto Batman, wrapping her legs around his neck, and rip him down onto the ground on his neck before using whichever weapon is in her hands to smash Batman in the head twice. At any time during the battle, Harley will also be able to use a prop boxing glove gun at close range. If Batman avoids it properly, Harley will accidentally hit one of her own thugs with it, knocking him out with a comic boxing bell sound effect. Finally, at any time during the battle, Harley can put out a large pistol and aim it at Batman. If Batman is able to use his gadgets during this battle, then he can throw a Batarang before she fires and knock her aim off balance. If so, her shot will accidentally hit one of her thugs in the leg, taking him out of the battle. Otherwise, this shot must be avoided.

 

All of Harley’s thugs must be defeated (with the exception of the one holding the rocket launcher, who might be untouchable if Batman cannot use his gadgets) in order to end the battle. Even if Harley’s health bar is drained fully, the battle will continue until all of the thugs have been defeated. In order to defeat them, Batman can either knock them out, or he can use an environmental takedown where he can place up to four enemies into individual liferafts before casting off the rafts into the ocean.

 

Once the health bar is drained, a mini-cutscene ensues where Harley launches herself at Batman in another attack. The player can either execute a series of quicktime events or fail them to determine the final outcome of the battle. Failing any of these quicktime events ends the battle immediately.

 

Quicktime event 1: Harley pulls out her mallet again, charging at Batman with it held over her shoulder. Batman marches toward her to engage.

  • Failure: Batman fails to react in time, allowing Harley to bring the mallet down over his head, stunning him and cracking his cowl along the front. Harley hits him again with an upward return strike, flooring Batman and knocking him out.

    • If the rocket launcher thug is present and still active, Harley will signal for him to “set up the room.”

    • If the rocket launcher thug is unconscious or was never present in the first place, she just looks around at all of her unconscious thugs, shrugs, and skips toward Batman.

  • Success: Batman slips out of the way of her swing, then catches her upward return swing. He breaks the mallet at the head and push-kicks Harley away.

    • If the rocket launcher thug is present and still active, Batman throws the mallet head at him with enough force to immediately knock him out, making him fall over the railing and onto the deck with them.

    • If the rocket launcher thug is unconscious or was never present in the first place, Batman discards the mallet head and resumes marching toward Harley.

Quicktime event 2: Harley pulls out her baseball bat again, swinging it at Batman’s side.

  • Failure: Batman barely blocks the swing, but hurts his arm in the defense. Harley then jabs him in the gun with the end of the bat, making him double over. Finally, Harley pushes the bat horizontally down the back of his neck, then performs a step-up jumping knee strike into Batman’s face assisted by the metal against the back of his head. Batman is flat knocked out, dropping to his back with no resistance as chips of his cowl fall off in between the two of them.

  • Success: Batman catches the object against his side with one arm, holding it still when Harley attempts to rip it free. Her own effort makes her stumble backward, losing her grip on the bat and falling onto her rear. She scoots backward in a panic as Batman tosses her bat away.

Quicktime event 3: Harley pulls the prop boxing glove gun from her side, hurriedly throwing it up in Batman’s general direction as he leans down to take the device from her.

  • Failure: The boxing glove fires, connecting cleanly with Batman’s nose, causing the cowl to fracture along the front and flooring him, leaving Batman in a daze. Harley stares at the glove for a long moment, as if even she can’t believe that it worked. She quickly scrambles back to her feet, then composes herself, pretending that this was what she’d planned to do all along.

  • Success: Batman presses his palm against the boxing glove, preventing it from firing and causing the recoil to scrape the prop out of her hand. Harley scrambles back to her feet as Batman crushes the boxing glove with his one hand before tossing it off the yacht.

Quicktime event 4: Harley draws her heavy pistol, aiming it with one hand as she straightens out fully, but doesn’t properly set her feet before firing.

  • Failure: Harley fires upon him, the large-caliber bullet striking Batman directly in the forehead. He survives thanks to the armor under the cowl, but the force of the impact knocks him out and causes the cowl to nearly shatter. Harley’s gun recoils and smacks her back in her own face, knocking her down as well, but she recovers quickly enough to stand up over the defeated Batman.

  • Success: Batman dodges out of the way of Harley’s wayward shot, watching as Harley accidentally smacks herself in the face with her gun on the recoil. She collapses to the ground, covering up her face with her other hand. Batman steps forward and kicks the gun out of her hands, standing over her as she slowly lowers her hand from her face.

Chapter 10: Batman Defeats Harley Quinn

Chapter Text

Harley asks him if she had come close to hitting him. Batman asks her in return if she really was separated from the Joker, or if he was pulling the strings on the night from behind the scenes. She assures him that this was supposed to be “a fun night for all the gals of Gotham.” She had just wanted to be the one to get the bragging rights, but sees now that she never would have been able to pull this off by herself.

 

Harley asks if Batman had enjoyed himself chasing her tonight. If Batman says that he did not have fun having to stop her from putting innocents in danger, Harley says she knew he’d say that, but they both knew the truth. If Batman says that he did have fun, Harley is surprised to hear him admit it, saying that at least she could brag about that.

 

Batman has the option of either offering to help rehabilitate her from her path or decide that she is hopeless and take her back to be arrested without help.

Chapter 11: Reform Harley Quinn

Notes:

(See the end of the chapter for notes.)

Chapter Text

Reform her: Batman offers to help her in her rehabilitation at Arkham, saying that if she truly wanted to get Joker out of her life, she needed to reject everything he had made her. Harley doesn’t seem to believe he will follow through on his offer, but appreciates the offer. She sits up and presents her wrists to Batman, allowing him to cuff her before telling him to “feel” around her hip for the skeleton key. He finds it there, then uses it to get the yacht to turn back toward Gotham.

 

After separating from her, Batman returns to the Batcave to repair his equipment and heal his wounds. Alfred comments on how the two of them parted ways. If he fought Harley a second time, Alfred will say that he fears giving Quinn the violence she sought would only turn her further into another Joker. If he offered her his help, Alfred will remark that he applauds Bruce’s efforts in trying a different approach.

Notes:

This is the end of this campaign. Proceed to the endings or return to the main page for more.

Chapter 12: Lock Up Harley Quinn

Notes:

(See the end of the chapter for notes.)

Chapter Text

Lock her up: Batman decides that she is hopeless, telling her that she would not be shown any mercy once taken back to Arkham. He says that they would likely put her back in a cell across from Joker, which sets her off into a rage. Harley scrambles away from Batman and recovers her baseball bat, triggering a second boss fight.

 

Boss fight - Harley Quinn, Part Two: In this half of the boss fight, the same rules as the previous half, except that there will no longer be a thug firing a rocket launcher if there had been one before the cutscene (Batman will still be affected by Freeze’s/Riddler’s weapons if he had been affected by them earlier). Beyond this, it is now a one-vs-one fight rather than a one-vs-all fight like the first half. Harley will have an adjusted moveset. Her running attacks, her attacks with the baseball bat and her cartwheeling grab attack will all remain, but the others have all been removed from her set.

 

She will have two new attacks. Her first is based on her distance from Batman; if Batman gets too far away from Harley in the course of their battle, she would break off and run for one of the fallen weapons from her unconscious thugs (if Riddler’s weapons are present, she will use one of the laser rifles to cause more damage; otherwise, she will just use a regular gun for lesser damage). This attack, like most of her others, cannot be blocked and must be avoided (though if it is a regular gun, Batman can interrupt it with a Batarang). The second attack is a lengthy windup attack with her bat, but it has an extremely limited reaction time to dodge (meaning that the player will know when Harley will attempt it, leaving the player with either the option of retreating and allowing her to go for a gun or staying within range to attempt to dodge the attack). If it connects, Harley will hit Batman in the head with all of her strength, breaking his jaw and sending him to the ground before she follows up with repeated, unprotected swings to his head and body. This attack results in an instant death for Batman, triggering a game over.

 

Once the health bar is drained, a mini-cutscene ensues where Harley launches herself at Batman in another attack. Unlike the first quicktime series, this one must be completed by the player, or an automatic game over occurs.

 

Quicktime event 1: Harley surprisingly throws her bat at Batman, who deflects it back into her hands as she charges him.

  • Failure: Harley expertly handles the bat back up and clubs Batman over the head with it. Stunned, he slips backward and attempts to defend himself to no avail as Harley continues swinging the bat until Batman stops moving.

  • Success: Batman fades backward, just out of reach of the swing. Before Harley can effectively bring her bat back around for a return swing, Batman loops his right arm under her right arm and around her neck for a choke.

Quicktime event 2: Harley strains but manages to swing herself around to Batman’s back, then pulls the baseball bat up around his neck to choke him.

  • Failure: Batman is unable to free himself, suffocating painfully before Harley finishes him off, using the bat to twist his head abruptly to the side and breaking his neck. She looks down in glee at her handiwork before she leans over his shoulder and plants a quick kiss on the dead Batman’s lips. She then lets the corpse fall to the ground.

  • Success: Unable to break her hold, Batman instead reaches up to wrap his arms around Harley’s head, then allows himself to fall to his back with her head cradled against his shoulder. They both hit the ground hard, the impact of the bat against his neck making him gasp for air.

Quicktime event 3: Harley recovers first and mounts Batman, driving the bat once more into his neck from on top of him.

  • Failure: Batman cannot get Harley off him, only able to provide agonal gasps as he struggles for air. Grinning, Harley leans down, says “Bye bye, Bats!” and gives him a quick kiss on the lips with an exaggerated “Mwah!” as she bids goodbye to Batman. He dies, trapped beneath Harley Quinn with a crushed windpipe.

  • Success: Batman manages to get his arms over the baseball bat, then uses his hands to reach up, grab Harley’s head, and yank it down to his own armored head. As Harley is stunned by the blow, Batman manages to throw her to the side and regain his feet.

Quicktime event 4: Harley, from her knees, tiredly brings her bat up to her shoulder and prepares to swing it again.

  • Failure: Batman tries to avoid it, but Harley swings her bat into his knee as he tries to avoid it. An audible crack sounds out as Batman falls to the ground, favoring that leg. Harley crawls over to him, mounts him a second time, and bashes the bat point first into Batman’s face repeatedly.

  • Success: Batman kicks the bat out of her hands as she tries to swing it at his knee. Harley is exhausted from their fight, leading her to feebly punch at Batman’s leg before Batman grabs her by the head and smashes her head into the deck floor, knocking her out to end the fight.

 

Having subdued Harley, Batman quickly searches her person for the skeleton key. He locates it, then places Harley in handcuffs as she snores. Exhausted, he takes a moment to recover his energy before somberly examining Harley. After a moment, he heads to the bridge to steer the ship back toward Gotham.

 

End of A Maddening Affair

Notes:

This is the end of this campaign. Proceed to the endings or return to the main page for more.

Chapter 13: Harley Quinn Defeats Batman

Chapter Text

Harley, giggling to herself, says that she can’t believe how perfectly her plan worked out, decrying Joker for never being able to execute his plans. She recovers her baseball bat, then saunters over to Batman as he struggles to get up. Harley easily stops him, then reaches down to unmask him. Hooking a thumb through one of the damaged lenses, Harley pulls off the front of his cowl to reveal a barely-conscious Bruce Wayne beneath.

 

Harley is a little confused at first, thinking that the billionaire might have dressed up as Batman to try to take his yacht back. She then decides that that wasn’t the case, then remarks on what a coincidence it was that she’d decided to take Wayne’s own yacht as a means to entrap him. She then tells him how he should have listened to her original warning, but unsubtly implies that crawling around at her feet wouldn’t be so bad for him.

 

The player is given a few dialogue options for how to respond to Harley. Based on the remainder of their conversation, Bruce can either convince Harley that destroying the Batman was not really what she wanted to do, or he can antagonize her and trigger a game over.

Chapter 14: Convince Harley Quinn

Notes:

(See the end of the chapter for notes.)

Chapter Text

Convince her: Bruce tells her that what she wanted really wasn’t to beat him; she was still just trying to impress Joker. She denies this, but Bruce brings up how her first thought in her moment of victory was to shame Joker for never being able to defeat him. After considering it herself, he successfully convinces her that, despite trying to tell herself otherwise, she was still trying to stick it to Joker after their split. Harley admits that beyond that, she doesn’t know what else she wants. Batman convinces her to give him the skeleton key and let him turn the yacht around back toward Gotham. Batman has the option of choosing the destination between Arkham Island and the dock where they had left.

  • If Batman takes the ship to Arkham Island, Harley understands why Batman was taking her there, saying that time back in the asylum could at least help her figure out what else she wanted. She gives Bruce the shard of his mask back, telling him that she wouldn’t need it where she was going, then promises him that she would keep his identity a secret, and that even if she didn’t, “who would believe a lonely clown in a madhouse anyway?” Shortly before the yacht docks at the island and the police on-site prepare to take the other gangsters inside for temporary housing before being brought back to GCPD, Batgirl arrives in the Batwing to retrieve Batman and take him back home.

  • If Batman takes the ship back to the pier, Harley is surprised that Batman is willing to let the police take her knowing what she knows. Batman says that she is free to make her own choices, but she would have to pay for the ones she had made up to this point, and that she would likely go back to Arkham after her arrest. She asks Batman if he would be willing to help her, thinking that Batman himself would be best suited to help her figure out what she wanted. Batman can either accept or decline her request. If he accepts, Harley asks if she can keep the part of the broken mask she had, which he allows. If he declines her request, Harley somberly hands him back the piece of his mask she had taken. Either way, she says that she wouldn’t tell anyone about who he really is, saying that their business was between them alone. Before the yacht docks and the police prepare to board the ship to take all of the others back into custody, Batgirl arrives in the Batwing to retrieve Batman and take him back home.

 

Batman returns to the Batcave to repair his equipment and stitch up his wounds. Alfred offers his feedback to Harley knowing his identity and how he chose to part with her. If Batman brought her back to Gotham, Alfred informs him that after he had left, Harley had been taken into police custody, but she managed to escape without a trace. If he had brought her to Arkham Island, Alfred informs him that Batman says that she had been reported missing from the asylum. Bruce says they likely wouldn’t be able to find her tonight, as they had more pressing matters. He assures Alfred that Harley wouldn’t cause any more trouble for the evening.

Notes:

This is the end of this campaign. Proceed to the endings or return to the main page for more.

Chapter 15: Antagonize Harley Quinn

Notes:

(See the end of the chapter for notes.)

Chapter Text

Antagonize her: Batman fails to convince her to let him go, only managing to make her more sure that she wanted to defeat him. Harley promises him that he would “thank her later,” then brings her bat high above her head and smashes it down into his face, sending him back to unconsciousness.

 

 



 

Harley Quinn’s Game Over Cutscene

 

Harley Quinn calls out to her slowly-reawakening gangsters, showing them all that they had actually managed to unmask Batman. She then calls out for some of them to get together to get Batman ready for “the room.”

 

A completely naked, almost-definitely concussed Bruce Wayne wakes up in a pitch black room, still on the yacht but trapped below decks. He finds the door after stumbling around for a few minutes, but in the dark, can’t find any means of opening it after finding it locked. Making too much noise, he alerts Harley that he is awake, leading her to activate a speaker system hooked up to his room, playing Harley’s laughter on repeat, at varying volumes, nonstop.

 

Minutes pass. Hours pass. Bruce does not know what time it is, but he assumes that enough time has passed for either Batgirl or the Coast Guard to have found him. He waits to be rescued from the dark room.

 

No one comes. Not Batgirl, not Alfred, not the police, not even the gangsters to come feed him. He is left to starve and stew in the dark room, with only Harley’s unrelenting laughter to let him know he is still alive.

 

Bruce finds it hard to think. Her laughter seems to get louder the longer he tries to ignore it. He loses the strength to stand at some point. He still hasn’t been fed yet. He resorts to begging to be let go to anyone outside the door who can hear him. He doesn’t care about his image as Batman anymore; he just wants the misery to stop. It has probably lasted for days now.

 

All he can do is lie flat on his back, not even hoping for a rescue anymore. In the few moments where he knows he’s awake, he stares into the nothingness in front of him, trying to think, but he can’t. Finally, he starts laughing along with her. It starts low, like a chuckle. It blossoms into a full-on cackle.

 

Harley’s laughter finally stops. Bruce’s laughter doesn’t. Even when he runs out of breath, he wheezes as if he is still laughing. This is it, he realizes. Death has finally come for him.

 

Instead, he realizes that he can see Harley standing over him in a slightly better lit-room. His eyes adjust to the sudden revelation that they still work, blinking rapidly to help her face come into focus. He determines that he is no longer in the dark room, but in a bedroom on his yacht. His other senses tell him that he is still naked, but he is laying down on a bed.

 

His ears pick up on her sound as well. She is laughing, in a different way than the recording he had heard her over the speakers. He realizes it’s a happy laughter, meaning that the misery really was over. He laughs with her again.

 

Harley joins him on the bed, dropping to give him a full, hearty kiss that the two of them continue to laugh through. They playfully wrestle on the mattress, their kissing and laughing getting louder while the two of them fight over Harley’s clothes. Despite being malnourished and dehydrated over several days, Bruce finds renewed strength in their combined laughter. In fact, he feels stronger than ever.

 

A while later, they stop kissing, laying beside one another, covered by the splayed sheets of the bed.

 

They continue laughing.

Notes:

This is the end of this path. Go back to the previous chapter or start over for more.

Chapter 16: Cut from the Earth (Poison Ivy)

Chapter Text

Poison Ivy’s campaign is structured around a certain level of completion of quests relating to her. More variation will be seen in this campaign in the types of quests Batman will encounter. Like Harley Quinn’s campaign, there are some side quests that may not need completion, but not completing the primary side quests may result in the final confrontation being too difficult for lesser-skilled players, in which case, they will be given the option to cancel the final confrontation and go back to before it begins to complete the other side quests. In this campaign, the majority of enemies fought by Batman are thugs and criminals who have been converted by Ivy.

 

At the start of the game, a fire is reported at Gotham Park. The GCFD responds to the blaze, but they are attacked by Firefly, who is responsible for the fire. Batman heads to the scene to defeat Firefly, triggering a boss fight.

 

Boss fight - Firefly: Firefly is not comparable to Batman’s standard enemies; in fact, with one exception, none of his attacks can be countered and must be avoided. Firefly will use his arm-attached flamethrower weapon in both bursts and continuous attacks. He can also throw flame grenades at Batman, which cause greater damage and extended damage if Batman is hit by more than one at the same time. Finally, he has a ram attack, where he will attempt to fly directly into Batman from the air. This can be countered, with Batman being able to jump on top of him as he flies and knock him against the ground before he takes off to continue flying around in the battle.

 

This fight can only be won with the use of counters and Batman’s gadgets. There are no combos to build up that can be used here. He can use Batarangs when Firefly is relatively motionless, the Batclaw when Firefly is flying from one point to another to cause a violent jerk, and a fire-suppressing air cannon with small recharge times that causes his jetpack to stop working for a moment before reactivating. These gadgets will slowly drain Firefly’s health bar, with damage increasing in lateral order in the previously mentioned set. Batman can also use a smoke pellet to disguise his position when Firefly uses his flamethrower.

 

Once the health bar is drained, a mini-cutscene ensues where Firefly’s jetpack begins to malfunction and Batman fires his Batclaw to fully drag him back to the ground for good. The player must complete a quicktime event where Batman manages to bring Firefly in close before he tackles him and disables his jetpack by ripping out its battery. If the player fails the quicktime event, Firefly will turn his flamethrower upon Batman and force him to retreat, severing the line on the Batclaw. Firefly’s health bar will be replenished by half and the boss fight will continue.

 

Once defeated, Batman tells Firefly that his fire spree is over. Before he can place Firefly in handcuffs, however, the ground suddenly shakes and a pack of thick, strong vines burst out of the ground, wrapping themselves around Firefly and his gear. Despite Batman’s efforts to rescue him, Firefly is dragged below the ground into the sewers. Batman knows it is Poison Ivy who captured Firefly out of vengeance, and he must follow to save Firefly.

 

Main campaign - Part One: Batman jumps into the fissure in the earth after him, following tunnels down toward the sewer network. Using his detective vision, Batman is able to detect traces of Firefly’s flamethrower fuel to reconstruct the direction in which he was taken. He continues going deeper into the sewer system, but is forced to deal with a few packs of holdover thugs from Joker’s gang who have fled underground for their loyalty to Joker over Harley.

 

When Batman finally locates Firefly, he finds him being tortured by Ivy with her vines and poisons. She swears to make his burn scars an afterthought for what he did to the plants of Gotham Park. Batman intervenes, demanding that Ivy let him go. Ivy refuses telling him that she was tired of Batman’s version of justice, promising that she would be delivering her own in short order. Batman calls her vengeance misplaced, promising that he would make Firefly pay for his actions on his own terms, not hers.

 

Batman prepares to fight her, but Ivy surprisingly agrees to let Firefly go, saying that this was not how she had planned on greeting Batman tonight. This is a ploy, however, as she has a sharpened plant pierce Firefly’s chest shortly thereafter. She then releases Firefly, telling Batman that he would have to take the criminal to a hospital quickly before he bled out, leaving him no time to arrest her. Before leaving, Ivy promises Batman that she would see him again soon.

 

Batman manages to drag Firefly out of the sewer, and uses the Batmobile to deliver him to Gotham Mercy Hospital. After delivering him and determining that Firefly would have a good chance of survival, Batman contacts the police and has them detain Firefly in his hospital bed and confiscate his equipment. Batman, however, takes a piece of the villain’s flamethrower containing his accelerant with him before leaving the hospital. With Firefly out of commission, Batman resolves to track down Ivy.

 

Primary Side Quest: After delivering Firefly to the hospital, another tremor shakes Gotham. Giant vines suddenly burst out of the ground and overtake Wayne Tower. Batman can decide to liberate Wayne Tower by either investigating the scene, or by tracking down Ivy and forcing her to do it. This side quest can be performed at any time before confronting Ivy, and it does not need to be completed, but it is recommended that the player complete it before progressing to the campaign finale.

 

Batman heads to the tower and finds his way inside near the top. The inside of the tower has a few employees remaining during the night, but the building is otherwise empty. Those who remain, however, have all been corrupted by Ivy’s mind controlling spores and will attack Batman on sight. In this building, Batman limits himself to only the least destructive of his gadgets, and the majority of his attacks are scaled down to avoid causing lasting damage to the occupants of the building (combat takedowns, for instance, will remove any bone-breaking finishes).

 

Batman is able to withstand limited exposure to the spores, but spending too long in the spores will drain his health (it is extremely slow-acting, though; a full-health Batman will need to spend several minutes in the spores to lose all health). To avoid the spores, Batman must stay near the ceiling of rooms. In certain rooms and hallways, Batman can smash open windows at the edge of the building to filter the room with clean air so he can access the rest of the room safely.

 

Batman decides to find Lucius Fox, who is still in the building, but his exact whereabouts are unknown. He heads to the security office, having to fight his way beyond some mind-controlled guards to get to his destination. He examines the employee records to find the most recent time when Fox used his keycard to access any of the rooms. According to the security system, Fox had used his card to enter the R&D lab twenty minutes before the vines had emerged from the ground.

 

On his way to find Fox, however, he hears voices coming from one of the conference rooms on his floor. Recognizing that Ivy’s drones would not be speaking to each other naturally, he goes to investigate. In the conference room, he finds a group of drones being coordinated by a woman wearing a gas mask. Upon his entrance, the woman turns around and greets him with a chemical- spraying device shaped like a rifle in her hands. She reveals herself as Lotus, and she had come at Ivy’s behest to command the drones in the building. Batman asks what Ivy wants with Wayne Tower, but Lotus refuses to answer.

 

Boss fight - Lotus: There is very little to distinguish this boss fight from a fight against a standard group of enemies. Lotus will only offer ranged attacks with her custom-made rifle. She has two attacks with it: one attack with the chemical as a liquid and one attack with the chemical as a gas. The former will cause instant damage while the second will cause continuous damage; neither can be countered and must be avoided. Beyond this, Lotus will not offer much offense.

 

Lotus is surrounded by eight standard enemies that will continue to revive until Lotus is defeated. Lotus is immune to strikes; attempting to strike her will result in her defending herself with her rifle and damaging Batman. She is also immune to Batarang throws, but Batman can use the Batclaw to throw her off-balance for a few moments while chaining a combo against the other enemies. He can also use the fire-suppression air cannon against her gaseous attack as a repellent, but the recharge time on the air cannon will not match for her rifle, and the tell for which attack is coming will not be shown by different reaction windows, making it inadvisable to only rely on it during the battle.

 

She will fight with a bunch of other henchmen around her, but she can only be defeated with three combat takedowns; until the third takedown is applied, enemies will continue to revive so that a combo can be chained together.

 

Once three combat takedowns have been performed on Lotus, a mini-cutscene ensues where Batman and Lotus fight over the rifle. The player must complete a quicktime event where Batman will pull the rifle out of the way, rip the gas mask off her face and headbutt her, knocking her out. If the player fails the quicktime event, Lotus will regain full control of the gun, point it in Batman’s face, and unleash the chemical in gaseous form, forcing Batman to retreat; the counter will reset and three more combat takedowns must be performed.

 

Once Lotus is defeated, Batman must simply dispatch the remaining enemies, who will be firmly knocked out during this stage of the battle. Once done, Batman will recover the gas mask and custom rifle, then secures Lotus in a gag and handcuffs in the conference room so that she could not give any further orders once she awakens.

 

Resuming the search for Fox, Batman uses the gas mask to make his way down the building in the more permeated sections of the building. He fights through more drones to make his way to the R&D lab. He finds it locked once he arrives, leading him to believe that Lucius may have been able to seal himself inside, whether or not he had succumbed to the spores. Looking for a means to open the door, Batman uses his detective vision to examine the security panel where Fox had swiped his keycard. Remotely accessing the employee database, Batman manages to replicate Fox’s card with his gauntlet, giving him access to the lab.

 

Once inside, Batman re-seals the lab, noting how spores had indeed made their way into the lab. Not finding Lucius, Batman makes his way over to the hidden passageway leading to his own technology’s development room. There, he finds Fox as another victim of Ivy’s brainwashing, though the room itself is clear of spores. To free him from Ivy’s control, Batman subdues him, puts the gas mask over Fox’s face, and regretfully blood chokes him long enough for the spores in his brain to be diminished by the lack of oxygen. After a few moments, Fox falls unconscious. Batman releases the hold, allowing Fox to be revived after a few moments of waiting.

 

Freed from Ivy’s control, Fox thanks Batman for his help. Batman and Fox formulate a plan on how to expunge both the spores and vines from the building. Fox says that the building’s fire suppression system could be used in reverse if they could tamper with it to emit Firefly’s accelerant from the building’s sprinklers. Fox is able to modify Lotus’s custom rifle to use Firefly’s accelerant as both a liquid heater and a gaseous heater. Taking the gas mask with him, Batman departs for the building’s utility control systems on the ground floor.

 

Batman is able to use the heating device’s gaseous setting to melt his way through thick foliage without letting the fires spread, causing the building to rumble each time he does. He can also use the device’s liquid setting in short bursts as a non-finishing attack against other drones he encounters.

 

On his way to the ground floor- after melting through a lot of plants in his way- the building begins shaking heavily. Fox informs him over the radio that Ivy has arrived, meaning that they were running out of time. Batman melts his way to the elevator shaft , then uses it to quickly descend to the bottom of the building. Once he reaches the utility control room, Batman dumps Firefly’s accelerant into the fire suppression system. Fox is able to control the utility functions from the hidden lab, but needs a few minutes to allow the accelerant to be dispersed through the whole building.

 

Batman leaves to go join Fox in the lab, but he is suddenly caught unaware by a swarm of vines wrapping around him, completely immobilizing him before he has a chance to properly react. He is greeted by Ivy, who is angered by him burning her plants in the building, but she offers him a chance to “make it up” to her. Batman asks why she had targeted Wayne Tower, to which she says that Wayne Enterprises has been a chief contributor to pollution in Gotham. Batman refutes her claims, puzzled as to why she thought the company- which had been a net green for years- was causing harm to the environment. Ivy does not need to entertain his objections; she has her vines breach his gas mask and remove it from his head. She implores Batman to breathe in, holding him securely so that he cannot break free.

 

Before it can go any further, however, Fox activates the altered fire suppression system, having all water sprinklers in the building unleash showers of heated accelerant. The liquids cause all plant life in the building to be damaged and all of the spores to be wiped out by the dissolving chemicals without causing serious harm to the people inside. Ivy is pained by the immediate harm to her plants, and she has all of her plants withdraw from the building quickly, assuring Batman their business was not concluded.

 

After Ivy flees the tower, the vines release Batman, but the effects of the spores leave him unable to give chase until he regains his focus. Fox deactivates the fire suppression system once all of the plants have left the building, capable of turning them back on if they returned. Batman joins Fox in the lab as the GCPD are finally able to enter the building to rescue the civilians and take Lotus into custody.

 

If this side mission is performed before completing the other quests leading up to the finale: In the lab, Fox informs Batman that he might be able to replicate Firefly’s chemical accelerant formula, but he would need time to extract it from the utility systems and distinguish it from the regular system fluids. He also has some ideas on how to upgrade his cowl to allow him to automatically filter out Ivy’s spores and pheromones. He asks Batman to return later once he is finished with these tasks.

 

If this side mission is performed after completing the other quests leading up to the finale: In the lab, Fox tells Batman that he can replicate Firefly’s chemical accelerant formula, telling him to restock the custom rifle before he leaves. He also wants to give him an upgraded cowl, capable of filtering out Ivy’s spores and pheromones before they enter his nose. Fox warns him not to rely on the filter, though, as it would not protect him forever; it would keep him safe for much longer than he would be without it, but it would only delay it if he spent too long exposed to her. He also informs him that he believes he has figured out why Ivy targeted the tower; Wayne Enterprises had fallen behind on its pledge in going green and had been suppressing reports of it without his knowledge. Batman can choose how to act on this knowledge, either wanting to make sweeping changes at the company and share the reports with the public, or have him keep quiet about it to protect the company’s efforts to go green.

 

Main campaign - Part Two: Batman receives a police dispatch transmission calling all units back to Gotham Park. Reports indicate that the park is re-growing some of its damaged plants at a rapid rate, and police are being coordinated to hunt for Ivy. Batman arrives at the perimeter of the park, trying to establish whether or not Ivy is truly present or if she was controlling the plants from elsewhere.

 

Seeing a suspicious figure on a far rooftop, Batman decides to tail the figure when the person leaves. After a brief chase sequence, however, Batman apparently loses sight of the figure, and cannot track it using his detective vision. Just when he is about to return to the park to look for a sign of it, the figure appears behind him.

 

Batman questions the hooded, masked figure. The figure introduces herself as the Phantasm, and she reveals herself to be in pursuit of justice, the same as him. Batman notes her many blades and asks what justice she could be looking for with them. She mentions that she supported Ivy’s capture of Firefly, then asks why Batman would venture into danger to save an enemy who would attack at random with no regard for life. Batman can either explain his code to her or demand again what she planned on doing, influencing their relationship depending on how he responds. Regardless of how he answers, Phantasm tells him that she has scores to settle in Gotham and would not stop until they were settled. She leads Batman on another chase, managing to elude him a second time.

 

Side quest: At this point, Phantasm’s quests have been unlocked. Batman can choose to continue his pursuit of Phantasm, but the rest of her missions are unrelated to this campaign.

 

Before Batman can attempt to track her down, however, the GCPD dispatch reports that several officers in the area had gone missing. Batman returns to the park in search of the missing officers. He uses his detective vision, crime scene reconstruction and prior footage from local CCTV cameras in his efforts. He determines the areas in which the officers were last seen and the changes to the environment in the minutes since he had last been at the park.

 

Using the information he gathers on the direction in which the officers wandered, he determines that they were likely taken to one of Ivy’s old hideouts: a greenhouse near the Gotham River where he had first encountered Ivy years in the past. Batman heads to the greenhouse and confirms that there is some actively cared for plant life inside, despite the building having been condemned as a police crime scene after Ivy’s arrest.

 

Batman enters the greenhouse through the roof cautiously, aware that Ivy may have set traps for him. His detective vision can be used to avoid the traps, though Batman can set them off and have a limited reaction time to grapnel out of them should he trigger one to avoid being killed.

 

Inside the greenhouse, he finds the four missing police officers trapped inside translucent red pods, all of them fast asleep. Batman goes to investigate, but Ivy soon appears. She speaks to him sultrily at first, telling him that the real reason he had come after the policemen was to see her again, not to rescue them. Batman demands to know what she was doing with the policemen, leading Ivy to demonstrate.

 

Ivy releases them from their pods, allowing them to spill out on the ground. They soon awaken with glowing green eyes and glowing green veins below their skin. Ivy explains that she had developed a formula similar to Bane’s Venom to enhance their strength and speed. She urges Batman to come find her again once he is finished with the infected officers, then leaves the greenhouse.

 

These controlled officers pose a slightly greater threat, having quicker attacks, causing more damage and absorbing more hits before they can be defeated, but Batman is still able to defeat them. Using his detective vision, he analyzes their bloodstreams to see if he can develop a counteragent. Knowing that Ivy had compared them to Bane, he starts with the counteragent to the Venom, takes a sample from one of the pods, and makes the necessary modifications to neutralize the new substance. He has Alfred synthesize the new formula and has him deliver it to the police after alerting the police to the location of the missing officers.

 

Batman disarms the remaining traps in the greenhouse before setting up another crime scene to look for clues in where Ivy might have gone. He finds some flower petals in the room from where Ivy had emerged earlier. Matching their fringes to known areas where he could find those flowers, he determines that these petals must have come from the Gotham Botanical Gardens.

 

Main campaign - Part Three: Batman arrives at the botanical garden, confirming instantly that there were some of Ivy’s drones on site, though none of them are infected with her new formula. After fighting through them, Batman enters the building, finding several active plants inside. None of the plants attack him; instead, they open a path for Batman to follow deeper into the gardens. Batman keeps his guard up for the vines that follow him, but is not accosted all the way until he gets to the center of it.

 

There, he finds Ivy waiting for him, lounging on a large rose. She welcomes him warmly, thanking him for using the clues she’d left for him to locate her. Batman is in no mood for small talk; he asks her why she was interested in manufacturing a new Venom formula, and why she had needed to kidnap the police officers to test it. Ivy explains that she had told him earlier; she was going to establish her own justice in Gotham, and the police officers sworn to enforce it were the perfect sentinels to be used. She admits, though, that there is one more guardian she would need to properly enforce peace.

 

Batman tells her that she needs to turn herself in so that she could face justice, especially after what she had done to the police officers and Firefly. She gets irritated at the mention of Firefly; she says that she would have had no problem with him had he kept his rampage confined to the city rather than the plant preserves. She asks if Firefly had survived his injuries, which Batman confirms. Ivy admits that although she disagreed with his justice, she respected his commitment to it, and she knows that Batman would still try to stop her, which is why she had to stop him first.

 

At that moment, several more infected police officers reveal themselves from the shadows, surrounding Batman. As he squares up to engage, however, he is overwhelmingly bound from behind by Ivy’s vines. He struggles to no avail as the vines completely restrict all movement. Ivy saunters over to him, again asking him to admit to her that he wanted to follow her to see her, that he wanted to be captured by her over all the other girls of Gotham. He refuses, vowing to bring her to down. Ivy chuckles at him making threats while bound, but tells him that she wanted him to prove her right. Ivy tells him to find her one final time and she would give him what they both knew he wanted.

 

Ivy releases Batman from her vines and departs the botanical gardens, leaving her drones to fight him. They fight Batman in two waves, with more showing up after he defeats the first group. Ultimately, they are no match for him, but Batman is delayed enough from pursuing Ivy. After calling in the rest of the police to recover their fellow officers and administer the counteragent, he searches around the area for clues, searching for what Ivy might have left him to help him find her.

 

When he examines the rose she had lounged on when he arrived, he finds what he is looking for: a note reading “a place where justice is failed.” Batman researches his case file on Poison Ivy to look into her past to see what place might match her cryptic description. His best guesses include the Ace Chemicals factory, the old Gotham’s courthouse, Arkham Island and the GCPD headquarters. After deducing Ivy’s methods and motives for the future, Batman decides to head to GCPD first and search the neighborhood for her.

 

Campaign finale: Batman heads to find Ivy to stop her from executing her plan.

  • If Batman had already freed Wayne Tower from Ivy’s control, Lucius will tell Batman that his upgrades are finished and that he should return to the tower to retrieve them. If he goes to get the upgrades, Fox will give him a new cowl to help him resist Ivy’s spores and pheromones, and lets him restock Lotus’s custom rifle. He also provides him with a specialized cape coated in a modified version of Firefly’s accelerant to help protect him from vines, capable of automatically releasing some of the chemical if compressed hard enough by her vines. Additionally, Fox tells him that he did some digging into Ivy’s claims of the company being a chief polluter in Gotham. Fox reveals that despite the company’s intentions of going green within a few years, the company itself had fallen behind on its pledges and had been suppressing reports of it without his knowledge. Batman can choose to have Fox make sweeping changes at Wayne Enterprises in response to this news or tell him that Ivy had overreacted and that these reports becoming public would only hurt the company’s efforts to go green.

  • If Batman has not yet freed Wayne Tower from Ivy’s control, Alfred will encourage him to do so before confronting, uncertain that she would be willing to surrender it even if he were to defeat her. Batman can decide whether to follow Alfred’s advice or choose to go after Ivy to make her withdraw her plants.

 

Batman is able to locate Ivy’s lair at a moderately-sized hotel near the police station and Gotham River. He theorizes that Ivy wanted him to find her first, then planned on taking over the GCPD once he was out of the way. After quietly dispatching some drones outside of the building, he enters and prepares to fight her.

 

In the hotel, there are no mind-controlling spores like at Wayne Tower, but the building is completely filled with Ivy’s pheromones. If Batman did not retrieve the upgrades from Lucius Fox before initiating the campaign finale, the player’s vision will be compromised by periodic blurriness and continuous color changes in Ivy’s lair (in colorblind assist mode, the player’s vision will be blurred further). If a game over occurs at any point while in the lair, the player will have the option of canceling the mission to go back and complete the side quests necessary to prevent these effects.

 

Inside her lair, he finds more drones and- more worryingly- more police officers trapped in pods. If Batman has Lotus’s rifle with him, he can use it to free them; some officers will be grateful to Batman for having rescued them, though others will have already been infected and will attack Batman once freed. He has the ones still under their own power carry out their infected comrades and get them to safety. Alternatively, if he has not brought the rifle, Batman will have no means of freeing them and will be forced to move past them in search of Ivy.

 

Batman works his way up to the third floor of the building, battling through some drones (and optionally freeing the police officers) but not being attacked by any of the plants. Finally, he comes across two women waiting for him with rifles similar to the one Lotus had carried. He recognizes them as Lily and Violet, two people who had associated with Ivy as juveniles and were tried as children when convicted of their crimes. They welcome him, saying that Ivy had known he would come after her, unable to resist. When he demands to speak to Ivy, she reveals herself behind them, telling him that he is welcome to give himself to her now. He refuses, telling her that the time has come for her to face reality. She agrees, deciding that Batman needed more help to accept the truth about himself. She summons all of her remaining drones and infected police officers to her to capture Batman.

 

Boss fight - Poison Ivy: There are several factors involved in this boss fight. First involves the environment. If Batman did not receive the upgrades from Fox before entering Ivy’s lair, the color fluctuations and blurriness will increase in frequency and magnitude during this fight (in colorblind assist mode, the blurriness will be paired with abrupt brightness changes to the screen), and these extend to the attack anticipation windows that the standard and boss enemies, possibly causing the player confusion over which attacks can and cannot be countered. More skilled players may be able to learn the tells for certain attacks without seeing the anticipation windows.

 

Second is the presence of the standard enemies. Several drones and infected police will be present. If Batman entered the lair with Lotus’s weapon, the number of police involved in the battle will be dependent on how many Batman freed. There will be a maximum of twenty standard enemies; if Batman freed all of the police he encountered, ten of the enemies will be infected police. If he freed a number fewer than ten, the number of police will be twenty, minus however many he freed (there are twenty enemies no matter what; the number of them enhanced by Ivy’s new formula is determined by how many officers Batman freed).

 

Third is the presence of Lily and Violet. They each have their own health bar, and they share the same fighting styles and rules as Lotus, with an added unblockable grab move for both of them that must be avoided. This grab move has one of them (either one can initiate the attack) jump into a seated position on top of Batman’s shoulders from behind while the other one runs to tackle him from the front. Both women land on top of him, Batman’s neck being painfully lurched during the fall. Both of them then stand over him and spray him with Ivy’s chemical, causing more damage before retreating and playfully mocking him.

 

Finally, there is the presence of Poison Ivy herself. She has a health bar, much larger than those of her two henchgirls. At the start of this battle, Ivy is untouchable, remaining at a distance to coordinate her plants and any attempt to get near her or use a gadget on her will be interrupted by Lily or Violet.

 

Ivy will use three attacks. The first is a single vine lashing attack from her hands, with the vine having a hardened head at the end. This one can be countered, but it does not result in any damage being done to Ivy, only having Batman pull a nearby enemy into the path of the strike, dealing damage and potentially knocking him out. The second is an attack where Ivy will sprout a single large vine from the floor below Batman to lift him up and smash him into the ground twice (this attack is unblockable, and the tell for it will be an over-Batman’s-shoulder camera cut toward Ivy with her raising her arms toward Batman to control the vine). The final attack available during this battle is one where Ivy corrals a swarm of vines to entrap Batman. This attack will be telegraphed by vines filling up the upper and lower sections of the screen; this attack is unblockable and must be avoided, though the effects of this attack are different depending on whether Batman had gotten his upgrades.

  • If Batman had his cape upgraded by Fox, the vines will automatically recoil with Ivy screaming in pain (though she will not take any damage), releasing Batman but breaking any combo he might have built fighting the other enemies. Ivy will realize that his cape is what caused the harm and will not retry this attack.

  • If Batman did not have his cape upgraded by Fox, the vines will begin to immobilize him, forcing Batman to struggle for freedom while taking damage for as long as he is trapped in the vines.

Additionally, the Batman can use a smoke pellet to prevent Ivy from attacking him with her ranged attacks. The effects of the smoke pellet do not last as long as they normally would, with Ivy managing to filter the smoke out of the room quickly so that the battle can resume normally.

 

This battle is set up in two stages. The first part of this battle requires that Batman defeat both Lily and Violet. Like Lotus, they are immune to strikes and Batarang throws (and they have no blockable attacks); to defeat them, Batman must perform two combat takedowns on each of them. The regular drones will stay down, but infected policemen will continue to revive (should there be fewer than five of them) until the health bars of both Lily and Violet have been drained (if Batman drains one health bar, she will continue to fight until the other health bar has been drained, capable of sustaining more damage until that point).

 

Once the health bars have been drained, a mini-cutscene ensues where a vine wraps itself around Batman’s ankle, holding him still while Lily and Violet approach with their weapons raised. The player must complete a quicktime event where Batman will use his fire-suppression air cannon to make the henchgirls accidentally hit themselves in the heads with their own weapons, knocking them both out. If the player fails the quicktime event, the two of them will spray Batman in the face, stunning him and leaving him unable to defend himself as the vine picks him up and throws him back into the middle of the fight. The battle will continue with both Lily and Violet regaining half of their health requiring another combat takedown for each of them.

 

Once the two of them have been knocked out, the vine wrapped around Batman’s ankle trips him, making him fall onto his front hard.

  • If Batman is equipped with the cowl upgrade, he quickly stands up to resume fighting, ignoring Ivy’s renewed calls for him to surrender.

  • If Batman is not equipped with the cowl upgrade, he is slow to recover. Ivy encourages him to continue breathing in to let himself become hers, but Batman brings himself to his feet to resume the battle, but his total health is halved and the screen fluctuations for the player intensify to the maximum for this stage.

 

The battle continues with the five remaining officers (who will continue to revive until the end of the battle), with Ivy now vulnerable to being damaged. Batman still cannot get close to her (trying to do so will result in her launching him back in a non-damaging attack), but he can use his Batarangs and air cannon to cause damage. Should Batman use the air cannon while Ivy is attempting to ensnare him with the single large vine of her second attack, Ivy will be knocked down to cause greater damage, stunning her for a few moments before she can get back up (this is also how the battle must end). When Ivy’s health bar has been drained, Batman must first finish off the policemen, who will stop reviving now that her health bar has been drained. Once the police are finished off, Batman must use the air cannon on her during her set up for her second attack to knock her down.

 

Once the health bar is drained, the other enemies are defeated and Batman knocks her down with the air cannon, a mini-cutscene ensues where Ivy launches herself at Batman in another attack. The player can either execute a series of quicktime events or fail them to determine the final outcome of the battle. Failing any of these quicktime events ends the battle immediately. (Note: whether or not Batman got his cape upgraded before beginning the confrontation, the plants are all careful to wrap themselves around Batman’s body beneath his cape, not over it.)

 

Quicktime event 1: Poison Ivy summons a swarm of vines the size of the wall behind Batman, sending them toward Batman.

  • Failure: Batman fails to get out of the way, being ensnared and rendered completely immobilized by the vines within seconds.

  • Success: Batman rolls out of the way of the vines and drops a smoke pellet, making him temporarily invisible as he rushes toward Ivy while she fans the smoke clear with her plants.

Quicktime event 2: Ivy sees Batman rushing toward her, reacting by summoning a large, tulip-looking plant from the ceiling, the head of the flower pointing directly at Batman.

  • Failure: Batman runs directly into its path as it spews Ivy’s mind-controlling spores.

    • If Batman has Fox’s cowl upgrades, he chokes on the spores, blinding him temporarily to allow the swarm of vines to catch up to him and capture him.

    • If Batman does not have Fox’s cowl upgrades, he is nearly frozen in place by the spores, numbed by their effects long enough to allow the swarm of vines to catch up to him and capture him.

  • Success: Batman quickly throws a Batarang at the plant, almost severing its head from the rest of the limb. Ivy is distracted by her plant threatening to fall beside her.

Quicktime event 3: Batman manages to get in close, grabbing Ivy by both shoulders.

  • Failure: Before he can do anything else, two vines wrap themselves around his wrists and jerk his arms back. While Batman is focused on his hands, Ivy places both hands around his head and pulls him down for a long kiss. Batman noticeably relaxes as he is being kissed with her lipstick, not resisting as more and more vines slowly ensnare him until Ivy finally ends the kiss. Batman- practically dreaming with his eyes open- reacts far too late and is unable to free himself from Ivy’s vines before they pull him away.

  • Success: Sensing the vines coming for him, Batman twists himself around her and pushes her into the wall of vines from behind.

Quicktime event 4: Ivy gets lightly tangled up in her vines, but manages to free herself quickly to turn around and face Batman.

  • Failure: Batman raises his air cannon directly into Ivy’s face, but she unexpectedly knocks it out of the way with her hand and leaps to aggressively kiss Batman. His struggles cease and he nearly falls to the ground if not for the vines that wrap around him and pull him away from her. Ivy inspects her nails distastefully before returning her attention to the defeated hero.

  • Success: Batman raises his air cannon directly into Ivy’s face and fires. Her head whips back and the wall of vines behind her ripples. Both she and her plants crumple to the ground, Ivy just about flat knocked out.

Chapter 17: Batman Defeats Poison Ivy

Chapter Text

If Batman had been experiencing the effects of her pheromones, they slowly begin to dissipate with Ivy down, Batman breathing away their symptoms. He visually confirms that the rest of Ivy’s soldiers are unconscious before he kneels down beside her to place her in handcuffs. Ivy rouses after he places the cuffs on her wrists. She expresses sadness at Batman, asking him why he refused to accept reality.

 

Batman insists that he does not want the same thing as Ivy in this regard, but Ivy stubbornly refuses to believe him. Batman says that although he cares for his enemies enough to save them like he did for Firefly, that does not necessarily mean that he shares her feelings.

  • If Batman completed all side quests before confronting Ivy, he asks her again about her definition of justice. He explains that he understands her anger, but it is not a reason to act on it by attacking others who anger her like Firefly and the police. She feebly offers that Batman came to attack her, but she realizes quickly that that was proof that Batman had not in fact come to be captured. It is difficult for her to accept, but Ivy finally says that she might have been wrong, but she asks him for the opportunity to redeem herself in his eyes.

  • If Batman did not complete all side quests before confronting Ivy, he tells her that she had to control her anger at Gotham, as hurting others would never let her achieve her goals. Ivy retorts that he uses his anger to hurt her, even though she only wanted him to accept the truth. Bitterly, she decides that Batman was still too stubborn to see it, but she had done everything she had done so that he could give himself to her; she had given him every opportunity to do so, but he had refused. Ivy tells him that although he may have hurt her, she would forgive him once he finally gave in.

 

Batman has the option of either offering to help rehabilitate her from her path or decide that she is hopeless and take her back to be arrested without help.

Chapter 18: Reform Poison Ivy

Notes:

(See the end of the chapter for notes.)

Chapter Text

Reform her: Batman offers to help her in her goals. He says that she needs to face justice for her crimes, but he offers to carry some of her burden in fighting for the environment in his own way. Ivy is surprised by his offer, either seeing it as another proof of her own version of reality or saying that she wouldn’t have expected Batman to negotiate depending on whether or not Batman completed all side quests. Either way, she thanks Batman for the offer, agrees to withdraw her plants from Gotham, and allows Batman to take her to the GCPD to be placed in containment.

 

After separating from her, Batman returns to the Batcave to repair his equipment and heal his wounds. Alfred comments on how the two of them parted ways. After he offered her his help, Alfred will remark that he applauds Bruce’s efforts in trying a different approach.

 

End of Cut from the Earth

Notes:

This is the end of this campaign. Proceed to the endings or return to the main page for more.

Chapter 19: Lock Up Poison Ivy

Notes:

(See the end of the chapter for notes.)

Chapter Text

Lock her up: Batman decides that Ivy cannot be redeemed, telling her that there was no world where she would ever be able to convince him otherwise. Ivy reacts with rage, telling him that if he truly believed that, then there was no point in continuing their conversation. A vine hooks around Ivy’s handcuffs and lifts her away from Batman before he can react. The vine breaks her handcuffs, freeing her and triggering another boss fight.

 

 

Boss fight - Poison Ivy, Part Two: In this second boss fight, the environmental effects will carry over if they were present in the first fight, acting more strongly than ever. This fight will only come down to Batman and Ivy, and there will be some added conditions to it. Ivy has the same moveset as before, but unlike the first stage, Batman is able to get close to Ivy in this one should he manage to time his opportunity correctly. She can block strikes with a vine-generated shield to lessen damage, but getting in direct hits on her will cause the most damage.

 

 

She will have two new attacks, neither of which can be countered and must be avoided. Her first will see her summon two of her tulip flowers from the ceiling to fire her spores at Batman. If they connect with him, they will cause damage. Should Batman’s cowl not be upgraded to withstand the spores, they will cause added damage and temporarily cause the screen effects to reach their most extreme level until the spores either dissipate or Batman leaves their area of effect. The second attack is a close range grab attack that will trigger if Batman hits her shield too many times in a row. If it connects, Ivy’s shield will wrap itself around Batman’s body (under his cape), pinning his arms down and leaving him vulnerable to a swarm of vines that will lift him up by his legs, hold him upside down, and throw him out of the hotel, sending him four stories down to the pavement below. This attack results in an instant death for Batman, triggering a game over.

 

 

Once the health bar is drained, a mini-cutscene ensues where Ivy launches herself at Batman in another attack. Unlike the first quicktime series, this one must be completed by the player, or an automatic game over occurs.

 

 

Quicktime event 1: Ivy summons a ring of tulips to surround Batman from above.

  • Failure: The tulips all fire at Batman at once.

    • If Batman has Fox’s cowl upgrades, he chokes on the spores, preventing him from reacting as two vines lift him up by the ankles and a third vine wraps tightly around his neck. The two vines holding his ankles release their hold, making Batman swing down by his neck to be hanged.

    • If Batman does not have Fox’s cowl upgrades, he is completely defeated by the spores and pheromones, making him fall flat on his back as the screen effects reach their most extreme level. A single vine slowly wraps around his neck and hangs him by it, Batman unable to move until it is far too late to save himself.

  • Success: Batman quickly fires his grapnel gun to anchor himself to the wall behind Ivy. He just barely manages to get clear of the blast zone as the tulips fire.

Quicktime event 2: Batman releases his grapnel and rolls to a stop in front of Ivy.

  • Failure: Batman falls down in front of Ivy, who wraps her plant shield around Batman’s head. Unable to breathe as the plant locks in an airtight seal, Batman attempts to pry the plant off him, but before he can access the Batarangs in his belt, Ivy tackles him and pins his arms down. As Batman’s struggles cease, Ivy sadly strokes Batman’s face through the plant shield, then stands over his corpse.

  • Success: Batman immediately stands up and catches her wrists as she tries to drop the plant shield on him. He rolls her over in a monkey flip, sending the shield to the other side of the room.

Quicktime event 3: Batman winds up on top of Ivy, but he sees that she is bringing her swarm of vines back in to rescue her.

  • Failure: Batman attempts to headbutt her, but he winds his head back right into the first vine as it wraps around his neck. More vines wrap themselves around his limbs and lift him into the air into a spread eagle position. Ivy stands, somberly strokes Batman’s cheek, and bids him goodbye. Then, a sharp vine pierces Batman’s chest from behind like she had done to Firefly earlier. Batman dies instantly, his heart destroyed more literally than Ivy’s as he slackens in the vines.

  • Success: Batman rears his head back and brings it down, bashing his forehead into hers. Ivy is knocked out instantly, causing her plants to all cease function. He re-secures her in handcuffs, then cuffs her feet as well.

 

 

Having subdued Ivy, Batman calls in the Batwing to provide emergency transportation. He calls the GCPD to the hotel to rescue their fellow officers and recover the other drones and Lily and Violet. The Batwing arrives on the roof, allowing Batman to deposit her inside and pilot her to the GCPD headquarters a few blocks away. Once he has arrived, he has Ivy taken to a containment cell that can neutralize her powers.

 

 

Once Ivy is placed in containment, Batman receives reports from the police dispatch verifying that the plants that Ivy had grown around Gotham retreating back into the earth. If Batman had not liberated Wayne Tower, the plants around that building retreat and all of the spores within are extinguished, though the uncontrolled retreat of the vines causes some structural damage to the building, forcing its evacuation. Batman then sends the Batwing off and leaves the police the key to Ivy’s restraints.

 

 

After separating from her, Batman returns to the Batcave to repair his equipment and heal his wounds. Alfred comments on how the two of them parted ways. After he fought Ivy a second time, Alfred will commend him for being able to stand up to Ivy with her full fury, but warns that she could pose an even greater threat if she ever got loose.

 

 

End of Cut from the Earth

Notes:

This is the end of this campaign. Proceed to the endings or return to the main page for more.

Chapter 20: Poison Ivy Defeats Batman

Chapter Text

Poison Ivy slowly steps toward Batman, who is still unable to wrench his arms free. She tells him again that she is glad he let himself be captured, proving to her that he wanted her. Batman tells her that she is wrong, but Ivy decides to have him “prove” her right. She grabs him by the cheeks and slips her fingers under his cowl. Her intoxicating touch soothes him, but he still tries to move his head out of the way. Amused and proud of Batman for his “commitment” to her, she leans in and gives him a lengthy kiss, pacifying him while simultaneously peeling the mask off his face to reveal him as Bruce Wayne. Ivy initially recoils in disgust after ending the kiss, having previously sworn off Wayne with his company’s mistreatment of the environment, though he is caught in a trance and fails to register her reaction.

  • If Batman had liberated Wayne Tower, Ivy is also angry that he damaged and tried to kill her plants, accusing him of becoming a reckless killer like Firefly. She tightens the vines, but Bruce is too numbed by her kiss to feel it at first.

  • If Batman did not liberate Wayne Tower, Ivy rationalizes him being captured as Bruce offering himself up as penance for the crimes committed by his company. She considers his mask in her hands while pausing to reconcile her feelings.

 

 

The player is given a few dialogue options for how to respond to Ivy. Based on the remainder of their conversation, Bruce can either convince Ivy that destroying the Batman was not really what she wanted to do, or he can antagonize her and trigger a game over.

Chapter 21: Convince Poison Ivy

Notes:

(See the end of the chapter for notes.)

Chapter Text

Convince her: Bruce uses her own logic against her, saying that his actions as Bruce Wayne had nothing to do with her. Ivy asks if his intention was to hurt her as Bruce Wayne in an effort to misdirect to his identity, still unable to reconcile her feelings about him. Bruce brings up how she told him she respected his commitment to justice, asking her if she really thought he would lead two totally different lives if they both weren’t working toward the same goal. Ivy finds his logic puzzling, releasing him from his confinement in the vines as her resolve lightens. Bruce takes the opportunity to promise her that- whatever her feelings about Wayne Enterprises- he was doing his best to make his company better for all, including her. He does this because- at the end of it all- even if he didn’t share her feelings, he still cared about her and all the people of Gotham. That was why he is willing to save even his enemies like Firefly; to show them that there was a better way. Ivy relents, finally confessing that she could understand him thinking the way he does.

  • If Batman completed all side quests before confronting Ivy, he empathizes with her difference in opinion over the meaning of justice. He manages to convince her that justice was not about punishment, but about being right. He asks Ivy if she truly felt her means in achieving her goals felt right. She admits she does not, only wanting to think about her goals rather than how she approached them. Ivy gives Bruce his cowl back, promising him that she would not try to use his identity against him unless he went back on his word to try to change things at his company. She tells him that she needs some time to be alone to give herself time to think about her future and how she could atone for her misdeeds. Batman tells her that he would not arrest her if she agreed to not cause any more harm to Gotham. She agrees and departs the hotel, withdrawing her plants as she goes.

  • If Batman did not liberate Wayne Tower before arriving but completed all other side quests, he tells her that his company was not her enemy and asks her to withdraw her plants. She agrees on the condition that Wayne Enterprises honors its commitment to go green, to which Bruce replies that it was always his intention. She then asks Bruce who her true enemy was if not him nor the police, leading him to respond that she did not need an enemy; she only needed her own heart to tell her what to do, not an opponent to tell her that she would have to get past them. Ivy tells him that she would concede Wayne Tower back to him and would not cause any problems for him the rest of the night, but he would have to agree to let her go. He agrees, saying he also trusts her not to use his identity against him. She thanks him for his trust, gives him back his mask, and leaves him behind in the hotel, withdrawing her plants from the city.

  • If Batman did not liberate Wayne Tower before arriving and did not complete the other side quests, he tells her that his company was not her enemy and asks her to withdraw her plants. Ivy does not believe him, thinking that his company was in direct competition to her goals of saving nature from the evils of Gotham. After some convincing, she agrees to withdraw on the condition that Bruce let her leave and not follow her. He asks her if she would use his identity against him, and she responds by saying that she does not want to, but will if he forces her. Ultimately, Batman agrees to let her go, Ivy keeping his mask as she has her plants withdraw from the city.

Batman calls for the police to collect their fellow officers and recover the drones and Lily and Violet in the hotel, telling them that Ivy would not be back tonight.

 

Batman returns to the Batcave to repair his equipment and stitch up his wounds. Alfred offers his feedback to Ivy knowing his identity and the terms with which they had left each other. Batman says that he believed her when she’d promised to leave the city alone for the night, and that he planned on keeping his word of not following her if she held to her promise. Alfred asks Batman whether Ivy was truly mistaken about his desires, leading Batman to admit that he wasn’t sure.

 

End of Cut from the Earth

Notes:

This is the end of this campaign. Proceed to the endings or return to the main page for more.

Chapter 22: Antagonize Poison Ivy

Notes:

(See the end of the chapter for notes.)

Chapter Text

Antagonize her: Batman fails to convince her to let him go, only confirming her self-rationalizations that Bruce had come to her to let her have him. Ivy thanks him for testing their mutual resolve and promises him that she would “take good care” of him. She leans in and kisses him deeply again, putting him to sleep. She puts his cowl back on his face while he slumbers, fondly stroking his cheek. The vines carry Bruce out of the room, Ivy watching him be taken with a smile.

 


 

Poison Ivy’s Game Over Cutscene

 

In a separate location, Batman is tied down to an operating table in a brightly-lit room. His belt is missing, but his mask is still in place. Ivy leans over him to kiss him on the lips, ending Batman’s struggles and making him relax. She leaves the room. The camera pans in slowly on Batman before cutting to black.

 

The camera returns- still zooming in- to show Ivy lowering the tulip-looking flower from the ceiling onto Batman’s mouth and nose. He struggles weakly, but still cannot free himself. Ivy pats him on the forehead before stepping back. Batman turns his head slightly to follow her movements before he tiredly turns his head back to look straight up. The camera cuts to black.

 

The camera continues to zoom in, finding the plant over his face gone as well as the upper half of his suit. The vines tying him to the operating table have encroached upon his body, wrapping around his chest and stomach and sprouting some small flowers along their surface. He appears to be asleep, but his head is still facing straight up.

 

Cut from black again, this time revealing Lily and Violet giggling to each other as they stand over the unmoving Batman. They caress him over his exposed skin, apparently testing to see if it draws a reaction from him. He gives none, still appearing as if he is asleep. The vines over his wrists withdraw, leaving him completely unbound, though the plants wrapped around his chest remain, appearing to grow to maturity.

 

On the next return, the camera has zoomed in enough to crop out his lower body. Batman’s pants can be seen slung over a nearby chair, and a shadow over it and the far wall appears to show a woman shaking on top of Batman’s operating table. Several suggestive moans from off camera seem to confirm it before it cuts back to black.

 

The sounds in the room and the shadow against the wall both change when the camera returns. A half-dressed Lily steps over around Batman’s head to lower the tulip back onto his face. He still does not move, but his breathing appears to have intensified, as if he is either greedy for the spores or for Violet, if not both.

 

In the next shot, Lily and Violet jointly remove the tulip from Batman’s face. They watch in admiration as Ivy crosses from the left side of the screen to the right, shrugging off her top as she does. The two of them move off frame together as Ivy’s shadow climbs up the wall, straddling Batman’s shadow. The camera cuts one final time.

 

When it returns, the camera only now shows Batman’s head and the shadows against the wall. Ivy’s head dips into frame from above, displaying her expression of love to the unconscious Batman. She gives him a quick kiss on the lips as the camera finishes zooming in and begins to rotate to show Batman’s face from above. Ivy leans down to whisper in his ear, telling him to “awaken.” She then reels back up and continues bouncing on top of him out of view.

 

Their sounds intensify, leading to Batman opening his eyes- showing them to be glowing green before settling back to a light green- and gasping. Ivy gasps with him, then she gasps again more softly. After a pause, Ivy leans down to kiss him again, blocking his face with her red hair. Without being commanded, Batman’s bare hand clasps behind her head, pulling Ivy deeper into the kiss.

 

Cut to black.

Notes:

This is the end of this path. Go back to the previous chapter or start over to read more.

Chapter 23: Against All Odds (League of Assassins)

Notes:

I decided to return to this project and flesh out this story about four months ago. I really threw myself back into it two weeks ago. I hope you'll like it.

(See the end of the chapter for more notes.)

Chapter Text

This campaign revolves around the League of Assassins and their mission to have Batman join them. This campaign will contain the most involvement in a main campaign from Batgirl, some missions in it seeing the player exclusively control Batgirl. It also features the most boss battles in the course of the campaign. In this campaign, there is also a minor branch point in the middle that could result in players finding somewhat different paths to the ending. The branch paths lead to the same endpoint, but can result in different endings and even different possibilities in the DLC content. 

 

This campaign is not initially available at the start of the game, and it cannot be completed before the other major campaigns are completed. Once the player has completed one of the three other major campaigns (it does not matter which one, though some elements of Harley Quinn’s campaign may be needed to provide context to this campaign’s plot), the first part of this campaign is unlocked and can be completed.

 

Once the player has completed one of the other sirens’ campaigns, Batman receives a call from Commissioner Gordon asking him to meet him at GCPD. Gordon greets him when he arrives, asking him if he’d been busy. Depending on whether or not Batman had successfully captured and locked up any of the sirens, Batman asks if they are behaving in police custody. If none of them have been locked up to this point, Gordon checks to make sure Batman is feeling all right, as he’d usually have brought in one of the villains by now.

 

Gordon tells Batman that one of his officers had found a dead body and reported it in for pickup near the outskirts of west Gotham, but the body had disappeared before it could be retrieved and the reporting officer could not locate it. He explains that he wanted Batman to investigate because the area where the body had been found looked like it had seen a lot of excessive violence. Batman agrees to investigate, asking Gordon to pull his men out of the area to let him work. He warns Batman to be careful, as reports described the area as “bloody.”

Notes:

I decided to break this up into a ton of chapters because it's a really, really long work. This campaign alone has nearly as much text as the other three campaigns combined. It's a really long one and I didn't want to make anyone claw their eyes out in terror at the size of a single chapter.

Chapter 24: Against All Odds (Part One)

Chapter Text

Main campaign - Part One: Batman heads to the crime scene and arrives just as the officers are leaving the location. The area is a closed down gas station in a part of the city with minimal foot traffic, allowing Batman the chance to investigate quietly. As Gordon had told him, there is no corpse for him to find, but there is plenty of blood around the area, but none of it is identifiable because it is diluted with several samples, meaning that a fight involving many combatants had occurred here. Using his detective vision, he is able to piece together part of what happened.

 

He determines that based on the indents on the deserted gas pumps that at least one of the combatants had used a sword or large blade. He finds a few abandoned shurikens on the ground and the pumps, telling him that this must have been a skirmish involving members of the League of Assassins. Finally, he discovers some markers inside of the gas station building itself, finding a layer of blood there that is separate from the rest. 

 

Curious as to what the League may have been doing in this gas station, Batman extends his investigation around the building and discovers a hidden passageway under the floor. He descends into the passage and finds more evidence of a battle with a blood trail from multiple different samples. Batman follows the blood trail and comes upon several corpses along the way. The corpses are of members of the League of Assassins, all of them killed by either blades or shurikens. Batman alerts Alfred of his discovery, but tells him not to warn Gordon about it until he locates the killer or killers.

 

Examining the bodies, Batman attempts to find more evidence about who might have been involved in the battle. One of the bodies has a knife sticking out of it bearing the seal of the Demon’s Head, making Batman question whether the target of this attack had been Ra’s or a member of his inner circle. He is unable to find anything else, though, so he continues down the passageway beyond the blood trail. The passageway ultimately takes him to the catacombs of Divinity Church. 

 

He enters the catacombs and finds assassins in the premises. Revealing himself, Batman fights his way through several martial artists and swordsmen on his way up the catacombs, ultimately coming to the old, dilapidated mausoleum. There, he finds a dead body that he believes to have been the one up on the street based on all of the cuts and wounds on its figure. Examining the body closely, Batman recognizes the corpse as Ra’s, having been felled by a great number of cuts and hacks. Shocked to discover the demon’s head here, he quickly changes his mind and tells Alfred to warn Gordon that the League had turned on its leader and could be unpredictable now. Before he can leave, however, a voice from behind him subtly tells him that the Demon’s Head would rise again.

 

Batman turns around to find Penumbra standing behind him, armed with a scythe bearing the same seal on the knife he had found earlier. Batman accuses her of killing Ra’s and demands that she surrender, but she denies having killed Ra’s. He presses her on what she and her assassins were doing in Gotham, but Penumbra again denies his assertion, saying that she was not with the other assassins he had fought his way through to get to the mausoleum. 

 

She says that she had come to take Ra’s from this place and restore him with the Lazarus Pit. Batman refuses to let her, telling her that Ra’s would remain dead and that she would be wise to leave Gotham before whoever killed Ra’s came after her next. Penumbra tells him she did not know who was responsible for Ra’s death, but that she was not afraid and would fight to preserve her master even after others in the league had killed him. When Batman again refuses to let her take the body, Penumbra becomes hostile and attacks.

 

Boss fight - Penumbra: Penumbra’s fighting style mirrors those of a swordsman, though her attacks and timings are different for her unique weapon. In addition to attacking with her scythe, she can also use a small crossbow to attack from distance. This attack cannot be countered and must be avoided, but beyond that, this fight is relatively straightforward in single combat. She can be damaged in the same ways that standard enemies can, though she is capable of avoiding some of Batman’s gadgets on certain occasions.

 

Once the health bar is drained, a mini-cutscene ensues where Penumbra attacks with her scythe and Batman catches it by the handle. The player must complete a quicktime event where Batman will rip the weapon from her hands and jab her in the temple with the handle, knocking her down. If the player fails the quicktime event, Penumbra will drive the blade of the scythe into Batman’s forearm and kick him away. Her health bar will be replenished by half and the boss fight will continue.

 

Once defeated, Batman throws away the scythe and approaches Penumbra on the ground. She attempts to rise again to strike him, but he quickly subdues her and pins her against the ground. He accuses her of knowing more than she let on, saying that she had known about Ra’s death quickly despite it being very recent. He asks who had taken over the League in her master’s stead, leading Penumbra to painfully reveal that it was Talia. Unwilling to believe her at first, he presses for more, leading her to claim that Talia had had her father killed because she’d craved the power of leading the League herself and had grown tired of her father demanding a male heir.

 

Before Batman can learn anything else, however, more assassins arrive at the mausoleum and prepare to attack. He reluctantly lets her up and stands to fight against the incoming assailants. The two of them briefly work together to fight against their mutual threats, but in a brief opening, Penumbra recovers her scythe and begins using it to lethal effect on the other assassins. Batman attempts to restrain her, but the number of assassins pouring into the room force him to focus on his attackers.

 

The attackers, however, begin to strain the ground beneath them and break the ancient flooring, causing Batman and several assassins to fall back into the catacombs with no way back up. Batman deals with the few assassins around him and then races back up the way he had first entered, but more assassins impede his path, forcing him to deal with them.

 

When he finally makes his way back to the mausoleum, he finds several fresh corpses, with neither Ra’s nor Penumbra among them. He is unable to find a blood trail for Ra’s after his body had bled out in the gas station area, but he is able to find a faint trail from the blood on Penumbra’s scythe. He follows it out of the catacombs and into the church proper. Unfortunately, the trail ends with Batman finding the last drop of blood in a parking lot, her getaway vehicle nowhere to be seen.

 

Batman contacts Alfred and tells him to use the churchyard’s CCTV cameras to try tracking her down. Alfred is unable to locate her initially as the local circuit had been disabled for the past hour, but he finds a speeding vehicle on its way into Old Gotham. Batman tells Alfred to try locating sources of Lazarus energy in Old Gotham to try to cut her off at it; Alfred then directs him to a Lazarus Pit back near Gotham Harbor where she was likely heading.

 

Side quest: Batman can pursue Penumbra, but the remainder of her quest line is not a part of the main campaign. If he goes to the source, he finds her there with a group of standard enemies who remained loyal to Ra’s, triggering a boss fight with the same rules as the first along with other added swordsmen enemies. Defeating her leads her to reveal that Ra’s had been taken to a different Lazarus Pit outside of Gotham while she had just served as a distraction. She refuses to speak any further about where he was, promising that he would return with a vengeance. Frustrated, Batman places her in handcuffs and blocks off access to the Lazarus Pit by burying it under rubble before calling for the GCPD to take these assassins into custody.

 

Batman contacts Gordon to discuss the League of Assassins having had someone usurp the rule of Ra’s and with his body being missing. The commissioner asks what to expect, but Batman does not know what will happen. He promises to stop the League with whatever business they had in Gotham.

 

Note: The remainder of this campaign is locked until the player completes the campaigns of the three other main sirens. Completion of other side quests in their campaigns does not matter for this stage, but the campaigns involving Catwoman, Harley Quinn and Poison Ivy must all have been resolved in any way in order for this campaign to continue.

Chapter 25: Against All Odds (Part Two)

Notes:

A brief warning: there's some graphic violence in this chapter.

Chapter Text

Main campaign - Part Two: Alfred suddenly contacts Batman and warns him that a situation is ongoing at Gotham University’s football stadium in the midst of a televised football game. He patches Batman into the television feed and footage found online showing a large group of armed men and women aggressively attacking stadium security and officers on-site, though none of the footage shows any of the officers being killed. The most recent images appear to show the gunmen using weapons made by Mr. Freeze to seal off the main exits to the stadium, preventing the crowd from escaping.

 

Batman sends an urgent message to Batgirl, telling her to meet him at the stadium. If he completed the primary side quest involving Mr. Freeze in Harley Quinn’s campaign, Batman notes that the League of Assassins must have spent weeks if not months planning out this attack. Otherwise, he resolves to find Freeze to get answers from him about how the League had come upon his weaponry at a later time.

 

At the stadium, Batman arrives at the same time as six light transport helicopters do, all bearing the seal of the Demon’s Head modified to appear calmer than how it usually appeared. Remaining out of sight, Batman stays in the shadow of the upper rafters as two of the helicopters land on the football field, the other four patrolling around the perimeter of the venue. Several armed assassins force the players off the gridiron and toward their benches, allowing the passengers of the two grounded choppers disembark.

 

Batman betrays no reaction as he recognizes Talia as the person in charge of this hostile takeover, and she is with several other noteworthy League members including Shiva, Red Claw, Cheshire and Whisper A'Daire, remaining silent when Batgirl- appearing without introduction beside him- questions him about what he was thinking. The frightened crowd begins to focus on these five ladies dressed differently from the rank and file assassins keeping them under control.

 

Red Claw seizes the game’s chief referee, taking his microphone and equipment. She orders the crowd to be silent as she introduces to them the new leader of the League of Assassins. Talia accepts the microphone at midfield, telling the world her purpose: to bring order to a world that had long since descended into chaos. She says that Gotham would be the focus of the League’s first mission under her control, decrying the city as perhaps the most lawless land that the civilized world had ever allowed to fester. Talia warns that while she had no desire to hurt any innocent people, she would not allow anyone to enter or leave the stadium until Batman surrendered himself to the League, threatening to execute those who attempted to escape or resisted.

 

Batman and Batgirl quickly assess the situation, realizing that the crowd could panic under these threats and cause any number of people to get hurt. Batman tells Batgirl to quietly find her way to the stadium’s utility controls and hack into them so they could turn the environment into an advantage, saying that he would reveal himself as a distraction. Batgirl tells him that he can’t just surrender in front of all of Gotham, but he says that they have no time for arguments, then glides out from cover.

 

He lands on the field, the crowd reacting in a quickly-silenced cheer as he stands up to be quickly surrounded by three gunmen. Shiva approaches him smugly, mockingly asking if that was the best he could do. Talia openly welcomes him over the stadium’s audio, announcing to Gotham that Batman would be joining her League in order to help administer justice in the city. Batman- confident that Talia wanted him alive- walks by the gunmen and Shiva, scowling at her as he goes. He meets Talia just within range of the microphone, telling her that this takeover wasn’t going to get her what she wanted.

 

Turning off the microphone, Talia tells the vigilante that she regretted any pain she might have caused, but it would not stop her from achieving her goal in bringing him around to her side. He again insists that her methods were at odds with her goal; threatening a crowd full of innocents was not going to make him want to join her after years of staying apart. Talia asks if he was so certain, offering him a chance to join her and immediately take over the League beside her to exercise his vision for justice with a legion of devoted followers.

 

Batman rejects her offer, telling her that she needed to stop this before it went any further. The new Demon’s Head sadly realizes that she would need to take him “the hard way” in order to get him to join the League. She says that Gotham could watch him be defeated in front of their very eyes if he wouldn’t submit himself. She steps back, allowing Shiva to stand in her place opposite the Dark Knight. She squares up to fight, promising not to embarrass him too much on camera.

 

Boss fight - Shiva : The battle begins with the other League members giving the two of them a wide berth, not interfering to help Shiva despite their clear numbers advantage. Shiva fights with a style based on the martial artists’ style, but her attacks have entirely different reaction windows that can vary. The player can try to evade Shiva’s attacks, though as the fight progresses, Shiva will key onto Batman even through his dodge attempts if the player becomes too predictable in dodging. These reaction windows require very precise timing to avoid damage, but with limited exceptions, they can be countered.

 

Beyond her standard strikes, Shiva has two attacks that cannot be countered. The first is a pouncing attack that will see her jump on top of Batman’s shoulders and drive him into the ground with her feet planted against his chest. The second is a grab attack that will see her subdue Batman from behind and wrench his arm behind his back, causing continuous damage until the player mashes out of her hold. 

 

Shiva, however, is immune from taking all damage. Counters will not drain her health bar in any way, she can block Batman’s strikes and she can avoid all of Batman’s gadgets. Additionally, Shiva can counter Batman’s attacks if he uses the same one too many times in the course of this battle. Repeated strikes, for instance, will see Shiva block and immediately launch into one of her unblockable attacks that will be unavoidable at such a particular time. Also, repeatedly using the same gadget will result in her being able to catch and/or redirect them back at him (the Batclaw, for instance, can be grabbed out of the air and used to set up an unblockable attack; the Batarang can be thrown back at Batman to stun him long enough to set up something unblockable as well). 

 

This battle cannot be “won” in the traditional sense; the player must survive Shiva’s attacks for approximately one minute, during which time Batman cannot leave the area near midfield cordoned off by the gunmen surrounding him without being shot. Batman cannot attack any of the gunmen nor grapnel out of the area; he must stand and fight against Shiva until the boss fight ends.

 

Once enough time has elapsed, one of the helicopters patrolling the stadium is hit by a freeze ray, immobilizing its rotary blades and forcing it to enter a rapid descent toward the field. Batman and Shiva both manage to get out of its way, the rest of the League’s attention drawn by the crash. The crashed helicopter catches fire, but another freeze ray hits it, dousing the fire and trapping the still-alive occupants of the helicopter inside.

 

Batman sees the Gotham City Knights quarterback Victor Stone on the sideline as the shooter, having attacked one of the assassins and stolen the weapon. He shoots down another helicopter with the freeze ray before he himself is hit by an assassin’s ice gun, leaving him almost entirely encased in ice. Batman attempts to rescue him, but the second falling helicopter forces him to quickly dive out of the way before it can crush him.

 

The lights in the stadium all turn out, nearly sending the crowd into a frenzy before the emergency lights flare, leaving the stadium with only half the normal amount of light and the field even darker. The assassin who had frozen Stone turns his gun on Batman, but Batgirl suddenly glides in and kicks him into the partially frozen helicopter, knocking him out. She then taps on her gauntlet, causing the field lighting to begin flickering, opening intermittent patches of light around pockets of the field amid the darkness.

 

Batman sends her over to free Stone while he regroups and scans the field for Shiva. While Batgirl thaws the quarterback out of the ice, the rest of the League’s attention is once again taken by the arrival of a new set of helicopters, these vehicles piloted by the GCPD. Batman spots Commissioner Gordon in one of them, the veteran officer using the bullhorn to demand that the League surrender. One of the assassins armed with the ice guns, however, takes Stone’s initiative and uses a freeze ray on Gordon’s chopper, chilling the rear rotor.

 

Batgirl immediately leaves the frozen Stone and grapnels up onto the chopper as it begins spiraling out of control, Batman using a Batarang to incapacitate the gunman. Before Batman can assist her, however, he is attacked by Shiva again, barely able to defend himself against her attacks. Batgirl manages to get onto the rear rotor and smash it with her gauntlet, cracking the ice enough for the rotor to bust itself free and miraculously resume its normal operation, letting the chopper recirculate and maintain altitude. Hiding her face from her father, Batgirl jumps off the helicopter and lands behind Shiva, helping Batman subdue her for a moment and throw her into the League helicopter that crashed second.

 

Shiva deftly rolls out the other side as other assassins spill out of the helicopter and give her enough time to retreat as Batman and Batgirl handle them. She prepares to re-engage them, but Talia waves her off, calling for her help to fight down a growing group of football players from both teams emboldened by Stone’s actions. The assassins engaged in combat are unarmed, and the assassins in the stands are unable to turn their attention to the field without losing control of the crowd.

 

Batman and Batgirl regroup, then are approached by more than a dozen assassins fronted by Red Claw. She sneeringly tells the two of them that all they had accomplished was getting a lot of people hurt. Batgirl angrily insists that she’d get hurt worse than anyone else, triggering a boss battle.

 

Boss fight - Red Claw: This fight consists of two factors unique to this boss fight. The first is the environment; when controlling Batgirl, the player will have a few unique attacks that can be triggered with an appropriate button prompt. Batgirl will be able to play with the field lighting in lieu of being able to use her detective vision, she can cause the stadium’s speakers to play a loud note to distract assassins using normal guns, and she can trigger the field’s sprinkler system once every thirty seconds, which will cause all gunmen to be distracted and temporarily stun all enemies except for Red Claw. Batgirl can also have the stadium’s speakers play the home team’s chant “Let’s Go Knights” and get the crowd to chant along with it in lieu of being able to grapnel out of the battle, though this has no practical effect on the battle (the crowd will stop chanting if any of the assassins are able to fire their guns).

 

The second unique element are the assassins bearing ice guns. They will use them on Batman and Batgirl with the same effects as those seen in Harley Quinn’s campaign (if either are hit, that character will be unable to execute any counters for the remainder of the fight). These guns can be disabled like normal guns, though during the battle, these assassins will attempt to use these guns on Commissioner Gordon’s helicopter again, the tell for this attack coming with an over-the-shoulder camera cut to that assassin aiming up toward Gordon as he shines the chopper’s spotlight on that gunman. If the player does not stop the assassin from firing on the chopper with either an attack or the sprinklers, the assassin will successfully fire on Gordon’s helicopter, freezing it and causing it to crash into the crowd and triggering an immediate game over.

 

Red Claw herself will mostly act as a standard martial artist in this fight among the fifteen other assassins (five armed with ice guns and four arms with rifles), though she does have a pair of unique attacks. The first is a ranged attack that will see her throw a bola at the player. If it hits, it will immobilize the player (disabling character switch) by wrapping several times around the body, allowing any assassins with weapons to fire on the player until the player’s character is able to mash out of it. If no guns are available, Red Claw will simply launch into her unblockable attack, which will see her floor the player’s character with a high chokeslam that has the player’s character land headfirst. 

 

Beyond this, however, Red Claw does not have any unique defenses (aside from being immune to the effects of the stadium’s sprinklers). She can block some strikes in the same way that other martial artists can, but she can suffer damage the same as them as well. The player must defeat all other enemies around Red Claw in order to end the battle; even if Red Claw’s health bar has been drained, the battle will continue until all of the assassins have been defeated.

 

Once the health bar is drained and all other assassins have been downed, a mini-cutscene ensues where Red Claw manages to catch Batman with a bola and engages with Batgirl. The player must complete a quicktime event where Batgirl will trigger a gigantic flare of the field lighting- making the assassin leader recoil- and leap into a powerful kick to Red Claw’s face, knocking out two teeth and knocking her out of the battle. If the player fails the quicktime event, Batgirl is too slow to trigger the light flare, allowing Red Claw to get in close and hit her high chokeslam on Batgirl as Batman sheds her bola. The battle will continue with the health bar replenishing by half and seeing five of the assassins revive.

 

With Red Claw unconscious, Batman manages to free himself from her bola and uses it to tie her up. She rouses and tries to resist, but Batgirl angrily kicks her in the side, warning her to stay down before they hurt her further. Batman holds his companion back from any further attacks, but starts when he sees another assassin bearing an ice gun taking aim at Gordon’s chopper. He throws a batarang a moment too late, the gunman just managing to get off another freeze ray on the helicopter, this time freezing the front of the vehicle, disabling all internal controls.

 

Batman and Batgirl both quickly grapnel up to the spinning chopper to rescue Gordon and the pilot. Batgirl manages to get her father out and leap out before it hits the ground, but Batman only pulls the pilot out the moment the helicopter crashes, the two of them rolling behind the chopper as it rumbles down the field toward the sideline.

 

The chopper crashes into Stone, who Batgirl had not been able to thaw earlier, shattering the ice and parts of his body with it when it upends him. The crowd is horrified to see him get broken into pieces, swelling into enough of a panic that Batgirl quickly turns off the field lights again, failing to hold back her own horror. Batman tries to console her, saying that it wasn’t her fault, but he is forced to focus his attention on Talia again when the fight between the assassins and football players finally ends with Cheshire using her sword on one of them, severely injuring a Knights player by cutting off his arm.

 

The players all back off as other assassins draw swords, but Talia furiously calls them all off, nearly striking Cheshire for nearly killing an innocent man without purpose. Realizing that she was quickly losing control of the situation, she calls down the two airborne League helicopters to round up the rest of her forces to withdraw. Batman locks eyes with Talia across the field; though she had failed here and was disturbed by the unnecessary violence, her resolve shows before she turns to board the nearest chopper.

 

Batman and Batgirl- the latter still shaken by the last chopper crash- rush to stop her, but they are forced to engage with a group of armed assassins in their way, this group coming from the stands after abandoning their efforts at crowd control. Batgirl is still able to use her environmental effect attacks during this battle to help subdue the gunmen.

 

After defeating this group, Batman and Batgirl watch as the four functioning League helicopters depart the stadium, leaving behind all of their defeated comrades and equipment behind. A single police helicopter gives chase, but the rest of them remain in the stadium’s area to help with the evacuation efforts. Some cheers break out in the crowd at the conclusion of the battle, but most are shaken by the violence and death they had witnessed. Batgirl herself is despondent, reluctant to turn the stadium’s main lights back on when first asked by Batman. She ultimately relents as a few rescue choppers arrive, a crew going to help Stone and the other football player who had been stabbed, as well as a bunch of other players on the field with more minor injuries.

 

Batgirl turns and charges toward Red Claw as some police approach her, Batman a second behind her. Batgirl punts the terrorist in the side again as hard as she can, making Red Claw cry out in pain. Batman arrives to restrain her before she can torture Red Claw any further, Batgirl quickly asserting that she would stop herself from doing it again. Commissioner Gordon steps up behind them and inspects Red Claw, saying that he recognized her but not the other women who had escaped. Batgirl keeps her back to her father as Batman speaks to the Commissioner, telling him that the other women were each perhaps more dangerous than Red Claw. 

 

Red Claw herself takes offense to this, wheezing out a retort that she could trump them all. Batgirl taunts her that she was the only one who had been captured, and that the others had been quick to abandon her because they had known her to be weak. Her father suspiciously looks at her, thanking her for rescuing him from the helicopter but wondering why she wouldn’t turn to face him.

 

Batman interjects, saying that they needed to get started on tracking down the other women before they could hurt anyone else. Gordon agrees, promising to share any updates he could get from the GCPD helicopter that had pursued them. Batman gestures to Batgirl that they should leave; they both raise their grapnel guns up to go, but Batgirl lags behind when her father quietly tells her that what happened to Stone wasn’t her fault. Grimacing, she follows Batman out of the stadium, leaving as some more scattered cheers follow her in turn.

 

Shortly after leaving the stadium, Batgirl apologizes for letting her anger come out on Red Claw. Batman assuages her concern, saying that her anger wasn’t the issue, but the way she used it. He tells her that she had let her anger humanize her rather than make Red Claw any more afraid of her. If she could channel her anger into heightening her mystique, it would be an effective tool rather than something that her enemies could exploit. She says that she would try, leading him to admit to her that he often needed to remind himself of the same thing; he sometimes let his anger get the best of him and needed to channel it in a different way. Batgirl asks how he is able to do it, but he says that it’s something that she needs to learn how to do herself.

 

The two of them are contacted by Gordon, who informs them that the police helicopter that had given pursuit reported that the four League helicopters had split up in different directions, only allowing him to continue pursuing one. Gordon says that he was trying to get other GCPD forces to track the other three choppers, but he couldn’t guarantee that they could successfully cast a wide enough net given their headstart. Batman tells Jim to do what he can, then separately asks Alfred to deploy the Batwing to stealthily track another helicopter.

 

Trusting that the Batwing and GCPD helicopter could adequately track two of the four helicopters, Batman tells Batgirl to follow the Batwing while he follows the police chopper. After she asks whether she’s just doing reconnaissance or anything more, he warns her not to engage with Shiva under any circumstance if her lead took her in the master assassin’s direction. Otherwise, Batgirl is free to use her own discretion. They split up and follow their respective League helicopters.

Chapter 26: Against All Odds (Part Three)

Chapter Text

Main campaign - Part Three (Batman’s Path): In this section of the campaign, the player will control Batman. As he catches up to the GCPD helicopter near Gotham Bay, the League helicopter begins firing on the police chopper with normal firearms. Batman must quickly close the distance to the League helicopter before it can shoot down its pursuer.

 

Once he reaches the League helicopter, he grabs a gunman from the side and pulls him out of the chopper, attaching his ankle to its landing gear to prevent him from falling into the water. He then jumps through it and subdues the other gunman by tackling him out of the helicopter and sticking him to the other landing skid as well. 

 

Batman swings back inside the chopper, coming face to face with Whisper A’Daire. She smiles, thanking him for delivering himself to the League after all. He prepares to engage, noting the presence of two other armed assassins in the helicopter not including the pilot. He quickly drops a smoke pellet, confusing the assassins in such tight confines and preventing them from locking onto him. Whisper herself loses track of Batman in the smoke, only managing to find him behind her when he loudly knocks out both gunmen with a collision of their heads. Whisper rears back and spits at him from a distance.

 

Batman quickly dodges out of the way, watching as her acid spittle impacts the floor, sizzling it where he had been standing and causing some steam to rise. Before she can wind up again, Batman pulls out his air cannon and fires it upon her, causing her to accidentally spit up above her and behind, some of it impacting the pilot. The pilot screams in pain as both he and the rotor above them all sizzle. The pilot recovers after a moment, but the acid continues to eat away at the rotor, causing the helicopter to begin descending as one of the four blades melts and makes the chopper list to the right, away from the ocean and back toward Gotham.



Batman and Whisper both attempt to escape, but neither are able to get out in time before the chopper hits the water. It begins to sink after a moment, Whisper jumping into the water and swimming away. The pilot and the two assassins he had tied to the landing gear are able to free themselves, but Batman is forced to lag behind them as he attempts to rescue the two assassins he had knocked out. They are fully submerged by the time Batman manages to get them out, dragging them both to the surface and painfully grapneling all three of them up to the police helicopter, dangling below it by a few feet while the police pilot helpfully carries the three new passengers over to the nearest landmass.

 

Batman drops the unconscious assassins down and confirms that they are both alive as they begin to stir, coughing up water. He finds that they have been deposited onto the Lady of Gotham island, then scans the water to find the other assassins from that helicopter climbing out of the water onto the island with him. The police helicopter backs off but shines its spotlight on the group of them, calling in reinforcements now that the assassins have been trapped. 

 

Whisper rallies the assassins behind her- including the two who would have drowned if not for Batman’s rescue- and tells Batman that he had best surrender now. Batman responds by saying that her impression of him needed work.

 

Boss fight - Whisper A’Daire: In this fight, Whisper is accompanied by five assassins, two of whom are armed with standard rifles. The other three serve as standard martial artists.

 

Whisper herself has a fighting style based on a martial artist’s, but she will have a pair of extra unblockable attacks. Her first attack is a grab attack that will see her drop to the ground on all fours and crawl unbelievably quick to Batman’s leg, slide up his body from behind and spit acid on his head from above. Her second is a ranged attack that will see her attempt to spit on Batman from afar. The latter attack can be interrupted by a blast from the air cannon, which may see her spit land on one of her assassins if one is close enough and standing directly behind her. If Batman is hit by her acid, he will suffer continuous damage that will drain his health for ten seconds, leaving him unable to string together a combo that would allow him to perform a takedown.

 

Whisper is immune to all strikes and gadgets (the air cannon will not cause any damage), her hardened skin allowing her to take any strikes without interrupting any of her own attacks. Batman can use a smoke pellet to confuse her and chain up a combo independent of her (if he is not suffering from acid damage), but the only way to damage her is through counters and combat takedowns. The five other assassins will continue to revive during the fight to allow Batman to build up combos for takedowns, though they will stop reviving once Whisper’s health bar has been drained and will need to be downed one final time.

 

Once the health bar has been drained and the assassins have been downed, a mini-cutscene ensues where Whisper drops to the ground in preparation of her grab attack again. The player must complete a quicktime event where Batman will manage to grab her wrist as she attempts to climb him from below and use his hold to dislocate her arm. If the player fails the quicktime event, Whisper will simply perform her grab attack as usual, reviving her assassins and causing the boss fight to continue with her health bar replenished by half.

 

Whisper still attempts to fight with her lame arm, leading Batman to immediately grab her other wrist and dislocate that arm too, tying both disjointed wrists behind her back. Still not giving up, Whisper attempts to slither away, trying to get back into the water. Batman kneels on top of her back, holding her down as the police helicopter calls out to him that backup would arrive within a minute. 

 

Batman grinds half of her face into the ground, demanding to know where Talia was. Whisper attempts to spit at him, but only manages to sizzle the ground beneath her, accidentally burning her own face. She withholds a scream, telling Batman that Talia would see him on her terms, not his. He threatens to shove more of her face into the sizzling ground if she refuses to answer, leading her to claim that she didn’t know where to find her. Not believing her, he inches more of her face into the acid, allowing her one final chance to give him a satisfactory answer. She calls out that Talia had gone to their hideout beneath the St. Greyland Memorial Cemetery. Batman relents, sparing her face from any further damage as the acid dissolves.

 

Three new police helicopters arrive at the island, quickly landing and allowing a group of SWAT officers to grab the other assassins. As the officers pick up Whisper by her dislocated arms, she tries to spit at them, but Batman quickly puts a gag over her mouth, leading her to accidentally sizzle herself again. The gag begins to melt, but one of the officers puts a bag over her head to prevent her from trying it again. Batman tells the officers that while her skin would regrow later, the acid was still extremely dangerous and they needed to avoid contact with it at all costs. 

 

The officers take Whisper and the other assassins away, Batman departing the area himself as the fourth helicopter leads the other three back toward GCPD. Batman contacts Batgirl, telling her of what Whisper had revealed. Batgirl, however, whispers back that she was busy.

 

Main campaign - Part Three (Batgirl’s Path): In this section of the campaign, the player will control Batgirl. The game goes back to the moment when Batman and Batgirl split up to follow the League choppers. Batgirl goes up to a high skyscraper in Midtown and hitches a ride on the Batwing with her grapnel gun, pulling up to it and hopping inside.

 

Alfred remotely thanks her for keeping her feet off the fine carpeting. She quietly asks him to not joke with her at the moment, still feeling guilty over what had happened to Stone. Alfred informs her that the EMS on scene had reported Stone to still be alive, shocking her. He says he will try to keep tabs on Stone, though his condition was obviously critical and he was unlikely to recover.

 

The Batwing- above the clouds to stay out of sight- follows the League helicopter toward the Ace Chemicals factory on its own island, closed down by the city pending an investigation into its operations and devoid of any staff. It lands in the parking lot, allowing the occupants to all quickly disembark before it takes off again. Batgirl identifies Cheshire among these assassins, deciding to follow her and have Alfred keep on the pilot with the Batwing. Leaping out of the advanced aerial vehicle, she dives down to an elevated position, watching as Cheshire and the others run inside.

 

Batgirl stealthily follows them inward, noting a much larger contingent of assassins in here than had just arrived. She surmises that the assassins had moved into this factory long ago, and with the plant having been closed for nearly four months by this point, they might have been able to gain access to whatever was inside. Batgirl loses track of Cheshire as she silently moves through the factory, making her decide to try to ascertain exactly what the League was doing here and call in Batman.

 

She uses stealth to take out a large group of assassins in the maintenance area of the factory, finding an armory of advanced weapons in the station office. In addition to ice guns, she finds a set of high-grade explosives, equipment for payload-delivering, laser-guided missiles, and even what appeared to be toxin-dispersal tanks. Scanning the latter, Batgirl identifies cyanogen gas modified to be more compact than normal (allowing it to spread quickly and remain in the air for lengthy periods of time), then determines that the tanks might be placed into the missiles to be used as chemical weapons.

 

Before she can contact Batman, however, she hears someone approaching. Batgirl quickly gets out of sight as Cheshire enters the room with some other assassins. The group finds the other assassins Batgirl had silently taken out earlier, instantly coming to the conclusion that Batman must have followed them here somehow despite the other helicopter having been pursued. Cheshire sounds the alarm, telling her group to rouse the League and begin taking weapons from the armory out for transport to other sites.

 

Batgirl receives a message from Alfred, warning her that the Batwing had detected several new League helicopters arriving at the factory. She tells Alfred to contact the GCPD and FBI and inform them of the presence of chemical weaponry, needing them to respond immediately to prevent any of these weapons from escaping the factory. Hoping for a rapid response from law enforcement to this grave threat, Batgirl elects to keep on Cheshire as the master assassin leaves the maintenance armory.

 

Batgirl drops in on the group of assassins immediately in the room and engages them, quickly defeating them before anyone else from their retinue can arrive to assist. Re-examining the weapons supply, she takes one of the laser-mount systems for herself, enabling a gadget upgrade where she can now sync her remote-controlled batarang to the laser for quicker long range actions. Unable to safely dispose of any of the weapons herself, she manages to block the main door to prevent easy access to the room; she realizes that this would only slow the League’s efforts to retrieve their weaponry, not stop them entirely.

 

She is contacted by Batman as she pursues Cheshire through the factory, hearing from him that he had found Talia’s location at St. Greyland Memorial Cemetery, but she answers back that she was busy at Ace Chemicals. She shares what she had found, asking him if he could back her up. Batman tells her that he needs to get to Talia as soon as possible, asking her if she could handle this on her own. After a moment, she says that she can, promising not to let him down.

 

Batgirl finds Cheshire a third time in the factory’s operations control room with a group of other assassins. One of her assassins reports to her that the armory had been locked from the inside and the ones she had left to guard it were not responding. Additionally, another reports that Whisper A’Daire’s crew that had fled the stadium had been captured by police thanks to Batman’s interference. Cheshire pauses, then calls out for Batman to show himself. 

 

Batgirl presents herself instead, telling Cheshire that she would have to settle for her instead. The assassins around Cheshire draw their blades, but Cheshire calmly approaches the vigilante. She commends Batgirl for getting to her, asking her if she really wanted to fight them. Batgirl says that- considering the fact that the League was manufacturing biological weapons to be used in terrorist attacks- she felt pretty certain that she wanted to stop them.

 

Cheshire explains that the League planned to use the weapons she had found on Arkham Asylum, Blackgate Prison and facilities of their like around the world, intending to chemically “purify” them to remove the filth within. She asks Batgirl if she had ever thought her efforts misplaced, if she had ever doubted that her efforts were really having an effect, making Batgirl hesitate. Sensing her inner debate, Cheshire offers her a chance to join the League and exercise her desires to fight the criminally insane with means and effects far greater than those Batman could offer her.

 

Batgirl refuses, saying that even if she was uncertain of her own effectiveness in the fight against Gotham’s underworld, she would not be party to wholesale murder like the League was planning. Unbothered by the rejection, Cheshire simply says that she would “come around” once they convinced Batman to join them. Batgirl laughs them off, telling them that he was on his way to apprehend Talia at the cemetery now. Cheshire laughs back, saying that he was actually going to give himself to Talia there, not at all surprised to hear Batgirl’s knowledge of Talia’s location. Troubled, Batgirl demands to know what she meant by that; Cheshire simply draws her own sword and tells her assassins to take Batgirl alive.

 

Boss fight - Cheshire: In this battle, Cheshire will fight alongside seven other assassins, all of whom acting as swordsmen. Cheshire herself has a fighting style that is based on the swordsman, but she will have two additional attacks that are unblockable, establishing herself as the swordsman’s equivalent of Whisper A’Daire given the type of damage they cause. 

 

The first attack is a ranged attack that will see her throw a dart tipped with a painful irritant at Batgirl. Cheshire can use this attack at any time, even being able to interrupt her own attacks to fire a dart. Being hit by a dart will cause ten seconds of continuous damage that prevents a combo from being built, the same effect that Whisper’s acid has. The second is a running attack that will have Cheshire attempt to catch Batgirl in a chain of three sword strikes; getting hit by the first strike will automatically cause Batgirl to get hit by the next two.

 

Cheshire is immune to all gadgets, being able to deflect any batarangs or batclaw heads. She is also able to track Batgirl through the duration of any smoke pellets. She can be hit with strikes, but hitting her too many times in a row will see her attempt her running attack at close range. She can be hit with combat takedowns, but unlike in Whisper’s fight, enemies will not revive around her, so lesser skilled players may find it difficult to string together combos once they are down.

 

Once the health bar has been drained, a mini-cutscene ensues where Cheshire charges at Batgirl in her running attack. The player must complete a quicktime event where Batgirl will dodge out of the way of Cheshire’s first strike, flip her over her shoulder onto the ground, and use the hilt of the sword to bash Cheshire in her face, knocking her out.

 

The battle concluded, Batgirl immediately tries to contact Batman, but she receives no response from him. She then tries Alfred, asking the butler if he could verify Batman’s location. He reports that the signal from Batman’s tracker had not been updated for several minutes, his last known signal coming from the cemetery. Batgirl drags Cheshire out of the control room and takes her to a higher floor. She calls in the Batwing and takes the master assassin to GCPD in it, then quickly departs to find Batman at the cemetery.

Chapter 27: Against All Odds (Part Four)

Notes:

(See the end of the chapter for notes.)

Chapter Text

Main campaign - Part Four: Batman arrives at the cemetery a few minutes prior to Cheshire’s boss fight, checking the city records to look for what the property included. In the listing of the buried, he finds a grave with a blank slate that had been present for several years with no updates. He finds the grave, marked only with the name “Henri Ducard,” but a scan with his detective vision reveals no body buried beneath, but what appears to be a hollow. Inspecting the grave more closely, he finds a button in the uppercase “D” on the stone, pressing it.

 

The grave plot opens up with a mechanical rumble, revealing a passageway similar to the one Batman had found at the abandoned gas station. He enters the now-open passageway, the access route closing behind him after a few steps. He uses his detective vision and determines that the door had closed automatically, not in response to his motion, but there was likely a signal that the opening of the grave had triggered, announcing that someone had accessed it.

 

He advances down the corridor, trying to determine if this passageway led to another building’s catacombs or to another destination. He tries to contact Alfred, but he receives no response. His detective vision lets him see a copper lining in the walls, blocking his transmission. Recognizing that he might be walking into a trap, he leaves his detective vision on, trying to make certain that nothing comes at him through the walls.

 

It helps him avoid a tripwire on the ground, stepping over it carefully, not finding what exactly it was supposed to do. Shortly after passing the tripwire, he comes to the end of the corridor, finding an abrupt drop leading down into what appears to be a 1960’s era nuclear fallout shelter, refitted with various League symbols, weapons and other paraphernalia. His signal is still blocked, but Batman’s detective vision allows him to identify an alternate exit hidden behind a fake wall. Going through it, he finds himself in a sewer network starting in an observation deck.

 

His signal still blocked, he presses onward, ultimately coming across a group of armed assassins going to greet whoever had come in through the grave entrance. Overhearing their conversation, Batman confirms that they did not know who had entered that way, as they debate whether or not it was him or one of their own. He uses stealth to pick them off, then corners the last one, demanding to know where Talia was. This final assassin refuses to answer, but not before he accidentally reveals that Whisper A’Daire had given Batman this location for a purpose.

 

Batman goes further into the sewer, finding himself in a second observation deck. His signal still remains blocked, leading him to realize that it was likely being intentionally jammed since there wouldn’t be copper outlining in the sewers. He searches around the deck and locates a device that appears to be out of place, finding it to be emitting the jamming signal he was looking for and destroying it.

 

As soon as he destroys it, he receives a call from Alfred, asking him if he was all right. Before he can answer, however, he is interrupted by a voice behind him asking if he was ready to surrender. Batman turns around to find not Talia, but Shiva.

 

Shiva tells him that if he gave himself up now, he would save himself any further pain. Batman defies her, saying that if she gave him Talia’s location, he could hand Shiva over to the police without so much as a scratch. Shiva assures him that she didn’t need his promises to avoid getting a scratch.

 

Boss fight - Shiva 2: With the exception of the change in the location, this fight begins the same as the first. Shiva has all of the same moves as she had previously, plus the ability to enter chain attack sequences that require the player to have more precise timing in performing counters to avoid getting hit. The same rules about her increase in tracking over the course of the battle apply.

 

So, too, do the rules about her being impervious to strikes and gadgets. In this fight, counters will cause a small amount of damage, with successful counters to chain sequences causing more damage. However, Shiva’s health bar will not be significantly drained.

 

Like before, there is no way to “win” this boss fight in the traditional sense. Over the course of this battle, Shiva’s health bar can be reduced, but nowhere near enough to be completely drained. 

 

This battle can end one of two ways, the outcome determining how the remainder of this portion of the campaign plays out.

Notes:

This chapter of the campaign is split across the next two chapters as part of a branching path. Both branches will lead back to the same destination.

Chapter 28: Against All Odds (Part Four - Survive Shiva)

Notes:

(See the end of the chapter for notes.)

Chapter Text

If Batman manages to survive two minutes against Shiva : A loud crash sounds out from back the way Batman had arrived, distracting him for a moment. Shiva takes advantage, striking him in the back of the head and making him stumble. He recovers, dodging out of the way of her next attack and lining her up against the passageway where he had arrived. He looks behind her, noticing as Batgirl arrives at their observation deck. Shiva notices Batgirl as well, angling back to try to keep an eye on both of her opponents at the same time. Batman tells Shiva that she was surrounded, but she says that she was not concerned. 

 

The boss fight resumes with both Batman and Batgirl fighting Shiva. She remains impervious to strikes and gadgets, but this time, counters will help to build up their dual combat takedown, which will cause much more damage. Shiva’s reaction windows for counters will diminish after each takedown performed, though unless the player chooses to engage in far more counters than necessary to execute the takedowns, it should only take three to end the boss fight. Shiva will always target whichever character the player is controlling, though she will counter any attacks performed by the other character (which will cause damage to the player).

 

The battle will end when Shiva’s health bar is drained to about a quarter of it remaining, triggering a cutscene where the master assassin backs off with a slight limp. Realizing that she is overmatched when faced with both vigilantes, Shiva turns and dashes back to the first observation deck. They give chase, but they are unable to catch up to her before she scrambles back up to the fallout shelter. They grapnel up behind her, then enter the fallout shelter when she apparently hides inside.

 

Once they enter, Shiva goes back out the other side and intentionally triggers the tripwire. The doors of the fallout shelter immediately seal themselves and lock into place, trapping both Batman and Batgirl inside.

 

The fallout shelter- having been built to withstand nuclear blasts- is virtually impregnable, and the copper lining in the walls prevents them from getting a signal out. Batgirl concludes that the locks on the two doors had to have a way of being opened from the inside, even if the League had modified it to trap them in this room. 

 

With a moment to speak, Batman reminds her that he had told her to avoid contact with Shiva at all costs. Batgirl sarcastically replies that he was welcome for her daring rescue. She says that he was going to have to trust her to fight alongside him if he wanted to fight against the League, saying that he couldn’t shut her out like he did with Harley Quinn. Batman says that he does trust her, but this fight was going to demand her absolute best if they were even going to have a chance of succeeding. 

 

Batgirl insists that she was ready to fight for Gotham the same as him, but Batman doesn’t give a clear response as to whether or not he agrees with her self-assessment, instead telling her to start by helping him get out of the shelter. The two of them must complete a puzzle where Batman must track a path through the ventilation system with his detective vision and guide Batgirl’s remote batarang to an electronic switch outside the door leading back to the sewers.

 

After escaping, Batgirl cannot determine any way of getting the other door open, but Batman says that Shiva had probably already managed to escape. Exiting the bunker, Batman re-establishes contact with Alfred, asking him to verify his location. The older man confirms the location of the sewer observation deck, saying that he had traveled from the cemetery to a place very close to Wayne Manor and the Batcave. Disturbed, Batman tells Alfred to verify that the manor is clear of any assassins from the Batcave.

 

Batman and Batgirl return to the observation deck to find the assassins that Batman had defeated earlier were preparing to storm the bunker to capture them. The two of them engage the assassins in combat, defeating them easily and moving on to the second. Continuing onward, they reach a third observation deck, Alfred saying that they were within a half mile of the manor. Batman asks about the progress of the security sweep, learning that the manor had suffered a momentary power surge in the previous hour, but the motion detectors were not reporting anyone inside. Unconvinced, Batman tells Alfred to remain in the Batcave until they return and perform their own sweep.

 

Batgirl locates an exit out of the sewers up above, leading Batman out back to the surface where they find themselves near the manor, just as Alfred had said. As they come up to the manor, they are ambushed by a group of assassins with ice guns, forcing them to flee inside the manor. 

 

Inside, they find more assassins waiting for them in the foyer, headed up by Talia herself. She tells Batman that his home represented what was wrong with his mission, that it was a false image of beauty in a city that had long since been turned ugly by crime and corruption. Batman responds that the League’s choice of hideouts were cemeteries, sewers and other hidden shelters, accusing her of spending so long underground that her view of the world had become distorted.

 

Talia insists that it was his view that needed correction, saying that if her father had had his way, he would have continued the League’s failures to actually accomplish true change. When he asks what had happened between her and Ra’s, she confirms that she had ordered her father’s death to get out of her way, but she had planned to revive him once she proved to him that she could even accomplish bringing Batman to her side. He rejects her, saying that her actions had made it such that he couldn’t condone her presence in Gotham any longer, telling her to leave immediately or be taken in. Talia says that she would leave, but only if he went with her. When he refuses, she says that she had thought as much, ordering her assassins to fire their ice guns.

 

Batman and Batgirl manage to evade the freeze rays, then get out of sight in the manor’s main foyer. Talia, recognizing Batman’s strategy, calls out that she had taken control of Wayne Manor’s security defenses, saying that she would hate to have to employ them against him, as she did not know what exactly they entailed. After a moment, she announces that he had forced her hand, ordering the defense systems online.

 

Boss stealth section - Talia al Ghul: This is a unique sequence of the game, calling for advanced stealth by both Batman and Batgirl. In Wayne Manor, there are several defense systems at play in addition to the assassins. First (and perhaps most important), any time Batman or Batgirl uses their detective vision, it is detected as a foreign signal and the assassins will be immediately alerted to the player’s location, as well as any defenses that may be close enough to the player to respond. The player can also be detected by the defenses that include security cameras and motion detectors. These devices can be disabled through the use of batarangs, though doing so will give the assassins an idea as to where to look.

 

If detected, the manor is equipped with auto turrets using rubber bullets that will open fire on the player. These turrets cannot be disabled by either Batman or Batgirl, meaning that they must get out of view of any cameras in the area or destroy all cameras and motion detectors in the area to avoid taking damage. Batgirl is able to hack into the system of each individual turret if there are cameras and detectors still active (which requires ten seconds of her standing next to it), making it turn on the League and take out the nearest assassin (and perhaps a second if it acts quickly enough) at her command before the other assassins destroy the turret with a freeze ray. If there are no detectors or no cameras left in that area, the turret cannot be reactivated.

 

There are twenty-three assassins in the area, not including Talia, who is untouchable at the start of this sequence with two guards near the entrance of the manor. Any attempts to get close to her will see her alert her fellow assassins and any attempt to use a gadget on her will see her deflect it and point her assassins to the direction from which it had come. All of them are armed with ice guns, and they will periodically use them on vantage points and vents, making them inaccessible to Batman and Batgirl.

 

There are two ways to end this sequence. 

  • The first is to take out fifteen of the assassins. If fifteen assassins are downed, Talia will assess her numbers and regroup at the entrance, calling for all of them to join her as their search methods were not working.
  • The second is for Batgirl to have hacked all of the automated turrets without disabling any or using any of them on the assassins. In this sequence, Batgirl will give a single command for all of the turrets to pick out targets at once, taking out several assassins as Talia calls for them to retreat.

 

Either way, once Talia gives the order to retreat, she sends her remaining assassins out to begin firing indiscriminately with their ice guns, freezing furniture, walls, paintings and other areas in the hopes of either forcing Batman and Batgirl out into the open or freezing them as well. The two vigilantes remain out of sight and out of the line of fire, Batman not caring about whatever damage they might cause to his home. 

 

He asks Alfred to call the police, but he receives no reply. Batgirl realizes that the League might have triggered the Batcave’s defenses, saying that they needed to get down there to check on him. The two of them abandon their fight with the League in the foyer, going deeper into the manor. There are no assassins here, but they must get past more automated turrets that will open fire on them if they are detected.

 

Beyond them, they reach the elevator leading down to the Batcave and descend below Wayne Manor. Immediately upon arrival, they are swarmed by bats, but the two of them press onward while covering their faces. Batman destroys the laser-guided signal directing the bats to the two of them, making them scatter once Batman uses his air cannon to push them away. 

 

He calls out for Alfred, but still receives no response. With the bats out of the way, he goes over to the Batcomputer and tries to reset the security system, but he is locked out. Batgirl takes over, giving him the chance to look for Alfred. He finds Alfred locked in the Batmobile, taking cover from all the bats that had been attacking him, but the vehicle itself had identified him as a hostile because of the bat swarm and had cut him off from all communication.

 

He lets Alfred out of the Batmobile, saying he was glad he was all right. Back at the Batcomputer, Batgirl says that the power surge at the manor earlier had let the League infect their security system with a bug and take it over, and that the only way for them to kick the League out of their security system was to shut it down entirely. Batman tells her to do it, saying that they could repair their security system another day.

 

She does, turning off all security systems. Batman calls for the police, then returns to fight the remaining assassins back in the manor.

Notes:

This is the conclusion of this branch. Check the other branch in the following chapter or proceed to Chapter 30 to continue the story.

Chapter 29: Against All Odds (Part Four - Shiva Wins)

Notes:

(See the end of the chapter for notes.)

Chapter Text

If Batman is defeated by Shiva: Batman falls unconscious from Shiva’s last blow, the master assassin leering over him with a smirk on her face. She grabs his wrists, dragging him away.

 

Batgirl locates the cemetery entrance herself, then goes through the same process Batman had in getting to the fallout shelter, avoiding the tripwire as she goes. After leaving the fallout shelter, she receives a message from Alfred, telling her that Bruce’s tracker had re-engaged, but he was not responding. Batgirl asks how far away she was, Alfred telling her just to continue straight for a few hundred more feet.

 

She comes across the group of assassins Batman had taken out earlier, still recovering from their encounter. Batgirl overhears a conversation between a few of them where one says that their trap had worked and that Shiva had beaten Batman. They debate over whether or not they should go join Shiva at the manor, as their plan had been to go with her, but someone else had just activated the cemetery entrance without advance warning. Some want to follow the plan while some question if it was Batgirl or the police who had pursued them.

 

Batgirl drops in on them, confirming that it was her before engaging them in combat. After a brief battle, she interrogates the same assassin Batman had tried interrogating before, demanding to know where the manor was. This time, the assassin is willing to answer, telling her that she was too late; Batman was already in their hands at Wayne Manor. Batgirl silences him and knocks him out like the others, telling Alfred to call the police to the manor.

 

Alfred reports that he had been locked out of the security system and had no way of seeing where Batman was. Batgirl tells him to shelter in the Batcave while she makes her way back to the manor, and to flee in the Batmobile if they breached the Batcave. She makes her way through the sewers when Alfred tells her of her already-close proximity to the manor, then gets out through a manhole to reach the surface.

 

She hustles over to the manor, finding it guarded by a group of assassins with ice guns. She enters the manor through a higher floor, coming in through a vent near the ceiling of the foyer. Batgirl sees Shiva with a group of assassins, who report to her that Cheshire and much of her crew had been captured, leaving their numbers depleted by half. Shiva is unconcerned, saying that they had accomplished their goal, Talia having gotten “her man in the other room.”

 

Batgirl realizes that with Alfred locked out of the security system, the League might have taken control of it themselves, noting that her detective vision might give her away if detected as a foreign signal. As long as the defenses weren’t actively engaged, though, she could still move about the manor so long as she stayed out of sight and out of range of the motion detectors.

 

Boss stealth section - Shiva: This section is similar to the version that occurs in the other branch path of this chapter, but there is only one “win” condition and some additional “lose” conditions. The only way to successfully complete this section is to hack all of the auto turrets in the foyer without being detected.

 

In this version, the turrets are not active and will not fire on the player when spotted by a camera or motion detector. Those devices will only alert the assassins to check in the area, giving Batgirl time to get out of sight before one arrives. Assassins can be rendered unconscious to take them out of play, but if a body is discovered, the assassins will go on alert. An automatic game over will occur if Batgirl is spotted or a body is discovered. Additionally, Shiva will get noticeably more suspicious over the absence of her crew from the sewers over time; if the player cannot complete this section within ten minutes, a game over will occur. If Batgirl manages to hack into three or more turrets before triggering a game over, the player will be credited with hacking into three when Batgirl respawns at the start with a new timer of eight minutes.

 

Shiva herself is untouchable, and getting closer to her is inadvisable, as she has more advanced hearing than the other assassins. If she comes into an area where Batgirl is hiding, the player must remain completely still to avoid tipping her off about her presence. Beyond this, however, Shiva will not offer any additional challenges compared to the other assassins.

 

Once Batgirl has hacked all seven turrets, she will get out of the line of fire and activate them all at once, taking the assassins by surprise and incapacitating several of them at once. Shiva is hit a few times, but she retreats back to the entrance of the manor, calling her remaining assassins over to join her. When they regroup, she orders them to fire indiscriminately around the manor to make sure that all of the turrets are frozen, along with anyone else who might have triggered this security defense.

 

Talia emerges from a room beyond the foyer, confused by the commotion. She gets hit by a turret and stunned before an assassin freezes that turret in place. Shiva quickly goes to extract her leader, pulling her over to the entrance to let her recover while the others continue firing.

 

Batgirl goes to the room from where Talia had first appeared, looking inside and finding Batman in a guest room’s bed. He is awake, but is very apparently delirious, probably drugged in some way. He has also been unmasked, his cowl beside him on a pillow. Batgirl helps him put his mask back on, then drags him leaning against her shoulder away out of the guest room, then deeper into the manor away from the assassins. They do not encounter any other assassins on their way to the elevator down to the Batcave.

 

There, a barely conscious Batman collapses, leading Alfred to come help her get him over to a gurney. He babbles about not having enough power, and after a few moments of listening to him, Batgirl thinks he’s asking to be hit with a jolt of electricity. Alfred grabs a defibrillator from their medical supplies and agrees to hit him with a low level shock in the shoulder. 

 

Once hit with the defibrillator, Batman immediately perks up and becomes fully conscious. Batgirl quickly fills him in on the situation, saying that they didn’t have control of the security system from the Batcave and the League was set about freezing every part of his house. Batman asks if they could re-establish control, but Alfred says that he couldn’t manage to deal with whatever virus they had uploaded during the power surge. The butler says that they would likely need to take the entire security system offline, asking for Batman’s permission.

 

He gives it, also asking Alfred to call the police while he and Batgirl go back up to deal with the assassins. Batgirl asks if he’s sure he’s in a state to go about fighting, but he insists he’s fine, thanking her for rescuing him from Talia’s hold.

Notes:

This is the conclusion of this branch. Check the previous chapter for the other branch or proceed to the next chapter to continue the story.

Chapter 30: Against All Odds (Part Four - Conclusion)

Notes:

The following is where the two branching paths meet back together.

Chapter Text

Batman and Batgirl return back up the elevator, the disabled security system not bothering them. They return to the foyer, finding almost all of the area surrounding the entrance and much of the space near the ceiling to be frozen over. A pair of helicopters arrive outside of Wayne Manor, coming to pick up the assassins as the police close in. Talia and Shiva (who will have only just arrived if she escaped from the earlier boss battle) are forced to extract, leaving the manor behind when they see Batman and Batgirl at the end of the hall.

 

The assassins leave out the front door and freeze it shut, forcing the two vigilantes to leave through a vent high above the door. They only get outside when the choppers are in the air, the police pulling up to the manor seconds later. Gordon arrives with this force, asking what had happened here. After directing the Batwing to covertly tail these two helicopters, Batman tells him that there were several assassins subdued inside, some of them frozen by the actions of their fellows. He couldn’t say whether or not there were more than those just in the main foyer with Bruce Wayne nowhere to be found, but Talia had just left on one of the two helicopters.

 

Batgirl quietly asks Alfred to come out of hiding to speak to the police and assure them that Bruce hadn’t been abducted, then departs to avoid being recognized by her father. Gordon asks if Batgirl was doing any better since he had last seen her, leading Batman to say that she was. Gordon says that he has good news and bad news to share, the good news being that Victor Stone was reported to have stabilized at the hospital, but he had lost both legs and an arm from the crash. Batman asks about the bad news, leading Gordon to report that some assassins at the Ace Chemicals factory had escaped with some weapons, and the FBI had reason to believe that some of the smuggled weapons were chemical in nature. Batman says he would look into it, but says that he might have a lead on where Talia had gone.

 

He leaves as Alfred comes out to speak to the police, regrouping with Batgirl on the roof of Wayne Manor. If Batgirl had rescued him from Talia before, she asks him if he remembers anything from before being shocked. He says that he only remembers Talia speaking to him about her plans, but he couldn’t remember any specifics. She reminds him that Talia had taken off his mask, leading Batman to state that Talia had already known his identity.

 

Regardless of which path the player experienced, Batgirl asks how Talia had known to come to Wayne Manor. He is reluctant to answer, but she insists that she needs the whole truth from him, and that she had earned that much. Batman admits that he and Talia had once been involved, but they had separated over her and her father’s extremist beliefs. Batman suspects that Talia had probably kept his identity secret from the majority of the other assassins, but he hadn’t known about this side of her, so he could not be sure.

 

Batgirl demands to know if Talia had come to Gotham over a grudge, if he had caused all of this pain. If Batman had been defeated by any of the sirens earlier in the night, she mockingly asks him how many other women had gotten him to take his mask off and if Batman was just his way of being a playboy for the crazy ladies. Batman denies her charge, saying that if he had ever thought it would come to this, he would have stopped Talia long ago. Batgirl needs his promise that he would do whatever he had to do to stop her now; he gives it, saying that he would do what needs to be done. She says that she believes him, adding that she would do the same.

Chapter 31: Against All Odds (Part Five)

Chapter Text

Main campaign - Part Five: Batman says that the Batwing had tracked Talia and Shiva back into the city, saying that they should find her as soon as possible. Batgirl agrees, saying that she would meet him there. He also informs her about the potential that some chemical weapons had made it out of Ace Chemicals. Troubled, Batgirl says that she doesn’t want to split up again in case they walk into another trap. 

 

Primary side quest: Using the Batwing’s long-range scanners, they find traces of the cyanogen gas compound Batgirl had discovered at the factory at four different sites in Gotham. The player can pursue these sites, each of which presents Batman and Batgirl with a challenge stealth section with the same rules as those found in Shiva’s stealth section, though the “win” condition is to hack and disarm all chemical weapons in each facility before being detected. After that, each site becomes a standard stealth section that ends with Batman contacting Gordon to let him know that the site was clear. Completing each of these sites is not mandatory, but it will alter the final stages of this campaign.

 

The two of them arrive at a port canal connecting Gotham River to the bay, finding both helicopters that they had fled in to be empty. After confirming that no other helicopters had departed from this area nor any boats been spotted leaving the coastline, he determines that the crew must have gone inland. Batgirl asks if he thought they had gotten into a car, leading him to say that he actually thought they might have gone to find Mr. Freeze, whose lab was nearby.

 

If Batman had rescued Freeze from Harley’s gang earlier, the lab is the same as he remembers it. If not, parts of the exterior have been damaged when it was looted. He tells Batgirl to be on her guard when they enter the lab.

 

  • If Batman had rescued Freeze earlier, Freeze greets the two of them at the door in his mechanized suit, asking if they’ve come to arrest him. Batman asks where the assassins were hiding, but Freeze claims that he does not know where they are. Skeptical, Batman says that he knows they had been in the area; Freeze says that Batman knows more than he does, because he had broken off all contact with them per Batman’s request. After a moment, Batman says that he believes him, but he needs Freeze’s help to stop the League after he had helped to set them up.
  • If Batman had failed to come to Freeze’s aid earlier, Freeze immediately shoots a freeze ray at them when they enter, making them scramble out of the way. Batman calls for Freeze to stand down, but Freeze refuses, telling Batman to leave him alone. Batman asks where the League was hiding, Freeze replying that he neither knew nor cared where they were. Batman says that he believed him, but the League might come for him if they thought him a loose end. Wary, Freeze allows the two of them to stand out in the open, then lowers his weapon. Batman asks for Freeze’s help in stopping the League from attacking using his ice guns.

 

Freeze explains to them that he hadn’t sold the League weapons knowing that they had planned to use them in Gotham, thinking that they had been meant for desert warfare. He also says that he hadn’t sold them nearly the number of weapons that they had used, meaning that they must have found a way to replicate his technology and produce it on a much wider scale. Batgirl asks if Freeze had developed any other weapons for them than the ice guns, bringing up the arms supply she had found at the factory. He denies it, saying that his expertise in armaments was limited only to temperature manipulation, not chemical weaponization. He does, however, think he can offer a way to help combat the assassins using his weapons.

 

The doctor offers Batman a sample of wax mixed into powdered dry ice. Freeze explains that this powder could be used to coat his suit to prevent ice from crystallizing on them. Batgirl says that the dry ice would freeze them first, but he refutes her suggestion, saying that even if they placed the dry ice directly on their skin, it wouldn’t cause any damage as it sublimed. Despite Batgirl’s objections, Batman tests it on his own chin, proving Freeze’s claim when it reacts by slowly dissolving into gas and leaving the wax behind, which Batman flicks off his body.

 

Freeze says that the shavings would normally only last for a few hours at room temperature, though getting hit by the ice guns would actually replenish their integrity. They would not protect either of them from feeling the effects of the freeze rays, but the powder would mitigate it enough that it would give them an edge. Batman thanks Freeze for the powder, but tells him that this wouldn’t absolve him of responsibility. Freeze says that he understands that he needs to answer for what he had done, but he would not submit himself to the law until he could save his wife.

 

Batman asks what exactly the League had promised him in exchange for the weapons. Freeze says that he had been offered a sample of the Lazarus Pit when he had first made an agreement with them, but he had used all of it up when testing it on samples of tissue separate from Nora. Freeze asks Batman if he could try to procure a second sample of the Lazarus Pit for him, certain he could use it to cure his wife’s ailments after the tests had proven fruitful. Batman does not want to proliferate the use of the Lazarus Pit, but Freeze begs him to reconsider, saying that he would happily turn himself into the GCPD once he cured his wife. Batman says he would consider it, but makes no promises.

 

Batman says that he would not turn in Freeze, but if the GCPD decided to come after him, he was on his own and would have to surrender. Freeze says that he couldn’t give up on his wife, but Batman warns him that if he resisted arrest, he would come back as an enemy, not a friend. Freeze says that he understood, reminding Batman that he would surrender himself willingly if provided a Lazarus Pit sample.

 

Side quest: There is a Lazarus Pit source available at the end of Penumbra’s side quest that Batman can return to if Penumbra has been defeated to get the Lazarus source. There are no obstacles in this quest line; Batman must simply return to the site and dig beneath the rubble to recover a sample (the Penumbra quest will always end with the Pit being buried, even if this quest has been given). Batman can then return to Freeze with this sample to complete the quest. There is no ultimate reward for completing the quest and it has no impact on the rest of the main game (though it may have an impact in the DLC); it is a moral question for Batman whether or not to risk the misuse of the Lazarus Pit or risking its side effects by giving it to Freeze.

 

Batman and Batgirl leave after applying the dry ice powder to their outfits, the latter asking what they were supposed to do now. He leads her back over to the helicopters that had landed at the port canal. He sets up a crime scene, using his detective vision to try to track where they had gone. His investigation tells him that the assassins had simply walked into the bay, but he says that this makes no sense, as the water temperature at this time of year would have killed them in minutes had they tried to swim.

 

Batgirl posits that they might have taken a boat, but Batman says that the Batwing’s radar would have picked up on any boats leaving the port and that the same would go for any other helicopters. She asks if it was possible that they had used a submarine to escape; Batman says it was possible, but unlikely given the shallow depth of the bay, meaning that they still would have had to have swum out for close to a minute at best.

 

Batgirl looks out across the bay again, saying that perhaps they had managed to walk across the water by freezing the surface of the water. She sees Arkham Island, suddenly remembering Cheshire’s indication that the League had planned to destroy the Asylum and the inmates within. Batman shares her realization, realizing that her suggestion might have been correct. He summons the Batwing, the two of them hitching a ride over the short flight to the island. 

 

The two of them arrive just in time to find freeze rays being fired from inside the main housing unit. They rush inside the penitentiary, finding several unconscious guards and prisoners shut inside their iced cells, not frozen themselves but in the process of going into hypothermia due to the ice blocking access to the rest of the heated air. Batman and Batgirl must use their gadgets to free the prisoners, including the batarang, explosive gel, batclaw and Batman’s air cannon depending on the ice formations encountered. 

 

They pursue the assassins deeper into the penitentiary, saving more prisoners as they go. Later on, however, they come across guards and doctors who have been frozen rather than rendered unconscious. Batman and Batgirl must rescue each of them by carefully pulling them out of the ice. After rescuing them, however, Batman says that they can’t keep stopping on their trail or they would never catch up. Batgirl tells him to go on ahead and that she would catch up, helping whoever needed it.

 

Batman races onward, ignoring the frozen cells while trusting Batgirl to handle them. He finally comes upon the assassins, finding a group of six assassins all wielding ice guns, but with Talia and Shiva not in their group. Engaging them, he manages to disarm them in quick succession, managing to get in close despite their guns thanks to Freeze’s powder protection. After defeating them, Batgirl finally arrives, asking where Talia was. Batman reports that she wasn’t there but might be elsewhere in the facility. He pauses, looking at a cell that had previously been made of plexi glass that had been frozen but had shattered from the inside. He recognizes the scratches on the wall, identifying Joker’s cell and realizing that the assassins must have inadvertently freed him.

 

The lights in the area all turn out, followed by the emergency lights and emergency alarm activating. All the doors in the cell block open, unleashing the inmates around the two of them. Batman and Batgirl must engage a large group of them while others run for the exits, trying to get outside. After defeating them, Batman immediately calls Gordon to send all available officers to the island to prevent any inmates from escaping. At the same time, Alfred reports that more than a dozen unidentified helicopters were making their way to the island. Batman and Batgirl race back out the way they came, once again having to rescue the asylum personnel they had saved earlier from the ice from attacking inmates before they get outside.

 

Outside, they find a mass exodus of prisoners out in the open, all of them trying to breach the outer walls of the complex or fighting with personnel trying to contain them. The League helicopters arrive, shining hovering over the mass of prisoners. Their side doors open, revealing dozens of gunmen preparing to fire. They first use ice guns on the front gate, preventing it from being opened by conventional means.

 

 

  • If Batman and Batgirl failed to capture all of the League’s chemical weapon sites: Multiple gunmen are armed with the laser-guided missiles, and they begin firing on the crowd. The missiles explode among the crowd, dispersing the cyanogen gas that makes them all flee in terror if they aren’t caught up in the blast. Those exposed begin choking, falling to the ground.
  • If Batman and Batgirl captured all of the League’s chemical weapon sites: They then turn their attention to the inmates, beginning to shoot at them. The freeze rays hit a few, holding them in place either partially or completely as the others scatter. 

 

 

A lot of the inmates ironically try to run back into the asylum before those doors too are frozen shut by the League. Batman quickly calls Alfred to intervene with the Batwing, Alfred responding that it was on its way. The helicopters are too high for them to grapnel onto this time, but he says that he can distract the shooters long enough for Alfred to deal with them.

 

As they prepare to engage, however, the ice covering the doors back into the penitentiary shatters, allowing a charging Killer Croc to break through. The league targets him, but his cold-blooded nature allows him to easily ignore the effects of the ice guns (and he has no apparent issue with the cyanogen gas, if present). He sees both Batman and Batgirl, roaring his intention to feast on both of them.

 

Boss fight - Killer Croc/Asylum Attack: This is not a traditional boss fight in the sense of having to defeat a single boss or multiple; Batman and Batgirl do have to defeat Killer Croc, but afterward, this battle is then centered around managing to get enough of the League helicopters down to end this section. There are numerous factors involved in this fight.

 

The first is the environment: the League has covered the island with enough ice to form a mini-arena that neither Batman nor Batgirl can leave. They will also continue to fire their ice guns around the area trying to hit the player, Croc or other attacking inmates. These freeze rays will cause damage, but they have a bit of a warning system where the ray will remain in place for a few seconds before moving in the player’s direction. Unlike in previous battles that featured ice guns, getting hit by a freeze ray will not disable the player’s ability to execute counters thanks to the dry ice powder, but they will still cause damage. Croc is not affected by the freeze rays, but the inmates can be partially frozen, though the player or Croc can break them out of the ice with an attack.

 

Additionally, if the cyanogen gas is in play during this battle, a laser will occasionally target Croc, signaling to the player that a missile is about to arrive. The player must get far enough away from Croc to avoid being caught in the area of effect of this gas. The gas will remain until the Batwing cycles through the arena, dispersing it enough that it is safe to walk through that area again. The player will take continuous damage while in the gas, the damage increasing the more often that Batman or Batgirl is exposed to it, even if exposure happens due to separate missiles. Other enemies will be able to run out of the gas themselves, though they can take damage from the explosion of the missile. The same goes for Croc, who will suffer a small amount of damage from the explosion, but is not damaged by the gas.

 

The second is the surrounding enemies. There are thirty inmates in the mini-arena. These inmates are prone to being hit by Croc as well as the player, meaning that some of them can get knocked out by Croc with low enough health. They can each be downed, though if their number falls below seven, they can begin reviving to continue the battle.

 

The third is Croc himself, who is a totally unique enemy. Though he can be hit with strikes for damage, they will not interrupt his attacks. None of his attacks can be countered, and gadgets have no effect on him. He is also immune to single combat takedowns, though dual combat takedowns will cause damage (this is also how the battle must end). Getting hit by a missile will make him stumble long enough for Batman and Batgirl to safely evacuate his immediate area to escape the gas, but he will not lose track of them through either cyanogen gas or smoke dropped in a pellet.

 

He has three standard attacks, none of which can be countered and must be avoided. Croc will be able to strike with his arms, which has a short range and reaction window. His tail can be used over a wider radius and can cause more damage, though the windup is longer. Finally, he has a pouncing attack where he will jump on top of the player and try to chomp down on that character’s head. This attack will have the player automatically switch to the other character, where the player will have only a few seconds to build up and/or execute a dual combat takedown to rescue the vulnerable vigilante. If the player fails to hit Croc with a dual combat takedown, Croc will bite the other character’s head clean off, triggering an automatic game over.

 

Finally, there are the helicopters in the area. During the first stage of the battle where Croc is the focus, these helicopters are untouchable to the player. They will continue to add noise to the background, with ice guns (and possibly missiles) being fired in the area outside of the mini-arena. Beyond this and the previously mentioned effects on the environment, they won’t have a role until Croc is defeated.

 

Strikes cause some damage while dual combat takedowns will cause more. It is advised that the player attempts to build up to the latter by attacking other enemies, as getting close to Croc for even a second too long will see him attempt his pouncing attack. His health bar can be drained with roughly four dual takedowns, though the player must execute a takedown to end the battle. Even if his health bar is depleted, the battle will continue until one such takedown is performed.

 

Once the health bar is depleted and a takedown is performed after the health bar being emptied, a mini-cutscene ensues where Croc launches into the air at Batman and Batgirl. The player must complete a quicktime event that will see the two of them dodge his attack, then jointly hitch his ankles to a rope before launching batclaw lines up at the Batwing as it passes by. If the player fails the quicktime event, Croc will land on top of Batman with most of his body weight and swipe Batgirl out of the way as Batman painfully drags himself out from underneath Croc. The battle will continue with Croc’s health bar replenishing by half, making it such that the player will have to perform (likely) two or three more takedowns to try again.

 

Once Croc has been hitched to the passing Batwing, it suddenly jerks him up into the air, rising hundreds of feet into the sky. There, it turns around and begins dragging him back down toward the Earth. As it approaches the ground, it jerks around again, slowing his downward momentum slightly as he crashes into the ice at the edge of the mini-arena, opening a gap large enough for the remaining conscious inmates to flee from the vigilantes.

 

Croc lays unconscious, the tethers detaching from his ankles as the Batwing takes off before the League can fire on it accurately. Batman and Batgirl return their attention to the helicopters as they step out of the mini-arena, triggering the second half of this boss battle. The GCPD begin to arrive in their cars, but they are unable to breach the frozen front gates until a SWAT van arrives at speed to ram through it. A large crowd of officers enter through the breach, brandishing riot shields, tasers and nightsticks in an attempt to subdue the inmates.

 

The Batwing returns to collect Batman, Batgirl remaining on the ground to support the police. The player will automatically assume control of Batgirl, who must engage with a large group of inmates (arriving in waves) trying to get through the now-open gates. The swat vehicle careens over, allowing the first group of inmates to storm it and get some of the police’s weapons for this battle. The helicopters above will continue to shoot freeze rays and gas missiles (if available) at Batgirl, but these can be avoided just the same as those from the fight with Croc. The only difference is that the lasers will target Batgirl during this stage.

 

During the course of the battle, Alfred will contact Batgirl and tell her to hit a specific helicopter’s gunman to prevent him from locking onto the Batwing on approach. Batgirl must use a remote batarang (laser-guided is advised, as it will fly faster and prevent Batgirl from being hit by an inmate) to hit the specified gunman highlighted by an over-the-shoulder camera cut. 

 

Successfully doing so will see the player automatically switch to Batman as he ejects from the Batwing, lands on the specified helicopter, drags the gunman out and glides down to the ground with the gunman in tow (dropping him nonlethally) before grappling back up to the Batwing as it returns the other way. The Batwing will then hook the chopper without the gunman away, towing it into the water around the island, forcing the pilot to abandon the helicopter and swim to land. The player will automatically switch back to Batgirl to continue the battle on the ground (if there is a combo chained, it will not be reset).

 

Failing to hit the helicopter will result in the gunman successfully locking onto the Batwing. If the gunmen only have ice guns, the Batwing can survive three freeze rays before being shot down by the fourth. If the gunmen have access to the laser-guided missiles, the Batwing will deploy two sets of flares before a third missile will hit and crash the Batwing. Crashing the Batwing will kill Batman, causing an immediate game over. 

 

The player must repeat this process five times, taking out five helicopters in the same way. If the player suffers a game over after taking out at least three helicopters, the player will respawn with the credit for having downed three and will only have to down two more. After taking out the fifth, the battle on the ground continues up until Alfred queues up for a sixth such attempt, triggering an automatic cutscene. On this attempt, the Batwing is fired upon with a freeze ray by a gunman on the ground, forcing Alfred to divert the Batwing away. As Batgirl knocks out this gunman, Batman ejects and manages to grapnel up onto the sixth helicopter. Batgirl hits this chopper’s gunman with a batarang just before he can shoot Batman, allowing him to board.

 

This helicopter, however, has Talia and Shiva on board, the former immediately trying to tackle Batman. They struggle with each other, Shiva hitting Batman from behind to make him stumble to his knees. Talia warns him that if he didn’t stop fighting her, she’d have to take extreme measures to make him see his fight was pointless.

 

Back on the ground, Batgirl calls for Alfred to pick her up quickly. The Batwing returns, allowing her to grapnel up to it, and from there, she grapnels up to Talia’s chopper. She lands on the side of it, making it rattle enough for Batman to throw Talia off him, but Shiva chokes him from behind. Trying to cause chaos again, Batgirl quickly sprays the engine with explosive gel and detonates it.

 

The chopper rattles again, letting Batman shed Shiva and throwing all three of them about the inside. The pilot fails to maintain control, corkscrewing down toward the water off the island. Batman and Batgirl glide out of the helicopter and safely land amid the mass of police cars at the front gates. When the chopper hits the water, Talia and Shiva quickly hop out on the side of the helicopter, standing up as it begins to sink. Another League helicopter hovers by, dropping a rope ladder for the two of them to grab onto and a second ladder for the pilot and gunman.

 

This new helicopter takes off, leading the other helicopters away as they abort their attack on Arkham Island. Talia and Batman glare at each other again as she makes her escape. He recalls the Batwing to give pursuit, visually assessing the state of Arkham: the police have mostly managed to contain the riot, the frozen inmates are in the process of being freed by the police, and Croc was still unconscious from his crash into the ice. If chemical weapons were used, the gas has all been dispersed by the low-flying Batwing, allowing the police and facility doctors to administer first aid where necessary.

 

Before he can leave, however, one of the rear helicopters freezes a section of the bridge connecting Arkham Island back to Gotham, making it shatter under its own weight and trapping the officers on the island. Batgirl fires a laser-guided batarang at this gunman, but the damage has already been done, letting this final helicopter leave with the other six back toward Gotham. 

 

Batman contacts Gordon, telling him that the cops were trapped on the ground, needing his helicopters to come extract them. Gordon replies that all of his remaining helicopters had been dispatched, but these were the last of his air resources with the lot of them either scattered around the city or refueling.

 

A crash from Gordon’s side interrupts their conversation, Batman worriedly asking what had happened. After a moment of shouts on the other end, Gordon calls for Batman’s help at GCPD, saying that the League had come to directly attack the lockup. Batman says that he would be there soon, summoning the Batwing to pick them up from the island. 

 

On the short flight across the bay, Batgirl tells Batman that they needed to end this before anyone else got hurt. Batman agrees, but warns her again about engaging Shiva. If the two of them had forced Shiva to retreat in the sewers earlier, Batgirl rejects his warning, saying that he couldn’t both keep shielding her and claim he trusted her; she would fight alongside him and win just as he had trained her to do. If Batman was defeated by Shiva in the sewers, Batgirl tells him to worry about himself fighting Shiva, saying that maybe the two of them combined might be able to beat her since he hadn’t been able to do it by himself. Either way, Batman says that she may be right, telling her to prepare herself.

Chapter 32: Against All Odds (Part Six)

Notes:

This is a long one. Saddle up, if you dare.

Chapter Text

Main campaign - Part Six: Batman and Batgirl eject from the Batwing as they come on final approach to the GCPD building. The six League choppers are all focusing freeze ray fire on the same section of the rear wall, the ice beginning to crack under the weight of the rest of the wall. It shatters as the Batwing takes one of the helicopters and goes to deposit it back in the water the same way that it had at the island.

 

The now-breached wall allows more than a dozen criminals held in the jail to escape, forcing Batman and Batgirl to engage. The Batwing returns as they finish off this group, but the gunmen fire at the Batwing, hitting it and forcing it to divert once more before it can take out any other helicopters. Alfred contacts Batman, alerting him that the radar system was compromised; he couldn’t safely use the Batwing to hook anything else. Batman tells him that he and Batgirl would handle it from here. 

 

The League helicopters begin freezing the sections of the wall around the gap, these sections collapsing more easily now that the first breach had opened. More prisoners begin to escape, Batman making the difficult choice to let this group try to run and hope the police could corral them while they go to stop the helicopters.

 

Commissioner Gordon and several fellow police officers appear on the roof of the GCPD. Gordon- not wanting to open fire with the risk of having the helicopters crash into anyone- orders his officers to grab the spotlights on the roof and shine them directly at the pilots and gunmen to distract and blind them. Gordon himself grabs the Bat-signal and uses it to shine directly on one gunman.

 

The distraction does not last long, but it is enough to give Batman and Batgirl the opportunity to grapnel up to the helicopter closest to the ground and disarm the gunman, throwing his ice gun out of the helicopter over to the roof where Gordon is. The other four helicopters recover from their momentary blindness and shoot at the police, forcing them to scatter while Gordon recovers the ice gun.

 

Batman uses his Batclaw to pull a different gunman out of a different helicopter, then dives after him to prevent him from falling to his death, safely dropping him on the ground. Batgirl, meanwhile, throws a batarang at a third gunman, knocking his weapon out of his hands and down to the streets below. Gordon uses the pilfered ice gun to target a fourth gunman and manages to partially freeze his gun, preventing him from firing it.

 

The fifth and final gunman, however, shoots Gordon with the freeze gun, totally immobilizing him from the neck down in moments. Anguished, Batgirl leaps from the helicopter and glides to her father, trying to extract him from the ice. The fifth gunman sees her and shoots her, Batgirl using her own body to shield her father from being frozen any further. Straining, she holds out just long enough for Batman to hastily grapnel up to this chopper and grapple with the gunman in an attempt to take the gun.

 

Batgirl tries to recover as Batman’s attempts to wrest the gun free cause a freeze ray to hit the rotor blades, disrupting the controls and making the helicopter spiral like the ones at the stadium. Batman is thrown from the chopper, gliding over to the GCPD roof and slamming against the ledge. As he tries to pull himself up, he sees the chopper spiraling toward Batgirl and Gordon. He calls for her desperately, unable to get to her.

 

Batgirl turns and sees the chopper, but refuses to get out of the way, not wanting what had happened to Stone to happen to her father. Gordon himself- barely able to speak with all of his body beneath his head in the ice- urges her to get out of the way, but she determinedly forces her way through the layer of ice. Moments before the helicopter crashes into the building, Batgirl manages to dig her hand into the ice without shattering it.

 

The chopper hits the building, crashing through the roof where Batgirl is standing. Batman is knocked off the ledge, but he quickly grapnels to a different helicopter, dangling beneath it as he tries to see what had happened through all of the smoke. He turns on his detective vision while hanging, but it only shows him the remaining body of the helicopter falling through the roof, kicking up more smoke as it smashes through the upper floor as well before finally landing on the ground, just inside of the gap in the base of the wall escaping criminals had used.

 

The plume of smoke and dust forces the remaining four helicopters to back off, Batman still hanging underneath one. He turns off his detective vision, distress evident on his face as he desperately scans for any sign of them.

 

Finally, the smoke near the roof clears enough for him to see Batgirl, dangling much like he is from her grapnel line hooked to the crumbling crater at the roof. The smoke clears further, revealing her to be holding Gordon by the back of his collar in one hand, the commissioner all in one piece but apparently unconscious and dragging her down. Batman is relieved to see them both well as Batgirl slowly rises back up toward the roof.

 

As she rises, however, the roof crumbles further, she is forced to stop, continuing to dangle painfully with the grapnel gun in one hand and her father in the other. The line is about to detach when it is suddenly grabbed and pulled up by one of Gordon’s officers. Batman watches on as the group of officers who had scattered before rallies over to the first officer, all helping pull Batgirl and the commissioner back up to the roof. Batgirl tiredly deposits him with his fellow officers, confirming that he is alive. She looks over to Batman as he dangles from the helicopter, who nods back at her approvingly.

 

Then she takes her turn to call for him to watch out as a freeze ray hits him from above, sending him from her dangling position toward the hole the crashed chopper had made. Batman falls through it down below, landing on the crashed vehicle and bouncing off it into the station. He lands amid a large group of criminals trying to escape, the chopper having blocked the opened wall slightly while also breaking open a bunch of cells by the time it had settled. Batgirl quickly comes to his aid, landing on top of the chopper pilot after he crawls out from the cockpit.

 

Once they defeat these criminals, they are approached by another group.

 

If Batman locked up any of the three sirens from the main campaign: Batman and Batgirl size up their familiar opponent(s).

  • If there is only one siren, she will be surrounded by a set of standard enemies. Catwoman will be supported by a group of Penguin’s thugs, announcing that she had found a set of her own sidekicks to take them on. Harley Quinn will be supported by her own gang, taunting Batman about his “redecorating” of GCPD before offering to repaint the walls with their blood. Poison Ivy will be supported by a group of hypnotized cops (they will not be enhanced like those encountered in her campaign), telling Batman and Batgirl that they could turn themselves in to the police now.
  • If there are two sirens, they will not be supported by any standard enemies. A pairing of Catwoman and Harley will jointly agree that their taste in men might be lacking, thinking they could both beat up each other’s “boyfriends” to get even with them. Catwoman and Ivy as a pair put their differences aside, saying that they could “split” Batman together. Harley and Ivy will announce themselves the new caretakers of Gotham, vowing to get its “Bat population under their control” for the good of the city.
  • If all three sirens are present, they each spitefully recount how Batman had treated them earlier in the night. Batgirl promises to do worse if they don’t get back in their cells, leading Harley to quickly exclaim “You go, girl!” before realizing who she was talking to and telling her to “go away” and leave Batman to them. Ivy tells her that she’d better follow Harley’s advice. Catwoman agrees, but says that it didn’t really matter to her if she wanted to throw herself between her claws and Batman.

 

Boss fight - Gotham City Sirens: Again, the tenor of this battle depends on which of the sirens are present. If there is only one, there will be fourteen unarmed enemies supporting her. Otherwise, there are no criminals that get involved, the police able to respond trying to keep them at bay.

 

Catwoman and Harley will have recovered their gear from the evidence room, having them start this battle in their Part Two phases (Catwoman’s claws will cause the player’s health to be reduced to half right away; Harley will not have her gun, nor will she run to pick up a fallen gun in the area, but she will retain her other attacks). Additionally, each of the sirens will be able to perform their single-hit killstrikes from those Part Two phases (Ivy’s killstrike will be replaced with her throwing the player’s character into the air through the hole in the roof to execute it), meaning that this fight could be especially dangerous with multiple one-shot possibilities if the player was aggressive in locking up these sirens when completing their individual campaigns.

 

Except for Ivy’s environmental effects (screen discolorations and blurriness can still occur if hit by her tulips’ spores), the rules for each siren are the same as it was when Batman last fought them. Catwoman is immune to strikes and combat takedowns and can execute her own counters, Harley is immune to gadgets and typically cannot be countered, and Ivy’s shield can be struck a few times before she responds with her killshot (she is also now vulnerable to combat takedowns if the player can chain them up). All three can be hit by dual combat takedowns as well, which will cause the most damage as they usually do. 

 

In a battle where multiple sirens are present, they will share a health bar. If all three are present, the most efficient and user-friendly strategy would be to try to counter Catwoman’s attacks, strike or use combat takedowns on Harley and wait for Ivy to key up her heavy attack before using Batman’s air cannon or Batgirl's Batclaw (zip-kick) to knock her down and make her drop her shield so she can be hit while vulnerable. The surrounding enemies- if present- do not need to be defeated. The battle will end as soon as the health bar is emptied.

 

Once the health bar is drained, a mini-cutscene will ensue where the player must complete a quicktime event that will see Batman and Batgirl attempt a finishing blow on whichever siren(s) they are fighting.

 

  • Catwoman: Successfully completing this quicktime event will see Batman block her whip as she tries to lash him, then grab the whip and hold it in place while Batgirl takes her down from behind with a heavy slam that drops her on her head. Failing to complete this quicktime event will see Catwoman hit Batman with her whip, then turn around as Batgirl approaches from behind and whip her as well, making both of them recoil.
  • Harley Quinn: Successfully completing this quicktime event will see Batgirl execute a leaping kick into Harley’s face, making her stumble toward Batman, who then throws her into the wrecked chopper blocking the entrance. Failing to complete this quicktime event will see Harley dodge Batgirl’s attack, then smack her from behind with her baseball bat and make her stumble into Batman as he tries to steady her.
  • Poison Ivy: Successfully completing this quicktime event will see Batman give Batgirl a boost high into the air over Ivy’s vine, who uses the hang time to glide kick into Ivy and knock her down with a few rolls. Failing to complete this quick time event will see Batgirl not quite crest over Ivy’s vine, swiping both her and Batman into the chopper.

  • Catwoman and Harley Quinn: Successfully completing this quicktime event will see Batgirl take Harley’s bat and use it to sweep Catwoman’s legs out from under her while Batman drags Harley down to the ground by her wrist before punting her on top of Catwoman, the two sirens rolling toward the helicopter. Failing to complete this quicktime event will see Harley shove Batgirl into Batman before Catwoman dropkicks him to the ground on top of her. 

 

  • Catwoman and Poison Ivy: Successfully completing this quicktime event will see Batman dodge Ivy’s attempt to envelope him with her plant shield and allow her to accidentally wrap up Catwoman before Batgirl throws Ivy over Batman’s shoulder to make her crash into the chopper. Failing to complete this quicktime event will see Ivy wrap Batman in her plant shield, leading Batgirl to quickly cut him free before Catwoman takes both of them down on their heads with her hands and thighs wrapped around their respective necks at the same time.

 

  • Harley Quinn and Poison Ivy: Successfully completing this quicktime event will see Batman use his air cannon on Ivy to make her fall against Harley, who fails to keep both of them upright when Batgirl swipes her leg out from under her. Failing this quicktime event will see Ivy swat aside his air cannon and leap to try to kiss him, but Batgirl drags her off, earning a crack from Harley's bat on her back that forces them all to separate.

 

  • Catwoman, Harley Quinn and Poison Ivy: Successfully completing this quicktime event will see Batgirl dodge Catwoman’s whip- letting it hit Harley- before using a front-flipping axe kick to knock Catwoman down as Batman throws the stunned Harley onto Ivy, making all three of them roll together toward the chopper. Failing to complete this quicktime event will see Catwoman lash Batgirl, making her stumble backward into Harley’s bat-swing before Ivy uses her vine whip to force Batman into Harley’s return swing.

 

 

Failing to complete any of the above quicktime event sequences will see the health bar of the siren(s) replenish by half. If it is a battle against only one of the sirens and there are fewer than six standard enemies still in the battle, up to six will revive to help the player regain a dual combat takedown. They will not revive again unless the player fails the quicktime event again. Following the successful completion of the appropriate quicktime event, the battle will immediately end, even if the siren is fighting with a group of standard enemies who may not have been downed.

 

After the battle, the siren(s) will painfully stand up, leaning against the helicopter for support. Batman and Batgirl approach as the other would-be escapees back off in fright. Batman advises the siren(s) to return to the holding cells, but he pauses when the chopper begins to crystallize with ice. The siren(s) slip(s) away from the chopper as it is totally encased in ice, then cracks into a million pieces.

 

If Batman offered to reform or was defeated by the three main sirens: Not exactly a boss fight, they are confronted by a large group of assassins, all of them having been locked up earlier in the night after their captures at either the stadium, the Lady of Gotham island, the Ace Chemicals factory, the individual chemical sites and Wayne Manor. None of them are armed at first, but several of their number run to find their seized weapons in the evidence lockup and will return with swords, rifles and freeze rays during the course of the battle. 

 

There are forty-five enemies that Batman and Batgirl must defeat. Getting hit by a freeze ray in this battle will not disable the player’s ability to execute counter’s thanks to Freeze’s powder protection, but it will still cause damage. Additionally, these assassins will be armed with their own smoke pellets that they can use to force Batman and Batgirl to activate their detective vision, which may cause confusion to the player.

 

Beyond this, these are only martial artists and swordsmen when not equipped with guns. Once they are all defeated, Batman and Batgirl turn around to see that the chopper blocking the entrance is rapidly being frozen over. They step back from it right as it shatters into pieces.

 

Two gunmen bearing ice guns enter through the now-uncovered gap in the wall and shoot the two vigilantes, keeping them occupied with continued freeze rays. Any sirens present will take advantage of their distraction, departing through the gap and escaping the battle. The remaining section of the wall crumbles behind them as they escape, making it impassable by conventional means. Though Batman and Batgirl aren’t frozen in ice, they are unable to defend themselves beyond standing firm and shielding their faces from the freeze rays.

 

Finally, Batgirl manages to drop a remote-controlled batarang and uses her laser to guide it into the gunman targeting Batman, making his shot go wild and giving Batman enough time to throw a batarang at the gunman targeting Batgirl. The two of them dash and each knock out their own gunman, then falter, feeling the effects of extended exposure to the freeze rays.

 

They are given no time to rest, however, when they see the results of the stray freeze ray that had passed by Batman. A large, plexiglass holding cell has been frozen enough for the occupants inside to break out of it. Strutting out from their former confinement, the trio of Whisper A’Daire, Cheshire and Red Claw confront the two vigilantes. Cheshire expresses some surprise that Batman hadn’t been converted to the League yet, but Whisper says that they could help correct that now. Red Claw says that if nothing else, they could deliver their broken bodies to Talia to let her do it. Batgirl taunts back at Red Claw, asking if she’d broken her ribs earlier. She noticeably favors her side at Batgirl’s taunt, but vows to do worse to her for her insolence.

 

Boss fight - Red Claw, Whisper A’Daire and Cheshire: This boss fight begins with Cheshire going into the evidence lockup room to collect her gear, so for the first few moments of the battle, this is only against Red Claw and Whisper A’Daire. During these moments, the player can try to quickly chain up a dual combat takedown before she returns to the battle, but it will not last long.

 

All three master assassins will retain their individual rules from their previous boss battles (with one exception: Red Claw will not have any bolas to throw). For Cheshire, Batman can use his air cannon to deflect her dart throws, though they cannot be used to harm either Red Claw or Whisper. Additionally, they will have dual and group attacks of their own, as these opponents are better trained in combat than the sirens who may have been fought before this boss fight. These dual attacks come in two variations: single strikes and chain sequences. Single strike attacks will not cause damage to these assassins when countered, while chain sequences will cause damage to the master assassins involved should the player successfully counter them. The ability to switch between characters during such chain sequences is limited, only available if the player has a dual takedown prepared.

 

Unlike what the player might have experienced in a boss fight against multiple sirens, these assassins have individual health bars, each of them needing to be drained. This will force the player to have to key onto their attack patterns, though a strategy that can be employed to be able to avoid this would be to exclusively target Red Claw (who has no unique defenses) to build up combos for takedowns to use on the other two.

 

Once the health bars of all three master assassins have been drained, a mini-cutscene will play where the three of them will stalk towards the vigilantes in preparation for another attack. The player must complete a series of quicktime events to complete this boss fight (there is no option to fail this boss fight to continue the campaign). Unlike most such mini-cutscenes, there is an additional rule in this one: the player cannot fail the same quicktime event more than once, as doing so will result in an immediate game over, even if the player’s health bar has not been drained). The first failure- rather than resulting in a game over- will continue the boss fight with each master assassin regaining half of their health. A game over experienced due to failing the same quicktime event twice will have the player respawn with credit for having drained each assassin’s health bar to half.

 

Quicktime event 1: Whisper lunges at Batgirl from behind, trying to ram through her and strike Batman.

 

  • Failure, first try: Batgirl turns around too late, letting Whisper shove her to the ground to jump on top of Batman and slam him to the ground. He manages to throw her off before she can use her acid.
  • Failure, second try: Whisper tackles Batgirl before she ever has a chance to respond, landing on top of her and knocking Batman directly into Red Claw, who takes him down on his own front. Whisper mercilessly spits acid directly into the back of Batgirl’s head, painfully killing her as Batman struggles to break free from underneath Red Claw before Cheshire steps forward and boots him in the head.
  • Success: Batgirl anticipates the attack, deftly dodging to the side and bringing up a high knee strike behind her own head to smash Whisper, making the master assassin crumple to the floor.

Quicktime event 2: Cheshire swipes at Batgirl from nearby, using her sword in wide motions.

 

  • Failure, first try: Batgirl’s block is insufficient, leading her to take a cut on her bicep. Cheshire attempts to strike her again, but Batman gets between them and forces her back with a push kick.
  • Failure, second try: Batgirl blocks each of Cheshire’s sword strikes, but is too preoccupied to prevent Red Claw from restraining her from behind and allow Cheshire to land a deep slice through her neck, Batman too late to intervene.
  • Success: Batgirl blocks each of Cheshire’s sword strikes, then shifts out of the way when Red Claw tries to get at her from behind. Nearby, Batman punts Whisper A’Daire in the jaw as she tries to stand up, putting her flat on her back.

 

Quicktime event 3: Cheshire turns her attention to Batman, trying to stab at him.

 

  • Failure, first try: Batman barely evades her strike, but she follows it up with a rapid dart throw, hitting him in his chin. Cheshire follows it up with a chop while he’s weakened, but Batgirl appears just in time to grab the master assassin’s wrists and throw Cheshire into Red Claw, giving Batman enough of a chance to recover to continue fighting.
  • Failure, second try: Batman cannot get out of the way, taking a deep cut across his chest. Cheshire then pulls back and stabs him through the chest, killing him instantly as Batgirl gets knocked to the ground nearby.
  • Success: Batman blocks her sword strike, stepping in close and dislodges the blade from her grip. Cheshire grapples with Batman while Whisper crawls toward the discarded blade.

 

Quicktime event 4: Cheshire grabs a toxic dart and tries to inject Batman with it in the neck, Batman just barely managing to grab her wrists to hold her at bay.

 

  • Failure, first try: Cheshire drops the dart and uses her fingers to claw at Batman’s eyes, making him stumble back. Whisper tosses Cheshire’s sword back to her, but Batgirl interrupts her swing by hitting the blade with a batarang. Red Claw hits her from behind, forcing her to withdraw from their fight and regroup with Batman.
  • Failure, second try: Batman slips, letting Cheshire jab the dart into his neck. He falls to the ground, barely moving, Batgirl falling down beside him. Cheshire reclaims her sword from Whisper and stabs Batgirl in the back.
  • Success: Batman slips backward, rolling Cheshire over him and coming up on top of her. He knocks the dart away too, but Cheshire manages to slide out from under him before he can hit her.

Quicktime event 5: Batgirl whips Red Claw around herself, putting her out at a short distance.

 

  • Failure, first try: Red Claw rolls away from Batgirl, shoving Batman away from Cheshire and letting her catch her sword as Whisper tosses it back to her.
  • Failure, second try: Batgirl leaps into a tornado kick right as Red Claw turns around, but the master assassin blocks it and uses Batgirl’s momentum to throw her into Batman. The two vigilantes both fall down, letting Cheshire recover her sword and stab them both in the same motion.
  • Success: Batgirl leaps into a tornado kick, smashing her boot into Red Claw’s face right as she turns around. The blow stuns her, sending her careening past Batman, who manages to subdue Cheshire and smashes her head into Red Claw’s.

 

Quicktime event 6: Batman and Batgirl charge at the three master assassins as they try to recover their bearings.

 

  • Failure, first try: Batgirl misses her first attack on Cheshire, the assassin dodging out of the way and grabbing her sword back from Whisper to use to ward her back. Meanwhile, Batman’s attempt to get to Whisper is thwarted by a leg sweep from Red Claw, forcing him to roll away to avoid getting hit on the ground by Whisper’s acid spit.
  • Failure, second try: Cheshire grabs Batgirl and throws her into Whisper’s extended sword, impaling her. Batman arrives too late, belatedly punching Whisper away, only for Red Claw to kick him in the back of his knee, Cheshire to crack him with a knee to the face, and Red Claw to return with a heavy elbow to the back of his head, knocking him out.
  • Success: Batgirl lands in front of Cheshire and grabs her with both hands around her head. She spins around with the master assassin in tow and kicks Whisper’s blade, allowing Batman to get in close and drop her to the ground with one final leaping front kick to the head. Batgirl brings Cheshire’s head down into her knee, taking her out of the battle as well.

 

 

With both Cheshire and Whisper unconscious, Red Claw musters up one final attack, grabbing Batgirl from behind in a chokehold. Batgirl elbows Red Claw in her previously-injured ribs, folding her up and making her release her grip. Batman grabs her with a wrist wrenched behind her back, then shoves her forward as Batgirl unleashes a high roundhouse kick, instantly dispatching Red Claw.

 

The battle over, the police- finally in control of the building again thanks in large part to Batman and Batgirl- filter into the area, subduing any prisoners still in the area. Exhausted, Batman and Batgirl help tie up the three master assassins. Red Claw regains enough self-awareness to speak as Batgirl ties her up, asking if she truly thought that she was winning their war against the League. Batgirl responds confidently that she could be sure of one thing: Red Claw had definitely lost. Red Claw swears revenge against Batgirl, but the vigilante is unimpressed, telling her that she would be waiting.

 

After the police take away the master assassins, one of the lieutenants reports to Batman that the four remaining League helicopters had fled the area. They hadn’t gotten their own air support back yet, meaning that they couldn’t track them. Batman asks after Gordon’s health, the lieutenant saying that Gordon had refused to be taken to the hospital, but was trying to stay warm upstairs. Batgirl advises them to take him to the hospital anyway, but knows that it would be a tough task.

 

Batman and Batgirl depart the GCPD, discussing the prisoners who may have escaped during the chaos. Batman says that they could pursue the escapees later; right now, their top priority needed to be stopping the League of Assassins. Batgirl says that she would return to the Batcave to help repair the Batwing’s radar system, saying that they couldn’t just wait for Talia to make her next move. Batman agrees, but stops her before she leaves, commending her for her bravery in standing before the crashing helicopter without losing her resolve. Batgirl says that she was more relieved than anything, not thinking that she would have survived in that moment. Batman requests that she not do anything like that again, but she asks if he could make the same promise of himself. He says that he couldn’t, before adding that he honestly wouldn’t expect her to either, even though he’d needed to ask.

 

Batgirl returns to the Batcave at this point in the campaign. Any remaining side quests involving the League of Assassins can only be completed by Batman alone, and any side missions involving Batgirl are locked pending the completion of this campaign. In order to trigger the main campaign finale, Batman must return to the Batcave to meet Batgirl.

Chapter 33: Against All Odds (Campaign Finale)

Notes:

This one's even longer. Don't fall asleep now.

Chapter Text

Campaign finale: Batman returns to the Batcave, asking about the repairs to the Batwing’s radar. Alfred says that it had been partially frozen in its last pass, Batgirl currently working on thawing it and inspecting for further damage. The two of them find Batgirl using a blowtorch to melt the small amount of ice left on the exterior. She informs them that the radar didn’t appear damaged in any meaningful way, but it was still frozen under the surface. Batman asks how much longer she needs, leading her to say just a few minutes. 

 

Waiting for her to finish, Batman contacts Gordon, asking after his health. Gordon says that he was already back on his feet, but his coffee intake was much higher than usual. The commissioner says that his officers had regained control of Arkham Asylum and were in the process of extracting from the island, though there were a few inmates who were not in custody. Batman simply asks if Joker was back in his cell, but Gordon just remains silent. Knowing the answer, Batman says that he would try to pick up Joker’s trail after he dealt with the League of Assassins. Gordon asks if that was really what he thought was best, but Batman simply states that they didn’t really have a choice.

 

Gordon promises to have the GCPD resume normal operations around the city within an hour, offering to back him up if he locates Talia. Batman thanks him, then tells him to stay warm and ends the call. He settles himself, then returns to Batgirl.

 

She switches off the blowtorch as he approaches, using her hand to swipe away a few ice chips inside the Batwing. Batgirl replaces the panel covering the radar unit, informing him that it should be good to go. She hops into the cockpit, Batman soon joining her. Alfred wishes them good luck, then watches as the Batwing flies out of the Batcave and back toward the city.

 

The Batwing deposits the two of them on top of Wayne Tower, letting them survey the city from above while the Batwing’s radar attempts to pick up any League helicopters. Batgirl asks what he thought Talia would do with her back to the wall, but Batman is not so certain that she was out of cards to play.

 

Gordon contacts Batman to alert him that his officers were all back from Arkham Island and that he was ready to deploy his air units once again. Batman tells him to send them, wanting more eyes looking for the League. Batgirl asks if he thought Talia had fled Gotham entirely after a string of defeats. Batman says that he finds it unlikely that she would just leave.

 

Police helicopters take to the sky from all over Gotham, the two of them remaining in place on top of Wayne Tower. Batman asks Alfred for an update from the Batwing, the butler informing them that no unidentified helicopters had gone airborne that he could detect. Alfred does give them a new report from the hospital that Victor Stone had been reported missing from his hospital bed. Befuddled, Batgirl asks how a man who had lost three limbs could have slipped out of the hospital under general care, wondering if the League was involved. Batman does not think Talia is involved, but he cannot rule it out. 

 

Alfred finally reports that the Batwing had picked up an unidentified helicopter flying in south Gotham, trying to weave through the network of police air vehicles by blending in with them. The two of them make their way to the area, Batman telling Gordon to give it a wide berth in case there were any ice guns aboard. Batgirl notices that it was headed toward the coast with nothing out there except Arkham Island again, telling Batman that this might have been a diversion. Batman tells her to wait, wanting to tail it to see if it went anywhere off the coast.

 

As it flies out over the water, it pauses briefly near the Miagani Island Lighthouse, allowing two people to jump out near the top of the lighthouse and step inside before the helicopter continues along its flight path. Batman now agrees with her assessment of this helicopter being a diversion, thinking that Talia and Shiva might have disembarked at this lighthouse earlier after fleeing the asylum earlier, as he hadn’t seen either during the attack on GCPD.

 

The two of them get to the lighthouse, Batman asking Alfred to keep on the departing helicopter as it flies out over the bay, just in case it was going to a specific destination. They enter at the top, finding nobody inside. They descend from the spire down to the base, still not finding a trace of anybody inside. Alfred reports back to them that the helicopter was not turning around, but was flying only a short distance above the water, making it difficult for the radar to track it. Batman tells him to assume control of the Batwing and track it manually, even if that meant flying low enough to reveal it to the helicopter.

 

At the base of the lighthouse, they still find no trace of the two assassins who had entered. Batman uses his detective vision to reconstruct the scene when the assassins had entered, determining that they had in fact come down to the base of the tower by a slight trail of water droplets. The trail ends in a small puddle at the ground floor entrance, leading Batman to inspect the end of the trail more closely. After a moment, he locates a hidden passageway in the floor similar to the one he had found at the cemetery.

 

Batman and Batgirl must find the proper way to open the passageway by examining the areas where the droplets are most plentiful around the lighthouse. Ultimately, they find a button on the second deck in the old living quarters, unlocking the passageway with the door rolling out of the way. Before entering, Batman notes how the one at the cemetery had been equipped with a sensor alerting whoever was inside to the door being opened. Batgirl says that it didn’t matter if they were walking into a trap; they needed to press forward and finish this. Batman concurs, alerting Alfred to what they had found and asking him to share it with the GCPD in case they lost connection again. After Alfred wishes them good luck, the two of them enter the passageway and allow the door to automatically close behind them.

 

The two remain on guard as they follow the corridor, Batman confirming that his signal with Alfred back at the Batcave was blocked. He rediscovers the trail of water droplets, but notes that they are growing thinner. When the corridor widens into a tunnel beneath the bay, the trail stops completely. Batman sees that the tunnel adjoins another passageway at the opposite end, then sees several assassins filtering out of it armed with ice guns.

 

Batman and Batgirl scramble to get out of sight, grapneling up to the rafters near the ceiling and hiding on top of the lights. The assassins, recognizing that they were likely in the tunnel with them, will start shooting their ice guns at the rafters to make them unusable, forcing a stealth section where speed is key in taking out the assassins before they completely freeze all of the rafters.

 

Once these assassins are dealt with, the two of them venture down the other corridor, coming to the incongruous sight of an underwater docking facility with multiple helipads featuring nearly a dozen helicopters. Batgirl questions how the League could have possibly built a place like this so close to Gotham without anyone noticing, let alone having landed these helicopters here in the ocean. Batman suggests that she might have been correct earlier about the League having a highly-advanced submarine, and perhaps they were on it right now.

 

Around the helipads, another group of assassins armed with ice guns appears, triggering another (more forgiving) stealth section. Once Batman and Batgirl defeat these assassins, the two of them look for the controls to try to open the roof of the docking facility. They find none, leading Batman to think that the controls might have been somewhere else in whatever construct was around them. They do, however, locate the jamming device blocking their communications, destroying it.

 

Batman contacts Alfred, letting him know what they had found. The butler asks if they had found Talia yet, then shares his disappointment when he learns that she was still missing. He reports that the helicopter that had fled over the bay had turned around, trying to get back to Gotham in a wide arc around Arkham Island. Batman tells him to keep on it and take it out if it engaged with the GCPD near the lighthouse. Batman then contacts Gordon, warning him to keep his men from coming down through the entrance at the lighthouse until he receives the all-clear from him. Gordon questions what they should do while waiting for him to give the word, leading Batman to ask him to coordinate with the Coast Guard to try to determine what was underwater and close off any escape routes.

 

Batgirl goes to the corridor from where this new group of assassins had emerged. Following it, they come to a hall resembling that of a ship’s interior, seemingly confirming that they were on some type of submarine. At the end of it, they come out, finding a group of assassins all huddled around an inmate from Arkham Asylum, roughly forcing him to keep still while he is chained to the wall and covered in a hood. Batman and Batgirl engage these assassins, defeating them easily. Batman goes to the inmate, unchaining him from the wall and taking the hood off from his head.

 

Even through the blood and bruises on his face, he is instantly recognizable as Joker. Batman grimaces, then slams Joker back into the wall chains. Joker looks over at Batgirl, asking Batman, “Who’s the new girl?” with a wide grin. Batman ignores his question, instead demanding to know why the League kept him prisoner here. Joker mocks his question, saying that he should know the answer to it if he had come to rescue him.

 

Batman grabs the chain and wraps it around Joker’s neck, then slams him back into the wall again. Batgirl interjects from beside him, reminding him about what he’d said about using anger at the stadium. Joker encourages him to continue, but he finally lets him go, the clown falling against the wall. Batman tells Joker that the League didn’t take prisoners like him, meaning that they must have wanted something from him. Joker again claims innocence, saying that all he’d done was “let a few people out of their ice cubes” at the asylum before they’d grabbed him. 

 

Batgirl asks what they should do with Joker. Batman says that they can’t leave him unattended, nor can they take him back the way they had come without the means to get him out. Joker selflessly volunteers to go with them to fight against any “funny-looking ninjas” they might encounter. Unamused, Batman heavily wraps the chain around his arms in crossing patterns before cuffing his wrists behind his back, warning him that he’d better walk very slowly and stay out of their way if they encountered anyone else.

 

Batman escorts Joker to the next room, ignoring his jokes and giggles. As they enter what appears to be a mess hall, alarms blare all around them. Alfred checks in to inform Batman that the League helicopter had returned to the lighthouse and had seen the police presence out front. He surmised that the League was on alert because their hideout had been compromised, meaning that they didn’t have much time to locate Talia before she either escaped or had their hideout leave Gotham if it was in fact a submarine of some sort. Joker suggests they split up to cover more ground, offering to go back to the helipad to make sure she wasn’t there.

 

Before Batman can answer, several assassins- some armed with ice guns- enter the mess hall. He shoves Joker to the ground to allow Batgirl and himself to engage the group of them. Once they are defeated, Batgirl notices Joker trying to sneakily steal one of the ice guns. As he nears it, she throws a batarang at it, knocking it away and making Joker shy back with an exaggerated protest of innocence. Alfred checks in again, reporting that he had disposed of the League helicopter flying outside of the lighthouse when it fired upon the police. Batman asks him to check in with Gordon about what resources they had to track their movements underwater.

 

Batgirl secures Joker, making him stand up. He comments that she reminded him of someone he’d met a long time ago, telling her that she needed to smile more, especially with Batman bossing her around. The vigilantes escort him out of the mess hall, preventing Joker from taking an ice gun for himself despite swearing on Gotham’s life that he wouldn’t do anything to them.

 

They come to a staircase leading them up to the bridge, officially confirming that they were on a submersible vehicle of some kind. Batman helps Joker up to the higher deck, then forces him through the hall to get to the bridge. Opening the door to the command deck, he is immediately fired upon by a freeze ray from within, making him drop back from the door. Reacting quickly, Batgirl slides underneath the freeze ray, coming up right beyond the gunman and disarming him with a well-placed batarang. As he tries to recover the gun, Batman steps inside and knocks him out with an elbow to the face.

 

Joker wanders in, commenting on Batgirl’s style. He asks her if she’d like to be his “new Harley, since the last one” left him hanging. She says she was satisfied being Batgirl, then asks him ironically why he thought she’d done that, kicking the fallen ice gun away from him as he unsubtly stands over it. Batman asks her if she can figure out the controls on the bridge, Batgirl asking for a moment to examine everything. Batman turns off the alarm on the ship, then grabs Joker and slams him into the wall again when he tries to push a random button with his nose.

 

Batgirl locates the controls to make their submarine surface, asking Alfred to keep watch from above to verify if they were far enough away from land to avoid causing damage. A different, automatic alarm sounds and the floor rumbles as the submarine rises. Alfred confirms that the submarine was visible a half mile from the coast, describing it as something similar to an aircraft carrier.

 

Gordon contacts Batman to warn him about the emergence of some sort of submarine at the same time, only for Batman to tell him that he was on the ship and that he’d made it surface. Joker interjects and shouts out that Batman was taking all of Batgirl’s credit. Gordon recognizes the voice, demanding to know what Joker was doing with them. Batman informs him of the League having taken Joker from the island for a reason still unknown. The clown tries to talk to Gordon again, only for Batman to slam him back into the wall a fourth time. Gordon warns him to watch his back around Joker, Batman saying that he didn’t need to be reminded.

 

Batgirl discovers the controls to open the roof above the helipads and gestures through the covered window to the helicopters, but Batman tells her not to open it, not wanting to give any of them an avenue of escape nor let the cops in until they could verify that the ship was safe to approach. Joker helpfully directs Batman’s attention to a schematic of the ship, asking if they could stop for popsicles in the armory. Batman tells Batgirl if there was one place left for Talia to be on the ship, it was probably there. 

 

The two of them escort Joker in that direction, Alfred informing Batman along the way that a pair of Coast Guard ships were converging on the area. He tells Gordon to have his men stay back for now, just having them create a perimeter. Gordon says he would try, but he has no authority to give orders to the Coast Guard.

 

Arriving at the armory, Batman opens the door carefully this time, not finding anyone inside amid all of the league’s weapons. If they hadn’t previously captured all of the chemical weapons around Gotham, there are a few of them in this room, Joker commenting on how he’d settle for some hard candy over the popsicles.

 

Batman confirms that no one else was in the room, finding no other way to get into or out of it. He questions where else they might find Talia, not thinking her to be in the boiler deck or on the surface of the ship. Before Batgirl can answer, another group of assassins arrives at the armory behind them, forcing another fight where some of them will grab ice guns from the walls to use on them.

 

At the conclusion of this battle, Batman quickly goes over to Joker as he gets too close to one of the ice guns, pulling him back by his handcuffs. They break immediately, revealing that they had been frozen by one of the ice guns before. Joker complains that Batman “couldn’t have waited a few seconds longer” before going to grab one of the ice guns to use on Batman.

 

His hands barely touch the ice gun before Batman drags him to the floor and begins to savagely beat Joker, repeatedly punching him in the face and chest while the clown fails to defend himself. Batgirl physically intervenes, pulling Batman back and reminding him once again about channeling his anger. Joker taunts him over his anger, claiming he only wanted to put a smile on his face. Batman warns Joker that he’d had a long night and that he was in no mood for his games. Joker merely states that there was only one way to stop them for good.

 

Talia says that she agrees, startling the three of them when they see her, Shiva and a pair of armed assassins enter the armory behind them. Batman faces her, ordering her to surrender and face justice for her crimes. Talia remarks back that he always missed the point of justice, and that people like the Joker were never answering for their crimes. She intimates that he knew the truth as well, given how much he hated the Joker. The clown interrupts with a crack about how special a relationship the two of them have, but Batman silences him by stepping on his ribs, compressing his lungs.

 

Talia explains that they had taken Joker at the Asylum to allow Batman to finish him, though they hadn’t planned on him coming here to do it. Joker wheezes that Batman was always ruining his plans too, leading to Batman putting more of his weight on his front foot. Joker weakly struggles, managing to push Batman’s foot off his body when the vigilante allows him some space to breathe. 

 

Joker struggles up to his knees as Talia tells Batman that he should kill him, the clown absently muttering, “Fine, you try to talk some sense into him.” She says that he could replace her father and lead the League of Assassins as he sees fit, so long as he was willing to kill evil men like him. Batman says that he wasn’t going to become a killer, but Joker eggs him on, saying he only had to kill one person to become “king of the ninjas with a queen like that.” Batman punches him across the jaw again, demanding he shut his mouth as Joker cackles.

 

Talia offers one final time the chance for Batman to kill Joker, saying that if he did, he could just as well have the League never kill again, just so long as he proved that he had the strength to lead it in the proper discretion. Batgirl mockingly remonstrates that the League was not capable of keeping such a promise, saying they were called “assassins” for a reason. If there are chemical weapons in the room, she points them out and declares that they obviously weren’t just for show. Talia extends a similar offer to Batgirl, offering to grant her a position of high rank to execute her vision as she wishes, so long as Batman would kill Joker.

 

Joker quietly urges Batman to do it, saying that he knew he wanted to, and had wanted to for years. He warns Batman that he’d regret passing this moment by for the rest of his life.

 

Batman, however, steadfastly refuses to kill Joker, saying that doing so would make him no better than men like Joker who opted to kill whomever they wanted. Talia shakes her head in disgust, saying that Batman was just like her father in his stubbornness. Joker calls her out on her “daddy issues,” saying that Batman really should try to replace her father to keep her in line. Angered, Talia orders her armed guards to shoot Joker, but Batman throws himself in front of Joker as they fire their ice guns, blocking their freeze rays with his body.

 

Batgirl uses a pair of batarangs to knock the guns out of their hands as the Joker cackles. Batman grabs Joker by the neck and throws him into the nearest wall for the fifth time, stunning him and knocking him out as Talia and Shiva approach him. He ducks under a flying kick from Shiva to get behind Talia, though she shakes him off when he tries to grab her. The two other assassins try to get involved, attacking Batman from behind rather than going for their guns. He similarly shakes them off, rolling back into the middle of them, Batgirl joining him as they stand back-to-back. 

 

Talia comments that it hadn’t needed to come to this, but she says that she would have to kill him and revive him with the Lazarus Pit to get him to finally see clearly. Batgirl calls that a weird pickup line, asking how many dates she’d been on since Batman had dumped her. Scowling, Talia orders Shiva and the two other assassins to kill them.

 

Boss fight - Talia and Shiva, Part One: This is a multi-stage boss fight, beginning with this section where Batman and Batgirl are matched up against Talia, Shiva and two members of Talia’s personal guard. There are several factors in this boss fight.

 

First, there is the environment. In the armory, any of the four enemies can grab any weapon in the room, including swords, rifles and ice guns. Additionally, there are opportunities for any of the assassins to grab toxic darts from Cheshire’s collection from the wall furthest from the door; these attacks cannot be countered and must be avoided (Batman’s air cannon can be used to deflect them), or the player will be hit with the same effect of ten seconds of continuous damage where combos cannot be built experienced in the previous fights with Cheshire. Getting hit by a freeze ray will not prevent the player from executing counters thanks to Freeze’s powder protection.

 

Second, there are the two members of Talia’s personal guard. These assassins will begin the fight as martial artists, though they can become swordsmen if they grab swords from the walls or gunmen if they grab either kind of firearm. These assassins cannot be downed under any circumstance (combat or dual takedowns can be performed, but any bone-breaking finishes are removed and the assassins will revive instantly when hit by one). They are capable of dodging strikes at any time even if they are not carrying swords, but other than this, they won’t fight any differently from a standard enemy of their type.

 

If there are chemical weapons present, the player must exercise extreme caution when near them, as accidentally hitting one will trigger a mini-cutscene. The first time, the player’s character will brush up against a storage tank, then clumsily catch it before it falls to the ground. The second time, the player’s character will knock the enemy being attacked into it and make it fall before the player’s character dives to catch it and put it back. The third time, the storage unit will hit the floor and crack open, flooding the room with cyanogen gas and making the player’s character fall to the ground choking, instantly causing a game over.

 

Third, there is Shiva. She maintains all of the rules and fighting styles from her previous battle. Importantly, she is immune to all strikes, gadgets and combat takedowns, only capable of being damaged through counters (not causing much damage) and dual takedowns (causing more damage). In addition to her attacks from earlier, she is capable of grabbing weapons from the walls to use. Should she grab a sword, her unblockable attacks will change; her pouncing attack will see her finish with a sword swipe across the player’s character’s chest (resulting in more damage than her normal pouncing attack), and her grab attack will be replaced with a sequence where Shiva will stab the player’s character in the shoulder, the player being forced to mash to pull the sword out while Shiva twists it around to cause more damage the longer the player is stuck.

 

If Shiva grabs a rifle or an ice gun, she can be disarmed with a gadget, though it will not cause damage. She will counter any attempt to strike her with a gun in her hands by dodging out of the way and shooting the player’s character for a few moments before rolling out of the way. The only way to get the gun out of her hands is to use a batarang or a dual takedown.

 

Fourth is Talia herself. Talia will begin this battle as a martial artist, but can grab a weapon from in the room the same as the others. Like Shiva, her reaction windows for attacks will shrink over the course of the battle, making it more difficult to counter or avoid getting hit. When using a rifle or an ice gun, she will have the ability to target the character that the player is not controlling, forcing the player to either switch characters to respond or prevent her from firing by using a gadget or attack.

 

Beyond standard strikes, Talia has a pair of unblockable attacks when unarmed and a pair of unblockable attacks when using a sword. When unarmed, she has a running attack that will see her leap onto the player’s character, grab her opponent’s wrist and abruptly lock in a triangle armbar; the player will automatically switch characters and must break up this move with a strike, taking damage for as long as the other character is in this hold. She also has a grab attack that will see her throw the player’s character into the nearest wall, grab the nearest weapon and use it (if it is a gun, she will be stopped by the other character before she can use it to lethal effect), then will retain that weapon until later disarmed.

 

If Talia is carrying a sword, her running attack will be replaced by a chain of strikes similar to the one Cheshire used in her previous fights, though Talia will string together four strikes as opposed to Cheshire’s three (getting hit by the first strike will automatically see the player get hit by the next three; avoiding the first but getting hit by the second will see the player get hit by the next two). Furthermore, her grab attack will see her throw the player’s character into the ground and attempt a stab to the chest. The player must execute an appropriately-timed counter to avoid her sword, which will see the player’s character roll out of the way, not taking any damage but interrupting any combo that may have been built. Failing this counter will see Talia stab the player’s character in the heart, killing the vigilante instantly and triggering a game over.

 

Talia is immune to all damage from gadgets (though a gadget can be used to disarm her if she is holding a gun) and combat takedowns. The majority of strikes will be blocked or trigger a chain attack sequence that requires more precise timing, as is standard for martial artists (even if she is carrying a sword), though some strikes will land. If she is carrying a gun, she can be hit by a single strike before she drops the gun and automatically dodges the second. Like Shiva, she can be damaged slightly by counters and more significantly by dual takedowns.

 

As with the previous boss fight against the three master assassins at GCPD, Talia and Shiva can attack together in single strike attacks or dual strike chain sequences, though only if neither are carrying a gun. Countering the single strike sequences when one or both are using a sword will cause no damage, while countering single strike sequences with both of them unarmed or countering the dual strike chain sequences will result in both taking damage (in ascending order of damage and difficulty to perform: unarmed single strike, unarmed dual strike chain, one armed-one unarmed dual strike chain, armed dual strike chain).

 

Finally, there is the “win” condition for this battle. Talia and Shiva will have separate health bars in this battle (the two other assassins do not have health bars and do not contribute damage to either one). In order to end this battle, one of the two health bars (it does not matter which one) must be drained to around a quarter of it remaining. Under normal circumstances, three dual takedowns applied to the same master assassin will be enough assuming that the player can execute sufficient damage in other ways (if not, the player may need to execute a fourth on that master assassin). 

 

Typically, the easiest way to win this battle is by confining strikes to the two personal guard assassins rather than the master assassins, building up dual combat takedowns by effective striking and countering while avoiding the unblockable attacks and gunfire. Talia is likely to be an easier target than Shiva considering that strikes will sometimes land on her, but players may be more familiar with Shiva’s attack patterns to this point and may choose to target her instead. If structured properly, the average player will likely need between two and three minutes to drain one health bar enough, and a determined effort could see that happen within one minute.

 

Once one of the two health bars is drained to a quarter, Talia and Shiva will automatically launch into an unarmed dual chain sequence, though the player will not be able to execute any counters. A unique sequence will chain depending on which character the player is controlling. 

  • If the player is controlling Batman, Talia will be the first to attack, kicking him in the shoulder before he turns back and grabs her by both shoulders. Shiva arrives and wrenches his right arm behind his back, making him fall to one knee as Talia presses from the front. Batgirl interrupts, hitting Shiva with a high front kick and drags her away to engage her separately. Batman fights his way back to his feet, him and Talia each trying to muscle the other to the ground with all of their might.
  • If the player is controlling Batgirl, Shiva will attack from the side, hitting her with a hard knee to the body. Batgirl doubles over, but grabs Shiva’s leg and tries to take her down before Talia repeats Shiva’s attack on Batgirl’s other side. Batgirl falters, going to the floor as Batman grabs Talia from behind and struggles with her. Talia turns around and tries to force him to the ground, giving Batgirl enough room to surge to her feet and swing Shiva around, angling for the best position.

 

As Batman struggles with Talia, a freeze ray suddenly fires and hits her in the leg. Batman drops her surprise, the master assassin falling to the floor as every other combatant in the room turns to see Joker armed with an ice gun. Joker announces that he wishes he could stay and watch, but he has places to be. He downs Batman when he tries to rush at him, then turns and freezes the nearest member of Talia’s personal guard. He ducks a batarang throw from Batgirl, forcing her and Shiva to roll away when he turns the ice gun on them and freezes the floor where they had once been.

 

Joker turns and bolts out of the armory door before anyone can stop him.

 

  • If there are no chemical weapons present: Joker shoots at Shiva one last time for good measure (missing her), then closes the door to the armory. Batman tries to barge his way through the door, but it freezes over from the other side, becoming total ice within seconds. Shiva and the unfrozen guard tend to Talia’s frozen leg while Batman sprays the ice door with explosive gel. Batgirl joins him at the door when he detonates it, opening the path back out to the bridge where they give chase, Batman telling her that they needed to prevent Joker from escaping before they could finish their fight with the League.

 

  • If there are chemical weapons in the room: Joker shoots at the shelf holding up the nearest chemical weapon, freezing it and making it too unstable for the weight of the objects on top of it. The ice shatters, allowing the storage tank to hit the floor and combust, flooding the room with gas. Batman arrives at the door just as Joker closes it, choking on the poisoned air. The player must mash to open the door when Joker locks it from the outside, Batgirl ultimately joining Batman to help get the door open with one final push, letting them out. Batman turns around and uses his air cannon to clear enough of the gas around the three assassins still in the room, but this only gives them a temporary reprieve long enough for the Shiva and the guard to drag Talia out of the room, leaving behind the frozen guard when the guard closes the door behind the five of them. The vigilantes are in better condition, allowing them to take off at a run to catch up to Joker when they determine that the assassins would not be giving chase.

 

 

 

Batman and Batgirl rush back to the bridge, feeling the ship rumble from above. Gordon sends an emergency message to Batman, warning him that the Coast Guard had sent a boarding party on several helicopters to land on top of the ship, trying to find a way in despite his requests for them to stay out. He replies with a quick message that they needed to be aware that the middle of the deck could open up at any moment, but Gordon says that they had stopped listening to him and were taking matters into their own hands.

 

They arrive at the bridge to find the door back inside frozen over. Batman sprays it with explosive gel as Joker on the other side activates the controls Batgirl had indicated before to open up the roof over the helipads. Grinning as the deck above splits, Joker shoots through the window leading to the helicopters and jumps through the frozen glass just as Batman and Batgirl breach the door to the bridge. 

 

Batman heads to the window to see Joker hit the ground safely from a personal ice slide he had made going down. As the clown runs for the nearest helicopter, Batman tells Batgirl to stop the ceiling from opening. She quickly tells him that she can’t, as Joker had frozen the controls after activating them. Returning his attention to Joker, Batman jumps out of the open window after him and glides down behind him, Batgirl chasing after Batman.

 

Up above, the doors widen enough to let Batman see the Coast Guard crews. The men standing on the deck are alert enough to keep from falling through the opening, but two helicopters that had landed on the deck are unable to get back into the air, slowly careening over the edge toward the ground. One pilot manages to jump out of his vehicle and into the arms of his fellows, though the other cannot escape before his chopper tips over and falls toward the helipads. Joker ducks under the first right before it hits the ground, smashing into the ground and flipping over upside down toward Batman as its blades continue spinning, throwing up dust in his direction. The unoccupied falling helicopter crashes down onto a docked chopper, making both of them crack into pieces as those blades shear sparks.

 

The blades of the occupied chopper finally stop spinning when they get caught in the ground and break. Batman quickly rushes into the dust cloud surrounding the cockpit, trying to pull the pilot out from the broken aircraft. Batgirl comes up alongside him to help extract the pilot, but all three of them are immediately floored when the unoccupied helicopter nearby and the chopper it had hit explodes, shooting flames and smoke all around its immediate area.

 

Batgirl drags the pilot away at Batman’s request, the older vigilante returning his attention to Joker on the other side of the dust and smoke clouds. He finds the clown entering a different, undamaged helicopter. Noticing Batman, Joker shoots at him with the ice gun, forcing him to retreat behind the cloud again. The freeze ray then trains on the broken helicopter, slowly turning it to ice from the opposite side.

 

Joker ducks into the pilot’s seat and shuts the door behind him before Batgirl’s laser-guided batarang can hit him, then turns on its engines as he prepares to fly. A secondary explosion from the other unoccupied helicopter forces the vigilantes to wait, this explosion spreading flames to other parked helicopters around the area. Joker’s helicopter takes off, a small, nonthreatening trail of fire on its landing gear.

 

Batman prepares to grapnel onto it, but Batgirl warns him of an attack from behind. He turns around just in time to face Shiva as she barrels into him, knocking him into the ice chopper and smashing it to pieces. He roughly rolls out the other side, using his air cannon to launch ice chips at her and several other assassins forming up behind her. Batgirl tries to take advantage, leaping to kick Shiva in the face. The master assassin barely blocks it, then holds Batgirl still as Talia appears behind her and thrust kicks her back toward Batman.

 

Batman spares a glance back for Joker, seeing him cresting over the deck. Several Coast Guard soldiers shoot at his chopper, but their small arms fire barely affects the military-grade chopper in flight. Joker responds by firing his ice gun out the front window when a bullet shatters the glass, making the guardsmen scatter. He also ices up a third Coast Guard helicopter that had not fallen through the opening, preventing it from taking off.

 

Unable to get to Joker and support Batgirl at the same time, Batman quickly calls for Alfred to take out the helicopter with the Batwing, then looks back in time to block a sword strike from Talia, her body fully recovered from the ice (and gas) from the armory. He deflects a second, finding an opening to respond with a headbutt, stinging her and leaving her vulnerable to Batgirl’s kick to her hands, knocking the sword out of her grip. She dodges Shiva’s attack from behind, lining up next to Batman.

 

Up above, Joker bids the lot of them farewell. Almost immediately, the Batwing zooms by, hooks onto the tail of his helicopter and yanks it out of view, depositing it in the water closer to the coastline. Alfred signals to Batman that both the police and Coast Guard were converging on the helicopter, trying to recover it and the Joker before it sank.

 

Batman returns his full attention to the League of Assassins, him and Batgirl watching as Talia recovers her sword and pulls up alongside Shiva and several other assassins. The flames from the prior explosions have spread to three other helicopters, threatening further explosions all around them. Talia accuses Batman of letting Joker escape and wreak havoc on Gotham by failing to kill him, but Batman simply responds by telling her that she had let him out of his cell. Grimacing, she raises her sword and orders another attack.

 

Boss fight - Talia and Shiva, Part Two: This battle features Talia, Shiva and six other assassins. If Joker had triggered a chemical weapon in the armory, one of the other assassins will be the member of the personal guard who had not been frozen. Otherwise, two of the assassins will be the personal guards from before. The personal guards retain the same rules as before; they do not have a unique fighting style, but they cannot be downed under any circumstance. In this battle, lesser skilled players may find greater difficulty with only one assassin that cannot be downed, limiting opportunities to build up combos without engaging Talia or Shiva.

 

The environment is wider than the armory, though the player may not leave the area between the helipads. Additionally, getting too close to any of the fires will cause damage, making it inadvisable to engage in combat near them. 

 

Two of the six assassins have ice guns, two more have swords and the other two are unarmed. Talia herself will begin the battle with a sword, though she can pick up an ice gun if she is disarmed and there is one available, the same going for Shiva beginning the battle unarmed. In terms of attack differences, there are no darts that can be thrown, so there are no ranged attacks that can be performed other than the ice guns. 

 

Each of the assassins are capable of recovering falling weapons to use themselves and change fighting styles with them. Only the member(s) of Talia’s personal guard in their group are capable of reviving; the four/five other assassins will stay down once knocked out.

 

Shiva will retain her rules from the prior battle. In addition, she will have a new grabbing attack that will see her grab the player’s character and toss the vigilante into the nearest helicopter. If this helicopter is on fire, it will cause additional damage as the flames threaten to consume the vigilante’s cape before the player can mash to put it out.

 

Talia will retain her rules from the prior battle. In addition, she will have a new chain sequence she can initiate when holding a sword. When performed, she will execute four strikes in a sequence- all of different timing- that can each be countered individually, even if the player is hit by the first. The reaction windows will vary depending on which character the player is controlling, so it may prove difficult for lesser skilled players to block them all. 

 

This battle will begin with one of two master assassins having her health reduced to half (whichever one the player had damaged to end the first battle). The player will not have received any credit for damaging the other; she will have full health, even if her health was reduced almost all the way to the same point as the other when the previous battle ended. 

 

In this battle, the “win” condition is the same as it usually is: drain both health bars. When one health bar is drained completely, that master assassin will fall to her knees and will be out of the battle for fifteen seconds, allowing the player to target the other and not have to worry about the other’s attacks interrupting. The downed master assassin is untouchable during this time frame, but she will revive at its conclusion with a quarter of her health bar replenished to resume combat, often triggering an immediate dual chain attack sequence with the other master assassin upon her return.

 

The player will receive credit if the master assassin entering the battle with full health is reduced to half. If the player experiences a game over after this point, the player will respawn with both master assassins beginning the fight with half health and three standard enemies (including Talia’s personal guard) still standing.

 

Both health bars must be reduced to zero at the same time in order to end this battle. The most effective strategy would be to first take out the standard enemies in the room, build up a dual takedown to use on the master assassin with the halved health bar, then target her until her health is reduced to zero. While she is down, the player can freely attack the other master assassin for fifteen seconds, possibly also being able to build up another dual takedown with any remaining standard enemies to use later. When the other master assassin returns to the battle, the player can knock her out again with that dual takedown, repeating this process until both assassins can be completely drained of health. If done effectively, this battle should take roughly three minutes for the average player to complete, though it can be done faster by more skilled players taking advantage of this strategy.

 

Once both health bars have been drained, a mini-cutscene ensues where all four main combatants drop to their knees across from each other, recovering their breath before they attempt to take each other out in one final exchange. Talia recovers a sword from the ground next to her as her personal guard(s) falls to the ground unconscious. They all stand up, the master assassins pressing the attack. The player can either execute a series of quicktime events or fail them to determine the final outcome of the battle. Failing any of these quicktime events ends the battle immediately.

 

Quicktime event 1: Talia swings her sword toward Batgirl’s knees as Shiva backs her up.

 

  • Failure: Batgirl attempts to kick the blade away, but it embeds itself in her shin, making her cry out in pain and fall to the ground. Batman tries to grab Talia, but Shiva trips him and holds him on his knees as Talia extracts her sword, then keeps him still while Talia steps over and stabs him in the gut. She retracts her sword after the quick strike, letting him fall to the ground as Shiva gets on top of Batgirl’s back and pins her down.

 

  • Success: Batgirl brings up her boot and kicks the blade near the hilt, dislodging it from Talia’s grip a second time. Shiva steps forward and tries a side kick to Batgirl’s head, but she catches her foot, holding it high in the air as Batman jumps over and pulls Shiva to the ground by her neck, Batgirl assisting by throwing her foot into the air.

 

 

 

Quicktime event 2: Batman stands up as Talia approaches from behind him.

 

  • Failure: Batman misses when he tries to hit her with a spinning backfist, letting her tackle him onto his back and hit him in the chin with a knee strike, all of her weight behind the attack as she goes to the ground as well. Batman immediately flops unconscious, Batgirl coming to his aid too late as Talia recovers her sword and slashes her upper chest through her Bat-logo. She stumbles back into Shiva’s waiting embrace, the master assassin wrapping her up and putting her down on her front.

 

  • Success: Batman misses with a spinning backfist, but manages to keep his feet when she charges into him. He uses her momentum against her, tossing her over his hip toward Batgirl, who leaps into the air with Talia. Batgirl front kicks her face mid-air, then turns both boots down and front-flips off Talia’s back to drive her into the ground.

 

 

 

Quicktime event 3: Wobbling, Talia goes for her sword as Shiva regains her feet beside her.

 

  • Failure: Talia gets to her sword, then thrusts it behind her left hip into Batman’s gut as he tries to stop her. Batgirl tries to stop her, charging to knock Talia down and jarring the sword free from his body. She tries to help Batman stand up, but Shiva floors both of them with a single kick, then mounts Batgirl’s back to keep her down as Talia stands over Batman.

 

  • Success: Talia picks up her sword and tries to stab Batman behind herself, but he twists out of the blade’s path and clocks her with an elbow to the face. Shiva hits him in the side with a roundhouse kick, but gets caught with an uppercut on the return, falling backwards into Batgirl, who locks Shiva in a choke from behind.

 

 

 

Quicktime event 4: As Shiva struggles to break free from Batgirl’s grip, Talia raises her sword and angrily stabs toward Batman’s face.

 

  • Failure: Batman tries to catch the blade with both hands, but he only manages to divert the blade from his face to his collar, halting when it cuts through his left shoulder. Stunned, Batgirl loosens her grip to try to help Batman, but Shiva quickly recovers and drags her to the ground by her face, spinning to get on top of her before she can rise. Talia withdraws her blade, letting Batman fall backward to the ground.

  • Success: Batman catches the end of the blade with his right hand. Though it cuts into his hand and draws blood, Batman determinedly tightens his grip, refusing to submit as Talia slackens in surprise. Roaring, he throws her blade out of the way and smashes her in the face with his left fist, knocking her clean out. Nearby, Batgirl kicks out Shiva’s knee and puts her to sleep despite her best attempts to break her hold.

Chapter 34: Batman Defeats Talia

Chapter Text

Batman’s Victory Cutscene

 

One of the other helicopters on fire explodes, knocking Batgirl to the ground on top of the unconscious Shiva but not injuring either one of them. Batman goes over to help her to her feet, asking if she was all right. She comments on his hand, saying he needed to get that treated quickly. He insists that it’s not as bad as it looks, but agrees to get Alfred’s opinion when they get back to the Batcave.

 

Looking around them, they see flames taking hold of nearly half of the helipad bay. His detective vision confirms that the Coast Guard had abandoned their efforts to board the ship amid the flames, all returning to their ships by way of rescue boats from their own vessels. Batman says that they need to get the flames under control before they cause any damage to the ship. Batgirl gestures to the two fallen ice guns, asking if his no-guns policy would make an exception for firefighting. Agreeing, he tells her to get started while he secures Talia and Shiva.

 

She does, picking up the nearest ice gun and using its freeze rays on the burning helicopters to prevent any further explosions. Batman, meanwhile, handcuffs Shiva, then goes to do the same to Talia when he notices her getting up to her knees. Batgirl notices the same, but Batman waves her off, wanting to take care of this himself. After a moment, Batgirl returns to her firefighting efforts.

 

Stalling, Batman crouches down beside her, telling her to stay down. Talia resists, but ultimately stays on her knees. She quietly asks Batman why he couldn’t see past his devotion to not killing, saying that he could have done a lot of good for the world in whatever way he wanted if he had joined her in heading up the League. He tells her that he would always fight for what he believed in, and that he couldn’t possibly lead the League of Assassins without getting blood on his hands. Bitter, Talia points out that he does literally have blood on his hands, both hers on his left and his own on his right. 

 

Sighing, she also asks him if he still felt anything for her after what they had once shared. Batman can either admit that he still felt something for her or say that whatever had been between them had been crushed by her actions tonight. Either way, he tells her that he didn’t recognize her as the woman he had loved years ago, one who would kill her father and would put a city full of innocents at risk. She refutes that she planned on reviving her father once she had fulfilled her plans, and that all of this could have been avoided had he just accepted the idea that he couldn’t stop the evil of this world unless he was willing to destroy it.

 

They engage in an argument over Talia’s culpability. Batman can either unilaterally decide that she needed to be punished or try to get her to realize that she had become what she hated.

Chapter 35: Reform Talia

Chapter Text

Reform her: Batman manages to convince Talia that she had forsaken her own beliefs of protecting innocents from evil, attacking a city and putting many innocents at risk by producing chemical weapons and attacking several institutions designed to keep them safe. Talia struggles to accept it, but she realizes that all of her efforts tonight had failed and that their only effects had been pain to Batman and those she had not intended to target.

 

Batgirl puts out a fire on a nearby helicopter with the ice gun, then turns her attention to the other fires. Talia notes that she was doing more to protect her than she had done to protect Gotham’s civilians. Batman says it was because she had learned what it meant to defend justice, even when she had to protect those who sought to hurt her. Talia says that she had to do the same, saying that although she disagreed with his methods, her own had led to failure and needless violence.

 

Talia offers to take the League and leave Gotham immediately, promising that she would stay out of his affairs in this city unless he ever changed his mind and wanted to join the League after all. Knowing that Talia would not willingly surrender without a fight, Batman says that she should go, or else he would have to bring her in. Talia stands, saying that she would leave, telling him to get off the ship. Batman asks for her pledge, saying that he wanted to believe her. Hesitating, she gives him her word that- though it would pain her- she would not seek him out again, promising that she would stay away from Gotham.

 

Batman agrees, letting her pick up her sword and sheathe it before walking away to the nearest undamaged helicopter. Batgirl notices it and storms over to Batman, outraged that he was just letting her go after all she had put them through tonight. She brings up his promise that he would stop Talia no matter what, demanding that he honor it by bringing her to justice. Batman says that they already had stopped her, but pressing it would only lead to more pain for them. 

 

Batgirl does not accept his explanation, turning to freeze the door of the helicopter Talia was about to enter. The master assassin stumbles back, turning with shock to see Batgirl training the ice gun directly on her. She steps away from Batman when he tries to grab her, shouting that Talia “doesn’t get to walk away” after everything she had done. Talia apologizes to Batgirl, but she derisively says that an apology was nowhere near good enough. 

 

Batman tells her that she needed to control her anger; she retorts that if letting their enemies go free was his way of channeling it, then she didn’t want to learn it. Talia admits that she had let her own anger blind her, leading her to go down a path she now regretted. Batgirl still does not want to hear it, asking Batman for one good reason why she shouldn’t just use the ice gun to take her down once and for all. He tells her the same thing he’d told Talia about why he couldn’t kill the Joker; it was their proof that they were better.

 

Batgirl hooks her finger around the trigger, but cannot bring herself to shoot. Shaking, she finally drops the gun, letting it crack against the ground. Talia thanks her, but Batgirl simply warns her to never come back to Gotham again. The master assassin nods, then goes around the helicopter to enter through the co-pilot’s door, preparing to take off.

 

Still frustrated, Batgirl stalks away from both her and Batman. He tells her that she’d made the right choice, but she does not face him to accept or refuse his praise. 

 

As the helicopter takes off, Batman turns and finds that Shiva has disappeared. Looking around, he finally spots her in the main body of the helicopter as it gets up above the open deck, leaning against the door frame to stare at him. Still handcuffed and shaken from their battle just a moment ago, she tiredly nods in respect, acknowledging his victory.

 

The helicopter begins to fly away from the ship toward the ocean, the Coast Guard unable to follow without any helicopters of their own. Alfred radios in and asks if Batman wants him to track it or take it down, but he tells him to let them go. Confused, Alfred asks if he was sure, leading Batman to confirm that their fight was over. Confirming his order, he reroutes the Batwing to the ship to retrieve them. Batman separately contacts Gordon, telling him the ship was safe to board, the assassins all defeated. He asks about Talia, leading Batman to simply state that she wouldn’t be a problem for them anymore. Accepting his answer with some slight apprehension, Gordon requests that he come find him on the shore.

 

The Batwing arrives above the ship, waiting on them. Batman turns to Batgirl and asks her if she was ready to go. Ignoring his question, she keeps her back to him and asks why he had wanted her to learn to channel her anger, since he had so often struggled to control it with Joker. He admits that he had nearly lost it with him, as he was the only one to ever drive him so far as to consider breaking his one rule. He does, however, realize that he might have lost his struggle if not for her keeping him in check. Batgirl somberly replies that she had nearly lost it with Talia, but for the wrong reasons. 

 

Batman finally tells her that he wanted to learn how to use her emotions effectively because he wanted her to be better than him. Where he struggled to keep his calm and went over the edge, he wanted her to be able to hang on tight to what she believed in no matter what challenges she faced. She asks if he really thought she had that in her. He insists that he does, making Batgirl finally turn around to face him. She thanks him, hoping that she would be able to live up to his ideals.

 

The two of them grapnel up to the Batwing, flying away from the submarine as the Coast Guard returns to board the ship on boats this time. They board the deck with no resistance, making their way down inside to secure the assassins aboard.

Chapter 36: Lock Up Talia

Notes:

A brief warning: this chapter contains some graphic violence.

Chapter Text

Lock her up: Batman fails to convince her that she was at fault, but ultimately decides that he must bring her to justice the same as any other criminal he had fought. Talia rejects his decision, saying that she was not the villain here. Batman says that one of them had to be the villain in this instance, leading Talia to dangerously state that she finally agreed, concluding that Batman had become irredeemable.

 

Talia pushes him away, then rolls toward the other ice gun. Before Batman can stop her, she shoots Batgirl from behind, stunning her and making her drop her ice gun before she can finish putting out the flames on another helicopter. The ice gun itself is caught by the flames, becoming unreachable.

 

Batman grabs the gun from Talia’s hands- rescuing Batgirl from the freeze ray- and throws it aside. He tries to subdue Talia, but she evades his grip, going to retrieve her sword once again and holding it up between the two of them. Batgirl gets back to her feet, looks at the burning chopper and ice gun, then quickly dashes away from it, yelling for Batman to get down.

 

It explodes in the largest blast yet aided by the reaction from the ice gun, knocking all three of them to the ground and creating a crater under where the helipad had been. The ship immediately begins to alarm again, rumbling underneath their bodies. Shiva begins to stir after feeling the explosion at the edge of its reach, the three conscious combatants meanwhile getting back to their feet and sizing each other up.

 

Boss fight - Talia and Shiva, Part Three: This fight is somewhat different from the previous two. This battle is contested only between Batman, Batgirl, Talia and Shiva without any of the other assassins getting involved. Here, Talia will never drop her sword, using her sword attacks only throughout the battle. Conversely, Shiva will not pick up any weapons, only fighting unarmed.

 

Shiva, in what will likely come as a major relief to players who struggled with timing her counters, can be hit with strikes while she is handcuffed. She remains immune to combat takedowns and gadgets, but she can be hit with strikes on occasion. She is still capable of blocking some strikes and initiating chain counter sequences if hit too many times in a row, but this option will help the player build up an early dual takedown to be used.

 

Shiva cannot perform the majority of her attacks from the prior battles while handcuffed, limited to strikes with her legs and her pouncing attack. Also, neither she nor Talia can engage in dual attacks while she is handcuffed. If Shiva and Talia get too close to one another, however, Talia will use her sword to free Shiva from her cuffs, which will restore Shiva back to her full repertoire and her original rules that make her immune to all strikes. It is advised that the player try to damage Shiva as much as possible before Talia can free her.

 

Talia will only be able to perform her sword-based attacks from the previous battles. Additionally, if she has freed Shiva from her cuffs, she may execute a new attack that will see her launch off Shiva’s shoulders into a flying attack at great speed on whichever character the player is controlling. This attack cannot be blocked, though an appropriately timed batarang or air cannon can interrupt the attack without causing damage. Getting hit by this attack will see Talia immediately follow up with her chain attacks, stringing a lot of damage together that can cut the player’s health bar down by half its maximum in a single sequence (getting hit by this attack twice will certainly kill the player, resulting in a game over).

 

In this fight, Shiva and Talia have separate health bars in this battle and both must be drained to end it, though unlike the previous battle, only Talia will revive after fifteen seconds if hers is drained. Shiva will stay down once her health bar is empty, taking her out of the fight. In this sense, the most effective strategy would be to target Shiva while she is handcuffed and hit her with any dual takedowns until she has been downed. Skilled players may even be able to reduce Shiva’s health to zero without allowing Talia to free her from her handcuffs, though less-experienced players will likely not be able to prevent that from happening.

 

If the player is able to reduce either health bar to half or less and experiences a game over, the player will be credited with the damage caused to that master assassin. Shiva will be freed of her handcuffs even if that had not happened prior to the game over, the battle beginning with her able to perform any of her unarmed attacks.

 

Once both health bars have been drained, a mini-cutscene ensues where Talia and Shiva shakily stand beside one another (Talia will free Shiva from her cuffs if she did not do so during the battle), preparing as Batman and Batgirl approach. Unlike the first quicktime series, this one must be completed by the player, or an automatic game over occurs.

 

Quicktime event 1: Shiva puts herself in front of Talia, throwing herself at Batman.

 

  • Failure: Batman grabs Shiva’s wrist and pulls her aside for Batgirl to strike, but Shiva dodges Batgirl’s strike. Batman loses control of Shiva, who throws him into Talia’s outstretched sword, impaling him up to the hilt through the chest. He belatedly tries to grab Talia, who distastefully withdraws her sword before kicking him to the ground, watching as he dies.

 

  • Success: Batman grabs Shiva’s wrist and forces her down to one knee, allowing Batgirl to run by and punt her in the head. Shiva rolls far away on impact, not able to get back to her feet but not unconscious.

 

 

 

Quicktime event 2: Talia tries to stab Batman from behind, thrusting toward his lower back.

 

  • Failure: Batman doesn’t see the sword until a bloody half of it protrudes from his gut. Batgirl turns back in horror, rushing over to save him as Talia lets his body fall to the ground with the sword still in his back. He is no longer moving when Batgirl gets to him.

 

  • Success: Batman turns around just in time to deflect her sword with the back of his uninjured hand, getting it out of the way enough for him to get close to Talia.

 

 

 

Quicktime event 3: Batman tries to wrench the sword out of her hands, but another explosion from a nearby helicopter makes both of them fall to their knees.

 

  • Failure: Talia capitalizes, muscling Batman onto his back, lifting the edge of the sword up to his neck and slashing it. Batman futilely brings his hands up to his throat to try to stop the bleeding as Talia stands up and faces Batgirl, swiping her sword into her shoulder before bringing it back around to stab her through the chest.

 

  • Success: Batman capitalizes, putting his bloodied hand against her face while using his left hand to get the hilt free, pushing outward in opposite directions. He finally gets the weapon out of her hands, clattering it away.

 

 

 

Quicktime event 4: Talia bites into Batman’s injured hand, making him grunt and crumple forward.

 

  • Failure: Talia seizes him by the neck from behind, then jerks his head back and twists, breaking his neck while spitting his own blood back onto him. The master assassin then rolls out of the way when Batgirl comes to attack, recovering her sword and throwing it up between them. Batgirl extends too far, allowing Talia to lunge forward and stab her.

 

  • Success: Batman leverages her around, but she refuses to let go of his hand, removing her teeth and digging her thumbs into his wound. Finally, Batgirl arrives, hitting Talia with a running drop kick to her chest, sending her flying backward and breaking her hold on his hand. The master assassin rolls backward onto her knees, hunched over and breathing heavily as the two vigilantes loom over her.

 

 

 

Talia does not rise, a mixture of Batman’s and her own blood dripping out of her mouth every time she pants. Batman insists that she stop, asking that she look around herself and see what she was doing. Talia rejects his assertion, maintaining that this was all his fault and promising to make him pay for everything he had done.

 

Another helicopter explodes, making the two vigilantes stumble. Hearing something else, Batman turns around to see that Shiva had climbed into a functioning helicopter and had started its engines. He makes a step to go stop her, but is shoved to the ground by Talia, who rolls over him and picks up the sole remaining ice gun, quickly turning it on Batgirl and shooting her briefly. Realizing that she could not keep both of them at bay with a single ice gun, Talia turns and bolts for Shiva’s chopper as it lifts off, dropping a rope ladder for her.

 

Batman and Batgirl recover and chase after her through the flames on the helipads. Talia grabs onto the rope ladder, turning around to aim at them with her ice gun. Her freeze ray forces Batman to dodge out of the way, though Batgirl keeps on her. The helicopter crests the opened deck as Batgirl grapnels onto its landing gear, shooting up to meet Talia dangling underneath the helicopter. The master assassin cannot track her accurately with the freeze ray, allowing Batgirl to swing over and grab the opposite side of the rope ladder just beneath her.

 

Batgirl grabs a hold of Talia’s leg when she tries to kick her off, the vigilante too close in proximity for Talia to effectively use the freeze ray without hurting herself. Batman quickly signals for Alfred to get the Batwing back over to hook onto the chopper as he resumes pursuit, grapneling up to the top deck but finding the helicopter to be out of range for his grapnel gun. 

 

The Batwing returns, but Talia sees it coming, aiming her ice gun at it on its approach and managing to hit it with an extended freeze ray. The Batwing stalls, missing its target with the hook and diverting underneath the helicopter. Its tailwind heavily shakes the helicopter in the air, rattling the rope ladder enough for Talia to get her leg free and successfully kick Batgirl off the chopper. As she falls, Talia aims and successfully hits her with the ice gun on her way down, making her descent faster.

 

Batman sees Batgirl unable to control her descent toward the deck. Reaching out, he just manages to capture her wrist with his injured hand, painfully holding her above the burning helipads. She turns her arm around, grabbing his wrist in return as the largest explosion yet engulfs the helipads below. Straining, Batman pulls her up to the upper deck with him, watching as Talia and Shiva fly away. The Coast Guard are unable to shoot at or pursue them, though one of their ships spotlights Talia on the rope ladder, showing her bloodied sneer directed at Batman.

 

Without any ice guns and with the ship starting to list over, they are unable to fight the fires as they now rapidly expand around the helipads and threaten to spread to the top deck. Batman calls for Alfred to pick them up, but he reports that the Batwing’s remote connection has been disabled by the ice and it was automatically returning to the Batcave for repairs. Another large explosion rocks the ship, nearly making Batman fall back into the helipad deck.

 

Batman contacts Gordon, calling for a GCPD chopper to come retrieve them before the ship sank. He says that he would take one to get them immediately, telling them to hold out for two minutes. Talia and Shiva’s helicopter is barely visible in the distance as it flies out over the ocean.

 

Batgirl asks Batman how Talia could have just left so many of her assassins to die on the ship. Batman says that her rage had consumed her, making it impossible for her to see what she had done by attacking them when they’d tried to save her crew. She asks him why that never happened to him, even when he seemed so close to it with Joker. He explains that Joker was the only one who ever made him get close to the edge like that, but he’d always managed to keep himself from crossing that line like Talia had. He thanks her for keeping him in check earlier with the clown, saying that although he hadn’t given in yet, he often felt himself getting closer each time Joker did something to him. She says that she thinks she understands why he had wanted her to learn the lesson of using her anger correctly on her own, but doesn’t elaborate further when he asks her why.

 

Another explosion rocks the ship, the vessel now fully turning over onto its side. Batman and Batgirl grapnel up to the new top of the ship, seeing Gordon’s helicopter approaching from Gotham. As it arrives, they grapnel onto its landing gear. With Talia no longer in sight and the Batwing unable to track them, Batman tells Gordon to take them back to the city. When the commissioner asks if it was over, Batman simply replies that it was.

Chapter 37: Talia Defeats Batman

Chapter Text

Talia’s Victory Cutscene

 

Shiva wrenches Batgirl’s arm hard behind her back and presses her elbow into the back of her head, keeping her down. Unable to move much at all, Batgirl can do little more than watch as Talia points her sword directly at Batman’s face, the vigilante barely moving. Batgirl tells Talia to stop, leading Shiva to twist her arm further and choke off her protests.

 

Talia looks down at Batman with a mixture of sadness and unease, telling him that it didn’t have to be this way. He responds by saying that she was right, asking her to remember why she was fighting. She insists that she does, saying that it was him that had forgotten his commitment to justice by opposing her.

 

The player is given a few dialogue options for how to respond to Talia. Based on the remainder of their conversation, Batman can either convince Talia that she had strayed from her initial path, or he can antagonize her and trigger a game over.

Chapter 38: Convince Talia

Chapter Text

Convince her: Batman responds that everything she had done tonight hadn’t made Gotham safer, but had driven it further into chaos. She reasons that she had done everything in her power to make Gotham safer, but it had been his interfering that had stopped it. He points out that she had wanted him involved, challenging him to a confrontation at the stadium knowing that he wouldn’t have just surrendered. He says that their encounter at the manor had happened because she had wanted to get to him, and that her attacks on the asylum and the precinct had drawn him out by putting every civilian and officer at risk. 

 

Batman says that unleashing the Joker had been the consequence of her attack on the asylum, and that attacking the GCPD had led to many prisoners who would have otherwise been safely locked away roaming free. She repeats that she had done her best, saying that sacrifices were necessary. Batman pointedly asks if that was her father talking. Talia finally lowers her sword.

 

Beginning to rise, he asks her to look around herself and see if she still thought that she was on the right path. She does, inspecting the immolated helipads and choppers. Ultimately she concludes that he was right, letting him stand up. Talia orders Shiva to let Batgirl up; after a moment of consideration, Shiva releases her hold and backs away, allowing the skeptical Batgirl to rise to her feet, nursing her arm. Shiva slowly goes to pick up an ice gun, regards Batgirl with it, then uses it to start putting out the fires on the helipad.

 

Talia tells Batman that she was sorry for all that she had caused this evening, promising that she would take the League out of Gotham. He says that despite what she might think, he does think that her heart had been in the right place, but she had strayed from what she believed in by trying to follow it. Talia thanks him, saying that she had also tried to follow her heart with him as well, wanting so badly for him to join her because she still had feelings for him. 

 

Batman has the choice of returning or denying her feelings. If he returns her feelings, he says that he wished things between them could have been different, leading to Talia saying that they still could be. She pats him on the cheek fondly, telling him that perhaps things could go back to the way they were when they next met. If he denies her feelings, he tells her that they had once been close, but that was another life. She understands, promising that even if he couldn’t be with her, she would do whatever she had to do to earn his respect back.

 

She walks away to retrieve the other ice gun, using it to assist Talia in putting out the fires around the helipads. Other assassins begin to rouse as Batgirl walks over to Batman. She asks what they were supposed to do now; he simply tells her that the battle was over. She points out that they had lost, but he replies that none of them had won. She says that they could still try to fight, but Batman says that they didn’t need to, as the threat was gone. She says that she doesn’t feel good about leaving like this, but says that she would follow him.

 

Batman contacts Alfred to bring in the Batwing for them. Alfred asks if the situation was in hand; Batman says that it was, but they needed to go now. He then contacts Gordon, telling him that the ship was going to leave Gotham. The commissioner asks if he needs backup, but Batman says that he’d gotten Talia to agree to leave the city behind. Gordon says that it wasn’t like him to negotiate, but he begrudgingly accepts the news. He asks Batman to come find him on the bay, wanting to speak to him about what was next.

 

Batman and Batgirl grapnel up to the Batwing as it hovers over the ship, letting it take them away back to Gotham. As they leave, the ship’s open deck- still trailing faint smoke in the air- begins to close. Once the doors are closed, the ship sinks below the surface of the water, leaving the Coast Guard ships all alone in the water.

Chapter 39: Antagonize Talia

Notes:

(See the end of the chapter for notes.)

Chapter Text

Antagonize her: Batman fails to convince her to stop, only making her more certain that she needed to finish this. Telling him that she would see him soon, Talia quickly stabs him through the symbol on his chest and his heart, killing him instantly as Batgirl looks on in horror. She renews her struggles, but cannot get Shiva off her back. Shiva grabs her chin and prepares to break her neck, but Talia calls her off, saying that she wanted Batgirl alive. Nodding, Shiva instead clubs her in the back of the head, knocking her out and silencing her. The two vigilantes defeated, Shiva goes to grab one of the ice guns and uses it to put out the flames around them.

 

Talia’s Game Over Cutscene

 

The ship seals its open deck and descends back underwater, the Coast Guard unable to do anything to stop it. The Batwing flies over the water, then turns around, trying in vain to track the fleeing ship.

 

Later, at a different location off the ship, a Lazarus Pit is occupied by a dark figure, lying down under the surface. It glows sporadically, illuminating the person inside as Batman. Though the symbol on his chest is torn, there is no sign of any damage under his armor, his wound fully healed.

 

Suddenly, he emerges from the pool, his eyes bloodshot and his mouth contorted into a pained, furious sneer. Crawling out of the pit, he remains on all fours for several long moments, practically having turned feral. Beside him, Talia steps up to drape a towel over his shoulders, then takes a quick step back when he turns to look at her. His rage softens as he sees her new, rather immodest attire, turning into overt desire as she smirks provocatively.

 

Reduced to his base emotions fresh out of the Lazarus Pit, Batman tries to grasp her, but she fends off his attention. Talia directs him to the other side, where he finds a heavily bound and beaten Batgirl being held down on her knees by Shiva, who lazily holds an ice gun in her off hand prepared to be used on Batman should it become necessary. 

 

Talia recaptures Batman’s attention with a hand under his chin. She tells him that he can take his rightful place at her side and rule over the League of Assassins, but first, he must prove that he is loyal to the cause. Talia tells him that Batgirl stands in the way of true justice, and that she would never stop her pointless fight. Handing him a sword, she says that he must stop her himself in order to become the new Head of the Demon.

 

Batgirl- through several facial injuries- slurs out her uncertain recognition of Batman with his reddened eyes and scornful scowl. She tries to stand up, but Shiva forces her back down onto her knees, then steps back.

 

Barely five seconds pass before Batman takes Talia’s sword and drives it through Batgirl’s heart. She dies, shock frozen on her expression as she falls to the ground. Batman tosses the sword aside, then turns back to face Talia, asking if she was ready now. She nimbly leans up and kisses him, the two of them eagerly begin to take each other’s clothes off. Talia slowly leads him out of the room, Shiva remaining behind to drag Batgirl over to the Lazarus Pit. The corpse stops at the edge of the pit, Shiva letting it lie there as she goes to follow out the way her two masters had gone.

Notes:

This is the end of this path. Go back to the previous chapter or start over to read more.

Chapter 40: Against All Odds Ending

Notes:

(See the end of the chapter for notes.)

Chapter Text

Batman and Batgirl arrive at the Gotham coastline, surrounded by a modest police presence. If they had been delivered by Gordon, he gets out of the helicopter to join them on the ground, signaling for the pilot to take off and collect the team back at the lighthouse. If they were delivered by the Batwing, they each drop down to the beach before the aircraft turns back and heads back over the ocean to monitor what was happening with the Coast Guard. 

 

Gordon approaches Batman as Batgirl turns away, apparently to inspect the lighthouse from afar. He asks his officers to give them a wide berth so he can speak to Batman privately. He first asks about what had happened with Talia. Depending on the outcome of their battle on the ship, Batman will either tell Gordon that the League had been beaten or that they had chosen to leave. Gordon remarks that they usually didn’t autopsy their cases without a body in the lockup or in the asylum, but he trusts that Batman had found a way to save the city as he so often did. If Batman’s hand was severely damaged after trying to lock Talia up, Gordon asks him if he needed medical attention, which Batman declines. Gordon shakes his head, but tells Batman that he knows best.

 

Batman notes that Gordon hadn’t just wanted him to come by to talk about the League. Gordon asks what tipped him off, leading the vigilante to point out the wrecked helicopter that had washed ashore a few hundred feet away. The commissioner chuckles that perhaps it was too obvious a clue to keep hidden from him.

 

After a moment of silence, Gordon reveals that they hadn’t found Joker in the chopper when they’d hitched it and towed it in. Batman says nothing, scanning the waters for signs of Joker that he knew he would not find. The commissioner says that at the current water temperature, there was no way Joker could have survived longer than ten minutes of swimming. When he suggests that Joker’s body might also wash ashore within a few hours or days, Batman remarks that he also might still be out there and gotten back to land somewhere else. 

 

Gordon somberly says that that too was a possibility, noting that he doubted the story of the Joker could have ended without a body. Batman asks how exactly Joker’s story was supposed to end; Gordon responds that if he knew, he would have already told him. He states that he did know one thing at the very least: that Batman would stop him if he ever came back. Batman agrees, falling back into silence.

 

The commissioner looks over at Batgirl, asking Batman if she was doing any better. Depending on how their battle with Talia ended, Batman will either state that she was stronger than ever or that she needed more time. Regardless of his response, Gordon says that she reminded him of how Batman once was when he’d first started putting on the cape. Batman disagrees, saying that she was better than he’d been back then.

 

Batman promises to keep going until Gotham is safe, sharing a handshake with the commissioner before stalking away and recalling the Batwing. Batgirl goes to join him, but Gordon stops her with a hand on her shoulder. He thanks her once again for saving him on the GCPD rooftop, Batgirl telling him not to mention it without turning to face him. Gordon says that she was doing a fine job, but asks her not to put herself in danger for him again. Batgirl turns her head slightly to look at him out of the corner of her eye before looking away. After a long moment, Gordon takes his hand off her shoulder, letting her go join Batman as the Batwing returns to retrieve them.

 

After they grapnel into it and set a course back for the Batcave, Batman asks if her father knew who she was. She says that he doesn’t, or else he would have stopped her. Batman nods. If he suffered a major hand injury after trying to lock Talia up, Batgirl tells him to get Alfred to look at it as soon as they get back. 

 

Batgirl says that she was looking forward to turning in for the night. Batman simply says that the night wasn’t over yet.

 

End of Against All Odds

 

All remaining quests that had been locked by the final stages of the campaign are now available in the post-game.

Notes:

This is the end of this campaign. Proceed to endings or return to main page for more.

Chapter 41: Twinkle, Twinkle, Little Bat (White Rabbit)

Summary:

Minor campaign for White Rabbit.

Notes:

(See the end of the chapter for notes.)

Chapter Text

Twinkle, Twinkle, Little Bat




White Rabbit’s campaign is a minor quest not particularly related to the main story of the game. Its completion is not necessary to reach the ending, but is part of a 100% completion ending. Must have the Dawn of Justice DLC in order to activate this campaign.

 

This campaign is not available at the start of the game; its lead-in cannot be unlocked until a certain point is achieved in the Riddler’s side quests. In the Riddler’s second riddle-trap location in Gotham (which itself can only be found after the Riddler’s quest is open), Batman must navigate several puzzles to pursue clues to the criminal mastermind’s location. At the conclusion of the riddle-trap room, Riddler attempts to trick Batman into his defeat by warning him “ not to look at the projector on the wall.”

 

The trap, however, fails to produce anything, as the projector only displays a blank white background. Confused and outraged, Riddler complains about having set up this trap so perfectly, insisting that he could not have possibly made an error. He accuses Batman of sabotaging his plans, but quickly concludes that it was impossible for Batman to have pre-emptively sabotaged the projector. Riddler decides that someone must have somehow stolen his lens, preventing him from executing his plan to defeat him.

 

Riddler begrudgingly tells Batman to count himself lucky that someone had interfered with his plots, promising that he would tighten up security with his associates Query and Echo for his next riddle-trap. Accidentally leaving his microphone on, Riddler apparently asks someone in the room with him if there had been anyone seen in the area who could have stolen “the hypno-wheel.” After receiving an unheard answer, Riddler yells at the other person, indignantly demanding “Why didn’t you stop her? Do you know how long I spent making a working hypno-wheel that reprograms to the first voice heard?”

 

The line cuts off, leaving Batman with free reign to finish the riddle-trap and get another clue on the Riddler’s true location. If he had previously completed Riddler’s sidequest in Harley Quinn’s campaign, Batman notes to himself how multiple riddle-trap locations had been compromised, wondering if the Riddler had a leak in his gang who was giving out intel or equipment to other criminals in Gotham. Otherwise, he suggests that Riddler is naturally paranoid, but he could not discount the possibility of a rogue element in the villain’s circle.



Minor campaign - Part One: Upon leaving the riddle-trap location, he checks around the immediate area for fingerprints, trying to determine who might have interfered with the venue and stolen Riddler’s hypno-wheel. He finds some evidence that Riddler and some of his henchmen had been there, but no women’s fingerprints as Riddler’s complaint had suggested. 

 

Batman does find fingerprints that apparently have no match to anything on file. His analysis of the samples makes him think that the fingerprints- for whatever reason- seem to be backwards, as if they were an inverse of a person’s prints. Physically inverting their marks does not yield any new result in his scan, leading him to send his findings to Alfred for further analysis when he had a moment.

 

Note: The remainder of this campaign is unrelated to the Riddler’s quest. Further context to the theft of the lens from the riddle-trap projector can be found in Riddler’s campaign, but completing either quest has no effect on the other.

 

Additionally, the remainder of this campaign is locked if the player does not have access to the Dawn of Justice DLC pack. There are no other triggers that can set the campaign in motion, though it is listed within the campaign because that is where it is accessible once the DLC is recognized.

 

Later in the night, Alfred reports back to Batman that he had tinkered with the fingerprints a little, coming up with a partial match with minimal confidence. He says that the fingerprints could be a match for a socialite by the name of Jaina Hudson, but he says that she had a very particular alibi for the evening with her being on a private plane inbound to Gotham at the very moment. Batman directs Alfred to alert him to when the plane arrived, wanting to ensure that she was on that aircraft to eliminate her as a suspect.

 

Alfred promises to report back when the plane arrives, but quickly cuts off to alert him that there was a gathering of people jaywalking in south Gotham. Batman skeptically asks why he needed to know that, asking what he was supposed to do about it. Alfred indicates that the police were on scene, but there were apparently dozens of people and they were just wandering through the streets with little regard for traffic.

 

Batman heads to the scene in question, finding a flock of several people aimlessly marching through the streets, all headed in a single general direction but none of them appearing organized. Batman sees several of them being taken off the road by police, who believe them to be drugged for their unresponsive actions. Getting closer to the situation, he hears several of the marching people muttering small mantras, notably variations of “chase you,” “find you” and “follow you.”

 

Batman must subdue these marchers in quick order via silent takedowns. These people are not combatants nor can they detect Batman, and they move at a slow walking speed, so it is not difficult to put them down, but Batman must determine the best order to get them to prevent any of them from being hit by a car in the streets. 

 

There is no single order to get all of these pedestrians, but a generally good path will require skipping and backtracking a few times to secure these jaywalkers. It is not mandatory to save every pedestrian, though Batman must save at least two; saving or failing to save these pedestrians can act as a boost or drain to Batman’s Vigilante Points counter that affects the outcome of this campaign and his campaign with Catwoman should it still be in progress, with a major boost to the counter if he does manage to prevent any traffic accidents. If Batman does somehow fail to intervene in at least two of these pedestrians’ paths, a mini-cutscene gag plays that sees Batman step into the road to try to stop one of the pedestrians, but he is humorously struck by a car himself with an uncharacteristically childish yelp, causing a game over. The player will be allowed to restart and try again from the beginning.

 

Once Batman safely deposits at least two of the sleeping pedestrians on the sidewalks to prevent traffic collisions, he stands over the last one. Using his detective vision, he finds no evidence that this pedestrian was under the influence of any drugs, suggesting that the others were similarly acting like this for reasons other than drugs. Standing up, he sees how a policeman nearby is gently holding a marcher against his car, attempting to handcuff him and place him into the back of his car. The officer dryly assures his charge that the drugs would wear off soon, but Batman interrupts the officer, telling him that this person was not on drugs.

 

Batman takes the pedestrian back, scanning his face and confirming with his detective vision that this person was the same as the last person he had secured. Confused, the officer asks what could have led these people to go marching like they had without seeing where they were going. Looking into the unfocused eyes of the jaywalker, Batman nudges the man under his chin, making him shiver and close his eyes in pain. Dreamily awakening, he murmurs “follow her.” Releasing the pedestrian back into the officer’s care, Batman answers the officer’s earlier question, simply stating that the cause was “a woman.”

 

Batman reports back to Alfred that the unorganized march had been contained, saying that these people appeared to have been hypnotized by a woman into wandering the streets. He suggests that this could be the same woman who had stolen Riddler’s hypno-wheel, asking for an update on the whereabouts of Jaina Hudson. The butler says that the plane had just touched down at Chesterfield Memorial Airport, telling him that he had some time before the passengers deplaned. 

 

Minor campaign - Part Two: When Batman gets to the municipal airport, he finds the newly-arrived private flight docking, with a limousine pulling up nearby. Watching from a distance, Batman sees two people in formalwear disembarking and heading toward the limousine. 

 

Batman sees that the two passengers coming out are Jaina Hudson and her bodyman carrying a bag for her, asking Alfred if the partial match they had received earlier had turned up any other possibilities. Alfred says that it had not, indicating that the confidence index on Jaina had been the only one to exceed even a 20% match and that the next two candidates down were both listed as men. Suspicious, Batman says that they should not eliminate her as a suspect despite her alibi, asking if she had any family in Gotham. Alfred replies in the negative, stating that her only known living relative was her mother who resided in London. Her family’s fortune was based on her deceased father’s worldwide interests as an entertainment magnate, with Hudson herself having followed in his footsteps that resulted in her taking flights all over the world. 

 

Digging further, Alfred indicates that this plane had been chartered from places such as Vancouver, Munich, Ho Chi Minh City and others all in the past week prior to returning to Gotham, but Hudson had been reported to have been at a campaign fundraiser for the mayor’s re-election in the week. Batman suggests that perhaps Jaina had a secret sister, indicating that the garbled fingerprints found at the riddle-trap location had given a confidence index so low because it had been a familial match rather than a direct match. Alfred says he could provide no insight into it based on her family records, only suggesting that he investigate her Gotham residence to see if there was anything there that could point to a secret twin.

 

Batman finds her luxury apartment on Founder’s Island, making his entry via a high-rise balcony. The apartment is empty of any occupants, giving him free reign to investigate inside after forcing open the glass door. Among his findings in the apartment, he finds two different bedrooms that each appear to have been used recently, a cell phone left behind in the apartment that has only one contact listed in it for Jaina herself, and a set of empty bags of various types strewn about the living room. Many of these items have fingerprints that belong to Hudson and have the same inverted prints found at the riddle-trap.

 

Batman determines that he did not have any concrete proof that someone else was living here with Hudson, but someone else had been in this apartment recently, perhaps having broken in if not invited. Checking out the cell phone again, he finds little of substance on it: no pictures, no email accounts and no information on any apps within. The only thing he does find is a small call history, finding a few calls to Hudson’s phone and calls to unlabeled phone numbers. Batman scans the call from the last week and sends the information to Alfred to see if he could identify the owners of the other numbers.

 

Batman hears the front door shuffling nearby. Putting the phone back down, Batman retreats from the center of the room, getting out of the open as the door opens to allow Jaina Hudson to step inside the apartment. She bids goodbye to her bodyman at the door, taking her bag from him and setting it down before reminding him that she would see him again in six hours. She shuts the door, heavily sighing before reaching out to throw her coat up on a rack next to the door. With sufficient light coming in from the balcony, Jaina is able to see her way through to her living room, setting her bag down once more with all of the other empty bags. She sighs again, clearly exhausted, but slowly notices how her balcony door had been left open.

 

Suddenly, Batman startles her from behind, questioning her on if she only ever used her bags once and left them lying around when she was done. Jaina, despite her initial shock over Batman being in her apartment, chooses not to scream for help, but appears to be afraid of him as she leans against the nearest wall. He asks her what is in her bag, leading her to quickly claim it was just clothes and sundries. A quick scan from his detective vision appears to verify her assertion.

 

He asks again why she left so many empty bags in her living room. Jaina says that she rarely ever gets to stay in this apartment, not caring about whether it looked neat while she was away. He suggests that the emptied bags had been full of stolen goods from people who had been on the streets in south Gotham.

 

Jaina maintains that these bags were just for her travels and that she only left them behind because she had several ready-made travel bags to replace them in the apartment. Batman does not believe her, but she challenges him to find anything in her apartment that had been stolen, asking what would make someone like her want to steal from anybody. Settling down, Jaina asks why he was in her apartment in the first place.

 

Batman accuses her of letting someone else live in her apartment, believing that it was her roommate who had left these bags behind. She denies the charge, saying that she lived alone; her second bedroom was for her mother whenever she visited the city. Batman points to the cell phone on her table, but she brushes it aside as just her business phone and that she had mistakenly left it behind ahead of her last trip. 

 

Alfred chimes in to report that he could confirm that one of the unlisted numbers on the call history belonged to someone on the mayor’s staff. Batman asks about her appearance at the mayor’s campaign fundraiser, wanting an explanation on how she had appeared there despite her not being in Gotham. After a moment, she asserts that she had been in Gotham, rejecting his assertion that her private plane had belied her location and saying that she had flown commercial to get to that event. He asks how the phone had been used in the last week without her having it, but she denies any knowledge of it.

 

Alfred reports back that it was the only number he could identify; all the other numbers belonged to phones without listed carrier plans or were encrypted. Batman menacingly tells her that whatever she was involved with would get her in trouble, but Jaina holds her ground, telling him to leave her apartment if he was done throwing around accusations. Batman warns her that if he found out anything different than what she had told him, he would be back for her.

 

She goes to grab the phone to call the police, but she turns around to find Batman gone without a trace. Glancing about herself uncertainly, she goes over to the balcony, looking about outside for any sign of him. Finding none, she gets back inside of her apartment and closes the door.

 

From the roof of the building, Batman communicates with Alfred about his findings. Batman says that they need to find proof of a second person living in Hudson’s apartment, regretting that they hadn’t learned anything in exposing their investigation into her. If Batman has completed the Riddler’s campaign, he says that they would not be able to find anything out about the person who had interfered in the riddle-trap from him. 

 

Alfred says that the aide who had been called from that phone was out of town, meaning that they would have to wait for answers on that front. Batman asks if there was any way to confirm whether Hudson’s mother was truly in London so they could eliminate or cultivate her as a suspect. Alfred says that he could place a call to her phone and track the signal in a moment since it would be morning soon overseas, though he surmises that Batman does not think her to be involved. He agrees that he does not, but they needed to find the other occupant of the apartment.

 

Minor campaign - Part Three: Later in the night, Alfred returns with an update on their investigation into Hudson. He reports that he had placed a call to Jaina’s mother pretending to be British police, his own native accent helping to feign credibility. The Batcomputer had verified that the call had been received in London, and Alfred believed that it had in fact been Ms. Hudson he had spoken to given the details of her life she had shared. Batman says that it was sufficient for him, saying that he hadn’t really thought her to be the culprit anyway. Alfred continues that the Londoner had maintained that she only had one daughter and said that she had not seen her in a few months.

 

Batman is willing to cross her off, settling on the idea that Jaina had a secret sister or half-sister that perhaps even her mother had not known about. Alfred indicates that there was no record of Jaina’s father having had other marriages or children, but it was certainly possible. He has no explanation, however, for the garbled fingerprints, wondering if it was possible that the conspirator had some variation of adermatoglyphia. Batman rules out Clayface with his continued internment at Arkham and knowledge that he could even mimic fingerprints.

 

Looking back at the reports over what had happened in the streets earlier, he determines that it was probable that the people in southern Gotham had been following the culprit in their collective reverie. Checking his map of the city, he determines that Jaina’s apartment was in the general direction of the listless march, but was too far away for her accomplice to have actually expected them to meet her there.

 

Alfred says that he had checked her building’s security cameras at the entrances and elevators, but he had not seen any women entering the outside of Hudson herself in the last few hours. Batman tells him to go back to the night of the mayor’s re-election fundraiser. Alfred shares a joint video feed showing security footage from the front entrance dating back to that night. 

 

The video fast-forwards from late at night through the early hours of the morning, dropping back to normal speed each time someone enters through the front door. After several tries, the video stops to show what appears to be Jaina in a gown entering her building with a well-dressed man, clearly flirting with him. Alfred remarks on their closeness as they step out of view, then switches feeds to the elevator camera as the two of them enter.

 

The doors close and the two of them can barely keep their hands off each other, not even pressing the button to get up to Jaina’s floor until several seconds of kissing and fondling have passed. Batman asks if Alfred could identify the man in the video as the two of them stumble their way out of the elevator. Alfred says that the suitor was Jacek Sadecki, the owner of the campaign phone that had been on the cell phone in Jaina’s apartment. He notes with distaste how Jacek was said to be a married man, musing about how his wife would take the news of his infidelity.

 

With Jacek out of town, Batman decides that he cannot go to investigate him personally. Instead, he says that he could go to the campaign offices to check out his activities there, wondering if the aide had left his work phone behind as Jaina had claimed she had. 

 

Upon arriving at the mayor’s campaign office in a strip mall in Old Gotham, Batman finds it to be empty for the night. Making his entry via the rear door, he locates Jacek’s desk with the aid of a picture showing him and his wife together. Sifting through his drawers, he does fortunately find the aide’s work phone left behind at the office. 

 

Hacking into the phone, he does not find any other relevant calls or texts. He does, however, find a cache of pictures on this device featuring himself and Jaina. Batman guesses that he had taken these photos on his work phone to avoid his wife discovering them, Alfred chiming in to option that he send the photos to his wife under the guise of a confession. Batman seems open to the idea, but is focused on finding clues in these photos.

 

They begin with several pictures of Jaina with and without her acknowledgement at the fundraiser. They later transition to pictures of the two of them taking selfies in the back of a limousine, then to photos of Jacek and Jaina in her apartment. Increasingly racy photos swirl by, Batman taking note of how Jaina’s skin tone and muscle definition appear different than how he had seen her earlier, again wondering if she had a secret sister.

 

The last of the photos feature Jaina wearing a lengthy white wig, large rabbit ears and skimpy clothing styled white with some pink embroidery. Among them, a few feature her posing for the camera with a pink domino mask and a small rabbit tail on the back of her underwear. Alfred dubs her a “rotten rabbit” as Batman scrolls through the final photo, which is a selfie taken by Jacek as he lays in bed beside her as she sleeps. Batman recognizes a rather famous tattoo on her left shoulder, reciting the infamous prompt: “follow the White Rabbit.”

 

Alfred tells him that perhaps he should do that, highlighting a part of one of the latter photos to show a checking tag on the side of her corset. Zooming in, the butler shows him a label reading “Catch me.” Likening it to what he had heard from the hypnotized pedestrians earlier, Batman determines that Jaina or a secret sister could have an obsession with rabbits, asking Alfred to search for any rabbit branding associated with the Hudson fortune.

 

The butler comes back with a very quick answer, detailing a small gym and yoga studio literally located directly across the street from Jaina’s apartment called “Endurance Alley” that uses a rabbit in its logo. Members of the gym could apparently pay to have “intimate sessions” with an expert yoga guru “in the spirit of the bunny rabbit.” Batman says that he needs to go there, believing that he would find White Rabbit there. 

 

Upon leaving the campaign office, Alfred informs him that he had taken the liberty of sending some of the photos from Jacek’s phone to his wife, blurring out Jaina’s face from them. Batman asks why he had felt the need to expose Jacek; Alfred simply replies that it was best to not keep secrets in a relationship.

 

Campaign finale: Arriving once more at Jaina’s apartment building, Batman is quickly diverted by what appears to be another procession of aimless marchers. He sees a few of them entering the gym he had come to investigate, indicating that they had only recently been in contact with White Rabbit to be able to follow her there. 

 

With the pedestrians all going to enter the gym, Batman has the opportunity to stealthily subdue those who are still outside. Unlike the previous time he came across these marchers, it is not mandatory to stop any of them. The more of them that enter the gym, however, the more enemies that Batman will have to deal with within.

 

Once there are no more accessible pedestrians outside of the gym, Batman follows them to the entrance. Alfred announces he would notify the police, but the vigilante tells him not to contact them until he had disabled whatever device White Rabbit used to hypnotize her victims. The butler worriedly asks if he would be able to disable it without being able to look at it, prompting Batman to say that he would have to risk looking for it so he’d know where to find it; once he found it, he could avoid the sight of it until he was close enough to destroy it.

 

Entering the gym, Batman finds several of the hypnotized people dazedly attempting to exercise in the fitness room before him. He determines that they are still capable of basic motor functions, albeit in a distracted fashion. None of them react to his entrance, though he hardly blends in among the people who have wandered in.

 

He hears directions given from the second floor mezzanine to the people below, drawing his attention to look up there to find the White Rabbit dressed in the same garments from Jacek’s phone. Batman sees his target at the same time that she notices him, making her trail off after her command to “lift those weights” for the promise of a private session. 

 

White Rabbit calls out that she did not remember seeing him outside, asking if he’d seen her. Batman warns her that there was nowhere for her to go, demanding that she release the people here and submit. She shrugs, nonchalantly admitting that she really had no idea how to release them. Turning to face a hypnotized man standing beside her, she taps him on the shoulder and asks him to wake up. He slowly blinks, stunned, before focusing on her with some small measure of recollection on his face. She tells him that he is free to go, then looks back at Batman, announcing that she hadn’t known if that would work. 

 

The man- still seeming confused- quickly becomes enamored by White Rabbit’s figure, openly gawking at her from behind. He then appears to become hypnotized again, falling back into a daze the same as he had before she had acknowledged him. White Rabbit gives him a curt glance over her shoulder, shrugging again, clearly having anticipated this course of action. She tells Batman that perhaps it hadn’t worked after all.

 

Unamused, Batman tells her that he has no interest in playing her games. White Rabbit lasciviously replies that she thinks he would enjoy her games, suggestively leaning over the railing. He orders her to surrender again, threatening that he would “make it hurt” if she resisted further. She continues leaning further over the railing, promising in return to “make it sweet” if he follows her back to her apartment across the street.

 

Calling her Jaina, Batman gruffly declines, saying that he wouldn’t let her hurt these people. Expressing offense, she stands up atop the balcony, claiming that she hadn’t planned to hurt any of them. Her only intention had been to have some fun tonight, wanting to see which of the men who had followed her could entertain her. She says that she was pleased to have gotten “a treat” like him to walk through her doors, not wanting to waste this kind of opportunity.

 

White Rabbit then effortlessly leaps over the railing and lands in a rabbit-like crouch on the ground floor, displaying great agility and poise. Undeterred by his previous refusal, she urges Batman to reconsider, standing up to offer him a full, unobstructed view of her. She plucks a small, hairsbreadth needle out from the locks of her hair, promising that the two of them could “go all night” in an experience he’d never forget. Once again, Batman declines, squaring up for a fight. Rather than reciprocate, she simply cocks her head, deciding that perhaps he just needed a “new perspective” to better understand what he needed to do.

 

White Rabbit then sensually turns around, putting her back to him and drawing his eyes down to her rabbit’s tail with her movements. Batman quickly sees her tail has been replaced from how it appeared on Jacek’s phone, having been outfitted with the stolen hypno-wheel with the veneer of a small bush around it. He immediately averts his eyes, stumbling back a step and raising an elbow to block off the lower half of his vision.

 

White Rabbit chuckles from afar, telling him that she had yet to meet a man who could keep his eyes off her bottom, but she always gave them her permission if they could catch her. She invites Batman to take another look, telling him that he could get as close a view as he wanted.

 

In reply, Batman throws a batarang at her, though she just manages to dodge out of its arc. Huffing, White Rabbit finally accepts that she would “have to do this the hard way.” She calls out orders to her hypnotized party, telling them to put Batman on his knees for her. The occupants of the gym all surround Batman as White Rabbit slips out of view behind the crowd.

 

Batman is forced to engage these people, who will act as standard enemies with limited speech capabilities. Depending on how many people Batman had subdued outside of the gym, there will be between fifteen and twenty-four standard enemies for him to fight. 

 

White Rabbit has disappeared at the start of this fight, but after Batman takes out seven of the enemies, a mini-cutscene plays where she pops out from out of nowhere and displays her tail right at Batman’s face. Batman stumbles back with his head spinning, shielding his eyes once more and reflexively rolling away. Keeping his lower vision obstructed, he scans back around himself for White Rabbit, but she is again nowhere to be seen.

 

The rest of the battle proceeds normally without further interference or appearance from White Rabbit. Once Batman downs all enemies in the area, he looks about the interior of the gym. After a moment, he finally spots White Rabbit, seeing her on the other side of a glass pane separating the main fitness room from a more secluded yoga studio. She kisses the glass between them, leaving a pink lip print behind and plenty of moisture as she slyly steps back from the window.

 

Batman goes to her yoga room, cautiously entering to find White Rabbit and several more hypnotized people inside. White Rabbit casually mentions how these were the people who’d looked the best to her before he’d walked in, but she’d give them a second look if it turned out that they could beat him. Batman gives her one final chance to surrender, leading her to feign consideration before turning around to try to catch him looking at her tail. 

 

Batman anticipates her motions, promptly turning his head to the side and only looking at her through his peripheral vision. Annoyed, White Rabbit calls out at him to pay attention, turning back to glare at him. They face each other again, Batman lowering into a combat stance. White Rabbit finally confesses that she’d hoped he would “see reason” and take her offer, but she was confident she could get what she wanted from him even if he would fight her.

 

Boss fight - White Rabbit: This battle is fought against White Rabbit and nine standard enemies. Though they are under White Rabbit’s influence, they exhibit no differences in their fighting style. These enemies may revive during the course of the battle, but it is possible that the cue for them to revive can be avoided completely if the player responds appropriately.

 

For the most part, White Rabbit is a unique opponent. Her general fighting style is that of a martial artist, though she is more likely to perform her own counters than her regular counterparts. She has several exclusive features to differentiate her from other enemies. The first and most basic addition to her arsenal is an added unblockable attack that will see her windup for an axe kick, only for her to use the kick as a launch into a second somersaulting axe kick with deceptive speed. 

 

What makes her unique is her tail, as it can cause unique screen and status effects that can even bleed through detective vision. At any time during this battle, being directly exposed to the effects darkens the screen into a faded black and gray with a faint hypno-wheel superimposed on the screen. Any downed enemies will automatically revive upon fresh exposure. All attack flares are muted during this effect- though counters can still be performed where applicable- and combat takedowns cannot be chained together. The only way to shed this status effect is to down all standard enemies without being exposed to the tail again, which resets the conditions. Downing all standard enemies reverts the screen back to normal and allows for combat takedowns to be chained again, though re-exposure will force another equivalent sequence. Exposure to the tail causes little damage at first, but every subsequent exposure doubles in damage caused, making it such that roughly six exposures will fully drain Batman’s health. 

 

Furthermore, many of her strikes involve her spinning at some point in her attack; when she does so and her tail points directly at Batman, the screen flashes for an instant, though this alone will not cause any damage, the main purpose of this being only to distract the player and mess up any counter timing. Notably, her axe kick attack will see the screen flash twice in quick succession when her tail points at him either time. As White Rabbit’s health bar gets lower and lower, she will more frequently execute such spinning attacks.

 

White Rabbit has three unique attacks that can frustrate players who do not pick up on her attack patterns. The first and least damaging is a ranged attack that will see her try to entice Batman into looking at her tail. The tell for this attack will see her sway her hips in an effort to distract him, then perform a booty twirl that sees her slowly spin around as she dances. This move can be interrupted with a gadget, though none of Batman’s gadgets will cause damage in interrupting this attack. Additionally, the player can anomalously avoid this attack by simply turning the camera away from White Rabbit, nullifying the attack. This triggers an audible prompt from White Rabbit that will indicate when it is safe to turn back to face her, where she voices frustration that he could just ignore her. Doing this automatically gives Batman a free combat takedown to use (unless he is currently under exposure effects), even if he had a combo canceled by doing nothing for a few seconds.

 

Her second attack is an automatic counterattack that will see her set up for it by crouching down, adopting a bunny-like pose. Batman must either use a gadget to knock her off balance (any gadget will work and cause damage except for the Batclaw, which she will dodge before queuing up her axe kick in response) or wait for her to stand up. Attempting to strike her or execute a combat takedown on her will see her automatically counter into an extended, spinning reverse headscissors, forcing Batman to stare into her tail for several moments before throwing him to the ground with her legs, which causes additional damage beyond exposure.

 

Her third and final unique attack is an unblockable grab attack that must be avoided. The setup for it is similar to her counterattack setup, though instead of remaining in place in a pose, she will lower her hips to the ground and slowly crawl toward Batman. If Batman is within range, she will leap and attempt to pounce on him at great speed, necessitating a quick reaction to dodge. This attack cannot be interrupted, only avoided; Batman must either retreat out of range or time his dodge correctly, which will see her land in a rough roll, leaving her vulnerable for a few seconds.

 

If she successfully lands her grab attack, she will expertly land on Batman’s front and swing herself around to sit on top of his shoulders. Disoriented from her rapid movements, Batman fails to prevent her from rolling forward, dragging him down and ending up rolling over himself. The end result finds White Rabbit kneeling on top of his shoulders with her shins surrounding his head, guiding him to reflexively look up directly into her tail. After a brief struggle, Batman stops, completely transfixed by the tail. White Rabbit shimmies down onto her hands and knees around his body, holding him there as long as she wants. This attack results in an instant death for Batman, triggering a game over.

 

White Rabbit is traditionally vulnerable to strikes, counters, gadgets and combat takedowns the same way that standard martial artists are, with the exceptions of the instances described above. It will be difficult for players to rely on combat takedowns in this fight, as her standard strike counters require precise timing and it is impossible to actively chain combos when under the effect of her tail. The players who are able to take advantage of the free combat takedowns provided by turning the camera away may be able to get away with it, but this battle will mostly revolve around patience in waiting for the right opportunity to strike. 

 

The battle will end once White Rabbit’s health bar has been fully drained and all of her supporting fighters have been downed. Even if her health bar is empty, the battle will continue until the standard enemies have been downed, necessitating caution so as to not let them revive by being exposed to her tail. 

 

A determined effort would see this battle end within ninety seconds, though the average player will likely require around three minutes. Unlike many other difficult boss battles in this game, no credit will be provided to players who experience a game over during this battle; this battle is a test of patience rather than a race to the finish. 

 

Once the health bar is drained, a mini-cutscene ensues where White Rabbit launches herself at Batman in another attack. This quicktime series must be completed by the player, or an automatic game over occurs.

 

Quicktime event 1: White Rabbit holds out both palms before her, intimating as if she wanted to grab him.

  • Failure: Batman takes the bait, trying to grab her wrists before she pulls back and kicks out his plant leg, dropping him to his knees. In the same motion, White Rabbit turns around and “catches” his chin with her right buttock, grabbing one of his cowl ears and forcing him to look directly into her tail. He stops struggling, helplessly staring into her tail with his chin resting on her soft behind.

 

  • Success: Batman expertly reads her intention, checking her leg kick and grabbing her left wrist as she tries to skip backwards in pain. Batman twists her joint so that her palm and elbow point up, wrenching her down so that she is hunched over.

 

Quicktime event 2: From her disadvantaged position, White Rabbit tries to wrap around his front leg and perform a rolling kneebar.

  • Failure: Batman loses his grip as she rolls through, ending up tumbling forward to land on his back as she finds her feet, spread wide around him as she lifts his ankle up to her shoulder. Twisting, Batman places his free foot on the back of her thigh to try to free himself, but accidentally looks at her tail, making him freeze. White Rabbit smugly softens her grip as Batman’s other foot limply falls to the ground, excitedly grinding against his captured leg.
  • Success: Batman leverages her unevenly balanced weight against her, tripping her to make her fall backward. She cries out in surprise as she hits the floor, then gets held there as steps on her stomach with one boot.

Quicktime event 3: White Rabbit struggles, grabbing his ankle and trying to wriggle out from under him.

 

  • Failure: Batman loses his balance, tucking forward as she twists his foot to the side. White Rabbit then knocks out his plant leg, making him fall forward onto his hands and knees, face landing flush in between her buttcheeks. She giggles as he quickly becomes hypnotized by her tail directly before his eyes, playfully wiggling her bottom against his cowl.

 

  • Success: Batman steps up, placing all of his weight on her side as she wheezes out in anguish. He then allows himself to drop to his knees, fully mounting White Rabbit before she has a chance to slither away.

Quicktime event 4: Batman tries to seize her wrists as she wildly flails against him.

 

  • Failure: He grabs one wrist, but her flailing proves to have just been a distraction, as she quickly extracts the needle from out of her hair and jabs him in the chin. Stunned, Batman droops over to the side, allowing her to finally escape the position, boosting his head up by the cheek with one boot. Playfully pouting as he struggles to fight the effects, White Rabbit turns over and sleekly slides into the rabbit yoga pose, forcing him to stare into her tail.

 

  • Success: He grabs one wrist, then quickly dodges backward as she tries to inject him with the needle from her hair. Batman grabs this wrist as well, banging it back against the ground to knock it free from her grip. Pinning her against the ground, Batman finishes her off with a cracking headbutt, making her flop backward, stunned.

White Rabbit barely reacts as Batman lifts her arm into the air to turn her over onto her front. Without looking at it, Batman reaches down and rips her tail off her bottom, crunching the device within his fist. She only begins to recover her wits as he slaps handcuffs onto her raised wrist, struggling as he tries to clasp her other hand. She squirms beneath him, making him increase the torque on her captured arm, threatening to break it. 

 

She stops squirming, stopping the rippling of the rabbit tattoo on her shoulder and letting him take her free wrist to finally apply the handcuffs to it. White Rabbit still tries to entice him, saying she didn’t mind being tied up. Ignoring her remark, he painfully lifts her up by her bound hands and forces her toward the door back to the main gym. After she complains about him not letting her have any fun, Batman orders her to look at all of her formerly hypnotized victims, asking her if she thought they had had any fun.

 

White Rabbit again insists that she had never planned to hurt any of them, pointing out that all of their injuries were his doing, not hers. Batman says that she had caused all of their suffering, taking them out of their lives only for her own amusement. She does not deny his charge, but maintains that her plans for them “would have involved a lot less pain” than how he had treated them. Going further, she says that she believes that the ones she would have chosen to play with would have “loved every second of it.”

 

Batman halts their progress toward the gym exit as it slowly opens, allowing a clearly mortified Jaina to stalk inside. Letting the door close behind her, she stops, watching as Batman kicks out White Rabbit’s leg to put her down on her knees. Affirming her presence despite his earlier accusation that Jaina was the White Rabbit, the vigilante declares that “it’s over” for her and her sister. Somber, Jaina takes slow steps toward him, stating that she was not her sister.

Batman takes a closer look at Jaina’s face, noticing how there appears to be fresh bruising and red track marks around her lips. Starting, he looks back at White Rabbit’s defeated expression, seeing how it matched perfectly with Jaina’s. Distrustful, he asks her directly if White Rabbit was a copy, leading the bound woman to snidely interject that she was the real Jaina.

 

Jaina slowly walks toward the two of them, quietly confirming that White Rabbit was not her sister, but her duplicate. The doppelganger rejects her assertion, declaring that she was the one who proudly acted as a person and wanted things in life. Batman allows the stricken Jaina to approach as White Rabbit taunts her, proclaiming that her style of living was more real than the fake woman Jaina tried to present. White Rabbit berates her for her joyless existence, demanding to know what gave her the right to judge her double for doing everything she herself wanted to do.

 

Jaina simply says that the two of them had had a deal. Bitter, White Rabbit turns her head away as Jaina stops right before her, crouching down to meet her at eye level. Batman cautiously steps back from the two of them, allowing them to speak to each other but remaining nearby to intervene if either one tried anything.

 

The crouching woman repeats that they had had a deal, reminding her that she had promised that she would live within the law and not force herself on any men. White Rabbit still will not face her, but replies that Jaina should have known that this would happen. She urges her originator to understand that everything that White Rabbit had done were things that Jaina would do if she let herself. Jaina says that she doesn’t let herself for a reason, prompting the copy to say that the reason was that she was weak. 

 

Jaina simply says “I’m not you;” White Rabbit takes it further, finally facing her while returning “I’m more than you.”

 

On the verge of tears, Jaina hardens her expression and blinks, declaring that she can’t trust her anymore. As Jaina stands up, White Rabbit spits back that she cannot keep her locked up either, rising up fully on her knees to defiantly glare at the original. Nodding, Jaina softly places her hand on her double’s cheek, showing some measure of understanding.

 

Suddenly, White Rabbit’s skin glows and her body compresses into a shrinking mass of dust. The dust flows into Jaina’s hand, being absorbed completely within seconds, the only trace of White Rabbit being her clothes and handcuffs left behind on the floor. Jaina appears to be quickly overcome by a wave of pain on her face and an influx of anger, but she quashes both after a moment, resisting the urge to cover the bruising on her face.

 

Looking at Batman, Jaina apologizes for everything her duplicate had done. Batman questions how she had come to have a duplicate in the first place, but Jaina claims to have no explanation. She recounts how- after her father’s death- she had started hearing voices in her head. She had thought she was going progressively mad in her grief until she had woken up from a nightmare one day in Gotham to find a copy of herself in her bed and the voices purged from her mind. 

 

Jaina had been able to live free from her grief and had tried to take advantage of having a clone, but she had quickly come to realize that her double had lacked impulse control, as if her split had fragmented her Freudian id into her other while she had kept the rest of herself. Batman describes Jaina as the Jekyll to White Rabbit’s Hyde, but they did not have to share a body. He assumes that Jaina could feel whatever White Rabbit had, but Jaina says that she only felt them in hindsight if she merged back with the double; she still bore the bruises and cuts from her doppelganger, but she never felt her other’s pain or pleasure, which had allowed White Rabbit to be able to do as she pleased so long as she never left a visible mark.

 

Batman asks why she had to let the duplicate out at all, leading Jaina to painfully admit that she could hear her in her mind, demanding to be released, be uncaged, be set free like the rabbits of the folk tales. Jaina says she had tried to bargain with her other half, but as she could see from the people she had lured to the gym, she could not let her roam free. Batman asks if she could trust herself to keep the White Rabbit in check, leading her to say that she does not know; the White Rabbit had escaped the first time while she was sleeping, and she was not sure she could lock her away without fear of her hurting or possibly killing herself to get back at Jaina.

 

Batman has the option of deciding Jaina’s fate.

 

 

  • Forgive Jaina: Batman finds her confession credible and decides that he cannot hold her responsible for the actions of her double. Surprised, Jaina says that one of them has to, saying that White Rabbit had been right to say she should have seen this coming. He tells her that he would work with her to find a cure or other permanent solution to her problem if necessary, but will need her to cooperate with him and not leave Gotham until he gave her permission. Jaina agrees to his plan, promising to use her resources to help the people that White Rabbit had wronged.

 

  • Condemn Jaina: Batman says that though he empathizes with her plight, he cannot trust her to go free after she had enabled White Rabbit by covering for and providing for her. Understanding, Jaina says that she would turn herself into the police when they came for her. Batman offers hope that a cure or other permanent solution could be found. Afraid, Jaina asks him if he thought she would be sent to Arkham for her condition. Batman acknowledges the possibility, but he promises her that she would be treated humanely, offering to personally help her in dealing with the White Rabbit. Breathing out, Jaina says that she trusts him, apologizing again for what had been done by her double.

 

 

 

Regardless of which option Batman chooses, Jaina tells him that she would return to her apartment, wanting to make some arrangements to account for the new changes in her life to come. Batman warns her not to flee, saying that he would come after her if she reneged on their deal. Jaina pledged that unlike her other half, she could keep a promise. He allows her to leave the gym freely, bending down to retrieve the handcuffs White Rabbit had abandoned when flashing into dust.

 

Batman contacts Alfred, telling him to alert the police to the happenings at the gym. He also alerts Alfred of the deal he had made with Jaina, either telling him to inform the police of her location or to set up a pending log in the Batcave for study on how to cure her of the White Rabbit. The butler tells him to consider it done, then verifies with him that the hypno-wheel was no longer a threat. Batman confirms that it was destroyed and all of its victims had been incapacitated. Relieved, Alfred congratulates him on a job well done.

 

Later in the night, Alfred gives Batman one final update on White Rabbit.

 

  • If Batman forgave Jaina: Alfred says that he had re-checked the flight plans for Jaina’s private jet and saw that its impending departure in the morning had been canceled, indicating that Jaina was remaining true to her word about cooperating with him. Batman thanks Alfred for the update, glad to hear that the threat of the White Rabbit appeared to have abated for now.

 

  • If Batman condemned Jaina and has a high Vigilante Points counter: Alfred says that the police had taken Jaina into custody without incident, the woman leaving her apartment door open for them to arrest her. Batman regrets the situation she had fallen into, but says that this was for the best. Alfred agrees, hoping that they could help her in some way.
  • If Batman condemned Jaina and has a low Vigilante Points counter: Alfred says that the police had arrived at Jaina’s apartment, but had not found her there. Frustrated, Batman says that he shouldn’t have trusted her, saying that for all he knew, White Rabbit was the one in control of their body. Alfred says that he had not been wrong for wanting to believe her, hoping that this was not as it seemed and that Jaina would turn up one way or another. Batman tells Alfred to keep an open case file for White Rabbit, doubting that he would be able to track her down again tonight.

 

 

 

End of Twinkle, Twinkle, Little Bat

Notes:

This concludes White Rabbit's campaign. Return to the main campaign pages or other content for more.

Chapter 42: Sirens of Arkham Endings

Summary:

These are the endings to the main game story.

Notes:

Sorry, but I'm going to need you to find the ending you want here; sorting out the endings into individual chapters is just too much work.

(See the end of the chapter for more notes.)

Chapter Text

Endings

 

 

 

Once Batman has finished all main campaign missions and enough of the side missions, the player has the option to initiate the ending by returning to the Batcave and going to bed in Wayne Manor. The ending the player receives will depend on how things ended with the three main sirens and the League of Assassins.

 

 

 

Ending cutscenes that do not feature Batman.

 

The following are common endings for all playthroughs.

 

On the coastline near the wrecked helicopter and the police presence at the shore, a few chunks of ice slowly drift toward the shore. One of the ice chunks has a small amount of blood on it, though the reddened ice gets covered up by a wave passing by and does not resurface, keeping it out of view of the police.

 


 

At a research facility in downtown Gotham, an old man in a lab coat slowly steps down a hallway, passing by several advanced biomedical devices. He turns left to enter a room, flipping on the lights inside and closing the door behind him. In the room, a comatose, dismembered Victor Stone is lying on an operating table, heavily jacked into all manner of life support equipment. Much of his body below the neck is covered by a thick blanket, though there appears to be something underneath the fabric near his liver.

 

The man leans over Stone, peeking under the blanket. He sighs, letting the blanket fall down. Despite Stone being in no condition to hear him, he vows to do whatever it takes to save his son. After a long moment of waiting beside the bed, the old man turns and leaves the room, turning off the lights as he goes.

 


 

Red Claw- now sporting an Arkham jacket- is escorted into her cell by a pair of guards. She mockingly asks them if they were so sure that they could keep her caged, but they simply clang the door shut and move on with their route. Displeased, she turns to inspect her new cell, sorting out her new surroundings. Muttering to herself, Red Claw notes that this place has the stink she would have expected from a building meant to keep such filth inside.

 

A voice behind her outside of her cell agrees, saying that this place should be considered sickening by every rational person. Red Claw sizes up her visitor with his head hidden in a small shadow, asking what he wanted. He claims he just wants to understand her, but Red Claw makes it simple for him; she had come to Gotham to cleanse it of vermin like the inmates in the asylum. Intrigued, he takes a small step forward, his glasses reflecting some light onto his face. He asks how exactly she had planned to do that. Red Claw returns his question, asking what it meant to him. Dr. Hugo Strange steps fully into the light, telling her that she could think of him as an aspiring exterminator.

 


 

The following are endings that will only occur should the player have met the listed conditions.

 

If Batman locked all three sirens up in GCPD after fighting them twice: A cutscene plays showing how the Gotham City Sirens have reformed together after being humiliated by Batman. They resolve to get their revenge on Batman together another day, making a plan for how to humiliate him in return.

 

 

 

If Batman locked two of the three sirens up in GCPD after fighting them twice: The two sirens who escaped remark on their failures to capture Batman and think about how they go about trying to stop him next time. If the combination that escaped is Harley and Ivy, the two of them will hold hands during the later stages of the cutscene, swearing to each other that Batman would pay for favoring Catwoman over the two of them.

 

 

 

If Batman locked only one of the sirens up in GCPD after fighting her twice: The escaped siren muses to herself about how Batman would pay. If it is Catwoman, she struggles to understand how Batman could be so brutal to her, promising to return the same treatment the next time she sees him. If it is Harley, she begins to doubt herself about leaving Joker, realizing that she might need him more than she thought she did. If it is Ivy, she still tries to convince herself that Batman wanted her and was just making her work harder for him to finally give in to her, vowing to figure out exactly how to get him to become hers.

 

 

 

If Batman did not lock up any of the sirens in the GCPD: Commissioner Gordon has a brief chat with one of his detectives in front of the Bat-signal. He remarks how it was unlike Batman to completely fail to deliver the biggest threats to police custody, and he wonders whether or not this spree had changed him for good as he steps up to the Bat-signal and shuts it down.

 

 

 

If Harley was successfully delivered into GCPD custody and remained there: On a later day, Harley is back in Arkham, sitting at a table in her cell. She is writing on a notepad, and closer examination reveals that she is writing an eloquent letter of thanks intended for Batman. As Harley comes to the end of the page, she stops, then has to physically stop herself from laughing. After a moment, she has to do it again, placing her free hand over her throat. Visibly struggling for a few seconds, Harley then relaxes, then flips to the next page to continue her writing.

 

 

 

If Ivy was successfully delivered into police custody and remained there: On a later day, Ivy is back in Arkham in a more spacious containment cell. She has been given several reading materials, including a recent edition of the Gotham Gazette. On the front page, Ivy reads an article under the headline “DA Morrison Announces New Charges Against Ace Chemicals.” Her hand drifts to a sub-image on the page, showing a grainy picture of what appears to be Batman. Ivy traces her fingers over it fondly, then sighs in contentment, remarking that “he really does care.”

 

If Batman tracked down Penumbra and defeated her at the Lazarus Pit site: A pair of assassins wearing traditional garb of the League stand guard over a small Lazarus Pit source. It glows, revealing a shadow submerged in the pool. The shadow shifts slightly, a gray hand poking out of the pit. The hand tightens into a fist.

 

If Batman delivered a sample of the Lazarus Pit to Mr. Freeze: At his lab, Freeze places a gloved hand against the side of Nora’s cryogenic tank. He regards her, holding up the sample Batman had given him in his other hand. Whispering, he assures her that he would be able to fix her soon.


If Batman did not give Mr. Freeze a sample of the Lazarus Pit: Mr. Freeze places a hand against Nora’s tank, then leans down and places his forehead against it. He sniffles, saying that he had gotten so close only for the solution to be ripped out of his fingers. Hardening, Freeze stands up and solemnly stares at his wife. He promises that he wouldn’t give up, but in the meantime, he would “make them pay.”

 

Talia's Endings

 

In an unknown location, Talia treats her own wounds, taking off her jacket to bandage herself.

 

  • If Batman tried to lock her up: She frustratedly throws the wrapping away after a brief struggle trying to apply it.

 

    • If Batman held out against Shiva long enough for Batgirl to back him up in the sewers: Talia goes over to a nearby mirror and smashes it, cutting up her own hand in the process. She inspects the new wound on her hand, likening it to the one she’d given Batman. She quietly remarks that she wished she had done worse to him. An assassin guard quickly rushes into her room at the sound of glass shattering, only for her to quickly yell at him to get out.
    • If Batman was defeated by Shiva in the sewers and needed to be rescued by Batgirl: Talia angrily steps over to a nearby mirror, barely holding herself back from punching it. Exhaling away some of her rage, she places her palm against the mirror, looking down. Apparently talking to herself, Talia states “You’ll be better.” She then tilts her head up to look at herself in the mirror. She cocks her head to the side, adding, “Maybe he’ll come around when he sees you.”

 

 

 

 

  • If Batman agreed to let her go in the hope of reforming her: She wraps a section of it around her right wrist and forearm, using her teeth to separate it. Regarding the rest of her wounds, she decides to set the bandages down, going to a nearby mirror to look at herself.
    • If Batman held out against Shiva long enough for Batgirl to back him up in the sewers: Talia closes her eyes sadly, tucking her chin. She whispers a silent apology, promising that she would do better. Opening her eyes and sighing heavily, she looks herself squarely in the eye. She repeats her promise, saying that she would do whatever it would take to make things better.

 

    • If Batman was defeated by Shiva in the sewers and needed to be rescued by Batgirl: Talia covers her mouth with one hand curled underneath. Slowly, that hand trails down her body and rests against her abdomen. Her lips curl upward into a slight smile. Whispering to herself, she promises, “We’ll make it up to him.”

 

 

  • If she defeated Batman but was convinced to let him go: Talia is interrupted by a knock at her door. She tells her visitor to come in as she fiddles with the bandage. The door opens to let Shiva inside, the master assassin wordlessly going to her master, taking the bandage from Talia’s hands without objection and beginning to wrap it around Talia’s wrist herself.

    • If Batman held out against Shiva long enough for Batgirl to back him up in the sewers: Shiva tells Talia that their submarine was unlikely to be seaworthy for much longer, but they could still salvage part of it. When Talia doesn’t respond, Shiva asks if she wants to go back to Gotham any time soon; Talia remains silent. Not pressing the issue any further, Shiva simply tells Talia that she should get her cuts checked by their doctor when they return to the base and leaves, closing Talia inside the room of silence.
    • If Batman was defeated by Shiva in the sewers and needed to be rescued by Batgirl: Shiva asks if Talia had any regrets about letting Batman leave when she could have had him. Talia replies that her regret was that she had driven a wedge between him and herself when her intention had been to bring them closer together. Shiva says she gets it, but says that Talia had got what she wanted anyway. After a moment, Talia concedes, saying “I guess I did.” Flashing a knowing smile, Shiva leaves her master in the room, heading back outside.

 

Ending cutscenes that feature Batman.

 

 

If Batman’s hand was cut open by Talia: Batman lets Alfred inspect his wound for a moment in the Batcave. 

  • If his hand was damaged further after trying to lock Talia up: Alfred regretfully tells him that there was very little that he could do with this kind of injury. He suggests that Batman go speak to a specialist as quickly as possible. Batman says that he couldn’t afford to go to the hospital, as though he trusted Gordon not to tell anyone, there were several officers on the beach who could have seen his injury and could have told their friends. Alfred asks what he plans on doing, leading Batman to say that Alfred had to do the best he could in fixing it. Alfred warns that any mistakes that he made could cause significant, long-lasting nerve damage, but Batman says that he would have to take that chance. Grabbing his surgical equipment, Alfred agrees to operate, giving Batman a painkiller and asking him to try to hold still.
  • If his hand was cut by the sword but not damaged any further: Alfred tells him that he just needed a few minutes to close up the cut. Taking the time to have an honest conversation with him, the butler asks Batman if he truly thought Talia could be redeemed. Batman says that he does, but she could never do it in Gotham; the idea of its unsolvability was too toxic for her and she had caused enough pain that they would forever despise her.

 

 

After ending the game by disrobing the Batsuit, Bruce makes his way out of the Batcave and up to the manor. Entering the foyer, he inspects the damage several hours later, lots of ice still coating the walls and a lot of damage from the invasion of his home. The police have long since left, leaving him alone to inspect it. Pulling his lips into a tight line, he comments to himself that Alfred would need a vacation after seeing to the cleanup of this room.

  • If Batman was defeated by Shiva in the sewers and needed to be rescued by Batgirl: Bruce pauses by the guest room where Batgirl had rescued him. He stares into it for a moment, his expression blank. He blinks twice, then shakes his head. Bruce closes the door to the guest room and continues on his path upstairs.

 

 

 

If all three sirens escaped from GCPD during the League’s attack: Days later, Batman sits at the Batcomputer, compilating the profiles of the three sirens. Batgirl joins him in the cave, asking him if he had found them. He says no, but they wouldn’t stay quiet for long. She asks him if he thought he made a mistake being so aggressive with them, to which he replies that he’d done what he’d needed to do. Unsatisfied with his answer, Batgirl remarks that “it never ends” and leaves him alone at the Batcomputer. Batman looks at Batgirl walking away without expression, then returns to his work.

 

 

 

If Harley and Ivy remained in GCPD custody and Catwoman remains on the loose without having defeated Batman: Three different possibilities will occur for Catwoman.

  • If Batman revealed his identity to her willingly, on a later day, Catwoman comes to Wayne Manor at night and waits for Batman to return. The two greet each other, with Catwoman taking off her own mask and asking Bruce to do the same. He does, telling her that she looks like she wanted something from him. She says that she does, then embraces him in a kiss. Batman takes her into the manor, hand-in-hand.

  • If Catwoman agreed to his offer of reform but did not learn Batman’s identity, on a later day, Catwoman waits on a rooftop in downtown Gotham. Batman arrives to meet her, asking her if she’d been able to stay out of trouble since he’d last seen her. She jokes that it was hard, but she had. He tells her that one of the most important things she needed was self-control, admitting to her that it was sometimes a struggle for him as well. Catwoman subtly asks Batman if he felt like he was losing control around her, leading him to simply tell her that she needed to learn focus as well. She says he’s no fun, but is still willing to learn a thing or two from him.

  • If Catwoman asked him for more time to consider his offer to reform her, on a later day, she sits on the same rooftop overlooking the Iceberg Lounge where Batman had first found her. Batman walks up behind her, asking her what she planned on doing here. If Catwoman had made a deal with Penguin, she apologizes to him for it, saying that she had made that choice out of fear. She tells him that she didn’t want to live in fear anymore, asking him if the offer to help her was still there. He says it is, then beckons for her to come with him away from there. After a long moment of staring at the lounge, Catwoman stands up and follows Batman away. Alternatively, if Catwoman did not make a deal with Penguin, she tells him that she was still angry at Penguin for putting a bounty on her head, but she confesses that she had brought it on herself for no good reason. Batman asks her if she had given any thought to his offer, to which she says that she still planned on making a decision soon, but was still undecided. Batman says that he trusts her to make the right choice, leaving her behind on the rooftop. Still staring at the lounge, Catwoman mutters to herself “I don’t.”

 

 

 

If one of the sirens learned Batman’s identity after defeating him: Batman will depart the Batcave and return to the manor to go to bed. However, after disrobing his suit and putting on some clothes to go to sleep, he finds that siren in front of his bedroom, apparently having snuck into the manor without Alfred’s knowledge.

  • If it is Catwoman, she jokingly asks if he had expected her to not be here when he got back.

    • If Bruce had offered his feelings to her and was accepted, she tells him that she had come to him to “consummate” their new, mask-free relationship. Bruce smiles, telling her that she was still wearing her mask. She shrugs, saying that if he had a problem with it, he could always take her clothes off. Catwoman walks into his bedroom, slowly trailing her fingertips on the door. Chuckling to himself, Bruce follows her inside, shutting the door behind him.

    • If Bruce had offered his feelings to her and was rejected, or if he never offered his feelings at all, Catwoman jokes that he shouldn’t have undressed for her, as their relationship wasn’t there yet. Unsure of what she wants, Bruce asks her if she had come for any particular reason. She says that he had convinced her that destroying Batman was not what she’d wanted, but she had also come to the realization that Batman was not indestructible, as she had demonstrated by beating him. Catwoman says that should he ever need her help, she would be willing to provide it. She then kisses him on the cheek and bids him a goodnight, leaving the manor. Bruce stares after her as she goes, then steps into his bedroom and closes the door.

  • If it is Harley, she tells him that he was right that her actions had been done out of spite for Joker. She said that she meant her promise to not use his identity against him, but she could think of no better way to spite Joker than to assist Batman in his crusade. Harley says that although she has caused a lot of suffering and that she may never truly make up for it, she wants the chance to try. Knowing that Harley knowing his identity would make it difficult for him to refuse, Bruce agrees to let her join him on condition that she allow him to train her. Harley then hopefully asks him if he could find it in himself to forgive her.

    • If Bruce tells her that he can forgive her, Harley gets excited and embraces him, thanking him with an enthusiastic peck on the lips. The two of them pause there, holding each other as her excitement fades. Bruce leans in and kisses her again, their exchange both mutual and hungrier this time. He picks her up into his arms and blindly carries her into his bedroom, kicking the door closed behind them.

    • If Bruce tells her that he cannot forgive her now but leaves open the possibility in the future, Harley thanks him for the opportunity. He tells her to come back to the manor before the following evening and he would begin her training. She agrees, promising that she wouldn’t be seen. Harley gives him an awkward hug, leaving Bruce a little flustered before he shepherds her out. He watches Harley leave, shakes his head as he wonders what he has gotten himself into, and enters his bedroom, shutting the door.

  • If it is Ivy, she greets Bruce warmly, but he is reluctant to get close. She explains that after separating, she had thought further on his words and his commitment to justice. Although they had different views on how to achieve it, they both wanted a version of it. Ivy proposes that they work together to shape it, offering to learn from him if he agreed to learn from her. Bruce is still hesitant to get close to her, let alone trust her considering her penchant for manipulation, but Ivy points out that- without his suit- he would be much easier prey for her, yet she did not attack him. She says that though it is difficult for her to control her pheromones, she pledges not to use any of her spores or lipsticks on him. Upon further prodding, she does admit that she still harbored feelings for him, but maintains that she never lied to him and would honor her word. Ivy asks one final time- without any masks, without any lies- if Bruce had hidden any feelings for her.

    • If Bruce admits his feelings, he says that- despite all that she had done- she did make him want her. He is not sure what exactly he feels for her, but knows that he feels something. Smiling, Ivy moves closer to him, telling him that she’d known it all along. Bruce does not resist as Ivy pulls him close for a long, tender kiss. Ivy delicately tugs him by the hand and slowly guides him into his bedroom, softly clicking the door shut behind them.

    • If Bruce denies her feelings, he tells her that she was wrong about his desires, telling her that if she wanted to work with him, she would have to accept it. After a moment of regretful deliberation, Ivy smiles at him, telling him that she understood. He tautens when she steps close to him, but she tells him to relax, assuring him that she would not take this opportunity lightly. Ivy pats him on the shoulder and departs, telling him that she would return tomorrow to begin their new relationship. Bruce- momentarily affected by her touch and pheromones with some slight screen discoloration- stares after her as she leaves before regaining his senses. He tiredly steps into the bedroom, closing the door behind him.

If two of the three sirens learned Batman’s identity after defeating him: Batman will depart the Batcave and return to the manor to go to bed. However, after disrobing his suit and putting on some clothes to go to sleep, he finds those sirens in front of his bedroom, apparently having snuck into the manor without Alfred’s knowledge.

  • If it is Catwoman and Harley, they have gone back on their word to not use his identity against him, both deciding that Bruce owed them for not sharing his secret. Catwoman has now decided that, at the expense of them not being heralded as the women who had defeated Batman among the rest of the criminal underworld, they would instead simply keep him to themselves. Harley teases their counteroffer, telling him that if he could go back in time and prevent himself from being unmasked by every woman dressed to kill, he could escape this situation. When Bruce tries to resist, Catwoman subdues him with her whip and Harley knocks him out with a baseball bat. The two villainesses may have been competitors earlier in the night, but the two agree to keep Batman’s identity a secret so that no one else could interfere. In both mind and body, the two plan to own all of Batman’s life. Over the next several days, they mix in their sensual talents, Catwoman’s emotional manipulations and Harley’s psychological reinforcements to break Batman’s will. They also capture Alfred and Batgirl when they try to interfere, imprisoning them in the Batcave while they draw out their work on Bruce. Batman does not have the strength to resist any more, ready to become their willing toy.

  • If it is Catwoman and Ivy, they have gone back on their word to not use his identity against him, coming to the shared determination that Batman would make a much finer toy than foe. Bruce tells Catwoman that he expected better of her, but she simply says that if he hadn’t gone around sharing his identity with every woman who so much as batted an eyelash at him, he wouldn’t have been in this situation. Ivy concurs, using the fact that he had been captured multiple times tonight as the final proof she needed to guarantee that he had let them capture him so that he could be theirs. When Bruce tries to resist, Catwoman subdues him with her whip and Ivy knocks him out with a kiss. The two of them may have competed for Batman’s heart in the past, but together they decide that they could leave Batman helpless to resist. In both mind and body, the two plan to own Batman’s life. Over the next several days, they mix in their sensual talents, Catwoman’s emotional manipulations and Ivy’s chemical persuasions to break Batman’s will. They also capture Alfred and Batgirl when they try to interfere, easily defeating them with Ivy’s spores. Batman succumbs to their treatments, ready to become their willing toy.

  • If it is Harley and Ivy, they have gone back on their word to not use his identity against him, deciding that best friends like them would rather make their own deal rather than accept offers from him. Harley teases their counteroffer, telling him that if he could go back in time and prevent himself from being unmasked by every woman dressed to kill, he could escape this situation. Ivy concurs, using the fact that he had been captured multiple times tonight as the final proof she needed to guarantee that he had let them capture him so that he could be theirs. When Bruce tries to resist, Ivy subdues him with her vines and Harley knocks him out with a baseball bat. The two of them may have been friends for a while, but this occasion marked the day their relationship went to the next level by adding Batman as a third wheel. In both mind and body, the two plan to own Batman’s life. Over the next several days, they mix in their sensual talents, Harley’s psychological reinforcements and Ivy’s chemical persuasions. They also capture Alfred and Batgirl when they try to interfere, easily defeating them with Ivy’s spores. Batman gives his life to their control, accepting his new place as their pet.

 

 

 

If all three sirens learned Batman’s identity after defeating him: Batman will depart the Batcave and return to the manor to go to bed. However, after disrobing his suit and putting on some clothes to go to sleep, he finds the sirens in front of his bedroom, apparently having snuck into the manor without Alfred’s knowledge. They have all gone back on their word to not use his identity against him, and they have come for him outside of his suit.

 

 

 

Bruce tells Catwoman that he expected better of her, but she retorts back saying that she expected better of him, thinking his commitment to justice was more than just a façade. Harley says that the three of them had gotten together after they had each unmasked him and they had come to a realization that if they came to him here, he wouldn’t fight back. Ivy says that she had been mistaken in thinking that he only wanted to be hers; the truth was, he wanted to belong to all three of them, and he had allowed himself to be captured by each of them separately so that they would come together to capture him as one. Bruce denies it, but falters when the sirens advance on him, making no moves to either retreat or attack.

 

 

 

After they all put their hands on him to caress him and confront him with the truth that he had not fought back, Bruce confesses that they were correct, shamefully admitting that being in their hands was all he wanted and nearly breaking down into sobs at the thought of going another minute without them. He cries that he would happily give up being Batman if it meant that they would take him. The sirens are pleased by his admission, continuing to caress him as they support him so that he doesn’t fall apart before them. Harley says it was as they expected, finding him in this state without the pretense of his mission in the way. Catwoman tells him not to worry, stating that they would take him for themselves and give him what he wanted. Ivy shares her lipstick with the other sirens and implores Bruce to breathe in her pheromones. He eagerly consumes them, settling his nerves and giving himself totally to their whims.

 

 

 

The girls lead him back into his bedroom, continuing to fondle him and beginning to help him out of his clothes. After taking off his shirt, Harley shoves Bruce down onto his bed. Catwoman and Ivy sidle around Harley and tell him they are all so glad that he finally saw reason. They all crawl on top of him, kissing him indiscriminately all over his face and body. They take turns with his lips, giving him alternating samples of the addictive lipstick and their natural tastes.

 

 

 

Bruce is overwhelmed by pleasure, squirming as they kiss over his body and keeping his eyes shut in unabashed ecstasy. They begin to undress themselves separately while the other two stay glued to his face and body to continue the intimacy. Catwoman’s kiss is the most aggressive, Harley’s is the most playful, Ivy’s is the most passionate, and they all combine for the perfect blend to keep Bruce in perpetual heaven.

 

 

 

Dressed in only their undergarments, they all resume their sensual attack on their prey. Bruce can practically feel the metaphorical weight of his life as Batman flee from his hands and be replaced by the physical sensation of their flesh. He feels the hidden aches of his long-lasting injuries fade away and be replaced by the greatest of pleasures.

 

 

 

Their passion continues into the night, the sirens ultimately stripping all four of them down even further and strewing their last vestiges of fabric about the room. Bruce is nearly comatose from the paradise, the only movements he can muster are abstract graspings at whatever body part from whomever he can feel around him. He is no longer capable of knowing anything beyond the women who have taken control from him.

 

 

 

The sirens indulge in his and each other’s bodies. Bruce himself is unable to offer much in his state, but the thrill of dominating the Batman in his own domain is enough for them to want to keep this going forever. Their thrill only increases as his stamina depletes, feeling like their possession of him to be complete each time his closed eyes roll back into his head.

 

 

 

Later, well on the verge of passing out, Bruce feels the sweet taste of a new kiss on the lips enter his system. His eyes snap open, retaining the color swirl around him from the pheromones. He realizes Ivy has changed her lipstick, refreshing his energy and driving his senses into overload. In an instant, he becomes a much more active participant in the passion. Their complete dominance over him appears to wane a fraction as he begins to roll around the bed with them, but this only gives them more delight, giving them more of a challenge to tame him back to their pleasures.

 

 

 

In the end, they all win the challenge, the sirens collectively collapsing on top of Bruce as the four of them fall asleep. The sirens’ final thoughts that night revolve around the ways they defeated the Batman, sending them into blissful slumbers. Bruce’s final thoughts centralize on the completion of his true life mission, bidding goodbye to his previous life as Gotham’s protector and welcoming the start of his new life as the sirens’ toy once he awakens from the longest dream of his life.

 

 

 

Shortly before day breaks and the sun rises, Alfred comes to Bruce’s room, finding it strange that he had slept in so late. He discovers the trio of villainesses sleeping on top of his master. Alfred attempts to contain his shock at seeing them, but his motions cause Ivy to stir and sleepily gaze at him. Before he can do anything to either flee or shout, Ivy lazily unleashes her spores on him, silencing and calming him on the spot. Soundlessly, she gestures for Alfred to close the door. He does, leaving them alone. Satisfied, Ivy softly nuzzles her head back down on Bruce’s chest and drifts back to sleep.

 

 

 

In the afternoon, Batgirl arrives in the Manor to find Alfred and Bruce, not having heard from either one since the League of Assassins had retreated from Gotham. She sees Catwoman walking around the manor with a wine bottle in one hand, dressed only in her undergarments. Confused, she approaches her and asks where she could find Bruce. Catwoman directs her to the bedroom, implying that Bruce was undressed like her.

 

 

 

Batgirl decides to wait for him to come down when Catwoman promises to fetch him. While waiting, Ivy quietly directs her spores to flow toward the newcomer from behind. Batgirl’s stance slowly becomes looser until her arms drop to her sides and swing there lightly. Yawning, Harley shambles out of the bedroom to see what has happened, then smiles at Ivy’s handiwork, patting her on the shoulder before going back inside to take another afternoon nap with the still-sleeping Bruce.

 

 

 

That night, Bruce stands in the soon-to-be-redecorated Batcave, reconstructing the Batsuits- both his and Batgirl’s- for a fresh appearance with new custom wear. His eye color has changed from light blue to light green. Though the world would not know it, he is no longer the Batman come nightfall. Nearby, the sirens had come together with a host of ideas of what to call him. Harley threw out a joke name that caused them all to chuckle, but it slowly grew on them. They decided there was no better way to symbolize their control over him with the duties they gave to him after his business in Gotham than the name Harley had developed: the Sirenslayer.

 

 

 

Sirenslayer shows them his new outfit with the requests they had made for it. Catwoman loves his design complementing her own outfit, Harley appreciates how much more dangerous he looks for the three of them to conquer, and Ivy approves of how he had constructed his suit with the most environmentally-friendly metals he could find. They allow him to leave the cave to go on one of his patrols, but not before they each bestow a parting kiss upon him for good luck. As he leaves, the three of them turn their toward their own inclinations of what to do while Sirenslayer is away. Catwoman goes to scout out possibilities for her next heist and perhaps even backup Sirenslayer should he need help. Harley leaves to find some of her old friends to continue her fight against Joker and figure out what else she wanted to do on the fly. Ivy returns to using Bruce’s technology to research and assemble herself new spores before going to place two large tulips over the passive faces of Alfred and Batgirl.

 

 

 

Hours later, all of the sirens reconvene in the manor. Alfred and Batgirl have had their eye colors change to a light green as well rather than their entire eyes being filled with green like they were when first exposed to the spores. They return to their normal lives with no one the wiser, Batgirl having to wear corrective lenses around her family to prevent them from noticing.

 

 

 

Sirenslayer returns. He disrobes. He walks back up to his bedroom in the manor.

 

 

 

Bruce finds the sirens waiting for him in bed again, already down to their undergarments and their lips shining with Ivy’s new lipstick. He smiles at them, then enters his bedroom and closes the door behind him.

 

 

End

Notes:

These are the endings to the main game. Restart to find your path to all of them or to experience the story again, or check out the DLC content. Or, if you're interested, there's a bonus chapter for one of the endings at the end of this work.

Chapter 43: Revenge of the Boys (DLC)

Summary:

This DLC is an expansion to the main game, taking place over a single night after the conclusion of the previous chapters.

Notes:

(See the end of the chapter for notes.)

Chapter Text

DLC Content

 

 

 

Revenge of the Boys

 

 

 

This DLC content is an extension of the main game, but it assumes that Batman’s identity is unknown to both Harley Quinn and Poison Ivy (Catwoman’s knowledge of his identity is mostly irrelevant to this campaign), and that Catwoman is either with Batman or by herself at the end of the game (she cannot be reunited with Harley or Ivy or both). If the player’s game does not meet these conditions, the player will be allowed to use a brief story generator to determine how this DLC will start.

 

 

Unlike the main game where the player would have the option of pursuing whichever main campaign is available, this story is linear. There are some side missions, but all of these come back to a single composition. All quicktime events must be completed in order to either end a battle or avoid a game over.

 

 

Four days after the League of Assassins have left Gotham, a small contingent of assassins have returned to Gotham, replacing the appearing image on the Bat-signal with their symbol of the demon’s head to announce their presence. Whether or not he came to an agreement with Talia, Batman suspects that she has broken her pledge to stay out of the city and goes to combat them when they infiltrate Wayne Manor, sending an emergency message to Batgirl to join him as quickly as possible.

 

 

When he fights through the first group, a second group arrives led by Ra's al Ghul, who has returned from his latest death in search of him. Batman does not appreciate the home invasion, but is willing to listen to what Ra’s wants. He informs Batman that Talia had been the cause of his most recent death, deciding that his continued leadership of the League was no longer to her liking because she had wanted them to come out of the shadows and make themselves known to the world. Talia’s brief takeover of Gotham City Stadium forced his hand, making him decide that he would need to force the league back into hiding.

 

 

With regards to Batman, Ra’s proposes a mutually beneficial deal; after Talia had held up the stadium in a direct effort to coerce Batman in public, Ra’s says he would give him a second chance to combat him and his assassins in public and make it appear as if he had beaten all of them in an effort to make everyone think they had been permanently defeated. In exchange, Ra’s wants Batman’s help in tracking down Talia so she could be brought to justice, consequently taking her out of his way for any of his future plots. Before Batman can offer any answer, however, Batgirl arrives and answers for him, saying that they would not accept his help and would not help him in return.

 

 

Ra’s is displeased with Batgirl’s intervention, mockingly telling her that they could always force Batman’s hand by using her as leverage. Batman calls them off, telling Ra’s that if he wanted any help from him, he would leave Batgirl out of his way. Though she openly protests at his overprotective gesture, Batgirl ultimately allows Batman and Ra’s to continue their conversation.

 

 

Batman says that he does not know where Talia is and has no immediate plans to search for her unless she returns to Gotham. He says that his offer of mutual benefit would have to end with their public confrontation ending in the League’s “defeat.” Ra’s disagrees, insisting that his public defeat would only embolden Talia. After further debate, Batman offers a compromise.

  • If Batman parted with Talia on good terms, he tells Ra’s that he would help him convince Talia at a later time to relinquish her control of the League in exchange for Ra’s agreeing to permanently remain out of Gotham. Ra’s is reluctant on this offer, saying that even without his daughter’s interference, he still planned on catering order to whatever part of the world he saw fit. Batman insists that he would have to take the offer, reminding him that he wanted Gotham to forget about him anyway. Ultimately, Ra’s agrees, saying that he would do his best to honor his word, but it would be dependent on whether or not Batman was able to keep order in this city on his own.

  • If Batman parted with Talia on poor terms, he tells Ra’s that he would help him find Talia at a later time, but he would not allow Ra’s to punish his daughter on his own terms. He says that he would have Talia locked up in Arkham, asking if he was fine with his daughter being held there. Though Ra’s ultimately wants his daughter to return to his side and acknowledge his rule, he realizes that some time locked up among the very criminals the League detested could change her mind. Batman also says that he must remain out of Gotham once this matter was finished. Ra’s agrees to the compromise, saying that he looked forward to the end of it.

 

 

Ra’s tells Batman that he would orchestrate a public appearance from the League near the Monarch Theater within the hour. Batman expresses no reaction to the choice in venue, telling Ra’s that he better refrain from harming anyone else this night or their deal would be over. Ra’s agrees, but warns Batman that the confrontation with his warriors would be a true battle, and that defeating Batman could still serve his interests if he failed to win their confrontation. He trusts that Batman would be prepared for it, but advises him to keep his sidekick out of the battle. Content with their deal, Ra’s rounds up his warriors and departs the manor.

 

 

Batgirl demands to know why Batman had agreed to anything with Ra’s, knowing that a resurgent league under his command could continue their fanaticism around Gotham no matter what he had been promised. Batman assures her that Ra’s had always been transparent in his goals, and that like Talia, he also wanted Batman to join the League. Breaking his promise would not help him in that cause, and an immortal like Ra’s had little use for lies when they didn’t suit his needs. Batgirl is still dissatisfied with him dealing with those that threatened him, leading Batman to tell her that not every problem could be solved with violence.

 

 

Batman agrees to let Batgirl accompany him to the battle, the two of them heading there in anticipation of the assassins’ arrival. Shortly thereafter, over a dozen assassins converge on the streets, ordering the dispersal of all civilians as they occupy the venue in front of the theater. Ra’s- covering his face- is among them, dramatically announcing to the nearby citizens that Batman would have to fight them to finish their battle once and for all.

 

 

Batman and Batgirl reveal themselves, stalking toward the assassins to begin their contest. Ra’s expresses surprise that Batman would allow Batgirl to fight his battles, warning him that he would not take it any easier on the two of them because of it. Batgirl confidently proclaims that doubting her would be a big mistake, eager to begin their contest. Drawing his sword, Ra’s commands his assassins to attack.

 

 

Boss fight - Ra’s al Ghul: This battle commences with several of Ra’s assassins serving as either swordsmen and martial artists, though unlike the ones fought previously, Ra’s personal guard will have full immunity to individual combat takedowns. Additionally, the assassins are capable of switching between both fighting styles at any moment.

 

 

Ra’s will serve as a swordsman throughout the battle, though he will have three additional moves. First, he will have a mini-cutscene-causing chain attack (similar to Deathstroke’s chain attacks from Arkham Origins) that he will initiate on whichever character the player controls. Proper timing of the counters must be used to avoid damage.

 

 

Second, Ra’s will be armed with his own smoke pellets, which he will use to force Batman and Batgirl to trigger their detective vision. In the confusion, he is able to blend in among his fellow assassins and queue up an unblockable attack that will be disguised as one that can be countered (the attack flare will indicate that it can be countered, but blocking it will still allow the strike to land), where Batman/Batgirl will block a sword strike before a quick second strike hits. Ra’s can continue using this attack until the smoke dissipates. Additionally, once the smoke pellet is dropped, any downed assassins (up to seven to bring the total number of other enemies up to seven) will revive if there aren’t enough assassins in the fight.

 

 

Finally, Ra’s can use both throwing knives and shurikens, but these will have different rules depending on which character is targeted. Batman can block the throwing knives but not the shurikens while Batgirl can do the opposite. Batman counters by grabbing a throwing knife and throwing it back at Ra’s to hit him with the hilt in the forehead, while Batgirl grabs a shuriken out of the air and throws it back at Ra’s to hit him in the leg. The reaction windows for the ones that cannot be blocked are minimal, but countering the ones that can will result in a good deal of damage done to Ra’s.

 

 

Ra’s will be immune to all strikes, gadgets and individual combat takedowns at the start of the fight, though if all of his assassins have been downed, strikes will be available to cause damage until Ra’s drops a smoke pellet. The only way to damage Ra’s is through the use of counters and dual combat takedowns. Counters to the chain attacks and landed strikes will cause some damage, counters to the projectiles will cause more damage and dual takedowns will cause the most damage. The battle will continue until the health bar is drained and all of the assassins have been downed.

 

 

Once the health bar is drained and all other enemies have been defeated, a mini-cutscene ensues where Ra’s launches himself at the two of them in one final attack. This quicktime series must be completed by the player, or an automatic game over occurs. If a game over occurs here, the player will be taken back to the end of the battle with the health bar drained, but with seven of the other assassins still in the fight.

 

 

Quicktime event 1: Ra’s fires a set of throwing knives at Batgirl, forcing her to get out of the way while Ra’s brings his sword up to strike Batman.

  • Failure: Batman fails to get out of the way as Ra’s swipes his blade across Batman’s face, killing him instantly as Batgirl watches him fall to the ground in horror.

  • Success: Batman catches the blade with both hands, twisting it to the side and snapping it in half.

Quicktime event 2: Ra’s recoils from the broken blade, then turns around to face Batgirl with the half-sword.

  • Failure: Batgirl punches him across the face, but Ra’s uses the blow to spin around and return strike with the half blade. The swing catches Batgirl in the throat, gashing her arteries as a desperate Batman rushes to save his protégé to no avail.

  • Success: Batgirl punches him across his face and then kicks him from behind, sending him sprawling to the ground.

Quicktime event 3: Ra’s rolls through the fall, rebounding to his feet in front of Batman

  • Failure: Ra’s brings up the broken sword and stabs Batman directly in the chest. He cries out, futilely attempting to get Ra’s off him before Batgirl comes from behind and knocks out the assassin with a blow to the back of his head. Lowering him to the ground gently, Batgirl fearfully implores Batman to stay awake as his movements slow and his breathing stills.

  • Success: Batman once again catches the blade mid-swing, this time gripping Ra’s by his wrists and wrenching the broken sword out of his hands. Once he does, he smacks Ra’s in the jaw with the hilt, sending him back to the ground.

Quicktime event 4: Slow to rise, Ra’s reaches into his suit to grab his remaining projectiles as Batgirl stands over him.

  • Failure: Deceptively fast, Ra’s throws several shurikens at Batman, most of them embedding themselves deeply in his chest. Batgirl belatedly reaches toward Batman in shock as he falls to the ground, then reacts too late as Ra’s slips a knife into his hand, grabs her outstretched wrist and steps in close to stab her three times in the gut. Ra’s lets Batgirl collapse to the ground, inspecting the knife in his hand before smirking at the dying Batgirl.

  • Success: Batgirl quickly grabs his wrist, contorting his arm painfully to force him to drop the weapons. Batgirl remarks that she’d warned him not to underestimate her, then punts him in the head, knocking him out.

 

 

The battle concluded, Batman drags Ra’s unconscious body away from the Monarch Theater, telling Batgirl to secure the rest of them for the police while he takes care of Ra’s. He then grapnels up to a nearby rooftop with the assassin in tow. As the police cars arrive, Batman takes off Ra’s mask and awaits for him to awaken.

 

 

When he does, he commends Batman for winning such a hard-fought contest, and for training a student almost as well as he had trained him before he had become Batman. Uninterested in Ra’s praise, the vigilante warns Ra’s to keep to his promise to leave Gotham or else he would not help him with Talia. Ra’s swears to his word, avowing that his defeated assassins had known that they would suffer the consequences for failure had they lost and that he would make no move to try to free them. Honoring their deal, Batman allows Ra’s to leave, which he does quickly, leaping between rooftops to escape the scene. Batgirl soon joins him on the rooftop, joking that they should’ve taken the assassin’s mask off to let the public see him, as it had not been a part of their deal.

 

 

Their business with the League of Assassins concluded for the night, Batman offers his praise to Batgirl, telling her that she’d grown a lot since she had first started her training. Batgirl thanks him, but says that she suspects she still has a lot to learn. He agrees, but admits to her that he didn’t have all the answers, saying that some of them she would have to discover for herself.

 

 

Before he can bid her farewell for the evening, however, the police in front of the Monarch Theater begin to rapidly clean up the area, securing the assassins in police vans and driving off the scene. Confused at their rush, the two of them listen in on the police scanner and learn of a rapidly unfolding emergency at Gotham Mercy Hospital, though the first responding officers are unable to provide many details before they stop answering to the dispatcher’s requests for information.

The two of them arrive at the hospital as gunshots ring out inside. Dozens of occupants of the building have fled onto the streets as a fire alarm rings out from inside, though no fire nor smoke is visible. Batman questions an on-site officer if Firefly had gotten loose from his hospital bed, but he is told that Firefly was not the cause, as he had already been transferred to Arkham for continued treatment. He did not know the cause of the disturbance, but he had been told to evacuate the hospital building and keep civilians away before backup could arrive while his partner had gone missing inside.

 

 

Batman and Batgirl head into the hospital first, then head to the emergency room. On the way, they encounter several remaining visitors, none of them injured by gunfire but many of them terrified of their mere appearance and others left insensible in unintelligible babbling. Those that can stand attack the two of them in desperate swings and scratches, though they are no match for the two crusaders. Batman deduces that Scarecrow must be involved in whatever was happening, leading the two of them to mentally prepare themselves for any fear toxin they might encounter.

 

 

In the emergency room, they encounter more crazed people and find a single police officer inside shooting at some of them, affected by the fear toxin himself. He doesn’t appear to have killed anyone, but the two of them must chase him further into the hospital to subdue him before he has the chance. The two of them catch up to him near an MRI tube room with a glass door. They take away his sidearm and knock him out, but there, the two of them are ambushed by Scarecrow, who unleashes his toxin on the two of them in gaseous form.

 

 

Whichever character the player is currently controlling will alter the cutscene, as the player’s character will successfully get out of the way of the gas while the other will become exposed. If the player is controlling Batman, he will quickly fire a Batarang at Scarecrow, but the villain gets out of the way and locks himself in the MRI room. If the player is controlling Batgirl, she will cover up her face with her cape while Scarecrow confidently strolls into the MRI room and locks himself inside. The player’s character will then throw a Batarang at the water sprinkler in the ceiling and unlock it, causing the sprinkler to begin showering and help dissipate the remaining toxin in the air.

 

 

Boss fight - Batman/Batgirl: Whichever character the player is currently controlling will become their locked character for this boss fight, as the other character will become hostile while subdued by fear. Scarecrow will taunt the player and encourage the infected hero from the other side of the glass door during the fight, but he is otherwise not a part of this battle. Though the general rules for this fight are similar, there are a few differences in how the fight may go by each character’s fight.

  • If the player is controlling Batman, Batgirl will be immune to all strikes and gadgets; most of her attacks can be countered, though the anticipation windows of all her attacks will decrease in time over the course of the fight. Batgirl will also have a pair of unique attacks. The first involves her using her Batclaw to launch herself in a glide-kick at Batman, though this can be countered with proper timing. The second involves her performing an unblockable combination of five strikes that can continue in her attack even if Batman avoids the first strike, and she will continue to chain through her attacks if Batman is hit by any of them (Batgirl will track Batman’s location and continue the attack until all five strikes have been attempted).

  • If the player is controlling Batgirl, Batman will be immune to all gadgets and combat takedowns, and Batman will be able to block or avoid attacks if he is hit too many times in a row. Batman will also have a pair of unique attacks. The first sees him draw his fire suppression air cannon and fire it at Batgirl; this attack is unblockable and must be avoided, and it will also cause double the damage if Batgirl crashes into something in the room due to the blast. The second attack is another unblockable grab attack, which will see Batman lift her up into the air and throw her across the room if it lands. If Batgirl successfully avoids this attack, however, Batman will be vulnerable to a lengthier series of strikes than normal.

 

 

Once the health bar is drained, a mini-cutscene ensues where the two of them launch themselves at each other in one final attack. This quicktime series must be completed by the player, or an automatic game over occurs. If a game over occurs here, the player will be taken back to the middle of the battle with a halved health bar if a game over occurs.

 

 

Batman’s Quicktime event 1: Batgirl pulls out her Batclaw and fires it at Batman.

  • Failure: Batman is struck by the Batclaw, then is held still while Batgirl glides at him and kicks him flush in the chest. The blow sends him flying backward into and partially through the glass door, where Scarecrow quickly approaches the dazed Batman and injects him in the neck with his fear toxin. Batman is too slow to react, then begins seizing in fear on the ground as Scarecrow laughs in triumph.

  • Success: Batman manages to catch the head of the Batclaw, causing the rope to tighten when he jerks her toward him and letting him get close enough to grab her.

Batman’s Quicktime event 2: Batman wraps his arms under Batgirl’s chin and begins to blood choke her from behind.

  • Failure: Panicking, Batgirl brings up her explosive gel and sprays it blindly into Batman’s face. He falters back, struggling to wipe the gel off his face before a terrified Batgirl steps away and detonates the gel.

  • Success: Batman roughly brings her to the ground on her front, continuing to blood choke Batgirl as her movements become more and more distressed.

 

 

 

Batgirl’s Quicktime event 1: Batman charges at Batgirl, lowering his head in an attempt to ram her.

  • Failure: Batgirl is unable to effectively block, being hit into the air and launching through the glass door leading into the MRI room. Scarecrow jumps onto her and injects her with his fear toxin in the neck, causing her to begin violently seizing. Batman continues his attack on her while she fails to fight back, Scarecrow laughing at the display in triumph.

  • Success: Batgirl successfully gets her hands into position to absorb the charge, sliding back on her feet while Batman’s misplaced momentum sends him to the ground on his front before her.

Batgirl’s Quicktime event 2. Batgirl leaps onto Batman’s back and begins blood choking him.

  • Failure: Batgirl is unable to keep him floored, the weightier Batman successfully getting to his feet and defending well enough against the blood choke to give him time to ram her into the glass door. They go partially through it, but are disoriented enough by the impact that they fail to respond when Scarecrow injects both of them with his fear toxin, causing them both to begin violently seizing on top of one another.

  • Success: Batgirl keeps him pinned to the ground, holding him there as his motions become more and more distressed.

 

 

The player’s character will continue blood choking the other fighter until the struggles cease, then release just before unconsciousness. The defeated fighter will begin coughing, but will otherwise not resume combat, the effects of the toxin finally wearing off after the battle as the dust settles. The player’s character will check on the other, asking if the other needed any further help. Contented, the two of them stand to face Scarecrow.

 

 

Scarecrow mocks them for their battle, asking if they truly thought they had won after only fighting each other. Batman denies him, then demands that he give himself up now, as he was trapped in the MRI room. He refuses, threatening to douse them or anyone else in fear toxin if they tried to enter his room. Batman raises his air cannon on Scarecrow through the door, firing it. The blast shatters the glass and causes Scarecrow to accidentally cover himself in his own fear toxin, causing a reaction as he scurries against the far wall. Batman uses the air cannon again to dispel the remaining toxin in the air, allowing Batgirl to safely approach Scarecrow and subdue him. The two of them strap Scarecrow into the MRI tube and leave him to his terrors, signaling the all clear to the police outside that the situation had been resolved.

 

 

The two of them depart the area and remark on their battle. If Batgirl was the victor, Batman apologizes to her for losing control of himself. He also thanks her for saving him, leading her to say that she knew he would do the same for her. If Batman was the victor, he apologizes to her for hurting her and says that they should have been more careful with how they had moved through the hospital. Batgirl says that she was fine, but subtly asks him in return if he intended to keep her away from crime-fighting in the immediate future after this incident. He says that he still trusted her, using her earlier battle with Ra’s as proof of his faith.

 

 

Before the end of their evening, however, another disturbance in the city is reported by the police dispatcher. Two Face has returned to Gotham, coming for revenge against Harley Quinn for attacking his men. Whether or not Harley is in Arkham, though, Two Face decides that he could attack Harley’s men who were still on the loose left behind. Most troublingly, though, he decides he could attack one of Harley’s friends in Catwoman. Batman dispatches Batgirl to stop some of Two Face’s thugs around the city, telling her to meet him once again when he located Catwoman.

 

 

Side quests: There are a pair of skirmishes involving Two Face’s thugs attacking places once used by Harley as hideouts. Batman can intervene in these fights or just try to find Catwoman and let the police handle the rest. These side quests can be performed at any time before finding Two Face. Stopping the rest of Two Face’s thugs is not mandatory, but doing so will slightly affect the ending of the DLC.

 

 

In searching for Catwoman, some different scenarios will play out depending on how Batman and Catwoman parted in the main game.

  • If Catwoman had learned his identity (regardless of how she learned it), Batman will be able to simply call her and warn her that she was being targeted by Two Face, asking that she meet him in downtown Gotham.

  • If Catwoman did not learn his identity but parted with Batman on good terms, Batman believes that he can find her near her apartment, prepared to search for her there. Fortunately for him, he does find her there, but Two Face’s thugs arrive to capture her at about the same time. The two of them fight off the thugs together and leave the scene. He tells her to reconvene with him in downtown Gotham, then leaves to head there himself.

  • If Catwoman parted ways with Batman on poor terms after being liberated by the League of Assassins, he decides that he may be able to track her down using clues at her apartment. He arrives to investigate, but comes across several of Two Face’s thugs who have come with the same idea. He defeats them, then searches through her things. Ultimately, he finds a receipt for a recent stay at the Gotham Royal Hotel under a different name. He heads there and discovers her still in a room near one of the top floors. Catwoman is not at all glad to see him and prepares to fight him, but he offers her a nightlong truce as her life is in danger from Two Face. She consents, telling him that she would meet him in downtown Gotham.

 

 

Once Batman arrives at their designated meeting spot, he finds Batgirl waiting for him, asking him what the plan was to deal with Two Face. Catwoman arrives and repeats her question slyly. If Batman had offered his feelings to her and was accepted, Catwoman jokes that she was excited to take down their first villain as a team, questioning if the “kid” really needed to watch them together. If Catwoman had agreed to this partnership reluctantly, she says that she would only agree to do so much for him before she decided to strike out on her own. Otherwise, she says that she wants to make sure it hurts for Two Face coming after her.

 

 

Batman devises a plan to have Two Face expose himself so they could fight him directly. Batgirl says that Two Face still wanted revenge on Harley for attacking him, so perhaps there were ways they could find him by going through the territory that had been part of the violence. Catwoman agrees, but is uncertain as to how they might be able to draw him out without her revealing herself as if she planned on fighting him by herself. Batman agrees, saying that if she made her presence known, Two Face would come to attack her. He warns her that she would be putting herself at risk, but Catwoman says that she wanted to get to Two Face before he could do anything else.

 

 

The three of them arrive at the Hell’s Gate Courthouse in the northern section of his territory. Catwoman fights her way through a group of thugs guarding along the front, then strolls inside while the two others sneak in through the back door. Catwoman calls out for Two Face to come get her, but she is captured by several armed thugs, who surround her. Putting her hands above her head, she still confidently demands that Two Face come “half-face-to-face” with her. He does, unexpectedly coming out from the judge’s chambers to welcome her to Hell’s Gate. Catwoman expresses surprise at seeing him here, insinuating that she’d thought he was still hiding from Harley outside of Gotham. After a brief conversation leading to Two Face raising his coin to decide her fate, Catwoman signals to Batman to begin their attack.

 

 

Batman throws a smoke pellet into the ground, dropping from the ceiling to collect Catwoman and grapnel back up with her out of view. Two Face recognizes that Batman was here, ordering his thugs to fan out around the courthouse, lock all the exits and find them while he retreats into the judge’s chambers. A stealth segment ensues where Batman, Batgirl and Catwoman must work together to take down more than thirty of Two Face’s thugs in their search for them, able to coordinate their attacks to take down up to three thugs at once should they have the opportunity. The three of them will share a health bar, so damage to one will cause damage to all.

 

 

Once all of these thugs have been taken out, Two Face re-emerges with a high-powered, explosive shell shotgun and his nine remaining thugs in tow. In this section, the stealth segment continues, but Two Face’s weapon will cause massive damage if he manages to shoot one of them. Two Face himself cannot be defeated silently; he must be the final enemy remaining while the rest of his gang is taken out (he serves as a standard enemy in this section outside of the stronger weapon, but he cannot be defeated the same as them). When he is the final enemy remaining, the three of them can coordinate one final joint attack to take him down where Batgirl will drop on him from above, Batman kicks the weapon out of his grip and Catwoman wraps her whip around his neck with her heel on the back of his head.

 

 

Defeated, Two Face submits, saying he should have known better than to assume that Catwoman would agree to a fair fight. She presses his head further into the ground, telling him that a fair fight wasn’t beyond her if he wanted to be let up to be fought one-on-one. Two Face scoffs at her offer, saying that he could wait until another day. Batman reminds him that it was Harley that he wanted, telling him that coming after Catwoman had served no purpose. Two Face acknowledges that he might have been right, but he would have to follow the guidance of his coin. Snickering at his words, Catwoman stomps heavily on his head, knocking him out.

 

 

Batman calls for the police to come collect the gangsters, then thanks Catwoman for her help, but tells her that the police would still probably want to arrest her if they found her here. Catwoman gathers herself and agrees, withdrawing her whip and preparing to leave.

  • If the two of them are in a relationship, Catwoman blows Batman a farewell kiss and promises to see him back at his home later that evening. She leaves, not seeing as Batgirl rolls her eyes and says that she’s glad that she doesn’t live at his home with Catwoman coming and going. Batman has her help him deliver Two Face outside to hand off to the police.

  • If the two of them agreed to work together but are not involved romantically, Catwoman tells him that she did feel rewarded taking down Two Face and all, but this was not what she’d had in mind working together. Batman reminds her that she’d willingly put herself in danger to stop him, pointing out that perhaps she had known that she would do this after all. She concurs, then bids them goodbye. Batgirl admits she might have been mistaken about her and that she could see why Batman liked her, but Batman ignores her implication and has her help him deliver Two Face outside to hand off to the police.

  • If the two of them are on poor terms, Catwoman thanks Batman for doing this, but tells him that they are far from even in her eyes. As she walks away, Batman tells her that he was wrong about her, saying that he regretted locking her away. She hesitates, but doesn’t turn back to face him. Catwoman responds that they would see about that later, then departs. Batgirl asks him if he’d thought she would do anything stupid, leading Batman to deny it as he has her help him deliver Two Face outside to hand off to the police.

 

 

With Two Face in police custody, Batgirl wearily asks Batman if he thought anyone else wanted a piece of them tonight. Batman warns her not to tempt fate, as there had already been a lot of action. Sure enough, the police catch word of another of Batman’s villains back in town, reporting that Bane had been spotted in a high-speed chase down the bridge connecting Founder’s Island to Old Gotham. In a rush, Batman and Batgirl depart to track them.

 

 

They come to Old Gotham and search for the high-speed chase, finding a pair of large armored cars fleeing from several squad cars. The rear armored car’s doors open to reveal Bane holding a rocket launcher. He fires it at the road in front of the leading police car, causing a wreck as the two lead police vehicles both crash into each other. Batman quickly sends Batgirl to rescue the officers in the wrecked vehicles before the fire encapsulates their cars while he continues the chase.

 

 

Batman chases the armored car for about a minute, during which Bane reloads his rocket launcher and fires it at the remaining police vehicle. Batman must land on the roof of the remaining police car and use the air cannon to deflect the rocket launcher into the air. Bane grimaces, then grins at the sight of Batman as the vigilante stands to full form on top of the car and grapnels onto the armored car.

 

 

Batman pulls himself to the armored car and launches himself inside at Bane, knocking him back into the car fully to engage in close quarters combat. In the tight confines of the armored car, however, the much larger Bane easily gains the upper hand, pressing Batman against the wall and beginning to choke him. Unable to free himself conventionally, Batman hastily throws a Batarang out the open doors of the vehicle. Bane grins again at the apparently useless defense, but the Batarang rebounds back to the vehicle and embeds itself in the rear right wheel. The vehicle jolts, then turns onto its side as the driver fails to compensate for the damaged wheel. The armored car then rolls repeatedly end over end before finally coming to a stop against an entrance to the subway.

 

 

Batman is the first to rouse, dragging himself out of the vehicle and noting the stopped police car nearby. Batgirl drops to the ground before him as he exits, helping him to his feet and complimenting him on the “nice throw” he’d made, asking if he’d show her how to do that some time. The weakened Batman asks about the two crashed police vehicles, Batgirl confirming that she’d managed to rescue all four officers from the wreck. She then comments that the second armored car had not stopped for Bane, driving off into the distance.

 

 

He asks Batgirl to collect the driver while he recovers, but Bane suddenly emerges from the armored car, this time using his Venom supply and sending both of them to the ground. He prepares to stomp on them, but comes under fire from the police officers. Their bullets either fail to penetrate his body armor or seem to cause little damage to his exposed skin with him drugged on his Venom. Annoyed more than pained by their firing, Bane rips one of the doors off the armored car and uses it as a shield until they stop firing. Once they do, he throws the door at them, hitting their car that they were using for cover causing it to skid sideways into both of them.

 

 

Bane squares up to attack Batman again, but Batgirl recovers first, firing her Batclaw at Bane’s front to use him as an anchor to pull herself up to him. She lands with both feet standing on his shoulders, then wraps the line around his neck several times and begins to strangle him. Bane strains, but bashes himself into the side of the overturned armored car, throwing Batgirl overtop it from the impact. With the rope still around his neck, he prepares to capsize the armored car on top of her, but Batman jumps onto Bane’s back, grabs the line and resumes strangulation.

 

 

He tries to slam Batman into the armored car, but Batman swings himself around Bane’s neck to continue strangling him from the front. The vigilante lets himself drop to the ground with the rope still in his hand, then rolls away to pull Bane prone to the ground. Before Batman can continue strangling him from on top of him, however, he sees the second armored car returning out of the corner of his eye. He turns to face it, finding it coming directly for him.

 

 

Left with no other choice, Batman releases his hold of the rope and leaps out of the way of the armored car just before it can hit him. The rope gets tangled up in the car underneath as it drives past him, causing it to be yanked to the side, dragging Bane away with it with the line around his neck. The armored car then crashes into the subway entrance, falling down the flight of stairs and through the tunnel gate.

 

 

The occupants of the vehicle appear to have all survived, though they are all disoriented. Batman then sees Bane struggle to his feet, finally freeing himself of the rope around his neck. He orders all of his soldiers to follow him into the subway to escape, carrying a large, obscured object with him as he flees. Batman and Batgirl regroup, Batgirl confirming that the driver of the first crashed vehicle had survived along with the two police officers at the scene. Recovering their strength, the two of them follow Bane and his men into the subway.

 

 

They catch up to Bane on the first subway platform, several civilians fleeing away in both directions. Batman gets a better look at the large object Bane is carrying, seeing a container with a label on it that displays the symbol for biohazards. He tells Batgirl to be careful near it, not knowing exactly what is inside and being unable to tell with his detective vision. Bane notices that the two of them had arrived on the platform and sets it down on the ground, preparing to fight again and triggering a boss battle.

 

 

Boss battle - Bane: There are several factors in this boss fight that are unique to this place. First is the environment, where Batman and Batgirl must avoid falling onto the tracks when trains go by, not stopping amid the emergency on their platform. Getting hit by a train results in an immediate game over.

 

 

Second is the surrounding enemies. There are nine soldiers accompanying Bane, three of them armed with rifles. These soldiers are better trained than the average thugs, so they will be ready to fire their weapons much more quickly than others would be; it is advisable to target whoever is holding the weapons quickly and disable the rifles if possible, lest other soldiers pick them up when they fall to the ground.

 

 

Finally, Bane himself is an entirely unique enemy. He is immune to all strikes and gadgets, and none of his moves can be countered. The only way to damage him is by using individual and dual combat takedowns, dual takedowns causing more damage. The battle also must end with a dual combat takedown.

 

 

Bane uses four attacks in this battle. The first is standard strike that must be avoided; failure to dodge these standard strikes will result in greater damage than strikes from the other enemies. The second is a leaping smash into the platform in front of whichever character the player is controlling; the player must time the dodge to be off the ground when the attack is initiated (the character the player is not controlling will automatically dodge these attacks). This attack will floor any enemy within range and will cause more damage. His third attack is a charging attack, where he will charge at whichever character the player controls. The player must avoid it, with some consequences depending on positioning and timing.

  • If the player allows Bane to fall on the tracks when the train is not coming, Bane will not take any damage, but he will be out of the battle for a few seconds as he climbs back onto the tracks.

  • If the player allows Bane to fall on the tracks when the train is coming, he will quickly scurry back up to the platform, but he will still be grazed by the train, causing more damage to him than a takedown would.

  • If the player allows Bane to crash into a train passing by the station, Bane will bounce off it and fall to the ground, rattling the train but not stopping it. This does not cause as much damage, but can give the player a few moments without having to worry about Bane’s attacks.

The fourth and final attack is a grabbing attack. It can be avoided, but if it is not avoided in the limited reaction window, the player will automatically switch to the other character and must stop Bane from finishing the attack with a combat takedown, but the player’s combo will be reset to zero and must be rebuilt quickly to make the takedown available. If the player does, the newly-controlled character will save the other from being crippled by Bane with a knee to the spine. No damage will be sustained by either the player or Bane, but it will keep the battle going. If the player fails to rescue the other character, Bane will snap the vigilante’s spine and dump the broken body onto the train tracks just as another train arrives, running over the defeated hero and triggering a game over.

 

 

Until Bane’s health bar is drained, Bane’s soldiers will continue to revive (should their number fall below four), allowing the player to continue chaining combos to build up both individual and dual combat takedown opportunities. Additionally, Bane is capable of picking up downed enemies to get them back into the battle sooner if the player is too far away from Bane and he is close to a downed enemy. When the health bar is fully drained, the player must execute one final dual combat takedown on Bane once all other enemies are defeated (the dual combat takedown meter will auto-fill if necessary when all enemies are downed).

 

 

Once the health bar is drained and all other enemies have been defeated, a mini-cutscene ensues where Bane launches himself at the two of them in one final attack. This quicktime series must be completed by the player, or an automatic game over occurs. If a game over occurs here, the player will be taken back to the end of the battle with the health bar drained, but with all of the other soldiers still in the fight.

 

 

Quicktime event 1: Bane charges toward them as they stand side-by-side, a hand outstretched for each vigilante.

  • Failure: Bane catches both of them in his hands, lifting them up in the air by their throats and crumpling their necks. He drops both of their lifeless bodies on the ground, smirking at their unmoving expressions of shock.

  • Success: The two of them quickly roll under the outstretched hands, coming up behind him and jointly kicking him in his calves. Bane falls forward to his knees, but is able to quickly recover.

Quicktime event 2: From his knees, Bane wildly swings with a backfist at the two of them.

  • Failure: The shot hits both of them, sending them flying onto the nearby train tracks. A train comes by quickly, running both of them over before they can recover as Bane stands to watch.

  • Success: Batgirl evades the shot with another roll under the arm while Batman leans in and just manages to catch Bane’s arm at the elbow, causing Bane’s arm to painfully twist from its own momentum. Batgirl stands up behind Bane and nods toward the tracks for Batman, seeing the train coming.

Quicktime event 3: Batman and Batgirl help Bane to his feet and try to shove him into the incoming train.

  • Failure: Bane easily halts their push, then uses his good arm to throw Batgirl onto the tracks just as the train passes. Batman belatedly reaches toward her in anguish, then fails to get out of the way as Bane punches him square in the jaw, breaking it and killing him instantly. Exultant in his victory, Bane steps on Batman’s chest, crushing ribs as he walks over him.

  • Success: Using all of their might, they push him directly into the side of the train as it passes. Bane hits face first, stunning him. Bane covers up his head with his remaining good arm, stumbling away from the two of them.

Quicktime event 4: Batman and Batgirl charge toward Bane from behind as he lowers his hand from his head.

  • Failure: Bane suddenly jumps and smashes the ground, making both vigilantes fall from the short tremors. He jumps again, this time landing with all of his force on Batman’s back, crunching him into the platform with barely a wheeze escaping Batman’s mouth. Batgirl cries out in terror before Bane reaches out, lifts her up by the top of her head with his one hand, and scrunches it between his fingers. He lets the body fall to the ground, inspecting his handiwork.

  • Success: Bane leaps into the air and smashes into the ground, but both Batman and Batgirl anticipate the move and leap onto him before he fully lands and tackle him onto his front. Pinning him to the floor, Batman uses his gauntlet to sever the main feeding line for Venom into the back of Bane’s skull. Weakening, Bane’s movements slow down before Batgirl leaps off Batman’s shoulders and lands feet first on the back of Bane’s head, drilling it into the floor and rendering him unconscious.

 

 

With Bane defeated, Batman secures him as best he can by tying a rope around his leg and hitching it to the ceiling, hanging him by the ankle. The police then flood onto the platform, rushing to secure the rest of Bane’s soldiers. Batman then stalks toward the biohazard container that Bane had stolen, checking it for what might be inside. After determining that it is safe to open, he unlocks it to reveal several vials of blood. Scanning the contents with his detective vision, he determines that these blood samples were taken from the officers infected with Poison Ivy’s new Venom formula. He surmises that Bane had meant to synthesize Ivy’s version of the drug for himself from these samples, making himself even stronger and faster than he was when on his usual version.

 

 

Batman and Batgirl take the blood samples away from the scene and exit the subway station. Exhausted from having to deal with several different villains in such short order, Batgirl proposes that they turn in for the night. Batman agrees, hoping that their work for the night was done. Before separating, Batman once again tells Batgirl that he was proud of her for her efforts tonight. She thanks him, saying that she wanted him to be proud and would continue to try to keep it that way. He reminds her to take care of herself first and that he would always be on her side.

 

 

Just as he prepares to depart, however, he notices a faint red dot trailing itself down Batgirl’s cowl toward her cheek. Acting quickly, Batman drops a smoke pellet and tackles her to the ground, just getting out of the way as a loud sniper shot rings out and a bullet flies past their heads into the ground. Batgirl grabs her own smoke pellets and throws them behind Batman, warning the police officers to all take cover. A second sniper shot rings out, but neither of them are hit as they bolt from the ground and grapnel up to a rooftop away from the smoke.

 

 

They take their own cover behind rooftop air conditioning units, trying to locate the source of the firing as the smoke in the street dissipates and the police officers do the same. Batgirl prepares to launch another smoke pellet to move to a different rooftop, but Batman waves her off, thinking that the sniper might have already fled. Testing his theory, he steps out from behind cover and peers in the direction from which the red dot had come. Using his detective vision, he still cannot see anyone in that direction on either the ground or the rooftops. Batgirl uses a remote-controlled Batarang to serve as a quick moving camera, but she too cannot find the sniper.

 

 

Asking Batgirl to continue serving as a lookout for the shooter, Batman drops back down to the street, confirming that none of the police officers in the area were injured but warning them to stay vigilant. He locates the site of impact for both sniper shots in the street, using his detective vision to recreate the angle from which both of them had been fired. He directs Batgirl to redirect the remote-controlled Batarang along the bullets’ flight path as far as they go. From several hundred yards away, Batgirl finally locates what appears to be an empty sniper’s nest on the top of the bridge Bane had crossed earlier. From this distance, Batman determines that the only sniper who could have made a shot even come close was Deadshot.

 

 

Batgirl recovers her drone and pulls out her grapnel to follow Batman to the nest, remarking that “this better be the last one.” They meet there, Batman this time serving as a lookout to let Batgirl analyze the scene. Using her detective skills, she determines that the nest had been occupied by not one, but two people, though only one had fired the shots. She determines that the two of them had used the rope left in the nest to climb up top to the bridge, then had fled the scene using parachutes to glissade out back onto Founder’s Island by the appearance of the dropped chutes in that direction. Batman commends her analytical skills and says he came to the same conclusion.

 

 

The two of them glide down to the parachutes, searching for any sign of them. Inspecting the fabric of the parachutes, Batman discovers a tracking signal, then examines it to trace it back to its source. He finds the signal to be emanating from Port Adams, just a few blocks away. Batgirl remarks that it was definitely a trap, asking if they really needed to march right to them. She suggests that they use the Batwing to divert attention so that they can get close to Deadshot; he agrees, relaying Alfred to control the Batwing remotely while they go in on foot.

 

 

At Port Adams, the Batwing flies in twisting, circular patterns around the location of the tracking signal, the aerial masking function causing vertical planes of blurs in the space between it and the ground. As they get close, Batgirl throws her remote-controlled Batarang to scout out the area, but it is shot out of the air after a few seconds, confirming that Deadshot is in fact present and is aware of their location. The two of them take cover, hearing Deadshot call out to them from somewhere deeper in the port, mockingly asking them to show themselves to make it easier for him. The civilians evacuate at the sound of the gunshot, all running for cover or the exits of the port. Using their detective vision, they pinpoint his location on top of one of the shipping cranes, dug in another sniper’s nest.

 

 

Boss fight - Deadshot: This part is not a true boss fight, though the gameplay will switch from a guided camera angle behind the player’s shoulder to a wide-angled, third person perspective that shows Deadshot’s red laser hovering over their locations. To defeat Deadshot, the player must take advantage of the air distortions that the Batwing provides and some Batarangs to get both Batman and Batgirl closer to his location.

 

 

They must move from cover to cover, the character that the player is not controlling automatically hiding behind the nearest cover and waiting until the player resumes control. Cover opportunities are mostly reliant on the use of the storage containers, whether they be in stacks or are being automatically moved by the transport machinery. Dropping a smoke pellet can also be done to disguise movements, but with the relatively limited range of the smoke and the recharge times associated with them, it is unlikely the player will want to only use them. The distortions in the air can also be used as opportunities to move, though their only effect in gameplay is a slight delay in the time it takes Deadshot to shoot; his shot will still be accurate if the player is not behind cover. The red laser will show which character Deadshot is targeting, making it advisable to switch to the other character and move closer with that one. There are also moments where having Batgirl use a remote-controlled Batarang to draw away Deadshot’s fire and drain his ammo to force a reload can be used to get Batman closer to him.

 

 

When the two of them make it to the shipping crane next to Deadshot’s location, the player must use Batman as a distraction while having Batgirl throw a remote-controlled Batarang to hit the mercenary from behind. The Batarang stuns him, giving Batman enough of an opportunity to grapnel up to his nest and grab the sniper rifle from out of his hands.

 

 

Deadshot abandons his position when faced with Batman, jumping off the crane and using the cables to descend to the stacks of containers below. Batgirl pursues him, knocking him off his stack and sending him down to the pavement, though he lands well enough to begin running immediately. He leads the two of them deeper into the port, stopping in a more open area. As they catch up to him, he stops, turning around and firing at both of them using his wrist-mounted firearms. Their armor deflects a few of the lower-caliber bullets as they separately get behind cover. Deadshot tells the two of them that they had been more trouble than they were worth, remarking that he should have upped his price. Batman questions who hired him, but he refuses to give up his client.

 

 

At that moment, Batman suddenly rolls out of the way as he senses an attack from above. The attacker comes down with a swing of a broadsword, making him step back into Deadshot’s line of fire before Batgirl flanks around Deadshot and hits him from behind, throwing off his aim. Deadshot grabs Batgirl’s attempted second strike, shoving her back toward Batman, while Batman is knocked backward by the new attacker: Deathstroke.

 

 

Batman and Batgirl stand back-to-back, sizing up their opponents. Batman taunts them, asking if they were teaming up for safety in numbers. Deadshot taunts back, saying that Batman was doing much the same thing bringing in Batgirl to fight his battles. Deathstroke resents working alongside someone else for this job, but insists that he would be able to kill both of them if given the chance.

 

 

Boss fight - Deadshot and Deathstroke: This is the true boss fight encounter, pitting Batman and Batgirl up against the two mercenaries. Deadshot and Deathstroke have two different health bars, and both require different tactics in combat.

 

 

Deathstroke is immune to all gadgets except for the Batclaw thanks to his armor and poise, and his vulnerability to strikes is limited (similar to his boss fight in Arkham Origins, though he is also able to block strikes in addition to entering chain counter sequences). If attacked by both heroes at once, he cannot block all attacks, but Deadshot will intervene with his wrist-mounted firearm. All of his strike attacks can be countered, but they require more precise timing than most blockable attacks. Deathstroke has his own wrist-mounted firearm, though he will only use it if Batman and Batgirl are both attacking Deadshot. In addition to his basic strikes and chain attack sequences, Deathstroke also has a special attack where he will target the character not controlled by the player; this attack cannot be interrupted by the player without switching characters (as in, if Deathstroke is targeting Batgirl with this attack, the only way to avoid taking damage is to switch characters to either counter or dodge the attack). The tell for this attack will be an over-the-player’s shoulder camera cut to Deathstroke as he charges toward the other character.

 

 

Deadshot is immune to all gadgets except for the air cannon Batman uses (being able to shoot any Batarangs and Batclaw heads out of the air), and his vulnerability to strikes is limited, being able to block attacks if he is hit too many times in a row by the same character and responding with his own counter if the player continues to attack the block. If attacked by both heroes at once, he cannot block all attacks, but Deathstroke will intervene with his wrist-mounted firearm. Deadshot will offer a few chain strikes similar to the martial artists, though they don’t require the same precise timing that Deathstroke requires. Most of the time, he will attempt to use his wrist-mounted firearms on whichever character the player controls; in order to avoid these, the player must use precise timing in dodging or use the air cannon (if controlling Batman) to deflect the bullets. Deadshot also has a special attack where he will aim at the character not controlled by the player; this attack cannot be interrupted by the character controlled by the player without switching characters (as in, if Deadshot is targeting Batman with this attack, the only way to avoid taking damage is to switch characters to either dodge the fire or use the air cannon). The tell for this attack will be an over-the-shoulder camera cut to Deadshot as he charges toward the other character.

 

 

Both enemies are susceptible to individual and dual combat takedowns, though it is difficult for lesser skilled players to build enough of a combo for the former. Dual takedowns performed on Deathstroke will see Batman and Batgirl attack him from both sides before throwing him toward Deadshot, interrupting whatever shot he may have attempted. Dual takedowns performed on Deadshot will see Batman and Batgirl each get close enough to grab him and drive him into the ground, then pick him up and throw him at Deathstroke to prevent him from firing at them. Dual takedowns will cause the most amount of damage of any attacks, though it is possible for the player to win this fight without using any of them. The player must drain both health bars to win the battle; if one health bar is drained, the battle will continue until both have been drained with no consequence to that enemy.

 

 

Once both health bars have been drained, a mini-cutscene ensues where the two mercenaries launch themselves at Batman and Batgirl in one final attack. This quicktime series must be completed by the player, or an automatic game over occurs. If a game over occurs here, the player will be taken back to the middle of the battle with the health bars of both mercenaries reduced to half.

 

 

Quicktime event 1: Deathstroke comes in from behind Batgirl with his broadsword raised high above his head.

  • Failure: Batgirl never sees the blade coming, Deathstroke chopping it deeply into her collar from behind as Batman is too late to rescue her. He rushes forward belatedly, but Deathstroke withdraws the sword and kicks Batgirl into him, distracting Batman enough for the mercenary to lunge and stab Batgirl and Batman through their chests in the same move. He withdraws his sword, allowing both dead bodies to collapse together.

  • Success: Batgirl fades out of the way of the chop, grabbing Deathstroke’s wrist and flipping him over her head. He rolls in the attempt, but Batman punts him under the chin as he comes up, stunning him and sending him scrambling to get away.

Quicktime event 2: Batman turns around to see Deadshot reloading his wrist-mounted guns, preparing to fire at them.

  • Failure: Batman charges toward Deadshot, but he is too late to stop him from reloading and raising both arms up to fire. Deadshot shoots Batman several times in the chest to slow him down, then one final time through his exposed face to kill him. Batgirl watches in horror as Batman’s body hits the ground, then fails to react as Deadshot follows up with a shot through her chin, killing her as well.

  • Success: Batman spins backward and throws a Batarang in each hand at Deadshot, arcing toward him in opposite directions. Deadshot spreads his arms out toward both projectiles and shoots both of them out of the air, but they distract him for long enough for Batgirl to launch her Batclaw at him, then pull herself to glide-kick him in the chest.

Quicktime event 3: Deadshot and Deathstroke stumble to stand side-by-side, then both rush toward the vigilantes.

  • Failure: Batman manages to tackle Deadshot as he targets Batgirl, but Deathstroke takes him from behind and quickly slits Batman’s throat with the sword. Batgirl jumps on top of Deathstroke from behind, only for Deadshot to shoot her in the throat from underneath Batman. The two heroes choke to death on their own blood, lying beside one another as the mercenaries regain their feet and stand over them.

  • Success: Batman manages to tackle Deadshot as he targets Batgirl, then Batgirl slides underneath Deathstroke to trip him onto his front, making him lose the sword. Batman leaps and bounces off Deadshot’s body and onto Deathstroke’s prone form while Batgirl flips to land on top of Deadshot.

Quicktime event 4: Both mercenaries struggle, trying to get their hands free to use their wrist-mounted firearms.

  • Failure: Both villains simultaneously aim at the other’s captor, with Deadshot shooting Batman and Deathstroke shooting Batgirl. At close proximity, the bullets easily penetrate their armored cowls, killing both of them instantly. The two villains uneasily eye one another, but stand beside each other over the new corpses.

  • Success: The two heroes disarm the villains of their weapons, ripping the wrist-mounted weapons off and throwing them away. Batman subdues Deathstroke with an elbow pressed against the back of his head into the ground while Batgirl knocks out Deadshot with an elbow strike to the face.

 

 

The battle concluded, Deathstroke demands to be let up so they could finish the fight properly. Batman denies him, saying that he’d already lost and he knew it. Batgirl applies handcuffs to Deadshot, telling his unconscious body that he was “damn right” that the two of them were more trouble than they were worth to him. Batman gives Deathstroke an opportunity to reveal who he was working for that wanted them dead. The mercenary refuses, but hints that their employer would be coming back to Gotham “very soon.” Seeing no point in continuing the conversation, Batman removes Deathstroke’s helmet and signals for Batgirl to knock him out, which she does with a giant stomp to his dome.

 

 

The two of them call for the police to arrive, which they do in short order. The police confiscate all of the weapons and detain the two mercenaries, who are arguing with each other about whose fault it was that they failed and pledging to kill the other rather than work together again. They are loaded into separate police vans for their own protection when they nearly come to blows. Finished in the area, Batman and Batgirl grapnel up to the Batwing and depart.

 

 

 

 

Ending

 

 

The Batwing returns to the Batcave, the two heroes disembarking in their exhaustion. Alfred welcomes them, offering to tend to their wounds though both politely reject his help. Exhausted, Batgirl takes off her cowl and remarks that this was the longest night of her life. Batman praises her performance tonight, telling her that she was strong enough to handle it all. He further says that he trusted her after watching her demonstrate all of the skills he had trained her to develop, saying that he had little left to teach her. Thanking him one more time, Batgirl hugs Batman, saying that even if he didn’t think he could teach her, she would always value what she had learned from him. She leaves him in the Batcave, telling him she would be back tomorrow.

 

 

As Batman disrobes his suit, Alfred remarks on the effect he had on Batgirl, saying that he could definitely have a positive impact in Gotham through people like her. If Batman offered to reform any of the sirens in the main game, Alfred also brings them up as proof that he could win in his crusade if he kept the course. If he locked up all three main sirens, Alfred instead tells Bruce that he could stand to try affecting his foes in the same manner, since his current approach was not having much of an impact. Either way, he commends Bruce for his efforts, bidding him a good night’s rest that he’d earned. If he is in a relationship with Catwoman, Bruce finds her waiting for him at the exit leading back into Wayne Manor. She asks him if he was all done for the night, leading him to smile and say “not yet” before the two of them head back upstairs to his bedroom.

 

 

In a separate location, a nervous-looking police officer walks uneasily through a building littered with strange-looking devices and imposing thugs. None of them attack him, but he is clearly intimidated by them as he walks unopposed through their ranks. If Batman did not stop Two Face's thugs from attacking Harley's thugs, many gangsters from both sides of the skirmish are here, though they appear to be on the same side now. Two of them open a set of doors for him leading into an office room covered in party favors and spray paint. They shut the door behind the officer, as he approaches a man sitting behind a desk with his chair back turned.

 

 

The officer reluctantly informs the man that both Deadshot and Deathstroke had been captured, but quickly adds that the contents of the other armored car had been recovered, despite Batman taking the other vehicle’s container from Bane. The officer says that Poison Ivy’s new Venom formula would take time to be extracted from the blood samples, though he wonders why he had interest in one of Bane’s projects. The man in the chair turns around, revealing himself as Joker. He grins, explaining that it would be all part of his “finest joke yet.”

 

 

 

End of Revenge of the Boys

Notes:

I had some fun with this story direction, and I have some ideas for more. Let me know if you want to see them.

Chapter 44: War of the Weird (DLC)

Summary:

Plot summary of DLC War of the Weird, the second mainline expansion.

Notes:

Happy New Year, everyone.

(See the end of the chapter for more notes.)

Chapter Text

DLC Content

 

War of the Weird

 

This DLC content is the second mainline extension of the main game. It is a direct sequel to “Revenge of the Boys,” though the connection between them is minimal. Hence, as with the previous expansion, it assumes that Batman’s identity is unknown to both Harley Quinn and Poison Ivy; Catwoman’s relationship with Batman will lead to some different story paths in this expansion, but she must be either alone or with Batman (she cannot be reunited with Harley or Ivy or both). If the player’s game does not meet these conditions and the player skipped the previous DLC, the player will be allowed to use a brief story generator to determine the starting conditions in this story.

 

The structure of this DLC will be further explored later, but generally, it is possible to skip much of the content if the player is able to trigger the ending of the DLC without engaging with any of the individual missions. There are also settings within this DLC that allows the player to enable speedrun and permadeath features, encouraging such players to aim for high scores.

 

The day after the ending of “Revenge of the Boys,” Bruce awakens in his bed with a start. He looks to his left and sees the time on the clock is 6:05 A.M., matching up the time he is supposed to be asleep, but he clearly senses something is wrong.

 

  • If Batman is in a relationship with Catwoman: Bruce looks to his other side to find Catwoman sleeping soundly still. Careful not to wake her, he slides out of bed on his left, leaving the covers draped over her.

 

  • If Batman is not in a relationship with Catwoman: Looking about himself warily, Bruce quickly sits up and slips out of bed, not caring as the blankets lay messily across the mattress.

 

 

 

Bruce steps into a room alongside his bedroom, allowing him access to a glass door separating him from a balcony overlooking Gotham mainland. Gazing out across the city with trepidation, he notices a flash of green reflecting from the city river that quickly disappears. Blinking out his apprehension, he turns away from the balcony and determinedly stalks back into his other room.

 

Elsewhere in Gotham, a different shade of green flashes on repeat against an icy wall. Mr. Freeze- fitted inside of his zero-temperature containment suit- is seen in his lab electrifying a large capsule, manipulating the current to get an emerald liquid within to light up and sparkle. After achieving a steady sparkle, Freeze deactivates his machine, reaching out with a gloved hand to hesitantly take the capsule. Gazing at it mournfully, he bows his head toward it, murmuring that he had to try it.

 

After a moment of careful handling of the capsule, Freeze turns and approaches his wife’s cryo-chamber. The scientist inspects her vital signs within the chamber, finding them to be stable but weak as per normal. Sighing heavily, Freeze inserts the capsule into a slot in the machine, twisting it to the side to lock it in. 

 

The capsule opens within the cryo-chamber. The sparkling emerald liquid immediately vaporizes into a visible green smoke, spreading about the inside of the chamber. Freeze’s eyes flick back and forth between the transparentizing gas and the vital signs readout, the latter of which showing an elevation to her normal heart rate. It rises above the average resting heart rate of a sleeping human, but still within manageable levels.

 

The gas stops fluctuating and settles as part of a crystalline, emerald glass chamber. Freeze closes his eyes, but is quickly surprised by an audible alert from the chamber that the temperature within was rising on its own. Acting quickly, he tries to reverse the process, but his inputs on the controls have no effect as the temperature continues to rise.

 

Freeze tries to quell his panic as the chamber hisses, huddling down close to the control panel to try to reverse the process. He prepares to execute a rapid cooldown, but stops still when the vital signs on the readout indicate that the occupant within is waking up. Freeze hesitates, looking at his wife’s face as she appears to be painfully waking up as if coming around after surgery.

 

His hesitation lasts long enough to allow the chamber to automatically depressurize, releasing some of the green-tinged gas into the air around them before it dissipates. Frightfully holding still, Freeze instead opts to cancel the reset and directs the cryo-chamber to open. The scientist lifts his mask as the pod unseals, slowly tilting the occupant within from a horizontal position to a diagonal setting.

 

The glass fully retracts to the edges of the chamber, letting Freeze fully gaze upon his wife for the first time in years. She begins to stir further, tightening her facial muscles and pulling in her core. Freeze steps closer to her, hesitantly asking her if she could hear him.

 

At last, Nora Fries opens her eyes. Pained and confused after coming out of cryostasis, she does not appear to have understood the question. Nevertheless, Freeze is flush with emotion at seeing his wife awake. He scans her figure, seeing how her skin appears to quickly recover its color despite the chilled room temperature. He grabs her hand, trying to comfort and orient her with his presence.

 

Nora appears to briefly recognize him through his visor at the touch. Affirming her happily, Freeze again checks her vital signs, finding them to be elevated but still within safe levels. 

 

After trying to comfort his wife, Freeze asks Nora if she can hear him a second time. She responds yes, but says that “it hurts.” He asks her what hurts exactly, she says “everything.”

 

Suddenly, the monitor flares, indicating unsafe vital signs. Nora curls up in agonizing pain, crying out and begging for her husband to make it stop. Freeze hesitates, entranced by how her skin- which had appeared to be getting healthier- develops a new red tint as if she was deeply sunburned. At the same time, her veins begin developing an emerald highlight, beginning to glow in the dim lighting.

 

Freeze tries to soothe her and tells her to hold still while he puts her back into cryostasis, but she continues to writhe, incoherently pleading for him to make it stop. He rushes to input the reset command he had belayed earlier, Nora’s veins glowing brighter and brighter. Freeze tries to get the chamber to reactivate, but it rejects his inputs, indicating that the temperature of the occupant was too high to be placed into cryostasis.

 

Finally, Nora screams, unleashing an eruption of green fires.

 

Batman grapnels up to a high rooftop near Gotham River, witnessing as Freeze’s lab explodes almost entirely. Pausing to survey the scene, Batman sees the strange color of the flames. Even the surface of the river itself is on fire, a semi-circle looping a hundred feet across the water.

 

Cursing, Batman grapnels closer to the area, seeing a figure shambling out of the smoldering wreckage of Freeze’s lab. Down below, the figure resolves into Nora, still in one piece despite the explosion, but still in distress, trying to contain the pain she feels. As she steps out into the open air, she hunches over, clutching her midsection.

 

Batman descends down to the edge of the flames, immediately shying back as it appears that the wind is blowing the flames in his general direction. Thinking better of it, he grapnels back up to a low roof overlooking Nora. He contacts Alfred, sounding the alarm and calling for an emergency response to help put out the flames. Alfred tries to reply, but his message is garbled, fizzling out as Batman worriedly tries to re-contact him.

 

Nora collapses to her knees along the riverbank, her pained screams resurfacing as the flames along the water increase in volume. Nora again tries to contain it, forcing herself back to her feet and looking at the water, preparing to jump into the river. 

 

Nora places her foot at the edge of the water, then takes another step. Against her foot, however, the water bursts into flames as well, covering more of the river surface with green fire. Frustrated, Nora takes another step, but the same thing happens, making her somehow unable to sink into the river, even as she tries to fall in on her side.

Batman attempts to unscramble his comms, momentarily getting distracted by a different flash of green in the sky above him. It does not repeat, making Batman return his attention down below as a second figure emerges from the wreckage of the lab.

 

Mr. Freeze stumbles out of the flames, having been preserved by his containment suit but clearly worse for wear. He calls out to his wife as she squirms atop the river, drawing her attention. Nora scrambles away from the flaming river, once again begging her husband to make it stop. Freeze tries to embrace her, but she remains at distance with her hands pressed against his shoulders, repeating her request.

 

Freeze tells her that his equipment was damaged by her explosion and that he needs time to repair it. He urges her to come with him and try to get back into a temperature-controlled setting.

 

Nora, however, visibly morphs her pain into fury. She tightens her hands against her husband’s shoulders, metal sizzling beneath her touch. Freeze pleads with her to calm down, but she yells at him for hurting her.

 

Freeze is suddenly sent flying backwards, two jet streams of green flames forcing him dozens of feet back into his lab before Nora curiously stops shooting fires, inspecting her hands. Above, Batman decides that he cannot afford to delay any longer, descending down to the ground below in front of Nora.

 

Batman calls for her to calm down, saying that they could help her. Noticing him, she turns her rage into another surge of green flames along the river, the semi-circle filling up fully into a pit of green fire. Nora tells him that if he wanted to help her, he needed to kill her now. 

 

Batman refuses, trying to empathize with her plight before she cuts him off, shooting another beam of green fire at him. Batman hastily dodges to the side, narrowly avoiding the beam. The fire fades into smoke immediately as it passes him, Nora unable to sustain her fiery attack as another wave of agony overcomes her. Rather than clutching her midsection this time, though, Nora instead slams her hands into the ground.

 

The green flames along the river slightly encroach on the land. From out of the inferno, an incorporeal humanoid figure disjointedly exits, stepping onto the land and hissing at the world around them. Nora- refocusing her pain into anger- curls her hands into fists, standing up at the forefront as dozens of other fire entities come into existence behind her. Nora fully embraces her fire-fueled wrath, her sunburned skin darkening to allow the emerald veins beneath to glimmer in motile patterns.

 

Batman regards his new enemies, melancholy as he cocks his head at Nora for a moment. She vengefully directs her new minions forward, standing still amid them as they charge toward Batman.

 

Boss fight - Nora Fries: This stage of the battle does not truly involve Nora, serving more as just an introduction to these new enemies. These fire entities observe more animalistic behavior than standard enemies, though they are functionally the same. Their attack windows are shorter and require quicker reactions to counter or avoid, but this is not going to deal any major changes to the player’s combat style, as they are still vulnerable to the same attacks that standard enemies are. When they are defeated, they will fade into nothingness, though a small plume of smoke will remain behind for a few seconds that can obstruct the player’s view.

 

Primarily, the only additional attack that the fire entities employ is that they will have a tendency to try to charge and tackle Batman when at distance. These tackle attempts cannot be countered and must be avoided. If this kind of tackle lands, the entity will pin Batman down on his back and fall on top of him, holding him down while any other entities in the area will join in to fall on top of him. Batman must mash out of this hold, suffering damage for every second trapped beneath the entity or entities. The level of damage can also depend on how many entities are piled upon him, with relatively modest damage for being pinned by one with major damage that can drain all of Batman’s health in five seconds if he is pinned by five entities.

 

The fire entities will attack in waves at Nora’s direction, first leading with three of them coming at Batman. Once Batman defeats these three, six more will come in to attack him next. Once these six entities have been defeated, Nora shoots a fire beam at Batman from her hand. This attack cannot be countered and must be avoided to prevent damage. After about a second, she stops and directs more of her minions to attack him, this time sending ten of them to fight him.

 

Once these ten entities have been defeated, a mini-cutscene ensues that sees Nora- momentarily overcome by another wave of agony- unleash another explosion, albeit smaller this time with less reactive equipment and materials around her. Batman flinches backward out of range, but the fires force him to cover his face as they brush by him.

 

Trapped within a ring of fire, Batman steps up, then immediately ducks as a fresh fire beam passes over his head. He rolls out down to the left as Nora launches another beam at him, coming out of his roll with a batarang throw. Nora intercepts the batarang with a quick fire of her beam, vaporizing it instantly. Snarling, she squares up to launch another fire beam at him, but a second batarang hits her in the wrist just before she attacks.

 

As Nora stumbles away, Batman gets back to his feet and glances to his left. Immediately, Batgirl drops into the area beside him, having just arrived and thrown the second batarang at his attacker. Batgirl asks if he was all right, but he simply says that his comms were offline. Concerned, she reports that hers were down as well.

 

Nora hovers her fingers over her wrist, then slowly curls them into a fist, glaring back at Batman and Batgirl. Batgirl hurriedly asks what his plan is, leading him to mutter to her that they needed to try to push her into the river. Batgirl rhetorically asks back if he meant the river that was on fire, but both of them are forced to return their attention to Nora as her reddened skin gets set ablaze, green flames haloing her figure. She growls at them, putting both of her hands near each other to highlight an extra flame buildup in her palms, other fire entities stalking out of the green haze behind her.

 

Boss fight - Nora Fries, Part Two: The true boss fight, this battle will begin with Nora backed up by four fire entities, though others will arrive over the course of the battle. The entities obey the same rules as before. Batman and Batgirl are confined to a green ring of flames surrounding their area, which can cause massive damage if either of them attempts to walk through it.

 

Nora herself is an entirely unique enemy. She is within the field of battle for the entirety of it, but she can employ several attacks that make it inadvisable to be near her for all of it. None of her attacks are blockable and all must be avoided. 

 

Her most primary attack will see her direct a fire beam at the player. She can launch these beams in singular, dual and trial patterns. She will have slight cooldowns after these attacks that can allow the player to get in close, with lengthier cooldowns following three-beam attacks than single-beam attacks.

 

Second, she can direct a line of fire through the ground at the player’s position. This attack will see Nora wind up as if pitching a bowling ball, a line of fire streaking across the ground from her fingertips toward whichever character the player is controlling. The line will continue to the boundary of the area, and will cause continuous damage for as long as the player is in it. Nora can lay several of these lines around the area at once, with each one lasting roughly thirty seconds before dissipating and allowing safe movements where the lines have been.

 

At close range, Nora can employ sweeping punches and strikes with fire-coated fists and fingertips. Batman and Batgirl will be automatically flung back at any contact with these attacks, though she will sometimes attempt to strike at them again, forcing the player to evade quickly or risk being flung into the ring of fire surrounding the battle. 

 

Finally, Nora has two area of effect attacks. The first will see her summon a small circle of fire in the ground immediately around herself. If either Batman or Batgirl are inside of the circle after a full second has passed, they will fully catch fire and be forced to roll several times to put out the fires, taking damage for every second they are on fire.

 

Her other area of effect attack will see her curl over in pain. A larger circle of fire will emerge from the ground, and the player will have roughly three seconds to escape the radius before Nora explodes in flames. This attack will also automatically summon six fire entities, appearing in the flash of the explosion. Nora is capable of queueing up this attack on her own, though she will always use it when quarter-length increments of her health are drained.

 

Nora is vulnerable to strikes, combat takedowns and dual takedowns at all times, but it will be impossible to chain combos solely by attacking her, as consecutive strikes on her will not register. Fire entities will regularly emerge from the surrounding fires along the river (sometimes without warning) and from her explosion attack, so combos can be built up by attacking them when they are in the field of battle. Nora cannot be countered and none of the gadgets Batman and Batgirl have will work on her.

 

It should take the average player about two minutes to defeat Nora. The battle will continue until her entire health bar has been drained. Once her health bar has been drained, she will queue up her explosion attack one final time. Batman and Batgirl must survive this attack in order to end the battle. No fire entities will be spawned by this iteration of the attack, and any left standing will disappear at the explosion.

 

Once Nora’s health bar has been drained fully and she has executed her final explosion attack, a mini-cutscene plays that will see her try to recover for one final attack. The player must execute a series of quicktime events to end the battle. Failing any of these quicktime events results in a game over.

 

Quicktime event 1: Nora stumbles backward toward the river, raising her palm up toward Batgirl as she charges in.

 

  • Failure: Batgirl charges directly into a beam of fire, being launched back into the flaming wreckage of Freeze’s lab. The lab explodes again as she lands inside, likely incinerating her within.

 

  • Success: Coming in close, Batgirl drops quickly into a slide, slipping under Nora’s beam attack. Batgirl’s hand grabs Nora’s right ankle as she passes by, dragging it out from under her and making her fall onto her hands and knees.

 

 

 

Quicktime event 2: Batman comes in to try to get at her while she’s down, but a pair of fire entities leap out of the flame wall behind her, diving at him from either side.

 

  • Failure: Batman tries to ram through them, but they successfully tackle him, pinning him down while Nora directs a line of fire to surge through the ground directly into Batman, burning him alive.

 

  • Success: Batman just manages to twist between them, letting them both go flying by. He then quickly spins back around and jumps over Nora’s line of fire, landing with both feet on her left hand, breaking her thumb.

 

 

 

Quicktime event 3: Nora quickly retracts, clutching her left hand and trying to escape from him.

 

  • Failure: The two fire entities jointly tackle Batman from behind, pinning him down while he is distracted. Nora turns around into Batgirl, who is herself distracted by Batman’s fall, giving Nora a chance to load up a fire-fueled punch, sending Batgirl hurtling into the fiery river.

 

  • Success: Sensing an attack from behind, Batman back elbows one of the fire entities, making it vanish into smoke. He withstands the tackle attempt from the other assailant, keeping his balance long enough to grab it by its wrists and pitch it at Nora.

 

 

 

Quicktime event 4: The fire entity appears to be unwittingly absorbed by Nora, who painfully appears to be on the verge of exploding again.

 

  • Failure: Nora steps backward into Batgirl at the edge of the river, who loses her balance as she tries to lift her up. Batman rushes in too late, Nora exploding in flames and making both Batman and Batgirl fall into the flaming river.

 

  • Success: Nora steps backward into Batgirl at the edge of the river, who wraps her up from behind and lifts her over her shoulder. As Batgirl tips backward to try to dump Nora over the edge, Batman comes in and grabs Batgirl by the wrist, preventing her from careening into the river herself as Nora falls into it.

 

 

 

Right as Nora slips behind the wall of fire around the river, she explodes, knocking both vigilantes down. The two of them each support the other to get to their feet and scan the river, seeing the fire at the front of the river to have shrunk in height at the explosion. Concurrently, a pair of high geysers emerge from beneath the fire wall, but they quickly fall off as well, leaving behind a lot of white smoke and muted green flames.

 

After a moment, however, Nora stands up from behind the nearest fire wall. Still unable to have breached the surface of the river, she glares at the two of them, furious that all they had managed to do was hurt her even more. Clutching her injured hand, Nora growls, making the fire wall around her rise. Around her, scores of new fire entities appear, each of them ready to charge at her command. Nora then raises her injured hand, displaying how her glowing veins appear to be siphoning further glow to her appendage, then tightens it into a fist, apparently having repaired her broken thumb but still afflicted by pain.

 

Preparing for another battle, Batgirl grumbles to Batman that they weren’t making any progress. Silently agreeing, Batman again tries to contact Alfred, but is dismayed to find that his comms were still offline. Batgirl asks if they needed to retreat and get the fire department, but he says that they couldn’t just let her go on a rampage.

 

Nora appears to be preparing for another explosion, but suddenly, the river to her left calcifies into ice, the fire entities vanishing instantly. Stricken, Nora belatedly looks over to her side, then back to her right as the same thing happens to the flames and fire entities on that side. With most of the flames around her doused, she looks back across the edge of the river.

 

Freeze- still alive but appearing to be on the verge of heatstroke- levels his ice gun. He sincerely apologizes to Nora, then shoots her.

From her feet upwards, a freeze ray strikes her and instantly envelops her in a block of ice. Nora barely has time to reach out to her husband before her figure and expression become frozen, suspending her in her moment of pain fused with betrayal.

 

Batman and Batgirl slowly lower their arms, watching with dread as Freeze slowly lowers his gun and carelessly drops it on the ground. His suit flashes dimly in several locations and has been breached around his face, exposing him to the smoke-filled atmosphere that cannot support his body temperature. Freeze numbly walks toward the edge of the river, sweating profusely as he nears his frozen wife.

 

He collapses a few feet from her, barely managing to keep himself from going completely flat against the ground. Batman appears distracted by another flash of green in the sky, looking up to see whether it was just a reflection of the flames. Batgirl steps up to attend to the fallen man. She crouches down beside him, hesitant to touch him as he crawls one pace closer to Nora. 

 

Breathing in an affected inhale, Batgirl quietly asks how she can fix him. Freeze- panting heavily and stifling sobs- simply tells her that she can’t. Regretful, Batgirl looks over at Batman, who looks back at her apprehensively. Closing her eyes for a long moment, she asks Freeze what he wants her to do.

 

Crawling another pace closer to his wife, Freeze tells her that they should blame him rather than Nora. He collapses again, suffering from the physical wound just as much as the emotional wound. Freeze laments his failure to cure his wife, apologizing to her frozen figure again.

 

The sun begins to rise on the horizon, nighttime bidding way to a crisp orange light in the distance. Bowing her head, Batgirl assures him that he did his best. Freeze forces himself to rise one final time, crawling one final pace to be able to roll over onto his back and look up at Nora’s face within the ice block. Placing one hand on the surface over her knee, Freeze profusely apologizes to Nora, begging her for forgiveness.

 

Batman’s gaze shoots up to the sky again, looking up for something there. Batgirl, meanwhile, reaches forward and grabs Freeze’s other hand, holding him steady as his energy fades and his sobbing ceases. Breathing in his last, Freeze’s body goes limp as he succumbs to hyperthermia, his hand sliding down the ice block to the ground.

 

Mournful, Batgirl inhales sharply again, releasing Freeze’s hand and putting both of hers over her knee. Batman turns back to note the scientist’s passing, but still appears to be searching the sky for something. After a moment, he apparently sees something, concern growing over his face. Batman signals for Batgirl to get back.

 

She turns to look up at him in confusion through bleary eyes, but quickly follows his gaze. Up in the sky, it appears that the smoke from the fires are drifting downward back toward the ground. 

 

Batman and Batgirl each step back as the smoke encroaches on their immediate area, as if drawn in by the flames around the former battlefield. The smoke appears to have a mass rather than not, an inky blackness that meshes with the ground and spreads slightly about itself. The vigilantes are forced to step further back as it overtakes the remnants of Freeze’s lab, the blackness threatening to spread more but holding at the moment.

 

Eyeing Batman, Batgirl tries again to contact Alfred, but her signal is still down. She motions toward Freeze’s abandoned ice gun at the edge of the blackness, but she is quickly forced to retreat as the weapon is suddenly dragged into the blackness by an unseen force.

 

Finally, within the blackness, a humanoid shape comes into focus, hovering over the ground by a few inches as it apparently leaves the destroyed lab. Batman slowly steps backward, readying for combat again with the smoky newcomer.

 

The newcomer- for his part- seems entirely unconcerned with the vigilante, his gaze settling on the husband and wife duo at the river’s edge. Interest becomes apparent on his face despite its limited features, making him float toward Freeze and Nora. Batman and Batgirl allow the smoke being to pass, though they are each uneasy.

 

It floats over to Nora’s ice block, ignoring Freeze’s corpse entirely. An inky hand reaches to the surface of the ice. Almost immediately, a thin layer of smoke spreads from its hand, slowly encompassing the front-facing side of the ice and threatening to fully overtake it.

 

Not willing to stand by and let him have what he wants, Batman quickly fires a batarang at the newcomer. Unfortunately, the batarang does little more than slightly create a smoke trail as it flies through him. Entirely unharmed, the being suddenly has his few facial features on the other side of his body without having had to turn around. He stares down Batman without any expression.

 

Batgirl curses softly, asking what they should do. The being answers for Batman, simply calling for their next course of action in a gravelly, echoing voice: “Die.”

 

He raises a formless arm toward them glibly, launching a wave of blackness at them too wide and tall for them to avoid. Batman and Batgirl brace for the impact, but a new figure lands in between them, immediately throwing his own fist forward at the incoming attack. From his fist, a green beam emerges, cutting through the wall and bisecting it so that it flows around the three of them without touching them. 

 

The figure appears as a Green Lantern, who leans further into his beam to make it crash directly into the smoky attacker. Unlike the batarang, this attack hurts him, making him scream in a guttural cry. The smoke surrounding him tightens into a defensive shield, then quickly explodes, sending a wide barrage of blackness dotted with tiny specks of other colors in every direction.

 

The Green Lantern throws up his own defensive shield, a green bubble illuminating the three of them as an impenetrable darkness spreads all around them. Two of the specks of color penetrate the shield, each of them flying directly into Batman and Batgirl. The specks dissolve into a flash of light, but they are each clearly affected, hunching over as something overcomes them.

 

Subsiding, the explosion of blackness settles into an otherwise normal nighttime darkness despite the sun having just risen over the horizon minutes earlier. The source of the blackness has disappeared, leaving behind the corpse of Mr. Freeze and the ice block containing his wife without having changed at all. The only difference noticeable is that the green flames Nora had left behind have been completely extinguished, leaving the area without its own source of light beyond the Green Lantern’s glow.

 

Keeping up his shield, the Lantern turns to examine his allies, seeing them each adopt the uniforms of different Lantern Corps. Batman’s outfit changes into a dark blue while Batgirl’s changes into a dull yellow. The Lantern grimly greets Batman, who greets him back as Alan as he recovers his bearings. 

 

Batgirl’s yellow outfit morphs into a red one as she too recovers, anger apparently overcoming her features. She tightens her fists and prepares for combat with no one in particular, leading Alan to quickly ask for her to calm down. She initially refuses his request, but Batman cuts in, reminding her that she needed to control her anger. After a moment, she settles, her red uniform now morphing to a new uniform of green.

 

Batman asks Alan what had happened. The Green Lantern apologizes to Batman, saying he had been too slow to track down the Black Hand, having tried to have stopped him before he had made it to the ground but not locating him until after he’d come to Gotham. Alan drops his defensive bubble around them, finding that the omnipresent darkness has no effect on the newly powered vigilantes. 

 

Alan then creates a platform beneath the three of them, helping all three of them rise into the air to see how far the blackness has spread. Green Lantern explains that his attack must have caused Black Hand’s power to fragment when he had expanded his influence, creating the nighttime effect over the southeastern part of the city and creating a smoky boundary around it that blocked out the sunlight.

 

Within the darkness, the three of them see plenty of lights of various colors moving about the area, including several lights that appear to be flying. Upon closer inspection, these lights appear to be people similarly empowered by the rainbow specks to be Lanterns themselves. As well as that, they see many people that look and act like zombies, attacking the sources of light with animalistic ferocity.

 

Batman moves to do something, but Alan quickly pleads for him to wait, saying that they needed to make a plan first. Phasing back into a red uniform, Batgirl is outraged that the Green Lantern would demand they let the chaos in Gotham continue, but he warns her that the world was at stake, not just Gotham. 

 

Alan says that Black Hand wasn’t just interested in Gotham; he was a being with the power to expand his energy across the entire planet. He says that in attacking Black Hand while he was unaware, he had managed to fragment his power temporarily, but he would be able to recover it over time and would gather the strength to create much larger explosions of blackness. Batman asks why he hadn’t done that in the first place, leading Alan to say that something in Gotham must have drawn his attention here.

 

Batgirl points out Nora down below, saying that he’d definitely wanted something from her. Batman surmises that Freeze had used a sample of the Lazarus Pit to try to restore his wife, but she must have had an adverse reaction to it. Alan asks what the Lazarus Pit was, leading Batman to explain that it was a source on Earth that had the ability to heal injuries and even revive the dead, but its side-effects could be extreme.

 

  • If Batman had provided the Lazarus sample to Freeze in the main game: Batman regrets that he had a role in what had happened to Nora, wishing he’d kept a closer eye on the doctor’s efforts with it. Batgirl does not believe that the Lazarus sample could have caused such an effect on Nora, but Batman says it was the most plausible scenario.

 

  • If Batman had not provided the Lazarus sample to Freeze in the main game: Batgirl asks how Freeze could have even gotten access to the Lazarus Pit in the first place. Batman recalls how the League of Assassins had agreed to provide it to him in exchange for weapons, realizing that Talia must have discreetly given him a sample.

 

 

 

Alan concludes that Black Hand must want access to whatever sample of Lazarus was inside of Nora, probably as a means to recreating whatever kind of resurrection it offered. He suggests it was a means of mastering his power over both life and death, as his method only reduced his victims to zombies. Angered but keeping his same blue color, Batman asks if there was anything they could do for the people in Gotham who had already been turned into zombies, knowing that the number could already be in the hundreds of thousands.

 

The Green Lantern suggests that it was possible, but their primary focus needed to be on stopping Black Hand before he spread the darkness any further. Batgirl says that he would pay for what he had done, saying that his attack had hurt him and that he just needed to get him again to finish the job. Alan tells her that it would not be so simple, saying that he had merely caught Black Hand by surprise and that now that he’d revealed himself, Black Hand would be on guard. 

 

Batman presses Alan further on how they could reverse the process on the people affected, unwilling to sacrifice so many people. Thinking back to the fracturing of Black Hand’s power, Alan says that perhaps they could undo what had been done by accruing enough of his power to use against him. Batman asks what that meant, wondering if they could just charge themselves the same way he charged his ring. Alan says that their powers weren’t real; they were manifestations of power that Black Hand had absorbed from other Lanterns in the past, drawn to people inside the blackened region who had the strongest emotions on the Lanterns’ spectrum. He warns them that the power would run out over time as they used it and as long as they were inside the darkness, and if they ran out of power here, they would be afflicted and become zombies as well.

 

Batgirl asks why they cannot just get the zombies outside of the blackness to cure them. Alan says that they could, but such an endeavor could take hours or even days, time that they did not have. He also strongly warns either one of them against leaving the darkness, as doing so would terminate their powers immediately and leave them unable to return without becoming zombies. Batman then asks how they could gather Black Hand’s power if they couldn’t just charge up rings like he could.

 

Alan says that they could take power from the people who had it like them, thinking that if they gathered enough of it, they could flush Black Hand out of hiding and reverse the process. Numbed, Batman points out that that would mean forcing the people who had been touched by the power manifestations to become zombies as well, effectively meaning that Alan was asking them to kill people. Understanding the dilemma, Alan reminds him that the power was not real; everyone inside the blackness except for him with his real ring was already dead and would remain that way unless they managed to reverse the process. That meant that the two of them were also dead unless they did as he said.

 

Batman and Batgirl are both silent for a moment, the latter’s uniform turning to a dull yellow again. Alan tells Batman that he did not know if he could stop Black Hand on his own now that he knew he was on Earth, saying that he needed to think about the entire human race now and help him fight. Alan tries to comfort them that there was still a chance they could fix everything later, but Batman cuts him off, saying that they knew what they had to do.

 

Batman’s uniform turns into a brighter shade of blue, the vigilante acknowledging that they still had hope. Batgirl draws on his conviction, also adopting his blue shade on her uniform. Alan thanks both of them, saying that he would work to contain the spread of the darkness and patrol the area around Nora in case Black Hand tried to come back for her. He advises them to be quick about their power collection, reminding them that they needed to stop Black Hand before he recovered enough power on his own to expand his region of darkness. Somber, Batman tells him that they would be as quick as they could. 

 

With that, Alan hovers above their platform, lowering them to the nearest rooftop before dissolving his creation. He salutes them, then takes off into the sky, going to search around the area for Black Hand. 

 

Batgirl quietly asks him if he was ready for this, insinuating that they could do as she had suggested instead and just tried to bring the zombies out of the darkened area. Batman says that they could try to do that with the people who they siphoned power from, but he admits that Alan was right and that they needed to act quickly to stop Black Hand. Batgirl’s uniform briefly tinges red, but she reverts back to blue after a second, promising him that they would find a way to fix what Black Hand had done. Batman agrees, telling her that they needed to get started on collecting power. Batgirl tells him to be careful, then goes toward the chaos in their sightline.

 

Main campaign: In this section of the game, the player can control Batman or Batgirl as they are tasked with collecting the manifestations of Black Hand’s power around the darkened area of Gotham. The player can switch between characters at any time when not in combat, though they will not intersect or encounter each other until the end of this section. This area covers the southernmost quadrant of the city, including Miagani Island and Arkham Island. All locations outside of the darkened area over Gotham are inaccessible during this DLC, including but not limited to Wayne Manor, GCPD and Old Gotham. Attempting to leave the darkened area by any means will result in an immediate game over.

 

Here, both Batman and Batgirl have gained some powers reminiscent of those exhibited by true Lantern Corps members. Each of them can fly instead of glide (gliding is officially impossible, with flying filling much of the same function at greater speeds and allowing the player to fly in any direction), and they will each have access to some new attacks in the forms of Lantern’s-light gadgets and combat takedowns. Batman will always have a stable blue uniform during this DLC, while Batgirl’s uniform will fluctuate between blue, yellow and red (blue for her base actions, yellow when engaged in combat and/or on low health, and red when engaged in combat).

 

The objective of this campaign is to gather enough power by attacking and defeating others who have been given powers similar to them. Batman and Batgirl will share a Lantern’s light power bar for the remainder of this DLC that is roughly a quarter of the way full at the start. The power will constantly be draining throughout the course of the campaign, albeit at a slow rate. If the player does not move as soon as this section begins, it would take ten minutes to fully drain the power bar. If the player’s power bar is fully drained at any point in the DLC, the player will automatically experience a game over. If the player suffers a game over at any point in the DLC (regardless of how much progress was made), the player will respawn at the start of this section following the darkening of south Gotham, acting as a form of permadeath.

 

Using the Lantern light powers in any way will drain the power bar. Flying will drain the power bar at roughly double the rate as normal, so it is not advisable to fly everywhere. Using light-gadgets or combat takedowns in this section drains the power bar by set increments around 0.1% of the power bar’s maximum, so they will likely be negligible. Taking damage will also drain the power bar, in proportion with damage, and the player is always capable of running out of health before running out of power. Batman in his stable blue uniform will not lose as much power from taking damage as Batgirl, but Batgirl will gather more power from defeated enemies than Batman. Players who are unsuccessful at avoiding damage may wish to control Batman for most of the campaign, while those who are confident in their abilities to avoid damage can play as Batgirl.

 

Base enemies in this campaign are either zombies or have powers. Zombies behave the same way as Nora’s fire entities with all of the same rules except for what happens when they are downed. They will not fade into smoke upon defeat; instead, they will remain downed for thirty seconds before auto-reviving with full health and attacking the vigilantes again. The zombies can also scale and climb buildings if they see the player, meaning that rooftops may not be so safe depending on where the player is. The zombies will continue to pursue Batman and Batgirl until they put enough distance between them and the ones that notice them.

 

Powered individuals will be relatively easy to spot as they glow in the darkness with various colors, many of them flying over the zombies below. For the most part, they act as standard enemies with two additional rules. The first is that they can flee battles when Batman or Batgirl approach, necessitating a chase to catch up to them. The second is that they can use basic beam attacks at range on either Batman or Batgirl, which are effectively the same attacks employed by armed thugs in the main game. When they are downed, they will remain downed for thirty seconds before auto-reviving as zombies and switching to observe the zombies’ rules. Typically, the player will hear whispers from Black Hand’s voice when power is taken, though not in any coherent speech.

 

Zombies can and will attack powered individuals when they are close enough and are grounded. In order for power to be collected from them, however, Batman or Batgirl must be the one to deliver the finishing blow on them. Regardless of how much damage may have been dealt by either vigilante, no credit for power will be given if the final blow is dealt by a zombie.

 

There is no maximum limit to the amount of power the player can collect. The power bar is a minimum threshold in effect, as it can be overfilled on the screen. The power bar will still drain in all of the ways previously described even after it has been filled, so overfilling it is necessary. The player must have at least the full normal length of the power bar in order to trigger the ending of the DLC, which can be done by returning to Nora’s location when the player has gained enough power.

 

Over the entirety of this section, there is a timer that begins at one hour. At the conclusion of the hour, an automatic game over occurs where the power bar immediately empties, all the power in the darkened Gotham immediately being returned back to Black Hand for him to expand his region. In that sense, this DLC can be considered a race against time.

 

While it is possible for the player to be able to achieve a satisfactory level of power simply by attacking base powered individuals, this is a process that will take a lengthy amount of time, requiring the player to repeat the same process over and over again without making mistakes. To expedite the accrual of power, the player can target bosses around the darkened area of Gotham, including Catwoman, Harley Quinn, Poison Ivy, Red Claw, Whisper A’Daire, Cheshire and Phantasm. Taking their power results in the player gaining a third of the full power bar.

 

These boss battles will not be fully detailed in this post. Briefly, they will mostly observe the same rules as seen in their respective boss battles from the main game. In most circumstances, they will add their own Lantern’s light attacks in the place of their usual attacks, and they are always vulnerable to combat takedowns even if they were not in the main game. Each boss battle is a solo affair, though zombies may get involved to attack Batman/Batgirl and the boss if drawn to the battle. The same rules apply to taking power from bosses as standard powered individuals; the player must make absolutely certain to land the finishing blow on the boss or no credit will be given to the player’s power bar.

 

In this DLC, Batman’s relationships with Harley Quinn and Poison Ivy are immaterial to their status as bosses to be defeated. Regardless of whether Batman offered to reform them or decided to lock them up, they will each be under the influence of the power and will attack Batman or Batgirl on sight. Alternatively, his relationships with Catwoman and Phantasm will dictate what they will be in this DLC.

 

If Batman is in a relationship with Catwoman or if she had agreed to be trained by him, she can be found at the edge of the region early on. She struggles to resist the influence of the power she is under, feeling waves of strong emotions toward whichever vigilante encounters her. 

 

 

  • If Catwoman is in a relationship with Batman: She explains that after Alfred had lost contact with them, he had dispatched her to Gotham to back them up.

 

  • If Catwoman is not in a relationship with Batman but had agreed to let him train her: She explains that she had seen the green flames from an explosion along the Gotham River and had come to help, but she had been too late.

 

 

 

Batman or Batgirl must try to convince her to control her emotions. Successfully doing so will see her volunteer to surrender her power to the vigilante, saying that she can’t control herself but wants to help. The vigilante will then take her power and safely deposit her outside the darkened region to get the word out about what is happening within and keep anyone else from trying to enter it. Failing to convince her to control herself will make her succumb to her feelings and become hostile, triggering a boss battle.

 

Catwoman’s boss battle is the same regardless of what her relationship with Batman is, and provides the same reward for completing it. Alternatively, managing to get through to Catwoman and resolving the situation peacefully will see the player only get a quarter of the power bar to be filled. In this sense, speedrunner players or those who are running short on time and need the extra boost can choose to antagonize her in order to get the extra power.

 

Phantasm will be in a similar state to Catwoman, though her peaceful outcome is different. If Batman settled his differences with Phantasm in the main game, she will appear in control of herself in a red uniform around Miagani Island. She will offer to help Batman or Batgirl in their quest to collect enough power to reverse what Black Hand had done. 

 

  • If accepted, she will become a playable character. She will be able to take power from others with as much efficiency as Batgirl and she will not lose power when damaged by enemies, but she will have her own power bar separate from the other vigilantes’ power bar. She can trigger boss fights with everyone else except Catwoman, but doing so will only affect her power, making it inadvisable to switch back from Phantasm to a different character if she defeats any bosses on her own.
  • If rejected, she understands, offering to allow the vigilante to take her power from her. The vigilante transports her to the boundary of the region and takes her power, safely letting her outside to escape. Choosing this option will fill the vigilantes’ power bar by a quarter of its full length rather than the third that would be gained by defeating her in a boss battle.

 

Alternatively, if Batman and Phantasm were on hostile terms at the end of the main game, she will automatically be hostile to Batman/Batgirl and begin a boss fight. Defeating her leads to a third of the power bar being added, the same as with the other bosses.

 

Players can vary their approach to this section of the DLC. Challenges are in place for the highest total power accrued (in the form of points), the fastest time to completion of this section, the most bosses faced and others. It is up to the player to decide which of these challenges to pursue, if any, or how to go about collecting power. 

 

Once the player has filled the power bar to a satisfactory amount and has triggered the end game by returning to Nora, this section of the DLC ends. Any unresolved boss battles will become locked at this point, requiring the player to restart the DLC to experience them.

 

When either Batman, Batgirl or Phantasm return to Nora’s location with enough power, the returning vigilante encounters Alan again, who descends from above the darkened region to report that his efforts to locate Black Hand have been unsuccessful. The other vigilante(s) each arrive as the Green Lantern descends from the sky, asking what the plan was to get to Black Hand. Batgirl looks at Nora, still fully encased in ice, but Freeze’s corpse has disappeared since they were last there. 

 

The vigilantes regroup, needing to flush Black Hand out into the open. Batman asks Alan if he could draw their foe out of hiding by presenting himself. Alan says that he could try pushing in on the nearest boundary from the outside, but doing so could provoke Black Hand into widening his reach in other directions. Batgirl options using Nora as bait, recalling how he’d first been interested in her. Alan says that they had to let her out of her ice to do that, leading Batman to state that they had no way of controlling her.

 

Batgirl reminds Alan that they needed to defeat Black Hand quickly before he expanded his reach or their power faded. He agrees, conceding that they were short on both time and options. She asks if letting Nora out would make their enemy reveal himself for them to attack. Alan says that there was no guarantee of it, but if Nora had been what had drawn him to Gotham in the first place, they had to hope he would come for her.

 

Feeling something, Alan suddenly looks back out at the area around the remnants of Freeze’s lab. He notices a gathering swarm of zombies approaching, many of them climbing buildings to get to the site from all angles. Cursing, Alan realizes that they had been ignoring the movement of the zombies, failing to recognize that Black Hand had been gathering his forces in addition to his strength.

 

Batman steps up beside Alan, remarking that they needed to hold and drive them back from Nora. Agreeing, Alan informs them that he would try to create a barrier to prevent them from being flanked, telling Batman to defend against the forces at the ground level. He flies over to the nearest street and uses his ring to do exactly that, erecting a curved wall around the greater part of the area where Nora’s fires had originally raged. 

 

Some zombies have made it onto the other side of the barrier, forcing Batman (and Phantasm, if present) to engage. Batgirl meanwhile goes to Nora’s ice block, hesitantly probing about to see if she could safely thaw her out. 

 

After roughly one full minute of Batman combat against the zombies that have breached the barrier, a mini-cutscene ensues where Batgirl is seen digging into the ice near Nora’s left hand, but she stops as she sees something swirling in the blackness around the river. Trying to raise her light output, she sees the ice beneath Nora’s feet leaking wisps of smoke. She calls for Green Lantern’s attention, but the ice immediately shatters in a brisk implosion. 

 

Nora’s ice block drops into the river, floating there briefly as several tendrils of black smoke overtake it, trying to drag it below the surface of the water. Reacting from above, Green Lantern turns and uses his ring to grab at Nora from afar, creating a tug of war between his green beam and the smoke tendrils that momentarily appears to be a stalemate.

 

With Alan’s attention diverted, however, the shield drops, allowing dozens of zombies to rush into the area. Batman is forced to retreat, calling for Phantasm to fall back as well if she is present. Batgirl assists Alan with his pull, her power color changing to red as she reels in Nora’s ice block.

 

After making some headway, Black Hand’s tendrils suddenly relent, allowing Nora’s ice block to be pulled back onto land. As the vigilantes tighten up around Alan, the Green Lantern quickly throws up another defensive bubble, a ten-foot-radius shield keeping the legion of zombies from getting to their targets within.

 

The vigilantes get on guard around Nora, whose ice block has been cracked but not destroyed. Alan’s shield holds firm as the zombies batter themselves against it from all sides. Batman and Batgirl (and Phantasm) warily regard their numerous enemies, but Alan clearly focuses under the pressure on a faint black outline outside the shield. Black Hand’s form takes further shape, showing a predatory visage as he hungrily stares them down.

 

Alan quickly commands them to break the ice, but Black Hand acts first, throwing up his hand and unleashing a violent gale of blackness over them. The shield breaks after Alan’s momentary lapse in concentration, sending humans and zombies alike in various directions without control.

 

Batgirl lands alone as the darkness strengthens around her, as if she was fully encased in eternal blackness. Her outfit dims to a dark yellow as she forces herself up onto her knees, breathing heavily as she tries and fails to regard the world around her. A heavy gust of wind makes her eyes squint, blowing her cape out behind her. Zombie snarls fill the air around her, but none of them can be seen through the complete darkness.

 

Quicktime event 1: Batgirl tries to will herself back to her feet, closing her eyes.

 

  • Failure: She cannot, quickly being overcome by fear. Rather than stand, Batgirl huddles around herself and goes back to the ground, audibly panicking as her light gets darker.

 

  • Success: Straining, Batgirl slowly pushes off the ground and stands, her dim yellow brightening to illuminate a few extra feet around herself.

 

 

 

Quicktime event 2: Batgirl tries to control her breathing, calming herself as her eyes remain closed.

 

  • Failure: From out of nowhere, a zombie attacks her from behind, knocking her back down on the ground. Batgirl shouts as several more zombies emerge from the darkness, covering her body until her light is snuffed out.

 

  • Success: From out of nowhere, a zombie attacks her from behind, but Batgirl ably dodges to the side with her eyes still closed. Striking back, Batgirl grabs the zombie by its jacket and throws it back in the direction from which it came.

 

 

 

Quicktime event 3: Batgirl opens her eyes, her uniform continuing to brighten and shift from yellow to green.

 

  • Failure: Three more zombies attack her from three different directions, surrounding her and quickly enveloping her. Batgirl’s light goes back to yellow briefly before disappearing entirely.

 

  • Success: Batgirl braces as three more zombies attack her from all directions, then explodes in a short-range repulsive blast, scattering all three zombies away from her.

 

 

 

Quicktime event 4: Batgirl’s green glow strengthens, and she begins to see a different green glow out a short distance to her left, slightly obstructed by the darkness but still visible.

 

  • Failure: Batgirl takes a step toward it, but is set upon once again by the zombies. She reaches out for help, but is quickly dragged down from behind and silenced.

 

  • Success: Batgirl lifts up off the ground, flying briskly over the outstretched hands of several zombies to touch down in the area near the other green glow.

 

 

 

Batgirl lands in a punctual blast, knocking over a pair of zombies before they can attack Alan from behind. He turns to her as he puts up a wall on the other side of himself, nodding to her in appreciation. Her uniform now a crisp green, she asks him where Nora was. He confesses that does not know, leading Batgirl to tell him that they need more light. 

 

Nodding again, Alan uses his wall to swipe the zombies on the other side of it out of the way, creating a small clearing around the two of them. He rises uncontested into the air, raising his fist to the sky and spreading his green light over their heads.

 

The Green Lantern’s light illuminates the ex-battlefield, revealing dozens of moving bodies on the ground after Black Hand’s attack. Among them, Batgirl quickly identifies Nora’s unconscious figure, the only other person in the area that wasn’t a zombie. She appears to have her normally pale skin back with some green lines about her complexion, though it is unclear if it is from inside of her or just a reflection of the light.

 

Batgirl goes to approach, but Black Hand’s incorporeal body forms on top of her, hungrily staring down at Nora. Alan aims his fist toward Black Hand, but Batman suddenly appears from above, flying and crashing through Black Hand. The blue-lit Batman actually makes contact with his opponent, tackling him to the ground and eliciting a pained grunt from the being. As soon as they stop, however, Black Hand’s form collapses into smoke, leaving Batman sitting atop only the ground.

 

Black Hand’s form takes shape again nearby over Nora, having re-coalesced in an instant after disappearing from below Batman.

 

Alan is the next to attack Black Hand, firing a beam at him that forces him to dispel once more. Batgirl uses her light to ward back several zombies that had encroached on her, then moves to stand over Nora. Batman follows suit, sliding into place beside her as Green Lantern hits the ground on the other side of her, each of them scanning for any sign of Black Hand.

 

  • If Phantasm is present: Phantasm suddenly emerges from the river, coughing out water as she painfully claws her way back onto the ground. Batman spares her a worried glance, but she quickly recovers, joining the three of them over Nora’s body.

 

 

Black Hand pointedly appears before them, surrounding himself with dozens of zombies all standing up around him and threatening to bring forth many more from the silhouettes behind him. In his guttural, echoing tone, he promises their deaths would serve him well. Alan fires back at him, declaring that his invasion of this world had gone on for long enough. His formless face unreadable, Black Hand raises his arms out at his sides, leading the zombies to charge at the heroes who stand against him.

 

Boss fight - Black Hand: This boss fight is contested between Batman, Batgirl and Green Lantern (and Phantasm, if present) against Black Hand and several dozen zombies that can enter the fray. At the start of this battle, the vigilantes will share a power bar that is capped at its maximum (regardless of whether or not the power bar was filled beyond its maximum or if Phantasm was used with her singular power bar to trigger this battle). The same rules apply to the power bar as before this battle (the power bar will not have been affected by the previous minute-long battle against the zombies before quicktime events). Like with the battle against Nora, the player cannot attempt to leave the area, or damage to both the player’s health and power bar will be incurred.

 

The player can switch between any of the vigilantes present, though Alan cannot be controlled and is only fighting as a CPU. Alan’s fighting style will see him capture and group together clusters of zombies and expel them back outside of the fighting area. He will also fire beams at enemies in the area and can participate in dual combat takedowns. 

 

Black Hand is an entirely unique opponent. He cannot be damaged by conventional attacks; while strikes can land on him to chain combos, they will never cause damage, and they can even damage the player rather than him depending on what state he is in. The only way to damage him is to use Lantern’s light attacks and with dual combat takedowns when he is vulnerable to them.

 

Black Hand in his default state throughout the battle will mostly be on the ground, allowing zombies to pass through his body along with non-Lantern light attacks on him. When in this state, he will have three standard attacks. 

 

The first will see him attempt to hit the player with a dark explosion attack from his hand, identical to the one that had broken Green Lantern’s shield during the cutscene. This attack will down all zombies within its area of effect. Getting hit by this attack will see the light surrounding the player’s character dwindle down to the point where the player is only able to see within a short distance about the character. This effect lasts for ten seconds, during which time zombies and Black Hand can still attack the player. When the player is affected by darkened vision, the player’s health bar and power meter become invisible. Character switch is disabled until the player’s vision is restored to normal following ten seconds without being struck by the attack again, which resets the counter.

 

The second attack Black Hand will attempt is a grab attack. This attack will see him vanish from wherever he is currently standing and then suddenly appear behind the player’s character (even if the player is flying). The player must quickly avoid his grab, or Black Hand will overtake Batman/Batgirl/Phantasm with black smoke tendrils, the vigilante trapped within taking continuous damage until the player is able to mash out of it, which will see Alan come to the vigilante’s aid to help free him/her. Regardless of how long the player is trapped within the tendrils, a tenth of the power bar’s maximum will be drained.

 

The third attack that Black Hand could employ in this state is an auto-drain attack that affects the area immediately around him. The tell for this attack will see Black Hand shrink into the ground, forming a wide, formless face under where the player is currently standing. The player must leave the area where his face appears out of the ground. The player will lose both health and power for as long as the player’s character is standing on top of Black Hand’s face, and this drain will add the stolen health and power back to Black Hand’s health bar. 

 

Black Hand will adopt an alternate state to his repertoire at various points in the battle, where he will switch from being grounded to going into the air. While he is airborne, he will have two different attacks, and will actively damage the player if the player attempts to use a non-Lantern light strike on him. 

 

The first attack he will employ in this state is a variation of his dark explosion attack. Rather than standing in place and trying to blast the player, however, he will teleport directly over the player’s location to unleash his attack. Depending on how much health Black Hand has, he will repeatedly teleport over the player up to three, five, or seven times in a condensed area of effect attack. Getting hit by any of these attacks will cause the same darkness effect as described in his grounded state, making it difficult for players who get hit early in his chain to avoid his subsequent attacks. Zombies will also be instantly downed when hit by these blasts like with his grounded state.

 

Black Hand’s second airborne attack is not necessarily him “attacking” the player, but a condition emerges that must be avoided. While Black Hand is airborne and finishes with his explosion attacks, Green Lantern will fly into him to combat him in the air. Their aerial exchanges are quick, resulting in one of the two of them being sent crashing into the ground and causing a shockwave to reverberate around the entire area. Regardless of which one is sent into the ground, the player will receive damage if the player-controlled character is not in the air upon impact. Black Hand will not suffer damage if he is sent crashing into the ground, but he will be vulnerable for a short period to player attacks. If Green Lantern is the one sent crashing into the ground, Black Hand will use his grabbing attack on the player after Alan recovers to continue fighting.

 

Additionally, there is one further condition that must be accounted for. If the player remains too far away from Nora during this fight, Black Hand will teleport over to her location to try to absorb her. The tell for this will be an over-the-shoulder camera cut to Nora’s location along with a shout from Alan for Nora to be rescued from his grip. The only way to interrupt this is with a Lantern light attack or a dual combat takedown. Failing to interrupt Black Hand’s attack on Nora will result in him fully absorbing her into his body, making her disappear and making him explode in an unblockable, unavoidable blast that immediately kills everyone in the area, triggering a game over.

 

In this battle, Black Hand is always vulnerable to Lantern’s light attacks. Dual combat takedowns will cause more damage as they usually do in boss encounters, taking out a quarter of his maximum health, but he is only able to be hit by them at certain times. As previously mentioned, he is vulnerable to them when he tries to attack Nora and when he is sent crashing into the ground following a midair battle with Alan. Beyond this, he will sometimes be vulnerable after missing a grabbing attack, but there is no guarantee that he will be hit by it. Additionally, using a dual combat takedown on Black Hand will automatically reduce the power bar by a tenth of its maximum just like getting caught by his tendrils does. There is no penalty for performing a dual combat takedown on a standard enemy, but the player must be careful to ration out power usage if the player gets hit too many times.

 

In short, Black Hand is impervious to strikes, gadgets and combat takedowns and cannot be countered under any circumstance. Lantern light attacks will always hurt him, but he is capable of stealing the player’s health back if the player falls victim to his auto-drain attack. Players must be able to make the power bar last through the whole battle, as fully draining the power bar will result in a game over the same as it did in the previous section.

 

There will always be a minimum of ten active zombies in this battle. This can make things claustrophobic quickly, as these zombies will only stay downed for thirty seconds, meaning that new zombies could keep joining the battle if too many are downed at once. Theoretically, there could be as many as thirty active zombies in the field, if not more. The zombies attack patterns do not change, but if the player enters a darkened vision state from Black Hand’s explosion attacks, it can be difficult to tell from where the zombies’ attacks are coming.

 

Given all of this, it is likely that most players will want to only use dual combat takedowns on Black Hand and pick the right moments to use them. It should take the average player roughly four minutes to fully drain Black Hand’s health, but a determined effort could see it drained after about two minutes. For players who avoid all damage, there should not be any concerns about running out of power, but those who keep getting hit will have difficulty draining more than half of Black Hand’s health.

 

The battle will continue until Black Hand’s health bar is fully drained. If the player experiences a game over after reducing Black Hand to half of his health, the player will respawn with credit for having reached that point (even if Black Hand regained health afterward).

 

Once Black Hand’s health has been fully drained, a mini-cutscene ensues that sees Black Hand disappear from the field of battle and not immediately return. The player must complete a series of quicktime events to complete this battle. Failing any of these quicktime events will result in an immediate game over.

 

Quicktime event 1: The pairing of Batman and Batgirl stand back-to-back near Nora’s body, scanning for their enemy as Alan keeps the zombies at bay.

 

  • Failure: Black Hand appears out of nowhere between them, quickly wrapping them up in dark tendrils before either one can react. Green Lantern notices too late, rushing over to them as they are each drained of their power and left dead on the ground.

 

  • Success: Black Hand appears out of nowhere between them, but Batman detects it just in time, firing a blue beam at him that forces Black Hand to vanish into thin air.

 

 

 

Quicktime event 2: Black Hand reappears on the opposite side of Batman, raising his hand to blast at the two of them.

 

  • Failure: Batman and Batgirl are too slow to act, allowing Black Hand to blast each of them and knock them down. While they are stunned, Black Hand grabs Nora in his tendrils, then fully absorbs her into his being. As Batman and Batgirl recover, he explodes again, covering everything in blackness.

 

  • Success: Batman ducks, allowing Batgirl to fire a green beam over his shoulder into their opponent. Black Hand disappears into smoke again, a pained echo bouncing around their area.

 

 

 

Quicktime event 3: Alan returns from pushing back a wave of zombies, calling for them to look up above themselves.

 

  • Failure: Batgirl fires a beam above herself, but the beam and herself are wiped out by a dark explosion from Black Hand above her. Batman steps over to help her, but Black Hand teleports over Batman and blasts him into the ground as well, leaving both of them down for him to blend into the ground and drain them.

 

  • Success: Batgirl dodges out of the way of Black Hand’s blast from above, then flies away toward Alan when he teleports over her to try again. He teleports again, unwittingly coming into being directly in front of Alan’s beam.

 

 

 

Quicktime event 4: Alan’s beam bends around Black Hand’s body, trying to contain his essence in place so he cannot escape again.

 

  • Failure: Batman flies up behind Black Hand, but Black Hand manages to slip out of Green Lantern’s grip. He teleports directly behind Batman, immediately wrapping him up in dark tendrils and draining his power.

 

  • Success: Batman launches his own beam from behind Black Hand, melding his with Alan’s to keep their enemy contained between them. Black Hand cries out in pain, unable to break free from their hold.

    • If Phantasm is present, she will join in on their attack, keeping Black Hand pinned between three beams.

 

Batgirl prepares to join them, but hears a zombie on her right. Rather than attacking her, however, the zombie leaps onto Nora. Batgirl glides over to the zombie, knocking it back and protecting Nora. She then pauses, hearing Nora murmuring and seeing her curl up on the ground. 

 

Nearby, Black Hand summons smoke to curl around him while he is pinned between green and blue (and red) beams from Green Lantern and Batman (and Phantasm) respectively. Alan quickly calls for his allies to keep Black Hand contained, widening their beams to form a powered, multi-colored bubble around the being.

 

Batgirl cannot bring herself to leave Nora, who murmurs her husband’s name as she stirs. Hesitant, Batgirl crouches down beside her, imploring her to wake up. After a moment, Nora opens her eyes, displaying confusion mixed with pain as she looks about herself. Seeing the strewn zombies and powered battle nearby, she clutches herself as a familiar agony overcomes her.

 

The Lantern light bubble around Black Hand tightens, compressing the black smoke within. The blackness rages inside, specked with multiple dots of other colors within. Strained, Alan tells them to keep steady.

 

Torn, Batgirl tries her best to comfort Nora, who painfully asks where her husband was. After a moment, Batgirl quietly informs her that Freeze was dead. Anguish creases Nora’s face at the news, then pain returns and reaches its peak on her, making her veins glow emerald once again. 

 

The black smoke inside the bubble nearby explodes, forcibly expanding the sphere. The Lanterns try to keep it from bursting, but their efforts are failing. Batgirl leaves Nora to try to aid them, but she is too late, the shield falling and another black explosion being unleashed, knocking down all of the Lanterns.

 

Impenetrable blackness once again surrounds Batgirl as she hits the ground, leaving her isolated from her allies. Out of the darkness, a white speck hits her in the chest, the same as it did when Black Hand had first unleashed his power in Gotham. As she withstands it, the power in her uniform becomes replenished, allowing her to expand her glow around herself. Several other white specks also shoot out around her, seeking others around the city to latch onto like it had earlier.

 

Nearby, she sees Batman struggling to get back to his feet. Taking a step toward him, she sees Black Hand materialize over him, not having retreated like he had after his power had been fragmented earlier. His smoke appears somewhat more solid than it had before, as fragmenting his power again had weakened him.

 

Despite it, however, Black Hand is still able to summon dark tendrils, slowly bringing them around Batman. Acting quickly, Batgirl flies directly at Batman, shoving him out of the way at the last moment.

 

Unfortunately for her, though, she merely ends up trading places with Batman, getting caught up in the tendrils herself. Black Hand tightens his grip around her, quickly draining her of her power, dimming her light. Batman recovers too late, getting up and screaming “No!” as Batgirl is completely drained of the power.

 

For the first time, Batman’s blue uniform turns to yellow as Batgirl’s dead body falls from the blackness. Batman catches her before she hits the ground, cradling her in his arms. She is completely devoid of life, her skin pale and her eyes empty. Black Hand stands over them, reveling as he feels a large part of his power returning. He motions to summon more tendrils to take Batman, but gets distracted by excruciating screaming nearby. He looks over at the source, finding Nora to be bringing herself back to her feet, her skin darkening and reddening like it had earlier. 

 

Black Hand relishes at the sight of her, but Nora looks back at him with fury. Flexing her fingers like claws at her sides, she raises a new army of fire entities from the ground. Eager, Black Hand summons his zombies to his side, sparking combat between the unnatural forces. Their troops each charge at the other, attacking with animalistic ferocity. Nora launches a green fire beam at Black Hand, which he dodges with a swift sidestep rather than teleporting out of the way.

 

Batman continues holding Batgirl in his arms in a brief respite from the conflict. He mourns over her corpse, lamenting that this wasn’t supposed to happen. Alan lands beside him, apologizing to Batman for letting this happen. Batman blames himself, saying it was his job to protect her, not let her sacrifice herself for him.

 

Glancing over as Nora fires another beam at Black Hand, Alan tells Batman that there was still a chance they could reverse the damage Black Hand had done. Breathing out a frustrated sigh, Batman sets Batgirl down on the ground, his outfit changing tint from yellow to red. Hardening his expression, Batman tells Alan that they “have to,” turning his attention to the warring factions nearby. Unbeknownst to the two of them, Batgirl’s body appears to twitch.

 

Boss fight - Black Hand and Nora Fries: This battle is contested between three different parties, each of whom attacking the other. While Batman (and Phantasm, if present) must fight all enemies in the area as is normal, enemies in this battle will attack each other where they are of different factions. This means that zombies will attack fire entities and vice versa, creating a chaotic atmosphere where attack flares can signal without any attack actually coming for the player.

 

Black Hand and Nora will have separate health bars in this battle. The player’s health and power bar will each be replenished at the start of this battle. With Batgirl dead, the player is only able to control Batman if Phantasm was not recruited. Dual combat takedowns can still be performed with Green Lantern, but character switch will be disabled if Phantasm is not present.

 

In this battle, Black Hand and Nora will each have the same attacks that they did in previous battles when they were fought alone. Nora has the same rules for combat that she did in her previous battle. Black Hand has similar rules, but unlike when he was fought in the previous battle, he is now vulnerable to strikes. He will not be able to teleport as frequently when grounded (this does not affect his aerial attacks), giving the player some openings to strike at him.

 

In addition to the skirmishes between Green Lantern and Black Hand, there will now be skirmishes between Black Hand and Nora. Fire entities and zombies will not attack the bosses during this battle, only attacking each other and the player. Additionally, these skirmishes will now cause damage to whichever one loses the skirmish. There is no danger of Black Hand absorbing Nora during this battle like the previous one, but it is unlikely that the player will be able to allow them to drain each other’s health bar all the way without taking part in the battle.

 

In this battle, both health bars must be fully drained. Even if one health bar is drained, the battle will continue without change until the other is drained as well. If the player suffers a game over after draining one of the health bars, the player will respawn with credit for having drained that health bar. No credit will be given for damage dealt to the other boss, nor will any credit be given for any other milestone.

 

Once both health bars have been fully drained, a mini-cutscene ensues where the three warring parties engage in another attack. The player must complete a series of quicktime events to complete this battle. Failing any of these quicktime events will result in an immediate game over, with the player respawning with credit for having drained Nora’s health bar but no credit for damage performed on Black Hand.

 

Quicktime event 1: Growling, Nora raises her hands separately at Batman and Green Lantern.

 

  • Failure: Green Lantern and Batman each dodge inward toward each other, inadvertently bumping into each other and delaying them long enough for them to be struck by the beams. They both fall to the ground, then get pinned by several fire entities.

 

  • Success: Green Lantern and Batman each dodge into each other, with Batman gliding low along the ground and Green Lantern lifting off to crest over Nora’s beam. She moves her beams to try to chase after them, but crosses her arms in doing so, losing her ability to track them.

 

 

 

Quicktime event 2: With Nora’s attacks halted for the moment, Batman takes the opportunity to leap into the air, spiraling at her.

 

  • Failure: Batman tries to slam into her, but Nora keys onto his flight path, intercepting him with another beam that knocks him out of the air. He falls flat against the ground, then gets caught there as Black Hand’s face appears out of the ground and drains him.

 

  • Success: Batman continues his spiral, dodging her next beam attack, flying over her head.
    • If Phantasm is present: Batman shoots past her, making her quickly turn around to try to track him. While she is distracted, Phantasm flies at her herself, hitting her square in the chest and flooring her, not stopping after barreling her over.
    • If Phantasm is not involved in this battle: Batman quickly reverses direction after she wheels around, dropping onto the ground in front of Nora and using his own beam attack up close to knock her down on her back. He then flies back into the air to avoid being tackled by a nearby zombie.

 

 

 

Quicktime event 3: Black Hand’s face emerges from the ground beneath Nora, small tendrils creeping around her body as she painfully thrashes in his grip.

 

  • Failure: Green Lantern and Batman rush toward her from the blackened sky, but her thrashing turns out to have been her preparing for her own explosion. The blast knocks both of them out, allowing several flame entities to pounce on them.

 

  • Success: Batman quickly fires a red beam at her, pinning her body down flat. His beam holds her down, allowing Green Lantern to drop in with all of his might and smash the ground with his fist, sending a green wave rippling through Black Hand’s face.

 

 

 

Quicktime event 4: Alan’s impact apparently forces Black Hand’s body to emerge from the ground, reforming beside an agonizing Nora. He too appears to be in pain.

 

  • Failure: Batman’s red beam continues to pin down Nora, but it is not enough to prevent her from exploding and affecting everyone around her. The explosion makes Black Hand fall down right on top of Green Lantern, but he then recovers quickly and wraps himself around the hero and drains him.

 

  • Success: Batman expands his beam to a concave wall before Nora. He allows her to explode, and while he is sent back slightly from the blast, he successfully manages to direct the explosion directly into Black Hand. Green Lantern takes from Batman’s idea to form his own green barrier to help contain much of the blast from his side.

 

 

 

Black Hand roars in pain, his black figure brightening with many colors. Determined, Batman and Alan jointly push their concave walls into each other, creating a new bubble around both Black Hand and Nora. The two heroes lift into the air and take their foes up with them. If Phantasm is present, she once again joins in on the formation of a bubble high above the ground.

 

Black Hand’s power appears about to fragment for the third time, with the being curling up in pain in much the same way as the woman beside him in his red and green enclosure. For her part, Nora bangs on the surface of the bubble, trying to escape before the black explosion within the bubble overtakes her figure and makes her invisible behind the obfuscation.

 

The bubble forcibly expands like it had before, Batman, Alan and Phantasm (if present) straining to keep it contained where they had failed earlier. The bubble expands again, threatening to break.

 

From within the violent, surging blackness, a second explosion occurs, this one sending emerald flashes all around the bubble. The clashing powers within the bubble- forces of life and death- combine to brighten into a bold white in growing patches.

 

Alan and Batman (and Phantasm, if present) lose control of the bubble as the whitened patch within grows too large, but instead of unleashing in a wide burst as Black Hand’s previous fragmentations had, this version remains in a quickly-whitening ball of light in the air. The heroes are forced to avert their eyes as the ball becomes blindingly bright. 

 

The globe above them emits a pulse that breaks the air around it. Batman and Alan each withstand it with some difficulty, but almost all of the zombies in the area are sent flying outward. At the same time, the fire entities all fizzle out into smoke, leaving much of the battlefield empty. The two of them land on the ground, bracing against the impulses from the giant white ball.

 

  • If Phantasm is present: Phantasm appears to be withstanding the impulses as well on the ground a little further away from Batman, but her Lantern’s light appears to be significantly dimmer than that of Batman’s and Alan’s. 

 

 

Sensing a shift, Green Lantern rushes over to Batman’s location and hurriedly raises another green shield around them. At the same time, Batman is attacked from behind by a lingering zombie, making him struggle to get it off him.

 

The white light above them expands in a sudden flare, making everything outside the shield disappear. Zombies outside the shield are all overcome by the light (along with Phantasm, if present). The entire world itself is encapsulated in an endless whiteness, with an outline of the ball above still visible as the powers of Black Hand and Nora continue to clash. 

 

Batman struggles again with the zombie, turning around and noticing for the first time that it is Batgirl, revived into undeath by Black Hand’s power. He falters, losing his balance and going to the ground with the zombie on top of him. His uniform changes colors again, going from red to yellow again. Green Lantern spares a quick glance for Batman’s struggle, but must keep his focus on the shield as the outline of the ball above begins to crack.

 

The forces from the powers above cease their oppressive pressing, swapping to a different force of gravitational pulling. Alan tries to keep them grounded, but his shield begins to crack as well. He shouts for Batman to hold on as Batgirl nearly bites him.

 

The cracks on the white sphere above them fully manifest in the shape of a large black human hand with emerald lines as veins. The physical black hand moves on its own, opening its fingers to dump two bodies out. The two bodies land unconscious on top of Green Lantern’s shield. One of them is Nora’s- skin as pale as it was when she was in cryostasis- and the other is a man in an apparently dun Black Lantern uniform. Alan bids their fallen foes a glance each, but his cracking shield recaptures his attention.

 

The physical black hand above them opens wider, either coming closer on its own or drawing the five of them back up to it. Its bulging, green-laced fingers fold in unnatural directions to gradually clamp down around the green shield. Despite the frame of the hand being white, the air around them fades to black, even the Lantern’s light dimming out.

 

At the end, light goes to darkness.  

 

Suddenly, Bruce awakens in his bed with a start. He looks to his left and sees the time on the clock is 5:05 A.M., matching up the time he is supposed to be asleep. Confused, he shakes his head briefly, trying to sort out what had happened.

 

  • If Batman is in a relationship with Catwoman: Bruce looks to his other side to find Catwoman sleeping soundly still. He breathes out a quiet sigh, but still has concern in his eyes. She stirs briefly while he climbs out of the bed, but remains asleep as he stalks away.

 

  • If Batman is not in a relationship with Catwoman: Looking about himself concernedly, Bruce quickly sits up and slips out of bed, throwing his blanket off to the side.

 

 

 

He checks the clock again, finding the time to be less helpful to his understanding than he’d hoped. Bruce races over to his cell phone, picking it up and taking it over to his balcony. Placing the call, he brings the device up to his ear, scanning the Gotham City skyline, which appears entirely normal without unnatural blackness or green flashes. The ringing is the only noise he hears at the late hour, his stress growing larger by the second.

 

Finally, the call goes through, allowing a groggy Barbara to answer. Closing his eyes thankfully, Bruce leans against his balcony door. He asks her if she is all right, leading her to say that she is, expressing some confusion as to why he asked. Bruce slowly opens his eyes, saying that he hadn’t been sure if their plan had worked. Still not understanding, Barbara questions what he means.

 

After a moment, Bruce asks her when she had last seen him. Barbara answers that they had ended their patrol a few hours earlier. Concerned, she asks if something had happened. 

 

Considering for a moment, Bruce simply tells her that everything was all right. Not convinced, she asks if he needed her to come back to the Batcave. Defusing the conversation, Bruce says that he would handle it, apologizing for having disturbed her. He goes to hang up, but she pointedly asks again if everything was all right.

 

Bruce notices a green light outside of his balcony door once again. He looks up to see Alan descending from the sky, slowly drifting toward Wayne Manor, not in any sort of hurry. Barbara checks with Bruce one final time, confirming that he would tell her if he needed her. Bruce assures her that he would, telling her that he would contact her again if he did. Apparently satisfied, Barbara tells him that she was going back to sleep, but she would come back if he called. Thanking her, Bruce says that he would see her the following night, then hands up.

 

Green Lantern hovers over the edge of his balcony, dimming his glow as his green essence shines through the windows. Breathing out sharply, Bruce opens his balcony door and steps outside, ignoring the late autumn cold in just his sleepwear. Alan greets Bruce, saying that he was glad to see him all right. Bruce immediately asks about Black Hand, wanting to know if they had to prepare for his return.

 

Alan indicates that Black Hand was gone, and that he’d lost a majority of his collective power. He declares it unlikely that they would see him near Earth any time soon after such a stinging defeat. Nodding, Bruce says that he would have to trust Alan to keep him away from Earth for now. Green Lantern indicates that the being was no longer in their planetary system, but he would stick around a while longer to ensure that he did not try to sneak back in.

 

He commends Bruce’s gambit of forcing Black Hand’s and Nora’s respective powers to combine, asking how he’d known it would work. Glancing back behind himself, Bruce confesses that he hadn’t been certain, but he’d believed that their powers had conflicted enough that forcing them to mix when neither was ready for it would have drained each other. Alan commends him again, quietly this time.

 

Sighing out a cold breath, Bruce says that he’d felt he’d needed to do something, admitting that his actions had been reckless. After a moment, Alan says that what had happened to Batgirl wasn’t his fault. Bruce rejects his consolation, insisting that it had been his weakness that had caused it. Green Lantern tells him that she did exactly what he would have done in that situation, but Bruce says that she wasn’t supposed to die for him.

 

Alan tells him that she wasn’t dead, thanks to him. Looking back at his fellow protector, Bruce firmly says that he couldn’t let that happen again. 

 

Letting the matter drop, Alan says that with Black Hand gone, he would still have to deal with Nora. Bruce says that he would handle it, noting how the day had been reset to an hour before Nora had been awoken. Alan says that they had manifested an incarnation of the Hand of Creation, speculating that it had sent them all back to prevent it from ever coming to Earth. Bruce shares that Batgirl did not seem to remember any of it happening, but Black Hand clearly did. Green Lantern suggests that only those of them who had been alive in its presence would remember it, and that perhaps that was for the best. Bruce agrees, saying that hopefully it would just fade away like a bad dream for her and for Nora.

 

After a moment, Alan says that hopefully that was all it was. Bruce tells him that he sounds regretful too. Alan shrugs it off, saying that the Hand of Creation was not something that mortals should ever see, noting how the Green Lantern Corps had treated that as a universal law. Bruce flatly challenges Alan  to “write [him] a ticket.”

 

Chuckling, Alan says that he would just let them off with a warning. Bruce says that he would contain the Lazarus Pit here in Gotham, saying that he needed to go to prevent Nora from waking up. Green Lantern offers to help, but Bruce says that he would take care of it. 

 

Nodding, Alan wishes Bruce luck. He returns it, then watches as Green Lantern rises back into the sky. Alan gives his compatriot one last meaningful look, then bids him farewell “until next time.” With that, Alan turns and zips off into the night.

 

Bruce remains still as the green light dims over his body. He breathes out another cold breath. The light fully diminishes, leaving him entirely in shadow. His silhouette straightens out, looking up back at Gotham City with renewed purpose.

 

Elsewhere in Gotham, a different shade of green flashes on repeat against an icy wall. Mr. Freeze- fitted inside of his zero-temperature containment suit- is seen in his lab electrifying a large capsule, manipulating the current to get an emerald liquid within to light up and sparkle. After achieving a steady sparkle, Freeze deactivates his machine, reaching out with a gloved hand to hesitantly take the capsule. Gazing at it mournfully, he bows his head toward it, murmuring that he had to try it.

 

A voice from behind him tells him that he needs to stop. Freeze wheels around in surprise to see Batman standing in his lab between him and Nora’s pod. Freeze holds up the Lazarus sample in his hand, repeating louder that he had to try. Looking at the other man’s desperation and tone, Batman deduces that Freeze himself does not believe that what he is about to do will work.

 

Freeze insists that it had to work; the League of Assassins had warned him about the Lazarus Pit’s side effects, but he’d been working to correct it. Batman tries to calm him by saying that he could always try again. Freeze, however, says that what was in his capsule was the last of his supply, the rest of it spent on his tests. Depending on whether Batman helped supply Freeze with the sample in the main game, Freeze will either ask Batman if he could procure more (leading Batman to say that he could not) or say that he had no way of contacting the League to get another sample.

 

The scientist stresses that he has to try it, but Batman warns him that he was only going to hurt her. Freeze argued that he can’t possibly make her worse than she is now, but Batman says that he can. He reminds Freeze that he is trying to save his wife, not prove himself wrong. 

 

Faltering, Freeze says that if he doesn’t try it, he will have failed Nora again. Batman steps to the side, allowing Freeze to see his wife in her cryostasis chamber. The vigilante tells him that he would only fail her if he gave up. Freeze tries to say that meant he had to give her the Lazarus sample, but Batman says that it only means he needs to keep looking for the right solution, not force a cure on her that could make her worse.

 

Hesitating, Freeze slowly steps up to the cryostasis chamber. Batman allows him to pass, remaining at his side as the scientist gazes down at his wife. Freeze places his free hand against the glass longingly, reading the vital signs on the chamber exterior as they normally are. His hand tightens against the glass for a moment, then lets go, dropping back to Freeze’s hip.

 

Wordless, Freeze raises his other hand up in the air over his shoulder, not looking at Batman but inviting him to take the Lazarus sample. Batman does, reassuring the scientist that he was making the right choice. Freeze mutters that he does not “know what is right anymore.” 

 

Nora’s chamber continues reading her stable vitals. Her husband tiredly looms over it, not looking anywhere else as Batman bids him a silent farewell and leaves the lab. 

 

As the sun rises in Gotham, the Batwing flies out over the river back toward the Batcave. Down below on the street, a single car in a pet store parking lot turns on, its engine rumbling at a much lower volume than the jet engine that had just passed. 

 

Inside the car, the driver adjusts her rearview mirror. In its reflection, the makeup-outlined eyes of a dark haired woman narrow. Her cheekbones compress at the edge of the reflection, conveying a wry smile.

 

The car rolls out of the parking lot. The pet store sign remains dark as the sun rises, spreading a low, natural light behind it.



End of War of the Weird



In a post-credits scene elsewhere in Gotham, an apartment building in western Gotham gains more sunlight as the day begins. 

 

In one of the apartments, someone in a bedroom tosses and turns amid a nightmare. The dreamer fitfully groans and pants, kicking in various directions beneath splayed, untidy blankets.

 

Barbara suddenly sits up in the bed with a shallow yell. Her forehead covered in sweat, her eyes wide and her posture shaking with hurried gasps, Barbara looks about herself frightfully. She tries to force down her panic as she sees nothing there, bringing the back of her right hand up to cover lips to literally give her something to bite down on. After another scan of her own surroundings, she moves that hand up to cover her eyes, exhaling out a heavy sigh.

 

Dropping her hand, Barbara forces herself to take a deep breath in through her nose. She holds it, looking off to her window, then breathes out again.

Notes:

Wanted to take care of this before finishing the mainline expansions. I'll get back to White Rabbit's expansion next.

Chapter 45: Silent Knight (Part One)

Summary:

Beginning of the Silent Knight DLC

Notes:

I typically do not like releasing unfinished work, but it has occurred to me that this particular project has taken me close to five months and I don't know when I'm going to finish it now that I'm juggling three or four projects at once. I've decided to release the first two parts of it now. Hopefully, I'll get the next two parts out in October and maybe the final two parts in November. We'll see.

Chapter Text

Silent Knight

 

This DLC content is the third and final mainline extension of the main game. It is a direct sequel to several storylines set-up in “Revenge of the Boys" including a few bits and pieces of story from the War of the Weird DLC. Hence, as with the previous expansion, it assumes that Batman’s identity is unknown to both Harley Quinn and Poison Ivy; Catwoman’s relationship with Batman will lead to some different story paths in this expansion, but she must be either alone or with Batman (she cannot be reunited with Harley or Ivy or both). If the player’s game does not meet these conditions and the player skipped the previous DLC, the player will be allowed to use a brief story generator to determine the starting conditions in this story.

 

As opposed to “Revenge of the Boys,” this story is divergent and can end in multiple ways, where some choices made in the main game (or story generator) and actions in the DLC will affect its direction. There are some side activities that can be completed in this story, but the campaign is mostly linear, with the variations made in it determining the ending. As with some elements of the main game, there are quicktime event sections that can be completed or failed to affect the outcome of the story. Additionally, consequences from the story of the main game make this campaign easier or harder depending on what choices were made. 

 

Three weeks following the events of “Revenge of the Boys,” Bruce Wayne is sitting in the Batcave reviewing his case files on the Batcomputer. All of his unresolved files appear on screen, scrolling by for his quick review of any criminal he did not capture by the end of the main game. His eyes linger on the report for Joker, enlarged on his screen with a blinking line of red text declaring him “MISSING.” After a few moments of staring at it, Bruce finally sets it aside to continue with his general review.

 

Alfred arrives behind him with a teaset on a platter, offering him “a warm drink in this cold cave.” 

 

  • If Batman’s hand was moderately damaged during his battle with Talia: Bruce accepts the nearest teacup, grimacing as he holds it up for Alfred to fill it. Alfred sarcastically asks if the empty cup was too heavy for him, then very slowly pours the tea from the kettle to gauge how his hand holds it up. Bruce says that the pain was mostly just memory, and it hadn’t affected his work as Batman in any meaningful way. Rolling his eyes, Alfred fills it up the rest of the way, muttering about how he should have Bruce pour the tea on his own if he was truly not affected by the injury.

 

  • If Batman’s hand was severely damaged during his battle with Talia: Bruce takes the teacup, but nearly drops it in pain as his hand spasms, quickly bringing up his other hand to catch it. Alfred demands that he sees a neurosurgeon as soon as possible, saying that it had been long enough since the injury that no one would be able to connect it to Batman. Bruce declines, saying that the pain flared up only occasionally, but Alfred insists that he cannot trust him on the matter, pledging to set up a meeting with his friend Thomas Elliott later in the week for an informal consultation. Bruce lets the matter drop, not answering but pointedly lifting the teacup with his injured hand to let Alfred fill it.
  • If Batman’s hand was not damaged during his battle with Talia: Bruce thanks Alfred and reaches for the nearest teacup, but Alfred quickly pulls it away, asking if maybe he should come back after the tea went cold, since that was when he generally drank it. Bruce flatly stares at him, leaning further out of his chair to collect the teacup from Alfred’s possession. Bruce holds it up for Alfred to fill it, but retracts it himself, glibly asking if he was sure he could pour it without spilling it. Alfred answers back that he could pour it into his lap if he didn’t want it in his cup, leading Bruce to respond that it had better not be hot enough to “end the Wayne bloodline here and now” if he was going to chance it. Snickering, Alfred promises he wouldn’t spill it if he just held the cup still, then stays true to his word as he fills it.

 

 

Alfred retreats back as Bruce raises the cup to his lips, but he is barely able to take a sip before the Batcomputer alerts him to a crime in progress at Gotham Mercy Hospital, with initial reports indicating multiple assaults from staff and patients alike. Suspecting that the cause was a previously-unknown dose of Scarecrow’s fear toxin, Bruce tells Alfred to relay a message to Gordon to keep the police back while he goes in to resolve the situation.

 

Batman arrives at the hospital via the Batwing, opting to enter through the upper floors of the building and work his way downward. He makes his entry on the fourth floor and sets his cowl’s scanners to search for any traces of fear toxin in the air. Despite his efforts to find it, he finds no evidence of any fear toxin in the air, nor any sign of hostilities on the floor with the staff on lockdown. 

 

He makes his way down to the third floor via the north stairwell, but receives an update from Alfred that he was unable to contact Gordon, as he was not responding to their usual channels. Batman is immediately suspicious, knowing that the commissioner was usually on duty at this time. He tells Alfred to try contacting Batgirl to see if she knew where her father was, and see if he could reach any of Gordon’s deputies to relay his original message.

 

On the third floor, Batman encounters two nurses fleeing from a police officer who shoots at them. Batman quickly disarms and incapacitates the officer, ending the threat from him as he is clearly not in his right mind. He goes to the nurses, asking what had happened from their account. One of the nurses says that the officer had just attacked them without warning shortly after speaking to a different nurse. Neither one can identify the nurse who had previously spoken to the cop, nor do they know which way she might have gone. Deciding to go after her, Batman orders them to take shelter while he goes to investigate.

 

He completes his search of the third floor, finding it to be clear of any airborne fear toxins. Satisfied, he taps into the hospital’s CCTV system, finding several instances of violence happening on the second floor below him and several other people fleeing from it. Despite them, a single nurse walks through the carnage, apparently unconcerned about anything happening to her. Batman tracks her movements, going after her down to the second floor, but needing to go through the elevator with the nearby stairwell barricaded.

 

While waiting for the elevator, he is contacted by Alfred again, this time with Batgirl on the call. She confirms that the commissioner was not at home, and she could not find him herself. Worried, she asks if he thought the incident at the hospital and her father not being reachable were related. Batman says that they might be as he steps onto the elevator, but he tells her not to join him at the hospital when she says she would come to him. Instead, he directs her and Alfred to try to locate the commissioner by his last known position and his cell phone’s tracker.

 

On the second floor, Batman encounters several hostile patients and staff members wreaking havoc, still without a trace of fear toxin fueling them. These attackers similarly do not offer any communicative abilities, only capable of damaging their surroundings. After neutralizing these militant patients and staff, Batman presses onward, trying to locate the missing nurse. His review of the security cameras sees her at the opposite end of the ward, making him rush to catch up to her. He comes across another group of attackers, having to defeat them as well.

 

After reaching the end of the ward, he finally comes across the nurse as she departs down the opposite elevator. Smashing into the doors just as they close behind her, Batman quickly turns and races down the stairwell, coming out to find the nurse standing between two more officers in the emergency wing. He calls for her to stop, making her turn around to face him behind a surgical mask. Narrowing her eyes, the nurse slowly reaches up to pull off her mask, revealing the smirk and clown-themed makeup adorning the face of Punchline.

 

Punchline greets Batman, asking if he’d had any trouble with the hospital staff outside of visiting hours. Batman tells her to surrender to the policemen on either side, but neither officer appears interested in arresting her. She claims that she had actually managed to get the police to surrender instead: she had gotten them to surrender to chaos. Punchline then orders the officers to shoot Batman, which they immediately turn to do, drawing their weapons and forcing Batman to take cover.

 

Batman works his way around the officers, flanking them to take them out before a new set of other hostile patients and staff come to their aid and attack Batman. After dealing with the last group of attackers, he rushes back on Punchline’s trail, only to find that she had left the hospital and that he had no way of knowing which way she had gone after walking out into the parking lot. Looking around in vain, Batman curses under his breath.

 

Elsewhere in Gotham, Batgirl drops onto the rooftop of the GCPD building, still facing structural damage from the attack on it several weeks earlier but with significant progress made on the exterior and with much of the interior back in order. She contacts Alfred, alerting him that her father’s phone was still in the building, likely in his office. The butler says he would gather up recent security footage from within the building to piece together her father’s last known movements in the building.

 

Batgirl makes her way in through the roof, not bothering to hide from the police on the upper floor but not stopping to interact with any of them. She enters the office set aside for the commissioner, looking for any sign of her father while the officers nearby leave her to it. She calls his cell number, confirming that it was in fact in the office when she hears it vibrate in a muffled manner, even though she cannot immediately see it. Amid her search of the office, she finds multiple items the commissioner would not have left in their current state, namely his sidearm left behind on the floor in its holster. 

 

Finally, Batgirl finds the cell phone hidden in the trash bin, picking it up to examine its screen background of her family from several years ago. Pausing as she stares at the picture, she fails to answer Alfred’s call until his second attempt, telling him that she had found her father’s phone and weapon left behind in the office. Alfred tells her that he had footage to show her and Batman, also on the call from the hospital.

 

Batgirl raises her gauntlet as the video plays, showing camera footage from the end of the floor she was on at GCPD. It is not focused directly on the commissioner’s office, but it captures enough detail for the video to show a group of four officers- led by a single policewoman with her cap brim tilted down- standing outside of Gordon’s office. Alfred relates that this footage was from three hours earlier just as the sun set in Gotham.

 

The policewoman at the front knocks on the door to the office, then lets herself in as the three other officers remain still outside the room. The door closes behind her, making it impossible to see inside. Alfred rolls through the video for them, fast-forwarding and saying that the next part happened a few minutes later. The door then re-opens after the skip ahead, letting the policewoman lead the commissioner out, closing the door behind them. Gordon and the other three officers then follow her out, underneath the camera. Batman pauses the video on his end, zooming in on the policewoman. He identifies her despite her lowered cap, saying that it was Punchline.

 

Batman shares the news from the hospital that Punchline had been behind whatever had happened there, definitively linking the two events. Batgirl questions where they had gone, playing the video from that point onwards, but it only shows the group walking off screen. Alfred loads up a second video from around the same time, showing the five people in uniform all leaving the station together, getting in two separate squad cars. Punchline takes all three of the uniformed officers in her car while Gordon drives off on his own, making Batgirl ask what could have possibly made her father drive off alone without the slightest hint of resistance.

 

Batman says that if the vehicles they had used were in fact real police cars, they would have trackers hardwired in them they could use to find out where they went. Alfred rewinds to get the ID numbers of the vehicles, quickly acquiring them to figure out where the cars were.

 

Alfred determines that the car in which Gordon had left had gone to an auto shop in western Gotham. Batman meanwhile says that he sees the other police car in the parking lot next to the hospital, deducing that the three officers in the video were the three he had already encountered and that Punchline had left by some other manner. Batgirl says that she would follow the other car to the auto shop to find her father.

 

Back at the hospital, Batman says that he would join her there shortly. Batman returns to the defeated police officers and downed patients on the ground floor, wanting to determine what had caused their violence. Examining them with his detective vision, he once again confirms that Scarecrow’s fear toxin was not the cause, but he does find a different compound in their bloodstreams too minute and diluted to form a complete strain. Compiling multiple blood samples, he sends a copy back to the Batcomputer for Alfred to piece them together and figure out what had infected these people at the hospital.

 

Leaving the scene, Batman goes to join Batgirl at the auto shop, finding her there waiting for him despite the circumstances. She reports that she hadn’t seen anyone go in or out, with the store having closed since Gordon had come here. Remarking that the lights were still on inside, Batman says that this was likely a trap, as Punchline had to have known that the police car could be tracked. Quietly, she asks him if he thought Joker was back after several weeks of silence, but he does not reply to the query.

 

The two of them enter the shop from the employee entrance, coming upon a group of men lounging around the work area. The men quickly rouse at the vigilantes’ appearance, grabbing tools to use as weapons as one of them complains about how they had been told that Batman wouldn’t have come. Batman and Batgirl engage and defeat these men before Batgirl roughly grabs a terrified thug to demand to know where the commissioner was.

 

The thug quickly announces that the commissioner had come in to get the tracker in his car removed before leaving. Batman accuses him of being one of Penguin’s thugs, believing that this was a store that was just a front for Penguin’s gang to charge for services to others in the Gotham criminal underworld. He jumps to accept Batman’s conclusion, claiming that he didn’t know where the commissioner had gone; only that he’d come in to get the services Punchline had paid for the previous day. At Batgirl’s prompting, he further confirms that all they had done was remove the tracker and see him off, refraining from harming Gordon in any way despite several thugs wanting to beat him. 

 

After Batman determines that these thugs didn’t know anything else that would be useful, he pulls the man from Batgirl’s grip- Batgirl left frozen staring at the wall- and bashes him into the ground, knocking him out like his fellows. Batgirl numbly asks what they should do now that they had no leads. Batman tells her to keep calm, saying that they were still waiting on an update from the Batcomputer about the toxin, hoping that they could regain the trail from there.

 

The two of them depart the shop, Batman telling Alfred to send a message to the highest-ranking police officer he could find about the Penguin’s front, saying that the thugs could at least be charged with illegally removing the tracker from Gordon’s car while they worked on building a stronger case. Alfred affirms that he would relay the message, adding that the Batcomputer was nearing the end of its analysis on the blood samples and that they should return to the Batcave for its completion.

 

Side quests: There are three other auto shops fronting for Penguin’s gang around Gotham that Batman can take down in search of any information on Punchline’s network, though he will do so without Batgirl’s help as she returns to the Batcave at this point. This side quest can be completed at any stage of the DLC prior to locating Gordon, though Batgirl cannot take part in it herself. Disabling these shops is not mandatory to the completion of this campaign, but doing so will slightly affect the ending of the DLC.

Chapter 46: Silent Knight (Part Two)

Notes:

(See the end of the chapter for notes.)

Chapter Text

Upon returning to the Batcave, Batman meets his allies at the Batcomputer as it finishes piecing together the toxin Punchline had used. He steps up to the monitor behind Batgirl. Hesitating, he places a hand on her shoulder, assuring her that they would find her father.

 

  • If Batman’s hand was moderately damaged during his battle with Talia: Batgirl bows her head without turning to face him, saying that she believed him, but didn’t know if they would find him alive when they did. Alfred tells her not to think like that, Batman concurring with a message that they had wanted her father alive at the station and had coerced him for some purpose. 
  • If Batman’s hand was severely damaged during his battle with Talia: Batman’s hand suddenly flares up in pain, making him retract as his arm shakes before him. Batgirl looks at him in concern as Alfred steps forward to help. Batman waves them off, saying that it was not a concern. Batgirl disagrees, wanting him to get his hand looked at by an expert. Alfred announces that he has already demanded the same thing. Batman says that he doesn’t need them to decide for him, but Alfred insists that he clearly does if he was refusing to follow common sense by leaving his injury untreated.
  • If Batman’s hand was not damaged during his battle with Talia: Batgirl suspiciously eyes him, asking if he thought that because he never failed. Not letting him answer, she points out that that wasn’t true, rhetorically asking further if he’d ever failed. Batman doesn’t take the bait, admitting that while he didn’t always win, he never gave up, and that was why they would find her father.

 

 

Before any further discussion could be had, Batgirl’s cell phone rings. She looks at her phone, saying that it was her mother calling. Batman nods to her, prompting her to take off her mask and leave the two of them alone at the Batcomputer. Barbara steps out of earshot as she greets her mother.

 

Alfred asks Batman what the plan was to find Gordon at this point. Batman says that the toxin was their only lead at the moment. Trying to piece it together in his mind, he describes what he suspected about it, stating that the symptoms he’d encountered were rapid onset schizophrenia and aggression. He also indicated that he also hadn’t heard any of the people afflicted with this toxin speak, almost as if they were singularly focused on only one thing after Punchline had infected them.

 

Slowly realizing its similarities with another compound, Batman turns around as the Batcomputer reports its findings: a 94% match to the compound used by Poison Ivy to infect several police officers at various locations several weeks earlier. Batman says that the compound was consistent, but its usage made no sense.

 

 

  • If Poison Ivy was secured in Arkham Asylum: Alfred says that Ivy could not have been supplying Punchline with her spores from Arkham. Batman agrees, trying to determine a different way Ivy’s spores could have fallen into Punchline’s hands.
  • If Poison Ivy escaped from GCPD: Alfred asks if he thought Ivy was in league with Punchline. Batman says that it was possible, but it didn’t fit in with how Punchline had managed to use the spores to get the officers at the hospital to do her bidding.

 

 

The Batcomputer reports that the 6% difference in between the spores and the toxin Punchline employed was down to its removal of Ivy’s fragmented plant DNA. Batman theorizes that this change was meant to make it such that instead of the infected officers obeying Ivy, they would obey whoever’s DNA was used to replace it. The Venom aspect of the compound had consequently been rendered dormant without the plant DNA to fuel it. The Batcomputer does not confirm whether Punchline’s genetic code is in the compound, as the human DNA used in its readings was pulled from several different samples.

 

Alfred asks where they could have gotten enough of Ivy’s spores to be able to perform this kind of bioengineering. Batman does not have an easy answer; it was theoretically possible that someone from Punchline’s orbit had been in the vicinity of Ivy’s attacks in Gotham, but the improved Venom had only been used on the police officers, and he had ensured that all of them had gotten a counteragent. He remembers that the only samples of the Venom had been stolen by Bane before being recovered that same night before they had been used, absently pulling up the police report of the Bane incident to verify his recollection.

 

He stops flat reading the police report, seeing that it made reference to two biohazard containers being recovered, one in each armored car. Stunned, Batman re-reads the report, explaining to Alfred that he had only ever seen the one container and had left it with the police when he and Batgirl had been forced to go after Deadshot and Deathstroke. Alfred asks if he specifically remembers which police officer had taken possession of it, trying to establish a chain of custody. Looking further at the details of the report, Batman looks at the photographs given for each of the two recovered items, but the Batcomputer identifies the second picture as a duplicate of the first. 

 

Batman says that whoever had filed this report had likely stolen it, identifying the officer as Rodney Sullivan. Barbara returns to them, telling her mother at the end of their call that she would “check to see if he was at the office” and telling her that she loved her. Hanging up, she asks what the Batcomputer had found. Alfred fills her in on what they had learned, explaining that they suspected that there was a dirty cop who had given Punchline access to the toxin before getting on the Batcomputer himself to research Officer Sullivan. 

 

Putting her mask back on, Batgirl asks if Punchline had really been able to hypnotize Gordon. Batman says it was their best guess, the toxin likely having been introduced to her victims by a poisoned blade. Punchline could have commanded him to steal the police vehicle for himself and take it to the auto shop before giving him further instructions once he had finished. 

 

When Batgirl asks how they could cure her father, Batman says that blood-choking Gordon would be the quickest way to purge the toxin if it behaved the same way as Ivy’s spores, but he believes that the lack of plant DNA in the compound gave the infection a time limit before it wore off and restored the victim to normal. Explaining, he says that Ivy’s spores were self-sustaining inside a host once they dominated the bloodstream, only able to be purged if the host’s blood was affected by a clot or a different chemical. Given that these spores lacked the ability to be self-sustaining after dominating the bloodstream, their effects would only last depending on how much of the toxin was used in infection as the host’s body naturally purged them as it would any other infection.

 

Batgirl notes that they had no way of knowing how long that period could take, saying that the people he had subdued at the hospital had only just been infected when he had gotten to them. Batman suspects that they had likely only been intended to be short-term infections used as distractions for him, with the police officers there having been infected longer. Batgirl asks why Punchline had gone to the hospital at all, leading Batman to answer that showing her face had been the point, meant to taunt him that she was making a power play in Gotham with a new weapon at her disposal. Batgirl asks if he was sure of that, wondering if it was really Punchline who had set this in motion or if it had been Joker.

 

Alfred interjects with information on Officer Sullivan, telling them that he was a cop often assigned to a beat in eastern Gotham, far from the scene of the incident with Bane. Batman suspects that the officer had plotted to steal the containers even before Bane had been defeated, saying that this hadn’t just been a crime of opportunity. Alfred locates Sullivan at a diner by his car’s tracker, giving leave for the two of them to depart the Batcave to pursue the officer.

 

Arriving at the diner, they find the officer getting back into his car after leaving the restaurant. Batman says that they should follow him, but Batgirl doesn’t see the point in waiting, believing that he is just going to go on his normal patrol. He says that Sullivan’s normal patrol could give some clues about his illicit habits, but she disagrees, saying that they would just be wasting time that could let Punchline do as she pleased.

 

  • Follow Sullivan: Batman insists that they would likely learn more by following the officer. Batgirl begrudgingly accepts his decision, saying that she would follow his lead. Batman must quietly tail Sullivan after he gets into his car, listening in on his local police radio feed as he reports back to dispatch that he was going on his break now despite him just having been on break at the diner. Batgirl splits off from Batman as he continues to follow, saying that she was getting another call from her mother and needed to take it.

    Sullivan turns off onto a driveway for a pet store after a minute of the chase. He parks his car as Batman observes from a rooftop above, but does not exit his vehicle. Batgirl comes to join him on the rooftop, getting noticeably anxious waiting for Sullivan to do anything else. She reports that her mother had wanted to know if she had been to the GCPD yet to check on her father, not that she had any new information to offer about him.

    After several more moments of waiting, Sullivan finally exits his vehicle, slowly walking over to the entrance of the pet store. Frustrated, Batgirl asks what they were still doing on the roof. Batman again asks for patience, saying that he was using his break time now for this visit. She dismisses it as just their target picking up food for his dog at home, preparing to take him down the second he walks out of the store. Batgirl glides down into the lot before the store, Batman a step behind her.

 

  • Confront Sullivan: Batman relents, saying that there was likely little time they could afford to spend watching him. He asks her to let him take the lead, then leaps from their position down to the ground below. Batman lands just behind Sullivan as he is entering his car, startling him. Sullivan turns to face Batman, partially obstructed by the driver’s door. Batman asks Sullivan to follow him away from his vehicle, but the officer gets defensive, wanting to know what he wanted. Batgirl drops down in front of the car’s hood, saying that they needed to question him about where the commissioner was. Flustered, Sullivan rejects both of them, saying that he had no idea where Gordon was and says that they should check the station to see if he’s there.

    Batman slowly reaches for the door, but Sullivan jumps into his car and slams it shut behind him, fumbling for the ignition. Batgirl leaps onto the hood, beginning to spray his windshield with explosive gel as the car turns on. Batman punches at the driver’s side glass just as the car begins moving, driving forward over the curb directly into the street as Batgirl is flung from the hood but lands safely in a small roll. Glaring after Sullivan’s car, she chooses not to detonate the gel in favor of leaving Sullivan’s vision obstructed, telling Batman that they needed to catch up to him quickly.

    Sullivan speeds through the city with his lights on, erratically taking turns with apparently no destination in mind. Batman and Batgirl chase from above, managing to keep up during the attempted escape before Batman gives Batgirl the go-ahead to detonate the gel with no pedestrians or other occupied cars around for him to collide into if the blast caused a crash. She does, immediately causing Sullivan to swerve and subsequently overcompensate, causing his car to flip over onto its passenger side and skid off road into a pet store parking lot, turning over to rest upside down.

    Sullivan immediately crawls out of the wreckage, apparently uninjured by the crash but still in terror of the vigilantes chasing him. He limps into the pet store, barging his way inside. Batgirl lands behind the wrecked car, stalking around it to glance at the windshield under the bumper. Satisfied, she steps closer to the store, Batman coming in right behind her.

 

 

Before she can enter the store, however, a man other than Sullivan exits the pet store. The man comes to a complete halt as he recognizes the two people standing before him. The newcomer bolts back into the pet store, shouting for help from people within. Batman and Batgirl enter the store after them, finding a rather small interior lobby that belies the size of the building. They are immediately greeted by five hostile occupants, none of whom are Sullivan.

 

After fighting through their attackers, Batman and Batgirl march into the backroom where the pets should be stored. There, they are shocked to discover many wall-mounted dog cages being used to house people, dozens locked inside their own clear boxes. The majority of them appear docile, not reacting to the commotion in the room as Sullivan draws his sidearm from behind several other thugs waiting for them.

 

Batman and Batgirl engage this new group. During this battle, at least one of the thugs will run to unlock a cage and order a new combatant into the fray. These new combatants fight as the drugged people at the hospital did, offering no means of communication after being freed. This fight lasts until all active combatants are downed; prisoners once freed do not free their fellow prisoners, so it can end quickly if the thugs are defeated first. Sullivan himself has no unique capabilities; he has a firearm and a baton he can use if the former is dropped, but he acts as a standard thug in this battle.

 

Once all enemies are downed, Batman takes another look around himself at the people still in their enclosures. Grimacing, he goes to pick up Sullivan, who begs him to leave him alone. Batman slams him against one of the cages with someone still inside, demanding to know what they had done to these people. Sullivan swears he does not know what had happened to them; he had only come to this pet store because this was where he would go to collect his pay and he hadn’t known about the people in cages until he’d walked into this room.

 

Batman rhetorically asks if he was happy with his payment after having seen this, then throws him to the ground where Batgirl takes over. She asks where the commissioner was, either from scratch if they had tailed him to the pet store or picking up where she’d left off if they had chased him. After some initial reluctance to answer leads to Batgirl getting more aggressive, Sullivan says that Punchline had ordered Gordon to go to Arkham after getting what he’d needed from the auto shop, wanting him to free an inmate.

 

Batgirl realizes that Sullivan had been one of the cops following Punchline in the security footage they had seen earlier, enraging her that Punchline had had willing accomplices in the police force. She menaces Sullivan with further harm, but he swears that he had had no knowledge of Punchline using any chemical agents to brainwash Gordon, thinking that the samples he’d recovered from Bane’s incident to have been used for synthesizing Venom.

 

Batman steps in and asks if Punchline had gone with Gordon as well. Sullivan responds that she hadn’t as far as he knew; the officer had been told to go to find her separately at a studio in eastern Gotham. He shares its location, but Batgirl says that he still had to pay for what he’d done. Sullivan pleads for mercy again, but Batman does not intervene. Ultimately, Batgirl angrily stomps on his head, knocking him out.

 

Batman comments on her anger, but Batgirl tells him off, saying now was not the time for a lesson. Batman agrees, noting that they did not have time to go to Arkham and go to the studio with the two locations being on essentially separate sides of Gotham. Batgirl says that they would need to split up, deciding to go after her father while he went after Punchline. He reluctantly agrees, telling her to take the Batwing to Arkham Island. Leaving the pet store, he urges her to be careful, but she curtly responds that she would do whatever she has to do.

 

Batman tells Alfred to alert the police to Sullivan, the thugs and the victims in the pet store, relaying a message that they regard anyone in the building as hostile until otherwise proven. He further orders a warning to be issued to Arkham about Gordon’s state. Alfred says that he would as the Batwing arrives to collect Batgirl, returning his own question on whether or not the vigilante was sure it would be more prudent to ensure the commissioner’s safety first before going after Punchline. Batman disagrees, saying that the sooner they caught Punchline, the sooner her schemes could be put to an end.

 

He heads for the studio as Sullivan had given him, finding it to be a fashion studio with the lights still on inside despite the late hour. As a part of a multi-lease office building, he is only capable of entering through the ground floor to get inside. Batman enters through the front door.

 

Meanwhile, the Batwing arrives at Arkham Island, allowing Batgirl to eject and glide down to a stop in front of the main complex. Alfred says that the Batwing would patrol the island until police air reinforcements arrived or it was recalled to retrieve Batman. She runs up to the nearest sentry, asking if the commissioner had been there tonight. The sentry confusedly denies her question, only to then receive an alert on the asylum’s closed-feed radio calling for Commissioner Gordon to be detained. Frustrated, Batgirl grapnels up to the nearest entry point to the asylum, bypassing the sentries on the former battlefield.

 

The asylum goes on alert, all inmates being ordered to remain in place while the situation is resolved. Several inmates, however, have somehow been released from their cells in the wing nearest to Batgirl’s location. She goes to investigate, finding several guards to be passively standing by as the inmates threaten to hurt them. Dropping down to defend them, the guards suddenly turn on her at her appearance, revealing themselves to have been infected like the victims at the pet store and hospital. 

 

After defeating these attackers, Batgirl hurriedly contacts Alfred for any additional information he might have learned. The butler relates that her father had come to the asylum with a fellow officer, suggesting that this other officer was serving as Gordon’s handler as the two of them carried out Punchline’s orders. He reports that the two of them had come to informally speak to one of the inmates in the enhanced wing used to house the crime leaders and most wanted Batman had had locked up in the asylum.

 

Batgirl rushes over to the enhanced wing, having to avoid incoming fire from armed asylum guards who mistake her for an escaped inmate. The enhanced wing was the site of much damage from the League of Assassins’ attack a few weeks earlier, but most of it has since been repaired. The asylum raises the alert level as dozens of inmates are reported to have escaped from their cells with the aid of apparently rogue guards. She comes across a large scrum between inmates and guards in the local cafeteria, intervening to support the asylum staff but still does not find her father. Heading deeper into the enhanced wing, she pauses briefly as she sees some cells in this area to be open, knowing that some particularly dangerous foes could be waiting for her ahead.

 

As if on queue, Cornelia lazily strolls out of the furthest cell at the end of the hall, carrying a heavy-duty automatic rifle in her hands. She looks upon Batgirl with open hatred, shouting at the vigilante that she had had Batman in the palm of her hand a month ago before Batgirl had shown up and ruined everything. Batgirl dangerously urges her to get back in her cell, but Cornelia refuses, leveling her gun up to shoot.

 

Boss combat section - Arkham Asylum halls: Batgirl ducks into the nearest cell, getting out of the line of fire as Cornelia shoots. During this part, Batgirl must remain in a cell to cover from the hail of bullets until her attacker stops to taunt her. She can then advance up to a cell further down the hall to get closer to Cornelia during the pauses. Gadgets will not be of any help during this part; any batarang thrown will be shot out of the air by one of the many bullets whether it is remote-controlled or not, and any attempt to use a Batclaw on Cornelia will lead to her dodging it and resuming fire immediately. A smoke pellet provides no cover, as the hallway is too narrow to do anything as Cornelia blindly fires into the smoke. Cornelia quickly reloads during every third pause, but it should not take the player more than three pauses to end this part if it is performed appropriately. 

 

After Batgirl gets within two cells of Cornelia, she turns and retreats into the next hall around the corner. Batgirl pursues, finding an equivalent hall waiting for her, but this one populated with several inmates, including Queenie. The two villainesses stand beside one another, aligned in their goals of taking out Batgirl. Queenie announces to all of the thugs surrounding them that whoever kills her will get a special treat from the two of them, though Cornelia disdainfully eyes her as the other inmates cheer.

 

There are fifteen inmates in the hall not including the two villainesses. None of them are armed nor do they have any unique capabilities, but they attack in waves depending on proximity. At the beginning of the hall, Cornelia calls for all of the thugs to get clear as she opens fire on Batgirl, the inmates fleeing to the safety of the open cells. Batgirl does the same, emerging when she stops to reload at a slower rate than before since she has men to protect her.

 

Four thugs stand between Batgirl and the others at the beginning. Taking out each of these thugs triggers an automatic finisher where Batgirl throws the defeated inmate back into the nearest cell if not already in one. Trying to advance past these four without taking them out will result in Cornelia opening fire on her with the thugs retreating into their cells again. After all four are defeated, Cornelia shoots at Batgirl again, forcing her to take cover in a cell.

 

This process repeats, this time with four more thugs fronted by Queenie aiming for her. Like with her boss fight in the main game, Queenie is only vulnerable to combat takedowns, not taking damage from any strikes or counters. Once a combat takedown is performed on her, she retreats back toward Cornelia as the battle either continues with the other thugs or ends without her.

 

Cornelia opens fire again, forcing Batgirl back to cover. When Batgirl next emerges, the remaining seven thugs join Queenie in the next assault. In this final section, two combat takedowns must be performed on Queenie. After the first is performed, Cornelia signals for everyone to get clear, making Batgirl get into the nearest cell to wait out this barrage. When she comes out to perform another combat takedown, this one sees Batgirl throw Queenie through the air at Cornelia nearby, making the two women collide and flooring both of them. The battle then either continues with the remaining thugs or ends.

 

If at any point during this section Batgirl remains in a cell for ten seconds without Cornelia firing on her, a mini-cutscene plays where Queenie rushes to close the iron bars of the cell door to seal Batgirl inside before she can react. As Batgirl yanks on the door in a futile attempt to escape, Queenie steps back, waves with her fingers at the newly caged hero, and hoots “Toodeloo!” at her. Cornelia steps up alongside Queenie, aims her weapon into the cell, and shoots Batgirl repeatedly, killing her instantly and triggering a game over. 

 

If the player experiences a game over at any point, the player will then respawn with credit for however many waves Batgirl had completed.

 

Cornelia and Queenie separate slowly, but neither can effectively respond before Batgirl lifts the two of them up by their collars and forces them into the nearest cell, slamming the door shut behind them. They each rouse and blame each other for failing to kill Batgirl, Cornelia calling Queenie weak and Queenie calling her a terrible shot. They begin fighting with each other, wrestling on the floor of their cell.

 

Batgirl disinterestedly sneers at the display, then returns to her venture deeper into the enhanced wing in search of her father. She alerts Alfred that she had cleared the first block of this wing, wanting him to relay that message to the asylum staff and asking for them to mobilize behind her as she continues toward the more dangerous foes. She knows that Punchline couldn’t have possibly wanted Cornelia or Queenie to escape so much that she would send Gordon in to get it done, but she still cannot identify which inmate was the target.

 

She finds entry into the next cell block to be barricaded from the other side, forcing her to go up above through the vents. While traversing through the impromptu passageway, Alfred contacts her saying that he needed to recall the Batwing to collect Batman, but GCPD reinforcements would be arriving within moments. She asks if Punchline had been stopped, leading Alfred to say that she had not and was still on the loose. Batman would arrive to back her up when he could make it.

 

Suddenly, a bullet pierces the floor of the duct before her, making her stumble back. A second bullet does the same a few inches closer. Quickly, Batgirl sprays explosive gel on the vent directly beneath her and detonates it, causing the duct to collapse both beneath her and several sections in front of her. Tumbling out of the shaft, Batgirl covers behind the fallen duct and drops a smoke pellet, disguising her motions as a third gunshot hits the floor near her. She activates her detective vision as she seeks a new point of cover on a pipe near the ceiling, but a voice suddenly calls out to her “come out, come out, wherever you are.” 

 

From both his voice and his gunfire, she recognizes the shooter as Deadshot, taunting back at him that his reputation said he never missed. Not knowing where she is speaking from, he continues to scan the room as the smoke dissipates. Deadshot says that she was right, which was why she had to die to make sure no one had witnessed his missed marks. She gives him one chance to return to his cell before she makes it hurt, but he refuses, saying that would do just fine if Batman would make an appearance. Batgirl whispers to herself that she would have to do.

 

Boss fight - Deadshot: This boss fight mixes stealth and combat similar to how Deadshot’s sequence occurred in the previous DLC. In the beginning of this fight, Batgirl is in stealth, needing to traverse across a much more open room with three floors meant to house the most violent of inmates. Most of the cells are empty, but a few of them are occupied. Stepping in front of an occupied cell will lead to the inmate inside calling for Deadshot’s attention there. The only way to avoid being seen is to drop a smoke pellet or to take cover and wait for Deadshot to look elsewhere. Deadshot fires more rapidly than regular snipers, and he has ways of making bullets ricochet off walls to hit targets if he knows where to shoot.

 

Deadshot himself is on the top of the three levels, giving him a vantage point to see most of the room and the ceiling. Cover in this room is mostly made up of railings and overturned tables left behind, with some columns that are generally considered safe points. Batgirl must advance to Deadshot’s position to trigger a combat sequence. Gadgets are generally useless in stealth except for the smoke pellet, as a batarang will not serve as a distraction with only one target for Deadshot to hunt rather than two.

 

Deadshot exhibits some similar rules to his combat style in the previous DLC; he is immune to all gadgets and he can block strikes if hit too many times in a row with a counter available if the player continues to strike at his guard. He does not have the same equipment being armed with only a sniper rifle, but he uses it much to the same effect. The main differences are that his chain attacks have been replaced with a dodge-roll to gain distance followed by a quick shot and that his health decrements trigger events. The former can be interrupted with a batarang that will absorb the quick shot but not cause damage; otherwise, an appropriately-times dodge can avoid being shot. His health decrements work in thirds in this battle.

 

Once the first third of his health is drained, Deadshot retreats and shoots the locks on three cells with inmates inside, releasing them into the fray while he flees to a new position in the room. Batgirl can give chase, but doing so could leave her open to attacks from behind. It is recommended that Batgirl defeat the inmates quickly whenever they are freed as they will always be able to follow Batgirl around the room to give away her position to Deadshot.

 

A stealth section starts the same as the first, this time with Deadshot located on the bottom level in the middle of the room. He is more vulnerable to attacks from above than he was before, but his scans of the room are quicker. Batgirl must once again get to his location to trigger another combat section with the same rules and ending event as the first.

 

This process repeats a third time that will see Deadshot retreat to the middle level back at the far end of the room. His scans are even quicker now with him looking about himself in all directions. Batgirl must get to him for a third combat section, but in this section, Deadshot will begin by shooting open three cells immediately, giving him some small aid during that sequence. The player must fully drain his health bar on this third go to end the boss fight.

 

Leaving the area of a combat sequence at any point will result in the stealth section resuming, though Deadshot will not move from his position. If the player experiences a game over during this boss fight, the player will respawn with credit for how many combat sections were completed.

 

Once Deadshot’s health bar has been drained and all other enemies have been downed, a mini-cutscene ensues where Batgirl kicks Deadshot back into a railing, leading him to fire at her. Successfully completing this quicktime event will see Batgirl roll out of the way of the bullet, completely getting out of its way as it ricochets off the wall behind her and hits Deadshot in his left hand, making him drop the rifle to clasp his fresh wound. Failing this quicktime event will see Batgirl duck under the bullet, but get hit from behind as it bounces off the wall behind her. Deadshot’s health bar will replenish by a third and he will open three more cells nearby, but he will not leave that area.

 

Once Deadshot has been defeated, Batgirl marches up to him, easily dodging a punch he throws with his uninjured hand and pinning him against the railing. She taunts him, saying he’d have done better if he’d teamed with Deathstroke again. Snidely, he says that Deathstroke had been taken to Blackgate instead of Arkham, meaning that Deadshot was the crazy one according to Gotham. Eyeing her, he asks if her being in Arkham meant she was crazy too.

 

Threatening to toss him over, she demands to know why Punchline had wanted him set free. Deadshot mockingly laughs, saying that that was news to him. Doubtful, she demands to know where he had gotten the rifle, leading him to say that the commissioner and his officer had given it to him with the promise of a reward if he could deliver Batman’s mask to the GCPD.

 

Batgirl asks where the commissioner was. Deadshot says he assumes he was in the next block where the heaviest hitters were kept since that was where he’d gone. She mocks him for not being among them, leading him to boast that he could kill each of them if he ever needed to prove his dominance. Slowly letting him go, Batgirl says that maybe he was right, then roughly shoves him over the railing. Deadshot falls only a few feet before the rope Batgirl left around his ankle snaps him back, leaving him hanging upside down for the police to collect. 

 

Kicking Deadshot’s rifle aside, Batgirl contacts Alfred and reports that the second block was secure, but she didn’t have time to remove the barricade. Alfred replies that it was just as well, saying that Batman was nearly on the island and would join her within a few minutes. The police backup was already in place, meaning no one would be getting out now.

 

Batgirl advances into the third and final block of the enhanced wing. The first room of this block is intact, which is a slim hallway with a new large water tank occupied by Killer Croc, placed there in the time since their battle to keep him more docile. The villain scornfully glares at Batgirl, but otherwise just remains still as she passes.

 

The second room features several cells meant to house those in solitary who did not need other considerations. Notably, she passes by Two-Face, Firefly and Scarecrow en route to the next room. This block features special containment cells meant to keep in those who needed more reinforced confines due to their abilities. Notably, cells in this room are present for Harley Quinn and Poison Ivy.

 

  • If Harley was sent to Arkham after Batman offered to rehabilitate her: Harley immediately notices Batgirl, calling for her excitedly from behind her plexiglass cell covering. She asks if she had come because of the alarm or if this was just a visit. Batgirl curtly asks where the commissioner was. Pouting, Harley simply says that he was in the last room.
  • If Ivy was sent to Arkham after Batman offered to rehabilitate her: Ivy notices Batgirl from inside her containment cell, but simply watches her without expression. Batgirl ignores her passive interest, just continuing to the next block.
  • If neither Harley nor Ivy are in Arkham after escaping GCPD: Batgirl suspiciously glances through the empty cells, guarding against an ambush from either side.

 

The last cell in this block is reserved for Clayface, marked behind bulletproof glass with a sign that warns about his perfect impersonations. Batgirl glowers at Clayface, who smiles back at her wearing Gordon’s face. He absently knocks on the glass several times, continuing to taunt her.

 

Turning away, she advances into the final cell block reserved for those who needed the most extreme precautions. Here, she finds almost every guard and staff member stationed in this wing in the block, many of them facing her direction and appearing immediately hostile. She quickly surmises that the commissioner and his handler must have infected them and brought them through to the final section of the wing as some sort of last defense if she made it this far.

 

At the end of the wing, she finally spots her father, standing right outside of Bane’s cell. She calls for him to stop as he and his handler turn two keys in unison, opening the cell but not unlocking Bane’s restraints inside. Batgirl calls out again as he does appear to have heard her for a brief instant, but he and his handler enter the cell to attend to Bane.

 

Frustrated, Batgirl is forced to engage the infected guards and staff in her way. After a few moments of battle, however, a loud crash emerges from the cell that shakes the entire room. The group of infected all stop at attention for the cell, watching passively as the two men who had entered emerge.

 

From behind them, an even-larger than normal Bane follows, holding his hands out before him. Parts of his skin ripple with green in intermittent flashes, exemplified when he tightens his hands into fists. Importantly, he is not wearing any kind of containment suit, apparently having been treated to his new Venom supply in a single dosage rather than a continuous supply.

 

The mercenary himself seems unable to comprehend his own new power, loudly commenting that he feels like he could lift the entire asylum out of the ground. Batgirl pensively approaches, not being stopped by the infected guardsmen. Gordon remains at attention like the rest of the infected, and she notices for the first time that the man she had assumed to be his handler is also infected, making her suspicious of how Punchline could have orchestrated this break-in without a fully-conscious person in charge.

 

Bane notices her in the crowd, smirking and announcing that he would be glad to give her a personal demonstration if she would just hold still. Batgirl takes another step closer, questioning why Punchline had just let him have a new Venom formula for free. Bane, much like Deadshot before him, seems surprised to learn who had benefactor him, then promises to give the clown a chance to live when he rampages through Gotham. Eyes darkening after seeing her father still standing at attention, she tells Bane to get back in his cell before she makes him. Laughing back at her, he reminds her of how she and Batman had barely beaten him together when they’d last met, asking how she could possibly beat him by herself now. Batgirl drops into a fighting stance, offering to give him a personal demonstration. 

 

Boss fight - Bane: There are several factors to consider in this boss fight. When Batgirl entered the block, there were forty-one total guards. Before Bane was set free, however many she managed to defeat will be out of this battle. These infected do not have any firearms, only standard crowd control weapons. They offer no unique challenges. Gordon and the other infected person with him do not participate in this battle, standing aside at the entrance to Bane’s cell. They are untouchable, only moving slightly due to Bane’s movements.

 

In this battle, Bane follows the same rules as he did during the battle in the previous DLC. He is immune to all strikes and gadgets, none of his moves can be countered, and he will only take damage from combat takedowns. Bane’s own attacks will cause more damage than they did previously, along with his grabbing attack being upgraded to an automatic killshot on Batgirl if he manages to land it.

 

Conventionally, however, there is no way to “win” this boss battle. Combat takedowns will not provide enough damage to drain Bane’s health bar fully, and the standard enemies in this battle do not revive to help chain takedowns together. The ending condition for this battle will occur after all standard enemies have been downed.

 

Once all infected guards have been neutralized, Bane initiates his charging attack. On this charge, however, he overruns Batgirl, smashing through the nearest wall and making the building rumble. Unsteady on her feet, she looks up to see some small chunks of the roof falling down toward her, not big enough to be lethal but still enough to hurt. She quickly rolls out of the way, then looks over to her father and the other remaining infected, finding them unresponsive to the dangers about them. 

 

Bane nearby gets hit by some falling debris, giving Batgirl an opening to dash to the two of them. She grabs her father by his shoulders, urging him to wake up by shaking him. He groans lowly, appearing to hear her once again. 

 

Before she can fully get through to him, however, Bane comes up from behind her, grabbing her around her body with one large hand. He mocks her for her arrogance in thinking she could stand up to him, threatening to crush her now. Unable to break free from his grip, Batgirl wraps her legs around his outstretched arm and twists around it, managing to get out behind Bane when he opens his hand in pain. Unfortunately for her, however, he easily manages to regain control of his arm, using it to backhand her across the room back toward the entrance of the cell block.

 

Batgirl rolls to one knee amid the rubble and unconscious bodies. Alfred sends a quick apology, but says that Batman would not be joining her after all. She demands an explanation from the butler.

Notes:

To be continued...

Chapter 47: Silent Knight (Part Three)

Chapter Text

Batman enters through the front door, finding a sparse interior lobby despite his expectations of the opposite. In the absence of clothing racks and sundries displays, he finds many cordoned off sections of the store made of plastic dividers covered in spray paint boasting messages of revenge. Batman kicks the nearest divider out of the way to see what is on the other side.

 

In what the studio’s legal tenant had advertised as the clearance section, Batman finds several infected wearing garish colors and other thugs amusing themselves with the former’s wardrobe selections. Batman engages this group, defeating them within the confines of this section of the store. As soon as he does, a man pokes his head around a different divider, mockingly asking Batman if he was going to pay for all this damage.

 

He is immediately sent flying back through the divider, making it topple over and allowing Batman to stroll through to the makeup section. Here, he finds Punchline and several other thugs and infected waiting for him. Punchline herself sits unconcerned behind a tall desk, briskly greeting him while consulting a ledger. She asks him if he had an appointment, as she does not see his name on her list for the night.

 

Unamused, Batman remains near the entrance of this section of the studio, not wanting to march into whatever trap she has planned. He orders her to give herself up now, but she “politely” declines, saying that the real fun hadn’t even started. The vigilante demands to know what she was planning, leading her to declare her intention of simply making him watch as the city he’d held so dear tore itself apart before him. She tells him that try as he might, he would not be able to stop the chaos to come.

 

Batman questions what she meant by that, but she only replies that this would be “our finest joke yet.” Scowling, Batman asks her where the Joker was. Punchline slowly stands up from behind her desk, smirking and indicating that Joker wasn’t available for out-of-appointment bookings, but he could schedule a meeting with him in the near future if he wanted.

 

A thug beside her shouts that Joker would be coming back for revenge against Batman, but Punchline snaps and yells at him to shut up, taking a knife from the desk and slashing him across his face. The thug recoils in shock as Punchline berates him, calling him rude for interrupting and ordering him to be silent until she is done talking. The thug then stands at attention, now infected like the others after coming into contact with her blade.

 

Composing herself, Punchline apologizes to Batman for the outburst, saying that she hated it when her friends didn’t let her finish talking. He once again orders her to surrender, but Punchline apparently distracts herself with the ledger on her desk. She pretends to come to a realization, sarcastically asking Batman if they had made a mistake and booked Batgirl instead of him. He grimaces, then prepares to fight. Punchline apologizes for the “mix-up,” saying that she had expected him to go after the commissioner himself and had Batgirl come to the studio. Shrugging, Punchline collects two knives from the desk, offering to take him anyway despite the appointment error. When Batman holds his ground, Punchline calls for her men to “put some color” on his face.

 

Boss fight - Punchline: This boss fight begins with Punchline backed up by four thugs and five infected. There are firearms in the room, though none of the thugs or infected will be holding them at the start of the battle. After five enemies have been taken out (it does not matter which five), Punchline will shout for reinforcements from elsewhere in the studio. Six more thugs will arrive- some already armed- to join the fight against Batman.

 

Combat with Punchline herself can be extremely challenging to lesser-skilled players, as she has a wide variety of attacks with which she can use to heavily damage Batman. She will begin the battle with a knife in each hand, during which stage she acts as a unique opponent. She has basic single and double strike attacks that can be countered, though these counters do not cause a significant amount of damage. Punchline offers a potentially-devastating series of knife attacks in a row, coming in sets of three, four, five and six. Like with swordsmen enemies, these strikes cannot be individually countered; the player must counter all attacks in a set in order to cause Punchline any damage.

 

She can be hit with strikes, but she is also capable of blocking strikes if they are mistimed. Hitting her too many times in a row will result in her firing back a quick, unblockable strike that is extremely difficult to avoid. Punchline also has an unblockable grabbing attack she can use that will see her get behind Batman for a chokehold that gets under his left arm. The player must mash out of this hold to escape, taking damage for every second Batman is locked in this hold.

 

When Punchline launches into her set of strikes, the player will cause more damage if she uses more attacks that are countered (i.e., more damage will be taken for six countered strikes than five). Additionally, if Punchline uses a set of five or six strikes, Batman will automatically disarm her of both her knives and stun her, leaving her vulnerable to several strikes in a row before she recovers. When fighting unarmed, Punchline generally acts as a standard foe, though she still has her unblockable grabbing attack and the ability to block strikes herself. After a few moments of being left to herself while unarmed, she will ultimately draw two new knives out of her vest, using them to the same effect as the first two.

 

The reason why this boss fight can be so challenging is that getting hit any point in this battle by one of her knives will infect Batman with the same toxin used on others. The first time Batman is struck, his health immediately reduces to half its maximum if above that total. Any subsequent strike or first strike delivered with his health below half does not take away as much health, but infection makes it such that Batman’s health will be continuously drained for the rest of the battle. The player will still be able to chain combos together for combat takedowns, but once started, the infection will not be stopped until after the battle is over. If not hit again, it will take roughly one full minute for Batman’s health to be fully drained from infection.

 

Punchline is vulnerable to strikes, counters and combat takedowns, but she is immune to all gadgets. Players who are confident in their ability to counter her strikes can try to disarm and stun her to end this battle quickly. Otherwise, staying out of range of her series of strikes and responding when appropriate can work for those who have trouble with timing. If the player suffers a game over during this battle, Batman will respawn with credit given for half of Punchline’s health bar drained if the player got that far.

 

Once Punchline’s health bar has been drained, a cutscene plays where she attacks him with both knives out, swiping and slashing at him. Batman manages to dodge each attack, backing up out of the way of her final strike. Despite not managing to hit him, Punchline smirks and levels her right-hand blade to point at him, remarking that she was getting closer. Batman circles around to her left, drawing her up to do the same. She asks him if he wouldn’t just rather have a seat and let her go to work on giving him a brighter smile. 

 

Batman warns her that she wasn’t going to beat him like this, halting his circle to put his back to the fallen divider and prevent her from leaving. Punchline cocks her head, then surprisingly agrees with him.

 

If Batman decided to lock up Harley Quinn in the main game

 

If Batman decided to reform Harley Quinn in the main game

Chapter 48: Silent Knight (Part Three - Locked Up Harley Quinn)

Chapter Text

If Harley escaped from GCPD custody after Batman locked her up: Batman is suddenly hit in the back with a bat, making him falter to one knee before hastily rolling off to the side before Punchline or his new attacker can hit him again. He turns back to find Harley Quinn as his new attacker, guised in her original jester outfit with a baseball bat branded for the Joker. 

 

Harley taunts him for thinking she would just go away, saying she wouldn’t stop until he was begging for forgiveness. Batman taunts back at her for rejoining Joker, saying her choice in going back to him justified his conclusion that she was hopeless and would never change. Harley admits that this hadn’t been her first choice, but if this was what it took to make him pay, she’d do it happily.

 

Punchline interjects, saying that while she hated to break up their little reunion, she needed Batman to get “his makeover” before he could see Joker. Flashing a blade at him, she invites him to once again take a seat so she could make quick work. Harley, meanwhile, encourages him to make it difficult for them, indicating she would have more fun that way. Standing up, Batman tells both her that the only fun to be had would be getting them matching jumpsuits at Arkham.

 

Boss fight - Punchline and Harley Quinn: In this battle, Batman must contest with both Punchline as she was in the previous fight and Harley Quinn from her Part Two appearance in the main game (namely, she has a running attack that can be countered, a cartwheeling grab attack, a rush to recover a fallen weapon and a blockable windup one-hit kill attack). Additionally, each opponent has a new solo attack and a new dual attack. Punchline’s new solo attack is a ranged attack that will see her throw her knives at Batman; this attack is unblockable and must be avoided. 

 

Harley will scramble to collect fallen firearms like she did in her Part Two fight, meaning both of them will have ranged attacks they can use. Harley’s ranged attack can be interrupted with a gadget while Punchline’s knife-throwing cannot. Harley’s new solo attack is an unblockable grabbing attack that will see her somersault over Batman, pinning his back to her back and using her bat like a garrote, strangling him while lifting him slightly over her back. Like with Punchline’s grabbing attack, the player must mash out of it to escape, taking damage for every second locked in it.

 

The two of them are also now capable of launching a dual attack. The setup for it is the same as Harley’s windup attack, but on some occasions, when Batman stays within range and manages to counter it, a mini-cutscene plays where Harley manages to keep her balance when Batman blocks it. What follows is a chain sequence where Batman must counter three consecutive knife attacks from Punchline while holding Harley in place. Getting hit by any of Punchline’s attacks ends the sequence and causes infection if not already present, but managing to complete the sequence sees Batman smash the two of them together, stunning both of them and allowing the player to take advantage of several seconds of them being unable to fight back before they both recover.

 

In this battle, Harley and Punchline have separate health bars that both must be drained. Batman will begin the battle without infection even if he was hit by Punchline’s knife in the first battle, but he can be reinfected in this one. Due to the possibility of infection and Harley’s addition of a potential one-hit kill move, this battle will likely prove even more dangerous than the previous. Both health bars must be fully drained in order to end the battle; even if one health bar is drained, the combatant will continue fighting as normal until the other one is drained. If the player suffers a game over, Batman will respawn with credit given to either health bar with half of it removed depending on which one was drained below half.

 

Once both healthbars have been drained, a mini-cutscene ensues that sees Harley and Punchline regroup for one final attack. The player can either execute a series of quicktime events or fail them to determine the final outcome of the battle. Failing any of these quicktime events ends the battle immediately.

 

Quicktime event 1: Harley steps in front of Punchline, then suddenly ducks and twists to the side to allow Punchline to throw two knives at Batman.

 

  • Failure: Batman dodges the first, but gets hit in the collarbone by the second, coming to a stop on one knee as it embeds itself there. Giggling, Harley skips forward as Batman hunches forward in pain. She pulls the knife out of him and kicks him onto his back, handing the weapon back to Punchline as they both stalk the fallen vigilante.

 

  • Success: Batman spins out of the way of the first and catches the second at the hilt in a reverse grip. Harley takes a swing at him with her bat, but he ducks underneath it, popping back up to smack Harley in the chin with the handle of the blade.

 

 

Quicktime event 2: Harley stumbles back into Punchline, but her ally heedlessly shoves her forward back toward Batman.

 

  • Failure: Despite Harley barely keeping her feet, she catches Batman unaware, toppling him over and rolling over to the other side of him. Harley quickly recovers, smashing her bat down onto his face on the floor before he can stand up, knocking him out. Punchline steps up, grabs her knife from beside him, and slashes him above his belt.

 

  • Success: Batman sidesteps Harley’s uncontrolled motions, letting her trip over his outstretched leg. With Harley on the floor behind him, Batman raises Punchline’s knife in his right hand and hurls it back at its owner, hitting her in her bicep. Punchline stumbles back against her desk in pain, but shows no sign of infection, confirming that she was immune to the effects of her own toxin.

 

 

Quicktime event 3: Punchline extracts the knife out of her own arm, ready to use it on him in revenge as Harley rises up behind him.

 

  • Failure: Harley suddenly jumps onto Batman’s back, choking him from behind and trapping his arms down beneath her legs. Batman struggles, but cannot do anything before Punchline surges forward and stabs him in the gut. Ceasing his struggles, Batman falls backward, Harley expertly descending to land on her feet before shrugging and going to recover her own weapon.

 

  • Success: Batman turns and kicks Harley before she can get up, flooring her once again. Punchline tries to take advantage of his distraction by stabbing at him from behind, but he quickly turns to her and catches her wrists, the knife being held up in between them as they wrestle for control.

 

 

Quicktime event 4: Batman plants one foot behind himself, preparing to rush through her.

 

  • Failure: Batman holds still for too long, allowing Harley to throw herself onto his ankle from the floor. He loses his leverage on Punchline, allowing her to tackle him over Harley’s shoulder onto his back, plunging the knife into his shoulder. Batman stops struggling, letting Punchline and Harley painfully drag themselves back to their feet, gathering their weapons.

 

  • Success: Punchline tries to emulate his stance, but doing so cedes the advantage to him, letting him push through her. She stumbles backward, ending up in his control enough to let him pin her on her back against the desk with the knife in his hand. Batman brings the knife down, making her flinch as it embeds itself deeply in the wood beside her face.

Chapter 49: Batman Defeats Punchline and Harley Quinn

Chapter Text

Harley stirs on the floor, but Batman keeps his attention on Punchline, turning her over so that her face is pressed against the desk with her left arm wrenched behind her back. She tries to reach for the knife in the desk, but it is on her opposite side, making it impossible for her to take it. Batman grabs her injured bicep- making her convulse in pain- and squeezes tightly, ripping the hole in the fabric and making blood leak out of her wound. He demands once more to know what she had planned at Arkham. Punchline once again refuses to answer, telling him that she assumed Batgirl would find out soon enough… or perhaps she would never see it coming. He grits his teeth, clamping her taunts down by compressing her neck.

 

Nearby, Harley gets back to her feet, tiredly collecting her bat in her hands. Harley pledges that she would make Batman suffer for what he did. Batman prepares to defend himself, but instead of attacking, Harley instead chooses to flee, running back out the entrance of the studio. Batman turns back in surprise, then reaches into his belt for a batarang. As he lifts it to throw, however, Punchline suddenly frees herself from his grip with a fresh knife in hand, pulled from her vest rather than from the desk. Batman hits her with the batarang in the forehead at the same time as she grazes him with the knife in the shoulder.

 

Both of them fall to their knees apart from each other. Batman shakes his head, focusing on the moment and flexing his muscles to keep alert. Punchline, meanwhile, stumbles away, not fully alert but still able to control her own movements. She calls out after Harley, angry at her fellow clown for abandoning her. Batman attempts to get back to his feet, but the infection makes him slip. He gets back up on his second try, making Punchline step back from any consideration of taking advantage. Scowling at him, she throws her knife at him, but he ducks underneath it, letting it harmlessly float overhead.

 

Punchline feels around her vest for a replacement, but appears to finally be out of knives to use. Not wanting to re-engage without one, she tells Batman that she was sure they’d meet again tonight, then turns to chase Harley out of the studio. Batman is too hampered to pursue, quickly contacting Alfred with a request for him to alert the police to the clowns’ escape. Alfred asks back if he was okay, but he shakes off any questions about his state, saying he just needed a moment to fight the infection.

 

Slumping against the desk, Batman sees the knife he had stuck into it. Straining, he extracts it, telling Alfred he had an undiluted sample of Punchline’s toxin for him to analyze. Alfred tells him to bring it back to the Batcave with him, but when he reports that Batgirl was still at Arkham, Batman says that he needed to aid her first. Reluctantly, Alfred agrees to call the Batwing for him, telling him to ride it to Arkham Island so he could spend a few minutes recovering.

 

Taking the knife with him, Batman departs the studio, finding no sign of either escaped clown. His focus still disturbed by the infection, Batman effortfully pulls his grapnel gun out, using it to latch up to the roof. The Batwing comes to collect him, letting him board and rest in the cockpit as Alfred remotely pilots it to Arkham.

 

On final approach, Alfred opens the cockpit for him to exit, but Batman falters when trying to climb out of it. He looks at his cut shoulder, the source of the infection compromising his vision. Alfred asks what is wrong, leading him to groggily report that it felt like the infection was getting stronger. He tries to get out of the Batwing again, but the cockpit closes on him, Alfred having heard enough and demanding that he return to the Batcave immediately. Batman protests, but cannot get control of the Batwing himself with limited motor functions. Alfred says that he was in no condition to support Batgirl, saying that she would just have to manage on her own. Frustrated, Batman simply slumps back in his seat, whispering an apology to Batgirl.

Chapter 50: Punchline and Harley Quinn Defeat Batman

Chapter Text

Defeated, Batman can do little more than squirm on his back as Harley looms over him. Leaning on her bat vertically supporting her weight, she mocks his apparent frailty, sarcastically encouraging him to get up so she could continue beating him. Punchline crouches down on Batman’s other side, flashing her knife before his eyes. Holding up her other wrist to check a watch that isn’t there, she pretends to notice the time, saying that she was behind schedule and needed to wrap him up quickly to make her next appointment. Harley playfully argues that they could afford to take their time, saying that they should do the job right if they were going to do it at all.

 

Batman slurs out a warning that they wouldn’t be able to keep him like the other infected. Punchline expresses some surprise that he has not yet succumbed to the toxin, as a tiny scratch had been enough to subdue everyone else she had infected tonight. He uses it as proof that he could fight off its effects, but she does not care for his opinion, telling him that only her opinion would matter to him in a few moments. His arm rises from the ground to feebly grab at the wrist holding the knife. Punchline mockingly asks him if he wanted her to give him his makeover now, rubbing the flat end of the blade against his face to demonstrate where his “new smile” would be.

 

The player is given a few dialogue options for how to respond to Punchline and Harley. Based on the remainder of their conversation, Batman can either convince them that they needed to let him go, or he can antagonize them and trigger a game over.

Chapter 51: Convince Punchline and Harley Quinn

Chapter Text

Batman tells Punchline that she had wanted him to see their plan in action. He urges her to let him go, as it was what Joker would want her to do. Harley rejects his argument on her behalf, saying that she didn’t care what Joker wanted for him now that they had him at their mercy. Surprisingly, despite their clear advantage over Batman, Punchline agrees with him, saying that they could definitely let him go free now. Harley is aghast at the suggestion, but Punchline holds firm, saying that if she truly wanted Batman to suffer for what he’d done, then letting him go to continue his pointless struggle and fail again later would be how to make him suffer the most.

 

Harley is unconvinced, but indicates that she would play along if she could get in a few swings on Batman first. Punchline nonchalantly shrugs, then glances down at Batman, rhetorically asking if that was all right with him. He squirms and groans, but fails to offer any form of real protest. Punchline rolls her eyes, sarcastically thanking him and declaring him the best. 

 

Uncontested, Punchline leans down and plants a deep, domineering kiss over the top of his lips, leaving behind a stark black lipstick print on him. She tells him that she would enjoy watching him fail again, then steps back, giving Harley free rein. After squaring up, Harley balks, suddenly deciding against hitting him because she believes that in his current state, he’d barely even feel it. Mercurially dismissing her previous intent, Harley drops down beside him like Punchline had, giving him a second, quicker kiss on the other side of his lips and leaving a red stain to match the other black one. Bidding Batman a quick goodbye, she collects her bat and walks away.

 

Punchline follows, but stops briefly at the fallen divider. She tells Batman that he’d better figure out how to get out of there before her men woke up, as it would be a shame to miss them tearing him apart. Smirking at her handiwork, she and Harley leave him behind.

 

Straining, Batman rolls over onto his front, crawling after them. After making it to the fallen divider, he contacts Alfred, groggily requesting that he bring the Batwing in. Alfred is concerned by his weak inflection, asking what had happened at the studio. Batman reports that Punchline had gotten away with Harley’s help, continuing to crawl until he gets to the entrance of the studio where he stops to catch his breath. Alfred replies that Batgirl was still at Arkham in search of her father, asking if he could support her. Sitting up on his knees, he forces his way outside, saying that he needed the Batwing so he could get to her.

 

From his knees, he shuffles his way out, slowly extracting his grapnel gun he could use to bring himself to the roof. He rises slowly, then labors to pull himself up onto the roof as the Batwing arrives. Alfred believes that he is not okay, but Batman insists that he would be fine in a few minutes, telling Alfred to pilot him to Arkham as he lugs himself into the cockpit.

 

The Batwing departs, letting him sit and rest for a few moments. As he relaxes, however, his posture and breathing suddenly shift, his muscles slackening. The Batwing arrives at Arkham Island, but Batman just sits motionless in the cockpit seat, staring sightlessly ahead as the infection takes over. He fails to respond to any of Alfred’s questions, leading Alfred to remotely steer the Batwing away to return to the Batcave. Alfred says that he would try to help him once he could get a look at him, urging the vigilante to breathe if he could hear him.

Chapter 52: Antagonize Punchline and Harley Quinn

Notes:

(See the end of the chapter for notes.)

Chapter Text

Batman’s words mean little to his victorious opponents, only making them feel more satisfied that they had managed to defeat the helpless hero. Harley urges him to enjoy his time as a mindless puppet, as it would be the last peaceful time he’d have for a very long while. Punchline concurs, even deciding that they might keep Batman to themselves for a little while before letting Joker in on the news that they’d brought him down. Harley is excited at the proposition, hinting she wasn’t even inclined to clue in Joker at all. 

 

Before Batman can offer any further resistance, Punchline cuts him just under his chin, digging in the blade a tiny bit until Batman’s struggles cease and he lies motionless on the floor. Patting him on the forehead, Punchline stands up, then orders him to do the same. He does immediately, all of his former muscle weakness having abated. Giddy, Harley slaps the back of his head, asking Punchline if she could give the orders too in his infection. Punchline indicates that she can’t, but maybe she wouldn’t need him to be infected to tell him what to do later on. Grinning, Harley says that that was an excellent idea, skipping her way out of the studio. Unconcerned, Punchline simply orders Batman to follow her, then leads him out of that area.

 

Punchline and Harley Quinn’s Game Over Cutscene

 

An unknown amount of time later, Batman wakes up from the infection, weakly breathing in and out despite no obvious injury. Looking about himself, he discovers that he is strapped to a vertical backboard with the lower half of his body suspended in a circular glass tank, filled with a light green liquid that resembles Punchline’s toxin. He appears to be completely naked under the mostly opaque solution, allowing it to constantly filter in through the pores of his skin to keep his muscles weak but not completely infect him.

 

His anemic struggles become more pronounced when Punchline and Harley sidle up to the tank around him. Harley leans over the tank, feigning boredom and requesting some entertainment from him. Punchline offers him “some help,” pulling a cattle prod out of her vest and zapping the liquid. Batman seizes as the current overtakes his exposed skin below the surface, electrical pain flowing through him for the few moments before Punchline withdraws the prod. Harley asks for a turn, taking the tool from her compatriot to zap the pool herself.

 

The two of them continue to torture Batman for their own amusement, occasionally getting behind Batman to prod him directly in the chin. He is left with precious few moments to recover his breath, never able to do anything resembling a real escape attempt. He faints several times, always to be awakened to more pokes in the chin. Finally, after they see him falling unconscious again, Harley hands the prod back to Punchline, mischievously indicating that she has an idea. 

 

He wakes up next with Harley clinging to the backboard in front of him after it was raised to take his thighs above the waterline. Barely able to process what is happening, Harley’s laughter continues to disorient him as she slightly lowers her own pants and sticks herself with his electrically stimulated rod. She calls for Punchline to “go ahead,” leading Punchline to reinsert the prod into the tank.

 

Batman seizes again, constantly bucking his hips into Harley who gleefully reciprocates. Her rubber suit greatly minimizes the current running through her but offers him no such protections, making him spasm and vibrate inside her. She even appears to enjoy the small direct current effects, giggling through the forceful rhythm. Punchline repeatedly subjects him to this treatment, forcing him to satisfy Harley with his helpless thrusts. Ultimately, after several treatments, his hips continue to buck with Harley, fully trained to her in his complete surrender. Harley laughs even louder, screaming about how they’d broken the Bat.

 

Even still, Punchline does not relent.

 

Later, a defeated Batman has no energy to lift his head up as Punchline lowers his body back into the toxin, Harley swim-stepping away to get out of the tank. Punchline carelessly drops into the tank, unconcerned with her built-in immunity. She lifts his head up with both hands, smugly boring into his tired eyes with her own. She moves one hand down his body, trailing beneath the surface down to his waist. At first touch, he immediately begins bucking his hips, splashing the toxin around himself despite the lack of any electrocution. Punchline begins laughing herself.

 

After another blackout, Batman awakens to find himself on his knees, freed from the backboard and the tank. He unsteadily gets to his feet, only for Harley and Punchline to grab him under his arms to support his weight. Punchline and Harley each slowly drift a hand down his body, then poke him gently in the groin. Again, he instantly spasms and thrusts, fully trained to begin at the slightest touch. They let go of him, allowing him to fall onto his front and buck into the ground below the meager privacy of his cape.

 

Harley casually drops to her knees beside him, patting him on the back as if to comfort him. She reminds him how he had brought this on himself, asking if he had thought the payback would never come. Punchline takes up his other side, doing the same as she. Punchline says that perhaps they could wait a few more hours to play with him before looping in Joker, then asks if she wants to take his mask off. Harley tells her to wait, wanting to expose Batman a different way first. Harley then rolls him over onto his back and climbs atop him again.

Notes:

This is the end of this path. Go back to the previous chapter or start over to read more.

Chapter 53: Silent Knight (Part Three - Reformed Harley Quinn)

Chapter Text

Punchline tells Batman that perhaps she needs to “kick it up a notch.” She then quickly stamps the rear of her foot into the floor, causing a previously hidden blade to emerge from the toes of her boot. She immediately launches into another attack with her new weapon leading the way, forcing Batman to spin out of the way. Nodding at his display, she stomps her left foot in the same manner, now sporting a blade at the front of each boot.

 

Punchline - Part Two: This second phase sees a battle structured much the same as the first, but with some key differences that will force a new approach. The biggest difference is that this is now a one-on-one fight from start to finish, allowing singular focus on Punchlibe’s attacks for counters. Her timings will change amid new attack possibilities. Countering whole attack sets will result in her being stunned to allow Batman to land several strikes in a row, but she will no longer be disarmed in those scenarios.

 

If Batman was infected in the first battle, it will be revoked in the second, though Punchline will reinfect him on any hit landed. She doesn’t gain any new attacks outside of adding kicks to her arsenal, but one other change is that her grabbing attack now automatically triggers infection status if not already in place. Like with the first battle, infection immediately lowers Batman’s health to half, starting the minute-long timer until his health is fully drained if not hit again. With the lack of other enemies with which to train combos, players will have to be more aggressive in attempting counters to defeat Punchline. If the player suffers a game over, Batman will respawn with credit given for half of Punchline’s health drained if the player made it that far.

 

Once Punchline’s  health bar has been fully drained, a mini-cutscene ensues where she launches herself at Batman in one final attack. The player must execute a series of quicktime events or fail them to determine the final outcome of this battle.

 

Quicktime event 1: Punchline swings at Batman in an overhand motion.

 

  • Failure: Batman blocks her at the wrist with both hands, but it leaves him open for her other hand to stab him in the side below. Batman freezes, straining to fight off the wound and the infection as Punchline allows him to slump to the floor.
  • Success: Batman swats the back of her hand to the side, then catches her wrist when she swings at him backhanded. He chops her in the elbow, making her drop the knife.

 

 

Quicktime event 2: Growling, Punchline swings around at him with the other knife in her left hand in a wide arc.

 

  • Failure: Batman pulls his body back from her swing, but she quickly brings out her left boot in a rangier kick, hitting him in the side with the blade before he can evade it. Grunting, Batman crumples over her foot, falling to the floor.

 

  • Success: Batman grabs her around her arm and whips her around to his other side, throwing her off balance. He then push-kicks her backward, sending her to a rough landing against her desk.

 

 

Quicktime event 3: He advances on her as she steadies herself.

 

  • Failure: Batman blocks her arm when she suddenly strikes behind herself, but she drops the knife and expertly catches it with her other hand below. She quickly swipes it across his gut, then back again across his chest before shoving him uncontested to the floor.

 

  • Success: Batman blocks her arm when she suddenly strikes behind herself, then snares the knife when she drops it. He swats aside her attempt to reach for it, smacking her with his free hand back into the desk.

 

 

Quicktime event 4: Stumbling backward against the desk, Punchline falters, giving him an opening.

 

  • Failure: Punchline kicks at him high, then pulls him close with both legs when he blocks it. She acrobatically twists him around in her leg grip, wrapping her left leg over his head from behind as she kicks him in the back with her boot blade. Batman slowly turns around in pain, then falls down as she nimbly extracts her knife from his grip.

  • Success: Punchline kicks at him, but he ducks under it to get in close. He then stabs her through her leather bound left hand into her desk, painfully pinning her there. She continues to struggle, signifying her immunity to her own toxin, but she is unable to remove it on her own.

Chapter 54: Batman Defeats Punchline

Chapter Text

Batman presses her backward against the desk, then grabs her opposite leg when she tries to kick at him that way. Batman stomps down on the flat end of that blade’s boot, snapping it off. Finally, he pulls the knife out of her hand himself, turning her around and forcing her remaining boot blade into the bottom of the desk where it embeds.

 

With her boot stuck in the desk and her hand heavily injured, Batman is confident enough to release her. She awkwardly punches at him as he rounds to the other side of the desk, facing her directly. She continues to swing at him to no avail, his head just out of reach. He slams the knife back into the desk, driving only into the wood beside him. Punchline tries to grab at it with her injured hand, but he snatches her hand first.

 

  • If Batman’s hand had been severely damaged during his fight with Talia: Batman warns her that he could make this injury one she would never forget, twisting her wrist and digging his thumb into her palm. Punchline resists, saying that the pain would only make her stronger, to which Batman counters that it could instead cripple her. She does her best to hide her reaction, but pain stretches her expression.

 

  • If Batman’s hand had been moderately damaged or not damaged at all during his fight with Talia: Batman throws her hand up in the air, then grabs Punchline by the forehead and slams her face down into the desk. She recoils, cupping her nose, then her injured hand, asking Batman if that was the best he could do, leading him to grab her injured hand.

 

 

 

Batman once again demands to know what she was planning at Arkham. She advises him to go check it out himself if he was so curious, then remembers that he’d sent Batgirl instead, wondering aloud if she’d return in one piece. He wrenches her wrist upward, forcing her to stand on the toes of her lone ground foot. He again questions her on what she had done. Punchline forewarns him about what they would do, then dangerously indicates that she and Joker would have him see it all.

 

Punchline abruptly jumps up and over onto the desk, intentionally stomping through it. The wooden desk shatters beneath both of their weight, stunning both of them. Batman rouses amid the fragments and dust, finding Punchline kicking a large piece of wood off her boot blade. He reaches for her, but she dislodges it at that exact moment, ending up cutting his right palm with it. He recoils, fighting both the pain and the infection. She laughs at him over their shared hand injuries, saying the two of them made quite a couple.

 

She reaches around her vest for another blade, but cannot find one. Not wanting to re-engage Batman with only one blade and an injury compromising her fighting, Punchline opts to retreat as Batman slowly recovers. She urges him to try to stop them as she departs the studio. Batman is too hampered to pursue, quickly contacting Alfred with a request for him to alert the police to the clown’s escape. Alfred asks back if he was okay, but he shakes off any questions about his state, saying he just needed a moment to fight the infection.

 

Buried under the rubble of the desk, he locates the knife stained with Punchline’s blood. He picks it up and stands, telling Alfred he had an undiluted sample of Punchline’s toxin for him to analyze. Alfred tells him to bring it back to the Batcave with him, but when he reports that Batgirl was still at Arkham, Batman says that he needed to aid her first. Reluctantly, Alfred agrees to call the Batwing for him, telling him to ride it to Arkham Island so he could spend a few minutes recovering.

 

Taking the knife with him, Batman departs the studio, finding no sign of Punchline. His focus still disturbed by the infection, Batman effortfully pulls his grapnel gun out, using it to latch up to the roof. The Batwing comes to collect him, letting him board and rest in the cockpit as Alfred remotely pilots it to Arkham.

 

On final approach, Alfred opens the cockpit for him to exit, but Batman falters when trying to climb out of it. He looks at his injured hand, the source of the infection compromising his vision. Alfred asks what is wrong, leading him to groggily report that it felt like the infection was getting stronger. He tries to get out of the Batwing again, but the cockpit closes on him, Alfred having heard enough and demanding that he return to the Batcave immediately. Batman protests, but cannot get control of the Batwing himself with limited motor functions. Alfred says that he was in no condition to support Batgirl, saying that she would just have to manage on her own. Frustrated, Batman simply slumps back in his seat, whispering an apology to Batgirl.

Chapter 55: Punchline Defeats Batman

Chapter Text

Punchline tends to her own wounds before glimmering over the fresh one she’d given Batman. He fails to defend himself when she lightly kicks him in the side, taunting him over how he’d “fallen for her.” She then playfully pouts, admitting that she might have had a lot of feelings she wanted to express to him as well. 

 

Punchline gets down with him, slowly crawling up his body until she is straddling his waist and sitting face-to-face. Batman still cannot fight back, but that doesn’t stop her from placing the flat end of her knife against his cheek. She says she would love to show him, asking if he’d let her give him a makeover now.

 

The player is given a few dialogue options for how to respond to Punchline. Based on the remainder of their conversation, Batman can either convince her to let him go, or he can antagonize her and trigger a game over.

Chapter 56: Convince Punchline

Chapter Text

Batman manages to convince her that- despite having him at her mercy- she needed to let him go if she really wanted him to see their plans in motion. Punchline considers it, then ultimately decides that he was right; after all, he was no threat to stopping it since she had beaten him all by herself. Punchline says that she would love for him to try anyway, insisting that he would fail but saying he’d look good failing. 

 

She offers him a chance to finish their makeover later, but wants to give him something to remember her by until they can. Punchline leans in and sensually kisses Batman, leaving behind a dark black lipstick print. Gently rocking her hips, she also offers him a chance to “take care of that” when they next meet. She slowly stands up, fondly looking down at him before turning and marching away, leaving the studio.

 

Straining, Batman rolls over onto his front, crawling after her. After making it to the fallen divider, he contacts Alfred, groggily requesting that he bring the Batwing in. Alfred is concerned by his weak inflection, asking what had happened at the studio. Batman reports that Punchline had gotten away, continuing to crawl until he gets to the entrance of the studio where he stops to catch his breath. Alfred replies that Batgirl was still at Arkham in search of her father, asking if he could support her. Sitting up on his knees, he forces his way outside, saying that he needed the Batwing so he could get to her.

 

From his knees, he shuffles his way out, slowly extracting his grapnel gun he could use to bring himself to the roof. He rises slowly, then labors to pull himself up onto the roof as the Batwing arrives. Alfred believes that he is not okay, but Batman insists that he would be fine in a few minutes, telling Alfred to pilot him to Arkham as he lugs himself into the cockpit.

 

The Batwing departs, letting him sit and rest for a few moments. As he relaxes, however, his posture and breathing suddenly shift, his muscles slackening. The Batwing arrives at Arkham Island, but Batman just sits motionless in the cockpit seat, staring sightlessly ahead as the infection takes over. He fails to respond to any of Alfred’s questions, leading Alfred to remotely steer the Batwing away to return to the Batcave. Alfred says that he would try to help him once he could get a look at him, urging the vigilante to breathe if he could hear him.

Chapter 57: Antagonize Punchline

Notes:

(See the end of the chapter for notes.)

Chapter Text

Batman fails to convince her to let him go, only making her laugh off his slurred attempts to plead with her. Punchline promises to make him look perfect when she presents him to Joker, so she will need to take her time. 

 

Before Batman can offer any further resistance, Punchline cuts him just under his chin, digging in the blade a tiny bit until Batman’s struggles cease and he lies motionless on the floor. Patting him on the forehead, Punchline stands up, then orders him to do the same. He does immediately, all of his former muscle weakness having abated. He stares directly ahead, Punchline stepping in front of him to flick at the cut under his chin. She comments that she had a lot of work to do, then directs him over to the nearest makeup chair.

 

Punchline’s Game Over Cutscene

 

Batman remains seated in the makeup chair as Punchline goes to work, taking her sweet time in inspecting his face and uniform. She first grabs his cowl by the ears, then takes a tube of red lipstick and paints a swirling pattern around his scalp. She later puffs his face with a powder shaded between the pigments of her and Joker’s makeup.

 

Later in the “session,” Punchline takes her knife back and traces a shallow cut just under his nostril, leaving behind a thin red line. She repeats the process with the other nostril. 

 

After another period of work, Punchline has crudely removed Batman’s cape and gloves with the aid of her blade. She says “arms up,” leading him to robotically raise both arms above his head, helping her lift his shirt off his body so she can deposit it on a neighboring chair. With that, she goes to make several more cuts on his body, beginning with the top of his right shoulder.

 

She continues leaving intricate slices all over him, every cut both leaving behind a mark and deepening the infection. Batman never makes any sounds, not feeling any kind of pain, anger or fear as the cuts continue. His chest is a patchwork of thin scratches and nicks, patterned in symbols, lettering or just random lines. Notably, the center of his chest features a small red Bat symbol stylized to fit a heart memorializing the forever love between “J + P” upon it. Most if not all of these cuts will scar, but few of them leak blood thanks to Punchline’s sure handiwork. Several marks on him are adorned with stamps of black lipstick, while Punchline’s lips in turn have faint traces of bloody red on them.

 

Apparently finishing with him, she hunched over behind him to look alongside his unseeing gaze into the mirror stand. She evens out his head for him, then smiles, telling him to take off his belt. Batman stands up in front of the mirror, removing his belt at her order. She gently lowers him back into his seat, taking the belt from his hand and wrapping it around his neck. Framing it under his chin, she tightens it enough to make his veins pop, but he is still able to breathe.

 

Punchline then bends over, slowly sliding his pants down. She jokes about him being excited to see his new makeover, climbing into his lap. Rocking back and forth on top of him, she continues to trace lines on his skin, this time cutting along the paths of his veins around his neck. Batman still remains motionless. 

 

Rocking faster now, Punchline grabs him by the chin and brings the knife up to the corner of his lips. She carves a jagged, permanent smile onto his face, one that grins along with her laughs of amusement. She traces the other side, not caring for symmetry or any other holds as she does.

 

Later, Punchline tosses aside her knife and commits herself fully to bouncing atop him. The bleeding cuts shed with every rock and color his chest more, staining Punchline’s outfit as she brushes against him. She is all too happy to play with the paint and textures on his skin as well as adding more of her own lipstick. Batman still doesn’t react, even when splashes sound from below.

 

Punchline retreats from him, going to pick up her knife. Tapping the end of it against her own lips, she savors the taste, calling it her masterpiece. She wipes the remaining blood on the blade off on his cowl. She turns him around in his chair- revealing a second patchwork adorning his back- and tells him to follow her, deciding it is “time to show Joker the new Batman.”

Notes:

This is the end of this path. Go back to the previous chapter or start over to read more.

Chapter 58: Silent Knight (Part Three - Conclusion)

Chapter Text

Batgirl rolls to one knee amid the rubble and unconscious bodies. Alfred sends a quick apology, but says that Batman would not be joining her after all. She demands an explanation from the butler, but has to quickly re-engage Bane when he charges for her again. Batgirl leaps up into the air, arcing over Bane’s reach to land on his back, driving him forward again through his charge. His attack leads them to both smash through the door back into the previous room, Batgirl being thrown from his body due to the collision.

 

Alfred informs her that Batman had simply failed to depart the Batwing, making him reroute the aircraft back to the Batcave so he could help him. Batgirl mutters that she’s the one that needs the help as Bane gets back to his feet from nearby. The mercenary inspects his hands again, caught in the thrill of the new Venom. Bane wonders aloud whether he could actually lift all of Arkham like this, wanting to see what was possible.

 

Bane jumps up and smashes into the ground with both fists as hard as he can, making a large indent in the floor and rumbling this room further than the previous room. Batgirl spares a glance about herself, seeing several cells shake from the impact. The one she keeps her eye on is Clayface’s cell, seeing the structure and bulletproof glass remain intact. Clayface himself still stands as he did before, smiling and absently knocking on the glass from Gordon’s body.

 

Batgirl returns her attention to Bane, who appears to be digging his fingers into the new hole in the ground in an effort to lift the entire room. Before he can actually make a serious attempt, Batgirl runs, slides underneath him between his legs, and kicks out his hands on the way up the other side, injuring his fingers when they snap back. Bane curses at her, but misses his attempt to knock her away, ending up punching a hole through the plexiglass cell nearby. Batgirl drops a smoke pellet, evading Bane’s next attack and disappearing behind the obfuscation.

 

Flexing his fingers, Bane claps his hands together out in front of himself, rapidly dissipating the smoke on that side of him by blowing it away. He continues to be in awe of his own strength, grinning widely and inspecting his own muscles. Bane loudly calls out for Batgirl to give up now for the vague promise of mercy. The smoke clears all around him, revealing Batgirl standing back near the entrance of the last room of the cell block. Gordon and the other infected flank behind her, but as she notices them, neither make any move against her.

 

 

  • If Harley is in Arkham: From the cell Bane had punched a hole through, Harley scornfully calls out at Bane. Harley fluidly pulls herself out through the hole, prodding at Bane for his carelessness in nearly hitting her. In response, Bane pointedly swings at her, making Harley yelp and duck under his attempt, going to stand near Batgirl.

 

  • If Ivy is in Arkham: Ivy strolls out of her containment cell, revealing that it had been damaged to the point of failure when Bane struck the ground. She casually flicks her hand at Bane, a small vine protruding from the hole in the ground Bane had created before. Ivy decides that she’d rather not let Bane bring the whole building down on their heads, going to stand near Batgirl.

 

 

 

Bane smirks at the display, declaring himself unstoppable. He questions if she really thought he could be beat by (a) puny girl(s). Batgirl dubiously glances about herself.

 

  • If Harley is present: Harley feigns confusion, saying yes as if it were the most obvious thing in the world. She then whispers to Batgirl, asking if they could actually beat him. When Batgirl doesn’t respond, Harley just says “Yeah, we got this.” Without looking at her, Batgirl pulls a batarang out of her belt and hands it to Harley.

 

  • If Ivy is present: Ivy tells her new ally to not worry about her, as they had bigger things to deal with. Batgirl eyes her distrustfully, but allows her to stand beside her as they each square up to fight.

 

 

Bane laughs one more time, readying himself for the coming battle.

 

Boss fight - Bane, Part Two: The structure of this battle will vary depending on which sirens (if either) are present. Players who were aggressive in locking up the sirens in the main game will likely find this battle more difficult than those who were more merciful.

 

For the most part, regardless of the presence of Harley or Ivy, Bane will observe the same rules as he did in the first part of this battle. His health bar is fully replenished regardless of how much it was drained earlier. He cannot be countered in any way and is immune to strikes and gadgets, though the player can now land strikes and gadgets to help build up combos for combat and dual takedowns. They will not interrupt any attacks he performs, so it is advisable that these are kept to a minimum until openings are provided.

 

After Bane performs his first charging attack, Batgirl notices a series of loose articles in the ceiling, including dangling light fixtures and chunks of piping set to fall thanks to Bane’s damage to the building. After certain events in the battle, Bane will be left standing beneath some of the equipment, allowing Batgirl to use a batarang to drop them on top of him. These will cause more damage than any other form of attack, but the windows in which to drop objects on Bane will vary depending on the results of the main game.

 

 

  • If Harley is present: Harley will act as a distraction throughout the battle, drawing Bane’s attention for his standard attacks to allow Batgirl to strike him from behind and build up combat and dual takedowns. She will get hit at times by his charging and ground-smash attacks that will each take her out of the battle for a few seconds, but she will always get back up to later draw Bane’s attention again. If Batgirl ever drops a set of piping from the ceiling onto Bane, Harley will end up grabbing a broken pipe to use as a weapon, only for it to immediately fold upon striking Bane’s skin, making her chuckle nervously before being hit by a return strike from Bane.

    Harley’s attacks do not damage Bane in any way except for dual combat takedowns performed by Batgirl, which see the two of them work in unison to attack Bane from multiple angles. The player cannot switch between characters.

 

  • If Ivy is present: Ivy will act as a distraction throughout the battle and will occasionally immobilize Bane if he lands in a certain spot, allowing Batgirl to land several strikes while he is trapped. At several points in the battle, Ivy will summon a series of vines from the hole in the floor. If Batgirl is able to lead Bane into the specified location, the vines will suddenly seize Bane, constricting him for several seconds and allowing Batgirl to either attack Bane or drop an object on his head from the ceiling if possible. Bane will escape due to his superior strength, forcing Ivy to withdraw her vines for a while before she can summon new ones. She is also susceptible to Bane’s standard attacks, but Bane will only pursue her if close enough. If hit, she will be out of the battle for a few seconds and any vines in the room will retreat, but she will always get back up later to attack Bane again.

    Ivy’s attacks do not damage Bane in any way, though takedowns performed on Bane while trapped in vines will see Batgirl use the vines to her advantage, swinging around them to hit Bane for additional damage.
  • If Harley and Ivy are present: Dual combat takedowns performed while Bane is trapped in vines will see both Batgirl and Harley take advantage of the vines trapping Bane to hit him for additional damage.

 

 

The battle’s length will vary depending on whether or not Batgirl has backup. A solo effort will likely require several minutes of dropping objects on Bane’s head as the strategy to cause the most damage, but experienced players could take advantage of striking windows to defeat Bane within three minutes. If only using dropped objects, it will take eight blows from above to fully drain Bane’s health bar. If only using combat takedowns, it will take twenty takedowns to fully drain Bane’s health bar. Mixing up attacks becomes easier with the presence of either Harley or Ivy, and dual takedowns performed with Harley or both of them cause more damage than combat takedowns. 

 

If the player experiences a game over, the player will respawn with credit given if half of Bane’s health bar has been drained. If the player experiences multiple game overs and is fighting this battle with only Batgirl, the player will receive credit for each quarter of Bane’s health bar drained.

 

Once Bane’s health bar has been fully drained, a mini-cutscene ensues where Bane launches himself at Batgirl in one final attack. This quicktime series must be completed by the player, or an automatic game over occurs. If a game over occurs here, the player will respawn given credit for whichever setting was previously described.

 

 

  • Only Batgirl 

    • Quicktime event 1: Bane reaches out to grab Batgirl by the throat.
      • Failure: Bane snatches her there with one hand, lifting her up into the air with ease as Batgirl quickly chokes to death.
      • Success: Batgirl spins around his hand, grabbing his ring finger and ripping it backwards.
    • Quicktime event 2: Clutching his injured finger, Bane staggers back and tries to kick her away.
      • Failure: Batgirl never sees it coming, getting punted high into the air before beginning an uncontrolled descent down to the ground, landing directly on the top of her head and crumpling into a heap unmoving.
      • Success: Batgirl grabs his rising knee and steps onto it, rising up his body to stand with both feet on top of his head.
    • Quicktime event 3: Bane staggers, unsteady with all of Batgirl’s weight standing on top of his dome.
      • Failure: Batgirl cannot keep her balance, falling forward onto the ground in front of Bane. Before she can recover, Bane lifts his foot high into the air and brings it down on her back, crunching her insides to dust.
      • Success: Despite Bane’s attempts to swat her off, Batgirl successfully keeps her balance. She pushes down on his dome and jumps up into the air again, landing full force with both feet on his head.
    • Quicktime event 4: Bane falls to his knees as Batgirl rolls to the ground in front of him, belatedly covering his scalp.
      • Failure: Batgirl goes to finish him off, but Bane removes his hands from his head, grabs Batgirl’s head instead, and breaks her neck quickly, instantly killing her.
      • Success: Bane tries to grab her, but she spins once again through his grip, coming in with a back elbow to his face, followed by a flipping dropkick off his chest that puts her back out at distance while he sits stunned and pained. Finally, Batgirl fires a batarang up to the ceiling, dropping a lighting fixture on top of Bane, putting him down on his front and knocking him out.
  • Batgirl and Harley Quinn
    • Quicktime event 1: Bane knocks Harley aside, going for Batgirl behind her.
      • Failure: Batgirl tries to slide between his legs, but gets punted in the head on the attempt. She lays still on the ground as Bane turns around, grinning over her body.
      • Success: Batgirl slides underneath Bane, going to help Harley back up to her feet.
    • Quicktime event 2: Harley confusedly thanks Batgirl after being lifted as Bane charges the two of them.
      • Failure: Bane immediately runs them both over, then hammers down an arm on their bodies. Neither one gets up, Batgirl lying facedown on top of Harley as the clown’s face is permanently frozen in shock.
      • Success: Batgirl immediately throws Harley by her arm back at Bane, the clown yelping as she unexpectedly flies and lands with her legs wrapped around Bane’s neck. She quickly rolls herself up to sit atop Bane’s shoulders as he tries to get her off him.
    • Quicktime event 3: Bane grabs Harley by her hips as Batgirl dashes at him from the front.
      • Failure: Bane wrenches Harley up above him and immediately rips her down before him, having Harley land head first on the ground, shattering her spine and neck to leave her limbs spread in all directions. Batgirl stops short in horror, allowing Bane to punch her directly in the head, sending her flying away.
      • Success: Batgirl uses her Batclaw to quickly zip herself up to Bane’s chest while his hands are occupied with Harley. Batgirl once again lifts Harley to her feet on top of Bane’s shoulders.
    • Quicktime event 4: This time with Harley’s consent after she nods, Batgirl boosts Harley up to throw her into the air again, the clown acrobatically flipping gracefully several feet above.
      • Failure: Bane slams Batgirl down on her back, then steps out of the way as Harley crashes down feet-first on Batgirl’s gut. Harley quickly apologizes as Batgirl breathlessly gasps, but Bane gives them no time to recover, smashing Harley’s face down into the ground beside Batgirl’s head. Batgirl fails to draw in breath, dying underneath Harley’s prone corpse.
      • Success: Batgirl swings herself around to stand where Harley had before, then expertly grabs Harley’s ankles on her way back down, assisting her in landing flush on the back of his head. The two of them jointly stamp Bane’s head from there to faceplant him into the ground, knocking him out.
  • Batgirl and Poison Ivy
    • Quicktime event 1: Bane catches a chunk of the ceiling falling toward his head. He throws it at Batgirl.
      • Failure: Batgirl cannot get out of the way, getting hit by and pinned by the large pipe. She can do nothing but watch as Bane charges through a few of Ivy’s vines toward her, then leaps into the air over her.
      • Success: Batgirl dodges to the side into a roll, throwing a smoke pellet at Bane to slow him down.
    • Quicktime event 2: Bane claps his hands together again to clear half of the smoke, finding that Batgirl has disappeared once again. He senses a presence above him, revealed to be Batgirl perched atop a large vine supporting her weight.
      • Failure: Batgirl waits too long, allowing Bane to find the vine holding her up amid the smoke and yank it to the side. Batgirl falls directly onto Bane, who traps her in a bearhug, crushing her insides.
      • Success: Batgirl drops from the vine, landing on Bane’s face right as he looks up to find her. It sends him stumbling back as Batgirl slides down his back to the ground.
    • Quicktime event 3: He stumbles toward Ivy, lowering his head and charging with intent to ram her.
      • Failure: Batgirl zips over to his back again with her Batclaw, but arrives only a moment after he runs down Ivy. Bane then lurches forward and falls backward, sandwiching Batgirl between his own body and Ivy’s, killing both women under his weight.
      • Success: Batgirl zips over to his back with her Batclaw, grabbing him around his neck to steer him off to the side into Ivy’s vines.
    • Quicktime event 4: Bane falls into Ivy’s vines, but he tries to tear the vines backwards out of the ground to free himself.
      • Failure: Batgirl tries to help Ivy’s vines ensnare Bane by wrapping them around him herself, but her efforts are in vain as Bane tears the vines around his wrists out of the ground. He flicks one at Ivy, cracking her in the head and knocking her out. The active vines retreat back into the earth as Bane uses the other vine to give Batgirl a leash around her ankle, then throws her about himself repeatedly before hammer throwing her into the nearest wall.
      • Success: She scales Ivy’s vines a second time, taking a position above Bane. He manages to tear Ivy’s vines around his wrists in half, but bends backward right as Batgirl lands on his face again. Ivy’s vines take out his legs, making him fall flat against the ground with all of Batgirl’s weight stomping his head into the floor, knocking him out.
  • Batgirl, Harley Quinn and Poison Ivy
    • Quicktime event 1: Harley rides one of Ivy’s vines up to Bane as Batgirl leaps at him from the other side.
      • Failure: Bane catches both of them by their heads, then smashes their skulls together. Ivy calls out for Harley in a panic as the two dead women fall to the floor, legs tangled at Bane’s feet.
      • Success: Bane catches Harley in one hand but misses Batgirl as she floats over his outstretched grip. Harley wiggles her way so that her head is out of his grip, but his hand is still locked around her body.
    • Quicktime event 2: Batgirl hastily sprays explosive gel all over Bane’s elbow.
      • Failure: Bane shakes Batgirl off, then throws Harley full force at Ivy, the two sirens colliding and sliding a distance away from them. Bane then quickly grabs Batgirl underneath him and throws her down into the ground and stomps on her.
      • Success: Bane tries to shake her off, but she jumps up into the air and detonates the gel, rattling Bane’s arm enough to free Harley.
    • Quicktime event 3: Several of Ivy’s vines enter the fray, allowing Harley to grab one once more to twist just out of Bane’s reach.
      • Failure: Batgirl grabs one of the vines intending to ride it out of range as well, but Bane grabs the vines supporting each woman and spins them around, throwing both of them from their spots. Ivy goes over to Harley in concern when she hits the ground, distracted enough that she doesn’t see Bane leaping into the air above them until he flattens the two of them into the floor.
      • Success: Batgirl ignores the vines for now, coming down squarely on the back of Bane’s neck, making him hunch forward as she descends to the floor. Harley swings around on Ivy’s vine to come around to his front, using her momentum to kick Bane in the face with both feet.
    • Quicktime event 4: Batgirl reaches out to either side of her, perfectly timing two grabs of separate vines that lurch her directly into Bane as he stumbles backward.
      • Failure: Batgirl lets go right as Bane stands upright, ending up smacking against his guard and falling to the ground. Bane squashes her when he jumps on top of her back, then tackles Harley to do the same to her as Ivy watches in horror.
      • Success: Batgirl lets go right as Bane stands upright and twists herself into a supercharged flying dropkick, fitting both feet in between his raised hands as he tries to block. She flies right through him, sending him down to the ground on his back fully unconscious as she lands in a roll behind him.

 

 

 

With Bane defeated, Batgirl approaches him tensely to verify that he was no longer a threat. Her first glance tells her that he was finished, but her attention is drawn by her father nearby twitching, out of the norm from what she’d seen from the infected. Batgirl takes a hesitant step toward the commissioner, asking if he could hear her.

 

Unfortunately for her, this allows Bane- who has quickly recovered or perhaps was never unconscious in the first place- to grab her around her body. Snarling, Bane stands up, Batgirl unable to free herself from his grip.

 

  • If Harley is present: Harley immediately runs to the rescue, but Bane simply backhands her with his free hand, sending her sprawling a short distance away.

 

  • If Ivy is present: Ivy summons a set of vines to grab him, but Bane quickly grabs a large chunk of debris from the floor nearby and hurls it at her. Ivy’s vines are only just able to block it, but she is still floored by the impact, stunning her.

 

 

Barely able to squirm, Batgirl manages to dig out her explosive gel, aiming its nozzle at Bane’s face. He shields his face with his open palm, bringing it toward her and closing it around her spray. He forcibly detonates the gel, absorbing the brunt of the explosion between both of their hands, resulting in superficial damage to both of them and the destruction of the gel container.

 

Bane grins, tightening his hold on Batgirl to prevent her from escaping as she did the last time he held her. He belittles her for her arrogance in thinking she could take him on. He pledges that he would send whatever was left of her back to Batman so he could mourn for her before he killed him as well, slowly squeezing her with a sadistic smile on his face. Batgirl wheezes, feeling herself getting crushed with nothing to do to stop it.

 

A gunshot rings out and a bullet suddenly strikes Bane in the cheek. It fails to penetrate his Venom-hardened skin, but it clearly affects him, making him slacken and turning his head to the side. 

 

Bane and Batgirl both turn to find Commissioner Gordon as the shooter. He stands with his gun raised in a state of displeasure, the infection vanishing from his complexion before their eyes. Gordon’s face tightens in determination, fully breaking through the haze. He squares up and places both hands on his pistol, firing again with more accuracy.

 

Bane is forced to drop Batgirl, covering his face with both hands to protect his eyes and mouth. Batgirl gasps for air on the ground, having suffered an injury to her ribs but allowed a breather as Gordon’s bullets bounce off Bane’s knuckles with minimal damage. He continues shooting until his sidearm clicks, the magazine empty.

 

Irritated, Bane gradually lowers his hands at the sound, glaring at the public servant. Growling, he rears up and charges at the commissioner. Batgirl is still injured, only able to futilely reach at Bane as he runs down her father. 

 

Surprisingly, Gordon manages to evade the charging Bane, diving out of the way as he flies through the doorway back into the room with his cell. While not directly struck, the infected man Batgirl originally had thought to be Gordon’s handler gets floored by the wind. Frustrated, Bane turns around as all of his foes except the still-infected man rally.

 

  • If Harley is present: She sidles up behind Batgirl and worriedly whispers about what else they could do.
    • If Harley and Ivy are present: Ivy answers for her, saying that they could still beat him. Harley uncertainly whispers back that she needed to do a few million more push-ups before she could take him.
  • If Ivy is present: Ivy simply asks Batgirl if she is ready for this. Batgirl silently lowers her head, focused on Bane.

 

 

Gordon reloads his weapon, warning Batgirl that he only had the one spare magazine. Batgirl just tells him to make his shots count as Bane re-enters the room. Bane boasts that he had barely even felt any of their puny blows. Batgirl lowly warns him that he was “going to feel this” as she prepares for the coming battle.

 

Boss fight - Bane, Part Three: This boss fight proceeds much the same as the second. Batgirl’s health will be reduced by a quarter of its maximum due to her injuries. Batgirl will be supported by Harley and/or Ivy if either was present in the previous battle, and Gordon is present to add another ally. Unlike Harley and Ivy, however, Gordon cannot be taken out of the battle, always able to cannily evade Bane’s attacks whenever he trains in on the commissioner. He will occasionally shoot Bane once when he charges directly for him, stunning him and allowing Batgirl to strike him several times to queue up another combat or dual takedown. He will only fire once per opportunity, but he will never run out of ammo.

 

Bane has all the same attacks as he had before, and he will add a pair of new unblockable ranged attacks to his arsenal. The first will see him sometimes be able to catch falling debris from the ceiling to throw at Batgirl. He will even be able to catch lighting equipment and piping that Batgirl drops on him with a batarang, but he will be slow to throw those, allowing her the opportunity to get in close to perform a combat takedown, which will see her forcibly knock his knee out to make him lose control of the weight in his hands and damage him. The second is his clap attack, which will see him bring his hands together to create a minor shockwave in the area in front of him. This does not cause as much damage if it hits, but the reaction window is minimal and will break up any combos and takedowns Batgirl has at the moment.

 

The rules for this battle are the same as the last otherwise. Her gadgets have minimal effect anyway, but Batgirl will not be able to use any explosive gel after it was destroyed. If the player experiences a game over, the player will respawn with credit given if half of Bane’s health bar has been drained. If the player experiences multiple game overs and is fighting this battle with only Batgirl, the player will receive credit for each quarter of Bane’s health bar drained.

 

Once Bane’s health bar has been fully drained, a mini-cutscene ensues where Bane launches himself at Batgirl in one final attack. This quicktime series must be completed by the player, or an automatic game over occurs. If a game over occurs here, the player will respawn given credit for whichever setting was previously described.

 

Quicktime event 1: Bane jumps up into the air, skillfully catching a falling pipe and throwing it at Batgirl.

 

  • Failure: Batgirl is too slow to get out of the way, getting bulldozed into the ground. She is unable to move, clinging to consciousness as Bane lands nearby, walks over to her, and steps on her.
  • Success: Batgirl rolls out of the way, then throws a batarang behind herself. The projectile ricochets off the metal, then follows her laser-guide to Bane’s eye.

 

Quicktime event 2: The batarang is just barely blocked by his knuckles, but the laser temporarily blinds him for Batgirl to approach.

 

  • Failure: Batgirl leaps onto him, but he smashes her down with his head, then claps his hands together around her head, crunching her skull.
  • Success: Batgirl leaps over him as he belatedly reaches out to where she had been standing. She shouts for Gordon to shoot, which he does, hitting Bane in the temple as he is distracted. Gordon shouts “I’m out” as his gun clicks.

 

Quicktime event 3:  

 

  • If neither Harley nor Ivy are present: Batgirl jumps onto Bane’s back, grabbing his chin with both hands from behind and trying to yank it up.

    • Failure: Bane steadies himself and keeps his chin tucked. He grabs each of her hands, then throws her up into the air above him. She flails as she falls uncontrolled until Bane catches her and snaps her spine over his knee, breaking and killing her.
    • Success: Batgirl manages to tilt his chin up at speed, making him lean backward off-balance by instinct. Rolling over his shoulder, Batgirl drives his head into the ground with both feet against his face.

 

  • If Harley is present: Harley flies onto him as he dizzily recoils, trying to tackle him with her hand scratching at his eyes.
    • Failure: Bane powerbombs her, breaking her entire body as Batgirl tries too late to stop him. He then turns around and pummels the vigilante into the ground, killing her instantly.
    • Success: Batgirl takes out his knee from behind, letting Harley bring him down. The two of them separately roll out of the way before he can hit flail at either one of them.
  • If Ivy is present: Ivy summons a single large vine from the ground, having it whip at him.
    • Failure: Bane struggles, but catches the vine, using himself as a fulcrum to swing it in a wide arc back at Ivy. She goes flying into the nearest wall, then drops to the floor motionless, her skull fractured by the concrete. He then swings it around again, hitting Batgirl to similar effect.
    • Success: Bane catches the vine, but Batgirl jumps on top of it, then double stomps on his head, making him lose control of the vine. The vine lifts him up a few feet into the air before slamming him back down into the ground, crushed under the vine. It retreats as Bane stirs and tries to grab it again.
  • If Harley and Ivy are present: Harley hangs from a vine that rapidly changes direction to circle around Bane, keeping him looking about himself in several different directions.
    • Failure: Bane claps in Harley’s general direction, making her fall to the ground where she is easy prey. Bane snatches her by her ankle and flings her into the ground twice, then throws her mangled corpse at Ivy who is too shocked by her friend’s death to get out of the way.
    • Success: Batgirl fires her Batclaw at Harley, who reaches out to take it voluntarily, getting ripped down toward Bane’s face with surprising speed. Bane stumbles back, then gets clubbed by the vine, putting him down on his back.
  • Quicktime event 4: Batgirl arms herself with both her Batclaw and grapnel gun, using the former to hitch herself to Bane and the latter to rise up above him, where she lets herself hang to pull down that damaged part of the ceiling.
    • Failure: Batgirl fails to pull it down in time, letting Bane grab the Batclaw line attached to him, yank her down with the grapnel gun being dislodged from her grip, and let her land on his chest. From his back, Bane quickly strangles Batgirl with both hands clasped around her neck.
    • Success: Roaring, Batgirl activates the pulls on both the Batclaw and grapnel gun and rips the grapnel down. The ceiling gives way, a large chunk of concrete collapsing as Batgirl swerves out of the way in midair. Bane reaches his hands up to stop the falling object, but even his superior strength is not enough to stop it from landing on him, covering almost his entire body and cratering the floor beneath him.

 

Finally, Bane falls unconscious beneath the rubble, bleeding from his now-broken nose. Batgirl shakily activates her detective vision, receiving confirmation that he was fully knocked out. With the mercenary bleeding, she hopes that the Venom would slowly filter out of him, leaving him back in his normal state. Letting out a quiet exhale, Batgirl relaxes.

 

  • If Harley and/or are present: Batgirl quickly gets back on her guard as she sees the company she has.
    • If Harley is present: Harley offers up a high five, claiming she’d never doubted for a second that they would beat him. After a moment, Batgirl hesitantly returns the motion as Harley enthusiastically shakes her fingers before realizing that Batgirl wasn’t performing any part of a secret hero handshake. She asks Batgirl if she thought there was any chance of her getting a vacation where the two of them could have fun without guys like Bane trying to kill them. Batgirl reminds Harley that she tried to kill her once as well, leading Harley to astoundedly deny it, indicating that she had “tried to kill Batman,” not her.
    • If Ivy is present: Batgirl uneasily eyes Ivy, subtly preparing for another fight if it came to it. Ivy notices her apprehension, saying that she wasn’t going to cause any trouble for her. Batgirl rhetorically asks why she doesn’t believe Ivy, leading Ivy to say that she does not blame her for suspicions. Ivy asks if she would put in a good word for her with Batman, claiming that she truly only wanted forgiveness from him now. Batgirl ambiguously says she would think about it, making Ivy  smile and state that she hoped to see him again soon.
    • If Harley and Ivy are present: The two sirens approach Batgirl. She stands cross against them, preparing for another fight before Harley breaks the tension with an exaggerated yawn. She asks Batgirl if being a hero was always that tiring. Batgirl cocks her head, asking if that was what she thought. Harley replies that she did, asking Ivy for support. Ivy warns Harley not to get ahead of herself, as it was unlikely the Arkham staff would see them as heroes over vandals. Harley insists that they would excuse this episode of violence as justified, saying Batgirl would back up their story. Batgirl does not say anything, simply holding Ivy’s gaze as the dust settles.

 

Finally, after the entire enhanced wing has been cleared, the far door leading into their cell block opens, letting a large contingent of guards in to secure the room. If either siren is present, she/they slowly put their hands up and surrender at the guards’ orders, pointedly looking at Batgirl as the guards encroach on their position before walking back toward their cells despite their damage from the fight. Gordon will call out for their retinue to watch Bane below the rubble, wary of another quick recovery. They follow his unofficial order, stepping around the wreckage left behind from the battle to get to him.

 

As they surround Bane, however, the floor rumbles, making everyone in it unsteady. The crater beneath Bane widens, the ground damaged from the previous battles. Batgirl quickly shoves her father back from Bane’s position as cracks spread about the room.

 

The floor breaks, sending Batgirl, Bane and several guards falling through the air to the sub level beneath, reserved for sewage transfer. Batgirl glides down onto a narrow catwalk, firing her batclaw at one guard who falls beyond it to prevent him from falling into the stream leading out of the facility. She catches him, but three others land in the mini-river and are carried away by the current. Batgirl painfully lifts the guard she caught back up to the catwalk, taking stock of what else was around her.

 

Four other guards landed on the catwalk and appear to have sustained minor injuries. Bane himself also landed on the catwalk while unconscious, crushing both railings under his weight so that the middle portion of his body lay across the platform while his head and legs dangle off it. He is bleeding further now from his arms- possibly from the railing- and the rubble covering him has shattered. Batgirl suggests to the nearby guards that Bane could deflate soon, making it easier for them to get him out of the sewers and back to a cell.

 

One of the guards up top confers with the commissioner, wanting to dispatch a force to search for the guards who had fallen into the stream. The commissioner appears confused, not remembering enough about his situation thanks to his infection, leading that guard to tell Gordon he had orders to detain him. Batgirl emerges from the sub level, leaving behind a rope line the guards below could use to climb out. She vouches for the commissioner, saying that he was no longer a danger. Disturbed, the guard does not relent, saying that while he respected her, he does not take orders from her. Gordon tells her he would be fine, submitting to their custody.

 

Batgirl reluctantly accepts it, glad he was safe. She surveys the room again one final time to assess the situation. If there were sirens present, they have been returned to their damaged cells, being watched closely by the guards who are skeptical that they would remain compliant. Other empty cells in the room have suffered surface damage as well, but miraculously, Clayface’s cell appears to have been untouched. Clayface himself still bears the same expression from Gordon’s face as he had before, absently knocking on the bulletproof glass between them to taunt at her.

 

Scowling at him, Batgirl only notices a guard approaching out of the corner of her eye. She turns to face him just in time as he removes his helmet to reveal that he was not in fact a guard, nor was he a man.

 

Red Claw- sporting a stolen Arkham guard’s uniform- tackles Batgirl back through the hole in the floor, taking her completely by surprise. The two of them pass the guards climbing up the rope and the catwalk altogether, the two of them landing in the stream to be whisked away by the current. Red Claw holds Batgirl down underwater with her hands around her throat, though Batgirl is able to kick herself away to gain separation. Still being dragged away, she swims toward the surface.

 

She emerges, quickly gasping for air. Batgirl levels her grapnel gun up, firing a line up toward the nearest steady point she can find. It hitches on, letting her stop midstream in an attempt to get herself up. Before she can climb, however, Red Claw emerges from the stream as well a few paces behind her. The older woman wraps up Batgirl again, making her drop her grapnel gun and crashing them both back underwater.

 

Batgirl again breaks free of her grip, coming up on an intersection where the stream splits into two tunnels running in mostly the same direction. Batgirl hits the center of the intersection, catching herself there and looking for signs of Red Claw. She sees her shadow moving down the tunnel splitting left, hopping back into the stream moving that way.

 

After a few seconds of keeping herself a float, the tunnel drops down, then lets out onto the shore of Arkham Island. Batgirl rolls out of it painfully, coughing up water. She quickly tries to get up and search for Red Claw, but the terrorist is already upon her. Batgirl gets punted in the ribs, receiving back that same treatment she had given Red Claw a few weeks earlier. Batgirl cries out, cradling her side as the former inmate presses the advantage, kicking her in the face as well. Red Claw brands her as an insolent child, promising to punish her for all the wrongs she’d suffered.

 

She winds up to kick her again, but Batgirl sweeps her plant leg out from under her with her own well-placed kick. Red Claw drops to one knee, able to block Batgirl’s attempted cartwheel kick that returns her to her feet. The terrorist punches up at her, leading to Batgirl leaning back and angrily striking her in the chin with her rear hand.

 

Red Claw stumbles back as the vigilante clutches her own side, pained from the attack. They each wipe blood from split lips, gearing up for a fight. Batgirl sarcastically compliments her opponent’s full set of teeth, asking what the new one was made of after she’d knocked out the last one. Red Claw smirks back at her, declaring Arkham’s medical care to be the only thing capable of piecing her back together after she tears her apart. Batgirl encourages her to bring it.

 

Boss fight - Red Claw: This boss fight is a one-on-one contest that begins with Batgirl’s health reduced by a quarter of its maximum due to her injuries. Beyond this, however, there is nothing limiting her in the empty environment.

 

Red Claw fights with a similar style to the one seen when she was at GCPD in the main game. She does not have her usual gear, meaning that she has no ranged attacks, but she does have a guard’s collapsible baton hidden in her jacket she can use as part of her attacks, pulling it out and putting it away when she pleases. Outside of her standard martial arts attacks and unblockable chokeslam attack, she also adds a series attack that involves the baton, where she will launch into a series of five strikes. Getting hit by any in sequence leads to Batgirl getting hit by the remainder of them (as in, getting hit by the first baton strike automatically means getting hit by the other four, or getting hit by the third means automatically getting hit by the last two).

 

Batgirl still does not have access to her explosive gel, but the rest of her gadgets are in play. Red Claw offers no unique defenses and can be generally fought the same as in the main game.

 

Once Red Claw’s health bar has been drained, a cutscene ensues that sees the conclusion of their fight. Red Claw swings her baton in an overhand strike at Batgirl, which she repels with a high forearm before stepping in and striking Red Claw in the face with the same elbow. Batgirl swats the collapsible baton’s head back into its slot as Red Claw stumbles backward, taking a small step into the water. The terrorist warns her that she would have her revenge, even if she had to wait for it.

 

Batgirl stands opposite to her attacker, telling her there was no escape with them trapped on the outcropping of the island. Red Claw tells her not to be so sure, pulling Batgirl’s lost grapnel gun from out of her jacket. Eyes widening in shock, Batgirl is too late to stop Red Claw from grapneling herself back up the side of the asylum complex. 

 

From above, Red Claw tells her she would be back for her, advising her to be ready. Batgirl throws a batarang and attempts to laser-guide it up at her, but Red Claw dodges out of its way, letting it hit the building wall. The older woman scowls back at her, then grapnels up to the bridge leading out of Arkham Island.

 

Batgirl contacts Alfred, asking if the Batwing was available for tasking. He is relieved to hear from her, but reports that it had not returned to the Batcave yet. Cursing softly, she tells Alfred that her father was safe, but Red Claw had escaped. He apologizes to her, then asks if she could return to the Batcave on her own. She says she can’t, asking for him to send the Batmobile to pick her up.

 

Exhausted, Batgirl walks along the beach, needing to get back to the main road. She encounters the tunnel outflow opposite to the one she had taken to pursue Red Claw. There, she finds all three guards who had fallen into the stream earlier, all still alive but wiped out by dealing with the strong current and freezing from the temperature. She asks the nearest one if they’d called in for backup. He says that he had, saying she hadn’t needed to throw herself into the stream to follow them. She does not respond to his mistaken assumption, simply telling him to keep himself warm until assistance arrives.

 

Batgirl stalks back up to the bridge leading onto the island, just in time for the Batmobile to arrive. She stops outside of it, banging her fist against the surface. She stops herself from doing it a second time, containing her anger. Breathing out sharply, she hops into the vehicle to return to the Batcave.

Chapter 59: Silent Knight (Part Four - Opening)

Chapter Text

Later in the night, the Batmobile returns to the Batcave through its hidden roadway entrance. After parking, Batgirl quickly emerges, favoring her ribs as she descends. Alfred quickly comes up to her, asking if she needs assistance. Batgirl takes off her cowl and gently tells him that she was fine despite her bloodied lip and injured side. In return, she asks him about Batman. Alfred tells her to follow him, taking her to his location.

 

If Batman had resisted the infection

 

If Batman succumbed to the infection

Chapter 60: Silent Knight (Part Four - Batman Defeated Punchline)

Chapter Text

Alfred leads her to the medical section of the Batcave where Batman sits in an electrically malleable chair set to have him recline with his legs up. Batman expresses relief at seeing her okay, taking off his cowl and struggling to stand up. Barbara gives him a brief hug, telling him her father was safe. He commends her, apologizing for not being able to come to her aid. Bruce notices her favoring her ribs, asking what had happened at the Asylum. 

 

She reports that Bane had been Punchline’s target, having sent her father in to help spring him. Bruce asks why, but she says that she does not know, only knowing that they had managed to synthesize Ivy’s version of Venom into an even stronger compound, making him nearly unstoppable. Troubled, Bruce asks how she had beaten him.

 

  • If Batgirl had fought Bane on her own: Barbara simply says that he had trained her to be nearly unstoppable too. He jokingly questions what she meant by “nearly,” leading her to gesture at her ribs. Bruce brings up his weakness in the face of infection, reminding her that they were never going to be perfect, but they would learn from their mistakes. She confesses that she might not have been able to do it if her father hadn’t been there, having broken free of his infection at exactly the right time to make the save. Bruce says that it was good to hear that the infection did in fact wear off over time as he’d suspected, hoping that it would be the case for himself soon.

 

  • If Harley had helped fight Bane: Barbara says that she had help from “Joker’s other crazy friend.” Bruce is surprised that Harley had gotten involved, asking if she had managed to get her back in her cell. Barbara says that she had gone back into her cell willingly, but she’d wanted to plan a girls’ night out with her, believing she had switched sides to fight with them rather than against them. Bruce chuckles, telling her she could have a vacation soon. Barbara further jokes that she understood why he hadn’t wanted her to help fight Harley on his yacht, worried she would like Harley so much she’d join her gang.
  • If Ivy had helped fight Bane: Barbara says that his “favorite gardener” had helped fight Bane. Skeptical, he asks why Ivy had helped her. Barbara relates that Ivy wanted him to forgive her. Bruce is unconvinced, leading Barbara to add that she thought Ivy still wanted to be his groupie. Bruce grunts, uncomfortably agreeing.
  • If Harley and Ivy had helped fight Bane: Barbara tells him that she’d had help from Harley and Ivy, much to his surprise. She jokes that they were ready to switch sides, asking if they had “extra room in the manor for a psychotic psychiatrist and a hyper-aggressive horticulturist.” Bruce indicates that Alfred might have to hire some help, but he says it was doable. Pausing, Barbara ensures that he knows it was a joke, making him roll his eyes and confirming it.

 

 

 

He asks her again why they might have wanted Bane as the two of them leave the medical area for the equipment storage. Barbara guesses that they might have wanted him as a test subject for their new Venom, wanting someone experienced in using the older variation of it. Bruce is unconvinced, saying that they had given Bane a dangerous weapon for a better reason than experimentation. She says that she had thought Gordon to have been monitored by a handler, but when she’d found him, the handler appeared to have been infected as well. He asks what had happened to the handler, leading Barbara to say that he had hopefully been detained with the other infected she’d beaten.

 

Bruce questions what she meant by “hopefully,” leading her to say that she’d been attacked by Red Claw. Barbara replaces her destroyed explosive gel and stolen grapnel gun, pointing to the latter and admitting that Red Claw had used it to get away. Bruce asks how Red Claw had escaped her cell in the first place, wondering if she had been the real target of Punchline’s plans. Barbara doubts that that was the case, as there was no way Punchline would have known Red Claw would escape through the sewers and not have had someone waiting for her on the beach. She also adds that they’d sprung Deadshot from his cell and handed him a sniper rifle to use to defend them, meaning that the handler had to have been giving out orders before being infected.

 

Bruce asks a returning Alfred for an update on the situation at Arkham. Alfred reports that the asylum staff have gotten all other inmates back to their cells, saying that Red Claw appeared to be the only escapee. He further relays that Gordon had been seen out of the asylum and allowed to leave to go back with several other officers to the GCPD. Barbara asks why they hadn’t taken him to the hospital, leading Alfred to say that it had been on Gordon’s orders and that their chatter was that he seemed fully healthy. She relents, saying she wished her father would take better care of himself. She then moves away, saying she needed a minute to call her mother.

 

Alfred asks him if he had any thoughts on Punchline’s plans at the asylum. Bruce noticeably darkens, saying that he did not know what to think, but he had learned that Joker was involved from her. Regretful, Alfred indicates that he had feared Joker’s return. Bruce says that he should have expanded his search further, saying that he’d just known that Joker was still out there. Alfred demands that he not blame himself, but Bruce does not accept it, saying that the last month he’d been quiet had been too long for him to have gone without being found. 

 

Not wanting to argue about it with him, Alfred encourages him to redouble his efforts now that he knew Joker was active. Alfred hands him his mask, telling him that he needed to stop him. Breathing out, Bruce takes the mask back, saying that he was right. The two of them march over to the Batcomputer together.

 

Branch Re-Join

Chapter 61: Silent Knight (Part Four - Punchline Defeated Batman)

Chapter Text

Alfred leads her over to the docked Batwing, showing her how Batman was still sitting in the cockpit unmoving. Barbara asks what had happened to him, leading Alfred to say that Punchline had infected him, but he’d managed to get himself back into the Batwing before it had taken hold. If Harley had helped Punchline, Alfred mentions her when he reports that Punchline had escaped. When Barbara asks why he hadn’t just pulled him out of the vehicle or blood-choked him, Alfred thanks her for thinking highly of his strength, but says he was more than a few years too old to be able to safely get him out or effectively choke him. Sighing, she marches up a small flight of stairs to the cockpit.

 

If Batman defeated Catwoman, Shiva and Talia in the main game

 

If Batman was defeated by one of Catwoman, Shiva or Talia in the main game

 

If Batman was defeated multiple times by Catwoman, Shiva and Talia in the main game

Chapter 62: Silent Knight (Part Four - Punchline Defeated Batman, No Defeats in Main Game)

Chapter Text

Barbara comes up to him, disturbed by how he didn’t at all register her presence or anything else. She then notices the lipstick mark(s) on his mouth, openly disgusted by Punchline (and Harley if involved) for kissing him. Alfred concurs, mentioning that he had seen the lipstick and thought the same thing. 

 

Sighing regretfully, Barbara grabs him under his chin, forcibly blood-choking him until his eyes automatically close. She lets go, feeling and hearing him fall asleep with his lowered breathing. Then, grunting, she heaves him up out of the Batwing, her ribs paining her but not enough to stop her.

 

She carries him over to the medical area, placing him down in an electric medical chair reclining backward. Alfred comes up to lift the bottom of the chair, raising Batman’s legs to help him recover quickly from being blood-choked. Containing her disappointment, she turns away from him, not wanting to see the lip prints on him. 

 

He begins to stir behind her, Alfred going beside him to check. Batman shakily recognizes Alfred aloud, the butler expressing relief that the toxin’s control has waned. Batman also recognizes her as well, but she still won’t turn around to face him. Barbara asks him if he was all right, leading him to say that he thinks he is. 

 

She finally turns around when he moves to sit up with a gentle help from Alfred. Bruce takes off his mask and hunches over, face toward the floor. He says he doesn’t remember how he got there. Alfred clues him in on coming home in the Batwing, but he still does not remember anything about it. Barbara asks him what the last thing he remembers is, prompting him to recall wanting to help her at the asylum. He looks up at her finally, but she looks away.

 

Noticing her face and the way she favored her side, Bruce asks her what had happened. Barbara tells him her father was safe and that Punchline’s plan had failed. She explains that they’d brought Bane a new Venom supply, but she’d beat him back. Bruce asks her what was wrong in that case, sensing her unease. Barbara says that Red Claw had managed to escape, then turns around and walks over to replenish her equipment.

 

Bruce uneasily stands up, gesturing to Alfred that he did not need help when the butler tries to hold him. He slowly walks over to Barbara as she takes a new grapnel gun and explosive gel supply. He asks if there was something else, making her halt. She asks him if he’d seen himself in the mirror. Reflexively, he wipes his face with the back of his gloved hand, then flinches when he sees the lipstick on it. Embarrassed, he quickly turns away despite her not facing him, hurriedly trying to wipe the rest of it off.

 

Barbara admits that she can’t help but feel discouraged having seen him like that, having thought him infallible. Bruce has the option of how to respond to her on that.

  • If he says that he only needed everyone else to think that, Barbara says she agrees, but it is clear that she is still disappointed. 
  • If he says that he thought the same as she had, she responds that they never should have considered themselves invincible, wondering if they had made a mistake in trying to do it that way. 
  • If he tells her that he had never claimed to be infallible, she says that she knew that, but had wanted to believe in him all the same. 

 

Regardless of how he responds, Barbara confesses that she had almost let herself believe herself invulnerable until her father had been taken. Bruce reminds her that she’d saved her father, but she worries that she easily could have failed, as Bane had nearly gotten her. She turns to look at him finally, looking at his mostly clean lips and says that no matter how hard they tried to hide it, they could always fail. Bruce hesitantly reaches out and takes her by the shoulder, Barbara allowing him to pull her into an embrace. 

 

Bruce whispers to her that they didn’t do this because they were afraid they would fail; they did it because they fought for what they loved. Nodding into his chest, Barbara hugs him back.

 

After a long moment, they separate, Barbara giving him a flash of a smile before turning around to find Alfred nearby. Alfred informs her that her father had left Arkham with other officers to go back to GCPD. Confused, she asks if he meant the hospital, which Alfred says was not the case. Rolling her eyes, Barbara says she needs a minute to go call her mother. Bruce and Alfred share a brief glance, the latter handing his master his cowl he’d left back on his chair. Thanking Alfred, Bruce leads him over to the Batcomputer.

 

Branch Re-Join

Chapter 63: Silent Knight (Part Four - Punchline Defeated Batman, One Defeat in Main Game)

Chapter Text

Barbara comes up to him briskly, appearing to be annoyed by his state. She notices the lip print(s) on his face, then visibly sighs. Not wasting a moment, she grabs him under his chin and blood-chokes him, tightening her fingertips into his arteries and slightly shaking his head. Batman falls unconscious, soundlessly closing his eyes as he drifts forward into her choking hand. She moves that hand up to grip him by his chin, tilting it up so she can more closely inspect the lipstick, staring at it passively for several seconds.

 

Alfred asks if she needed him to fetch a wheelchair, but Barbara declines, moving to lift him up onto her shoulders despite the pain she feels in her ribs. She carries him over to the medical area, setting him down rather roughly in an electric medical chair reclining backward. Alfred comes up to lift the bottom of the chair, raising Batman’s legs to help him recover quickly from being blood-choked. Containing her anger, she turns away from him, not wanting to see the lip prints on him. 

 

He begins to stir behind her, Alfred going beside him to check. Batman shakily recognizes Alfred aloud, the butler expressing relief that the toxin’s control has waned. Batman also recognizes her as well, but she immediately walks away at the sound of her name.

 

Barbara moves to the equipment area, going to replace her lost gear as Batman calls out for her again. She ignores him, fitting herself with her new gear before turning around to find Alfred standing behind her. The butler asks if she was sure she was all right. She insists to him that she was, but she just wanted to be alone right now. He looks at her pointedly, leading her to say that she just wanted to call her mother. Alfred slowly nods, deciding to give her some space. Before he leaves, however, he informs her that he’d heard chatter at Arkham that Gordon had been released to return to GCPD. Barbara thanks him after a moment of contemplation, telling him that Batman needed him.

 

Alfred goes back to his master’s side as he gingerly sits up on his own, removing his mask. Bruce asks what had happened, leading Alfred to clue him in on how he’d come home in the Batwing after being infected. Bruce does not remember doing that, saying that he was supposed to be at Arkham helping Batgirl. The butler calmly tells him that she had managed to rescue her father on her own, but Bruce becomes dejected over having failed to support her. He guesses that Barbara thought he’d abandoned her when she’d needed him most.

 

Alfred tells him that she would be fine, knowing that he would be there for her in the future. Bruce questions him about what she’d gone through at Arkham, leading Alfred to fill him in on how she’d managed to defeat Bane, but Red Claw had escaped. Bruce asks if either one had been Punchline’s target. The older man says that while he did not have the full details, he’d learned that Bane had somehow been smuggled some Venom, meaning that they had entered the asylum intending to give it to him. 

 

Bruce nods, telling Alfred she had done a great job while he’d failed to do his.

 

  • If Batman had been defeated by Talia or had offered to reform her: Alfred tells him that even he could not win every battle. Bruce does not argue that, simply saying that Punchline and Joker had changed the game. Bruce then relays to Alfred that he believed Joker was back after what Punchline had told him, making him worry over what scheme he had set in motion during his month of unsupervised silence.
  • If Batman had defeated and then tried to lock up Talia: Alfred asks him if his hand was getting worse, leading Bruce to lift his previously-injured hand up to inspect it. He denies that it had had anything to do with him failing, but says that it was a reminder that one day, wounds like those would catch up to him. Softly, Alfred tells him that maybe it was time for him to put the mask down. Taking the cowl in his left hand and holding it up to the same level as his right, he inspects them both. After a moment, he decides to lower his previously injured hand, saying that Batman still had work to do, as Joker was back and needed to be stopped.

 

 

Alfred pauses, then hands him a handkerchief from his pocket. Bruce takes it quizzically, instinctively wiping his face. He pauses when he sees remnants of lipstick on it, his shoulders dropping as he remembers what had happened. Alfred encourages him to put it behind him, which Bruce quietly agrees to before thoroughly wiping the rest of the lipstick off his face. The two of them then leave the medical area, going toward the Batcomputer.

 

Branch Re-Join

Chapter 64: Silent Knight (Part Four - Punchline Defeated Batman, Multiple Defeats in Main Game)

Chapter Text

Barbara comes up to him briskly, clearly irritated by his state. She sees the lip print(s) on his face, then angrily snaps at him, rhetorically shouting “Really?” at him. Alfred tries to calm her down, but she snaps at him as well, demanding to know why she should take it easy on him. He pleads with her not to blame him for what had happened to her father, but she quickly discards the notion, insisting this wasn’t about her father. 

 

Turning her anger back to his unmoving form, Barbara grabs him around the chin, saying this was about him and him alone. She highlights the lipstick, using it as evidence that he was just carelessly getting himself in trouble with any woman who could beat him, probably letting them beat him because it turned him on. Alfred calls her accusation unfair, but she derides his refusal to accept reality.

 

Leaning in, she digs her fingers into the arteries under his chin, blood-choking him and threatening to crush his windpipe under her excessive force. Forcing her words out through gritted teeth, she asks Batman if this was how he liked it, tightening her hold and shaking his head back and forth, making it flop against his headrest several times. Alfred pleads with her to stop, saying this isn’t who she was. 

 

Barbara finally lets go when his eyes close, letting him fall unconscious slumped against his chair. Grimacing, she stands up, turning around to go back down the stairs. Alfred tells her she can’t just leave him there, but Barbara tells him that he can carry him out of the Batwing if he really wants, insisting that she wasn’t going to waste her time with him. She stalks away over to the equipment area. Pained, Alfred looks back and forth between her and the Batwing, then decides to follow her.

 

As Barbara replaces her equipment, Alfred again tries to calm her down, saying the threat has passed. She again insists that the issue was Batman himself, telling him that he needed to stop enabling him by ignoring his habit. She calls it a pattern, reminding Alfred of how he’d been defeated multiple times weeks ago by his ex-girlfriends. Barbara warns him that Bruce had a problem, saying that he needed to solve it soon or he’d get himself into the kind of trouble he’d never get out of like he had in the past.

 

Storming off, she tells Alfred that she was going to call her mother and that whatever Batman’s state was when she came back was his problem. Sighing, Alfred lets her go, uncertainly looking back at the Batwing. He walks up the steps to Batman, still unconscious in the cockpit, oblivious to Batgirl’s outburst. The old man slowly descends to his knees beside his master, taking the mask off his face. Regarding his charge with sadness, Alfred pulls a handkerchief out of his jacket. He carefully wipes the lipstick from his face, his motions making the unconscious man stir.

 

Ultimately, Bruce comes to as Alfred finishes, dazedly opening his eyes to find himself sitting in the cockpit and instinctively grabbing the throttle. Alfred quickly stashes the kerchief back in his coat and grabs his wrists before he can do anything with it, patiently waiting until Bruce registers that he is docked in the Batcave and does not need to pilot himself anywhere. The newly awakened man recognizes Alfred, who is relieved that the infection has begun to wane.

 

Alfred slowly helps Bruce out of the Batwing, both men shakily getting to their feet and leaning on each other to walk down the stairs. Bruce says that he needed to be at Arkham, but the butler quickly informs him that Gordon had been rescued already and that Batgirl had returned. Bruce asks if he was sure, motioning as if to go back up the stairs as they near the bottom. Alfred insists that he is quite sure, guiding him along the right path.

 

They near the medical area, but Bruce holds off, holding up his hand and deciding that he did not need to be examined. Alfred protests, but Bruce removes himself from Alfred’s arm and manages to stand on his own. The older man resignedly relents, remaining behind Bruce as the two of them walk toward the Batcomputer. Alfred informs him that Punchline’s plans to liberate Bane had failed, but Red Claw had escaped instead. Bruce quietly mentions that these were not just Punchline’s plans, but Joker’s as well. He mourns the brief time where they all could have believed Joker dead, leading the billionaire to agree.

 

Branch Re-Join

Chapter 65: Silent Knight (Part Four - Branch Rejoin)

Notes:

(See the end of the chapter for notes.)

Chapter Text

Bruce and Alfred arrive at the Batcomputer, the latter re-donning his cowl and sitting in the chair before the large screen. Alfred recounts how he had found Punchline at a fashion studio, idly wondering if the clowns were going to start their own makeup business. Batman says that he had no leads on where else they might be, believing that the studio takeover had been a recent event given all of the wares inside. The Batcomputer confirms that the lease of the studio had been in place for years, making it unlikely to have been a front like the auto shop or the pet store. Alfred asks if they could gather anything else from those two locations.

 

Depending on whether or not Batman had already cleared the other auto shops, Batman will either say that he had not found anything in them or will say that it is possible, but unlikely. He does determine that the pet store he had visited was part of a chain, meaning that they could have been fronts like the one they had pursued Sullivan to earlier. Alfred suggests finding out if there were more infected there, thinking that there might be more clues to Punchline’s location if he tried. Batman says that while he would rather the police not have to corral infected on their own, he does not think it likely that he would find much there.

 

Batman recalls how Punchline had expected Batgirl to find her at the studio, thinking that the two traps she had set up had been meant for the other one who had arrived. Alfred asks what difference that would have made, leading Batman to admit that he was not sure, but it could have meant something. He wonders whether the point of it had just been getting him into a fight with Bane surrounded by other enhanced wing inmates ready to join in the fight if Bane had unleashed them with his new Venom formula. He then discards his own suggestion, remembering that Punchline had intended for him to meet the Joker at some point “in the near future.”

 

  • If Punchline had fought him with Harley: Batman recalls that whatever the plans were for him and Batgirl, Harley’s motivation had just been about hurting him, meaning her objectives could have been different from Punchline’s.

    • If Batman defeated Punchline and Harley: He further recalls how Harley had fled first, enraging Punchline, suggesting that whatever alliance she had made was a fragile one.

    • If Batman was defeated by Punchline and Harley: He shamefully recounts how after they had beaten him, they had disagreed about their schedule, with Harley wanting to punish him over time while Punchline had wanted to make it quick. He suggests that they weren’t fully on the same page, meaning that there could be a tension he could exploit given the opportunity.
  • If Punchline had fought him alone: Batman remembers Punchline saying that she intended for him to watch as Gotham “tore itself apart.” He comes to a determination that she and Joker had just wanted him out of the picture and had perhaps thought she could defeat Batgirl separate from him at the studio.

    • If Batman defeated Punchline: Alfred tells him that they were sorely mistaken, leading Batman to agree, deciding that they could underestimate her at their own peril.

    • If Punchline defeated Batman: Alfred says it was a worrying thought, then trails off when reasoning why. Batman flatly says he knows that, moving on.

 

 

Alfred asks how they were supposed to track down Punchline and Joker. Batman thinks about what they did know: they had created a toxin that could be used to dominate the minds of anyone infected and they had a new Venom formula they could use to greatly enhance the strength of whoever they chose. He questions why Punchline had attacked the hospital in the first place, as the toxin had already been in use at the pet store. After a moment of discussion, Batman concludes that the attack on the hospital had just been a diversion to keep him off Gordon’s trail long enough to get him to Arkham, meaning that she had wanted something from the asylum.

 

Barbara returns from outside of earshot, audibly telling her mother that she would see her soon before hanging up her phone. She steps up behind Alfred and Batman as they turn to face her. Depending on her current regard for him, Barbara will either look at him reverentially, uneasily or reservedly, but Batman does not make mention of it.

 

At her arrival, Alfred asks her if she was sure that Red Claw hadn’t been the intended target of the breakout. Barbara maintains that it was Bane, as there was no way that the plan could have been for Red Claw to escape by going through the enhanced wing; her escape had been a moment of opportunity, not of planning. Barbara guesses that Red Claw had intended to catch her from behind before seeing a chance to both get her alone and escape the facility by going through the sewers Bane had exposed. Alfred and Batman accept her explanation, but it leaves them with more questions about what they could have possibly wanted from Bane. 

 

Putting on her mask, Batgirl asks if they had gotten anything out of her father’s handler. Batman asks what she meant by handler, leading her to say that Gordon had entered the asylum with someone else. She brings up how every infected person they had come across had been incapable of speech, meaning that Punchline would have had to have sent someone with Gordon to make sure he got through security. She thought she had encountered the handler outside of Bane’s cell, but he had appeared infected himself. Batgirl wonders if her assessment had been incorrect, thinking he might have just pretended to be infected when she saw him.

 

Alfred says that all of the infected guards had been kept in temporary holding until they could be sure they were no threat. He says that the infection likely would have subsided when she had knocked them out. Batgirl asks if there was any mention of the man Gordon had entered with on the Arkham chatter, leading him to say that he hadn’t heard any, but he suggests that perhaps Gordon himself knew, either having taken him to GCPD or knowing something about the handler if he indeed had escaped.

 

Batgirl says that she would go to GCPD to ask him. Batman asks her if she was certain she wanted to talk to her father directly. She says that she was, and that she needed to talk to him one way or another. Understanding, Batman wishes her luck, advising her to know what she wanted to say before she said it. Nodding, she asks Alfred to alert her if he heard anything about Red Claw. In reply, he tells her to be careful with her injury, not wanting her to put herself in unnecessary danger. With that, she turns and departs for the Batwing, going to use it to get back to Gotham with haste.

 

Batman asks Alfred if he would have stopped her in his position. Alfred sarcastically points out that he is standing right beside him and hadn’t stopped her and didn’t understand why sitting in that chair would have changed his mind, leading Batman to chuckle and turn back to the Batcomputer. Adopting a more serious tone, Alfred says that it was her decision to make, not theirs. Batman agrees, saying that their circle was small for a reason, but he wouldn’t stop Batgirl from widening hers. 

 

Returning to their focus on the screen, Alfred asks what Punchline could have wanted from the asylum. Batman says perhaps Bane had been meant to serve a part of their plans later if it hadn’t just involved killing him. Alfred confirms that the guards at Arkham had managed to get Bane into secure confinement after his battle, meaning that he had been removed from the picture. Whatever the case, he considers that- after Batgirl cleared the asylum of threats and all but Red Claw had been returned to their cells- the only lead to come from it would be Gordon and his handler.

 

 

  • If Batman had resisted the infection: Alfred asks what else they could do while Batgirl went to see her father. Batman says that they needed to analyze the undiluted sample of the toxin he had recovered from Punchline’s knife. Punchline herself had been proven to be immune to it, so they needed to determine if there was a way to find their own immunity to it. The knife itself has both the toxin and Punchline’s blood on it, giving them a reference to work with in trying to find a counteragent or vaccine. Alfred says he would work on it immediately, promising to loop in Lucius Fox as necessary.
  • If Batman had succumbed to the infection: Batman says that they needed to re-trace Gordon and his handler’s movements through Arkham as best as they could through the CCTV footage at the asylum. Alfred said that he had tried that, but the chaos at the asylum had made it difficult to track him down. Batman simply says that they needed to try again, as they had nothing else they could do. Alfred says that he would try to find something he might have missed the first time, promising to let him know if anything came up.

 

 

Batman says that, in the meantime, he needed to see about tracking down Punchline, deciding to go back to the studio to see if he could pick up a trail now that the infection had passed. Alfred says that he could take the Batmobile or wait for the Batwing to return, leading Batman to say that he would do the latter.

Notes:

Okay, for real, this is as much as I'm posting for now. I'll try to do more next month.

Chapter 66: Silent Knight (Part Four - Conclusion)

Notes:

FYI: I tweaked part of the ending to Part Three relating to Red Claw's escape. No major changes.

(See the end of the chapter for more notes.)

Chapter Text

The Batwing drops Batgirl off at GCPD, the vigilante landing on the roof once more, intending to go in to find her father inside. She pauses there on the roof, steadying herself. She looks over at the Bat-signal nearby, not lit at the moment. Breathing in again, she enters through the roof.

 

Inside, she finds a mostly empty upper floor, only a few people milling about there. Moving lower down the building, Batgirl comes across Gordon giving an address to a large contingent of officers. He is in the middle of describing the order of protection for a convoy, making her pause just out of view so she can listen to it. 

 

The commissioner describes wanting multiple prisoner transport vans in motion for each enhanced inmate to be used as extra blockage to prevent escape attempts, and to possibly serve as decoys in the event that Punchline tried anything. One officer asks about why they couldn’t transport them all at once in the same vans, but Gordon shoots down the idea, saying he didn’t want one problem to escalate into a hundred. He says that they were all going to the same place, but they needed to arrive separately to prevent a coordinated escape attempt.

 

Batgirl quietly contacts Alfred while Gordon is wrapping up his address, asking him if he’d heard any chatter at Arkham about an inmate transfer. Alfred says that he had just heard the news himself, learning that the inmates in the furthest block of the enhanced wing were being moved out of the facility for temporary housing due to the damage caused by Bane. She asks what the point of it was, leading Alfred to reply that they did not believe they had adequate alternative housing to contain them elsewhere in Arkham.

 

She asks if the handler was among those being moved, but Alfred says he had no information on it one way or another. Disconnecting, Batgirl moves onto the main floor as the officers separate, each of them looking at her with a new level of respect after her victory over Bane. 

 

Batgirl slowly steps up to her father, who notices her and pauses. Gordon asks her if she was all right, as he had last seen her being tackled thirty feet through the air into the sewers. She says that she was, but Red Claw had gotten away. Gordon shakes his head and describes it as just one more problem they had to deal with, stepping to the left and walking back the way she had come.

 

Waiting a moment, she follows him, walking a pace behind him to continue the conversation. Batgirl says that she’d heard the end of the briefing, asking what the deal was with Arkham. Gordon reports that the warden had asked him for help on this, needing to get the inmates nearest to the damage out to either Blackgate or the containment cells at GCPD. Batgirl points out the damage from the League attack on the precinct, but he dismisses it as having mostly scabbed over, not able to prevent them from keeping some of them in confinement.

 

Gordon, arriving on the upper floor where his office is located, recognizes that she had come to speak to him for a reason. Batgirl asks him what he remembers from his time being infected. He simply says that he doesn’t remember a thing about it, and maybe that was for the best.

 

He steps into his office and goes back to his desk, Batgirl stepping inside as well but remaining at the door. She asks him what the last thing he remembered was, leading him to say he remembered Punchline coming into his office, but she’d infected him before he could do anything. 


Batgirl softly closes the door, making Gordon look up at her and ask what else she wanted. After a moment, she asks him to verify that he remembered nothing about his trip through Arkham. He says that he does not, but she says that she had seen him react upon seeing her, even breaking free from the infection when she had fought Bane. Gordon says he merely just happened to wake up at that moment to save her. Batgirl quietly asks him if he was sure that was all that happened, leading him to firmly assert that he wished he could remember more that could help her.

 

Conflicted, Batgirl asks him if he remembered the other infected who was there when he’d woken up. He says he does not recall another infected, only remembering the very end when the infection had faded. Gordon turns his attention to something on his computer, leaving him oblivious to her staring at him regretfully.

 

Turning her head to the side, she quietly asks him if he’d called his wife. Gordon says that he needed to focus on the inmate transfer before he did anything else, as it was going to be one of the most dangerous assignments he’d worked in a while. Batgirl corrects him and says that he should call her before he did anything else, but Gordon ignores her, lowering his head into his work. He says that he would appreciate it if she and Batman could help ensure the inmate goes along smoothly, but he understands if they were busy with Punchline.

 

Sighing, Batgirl turns around and leaves his office, closing the door behind her. She makes her way back to the roof, once again finding the Bat-signal off and unattended nearby.

 

  • If Batgirl and Batman are on good terms: Batgirl makes her way over to the light and flips the switch on herself, illuminating the night sky with the famed symbol. Nodding at the symbol in the air above, she moves to the edge of the roof.
  • If Batgirl and Batman are on neutral terms: Batgirl makes her way over to the light, hesitantly patting it on the side. She ultimately decides to leave it off, stepping away to the edge of the roof.
  • If Batgirl and Batman are on poor terms: Batgirl shakes her head in disgust at the device, pointedly ignoring it as she moves to the edge of the roof.

 

She contacts Alfred, asking him if he could task the Batwing to get her back to Arkham.

 

Batman returns to the studio, staking it out from above. The police have already been through the area, having collected all of the thugs and infected to be taken to holding or to hospital. A single police car remains on site with a cordoned off entrance, but he pays little mind as he prepares to enter the studio.

 

  • If Batman was victorious at the fashion studio: Batman remembers how he had wounded Punchline (either in her arm or in her hand), wanting to try to pick up a blood trail. Batman must locate Punchline’s DNA amid the several samples in the studio, then use his detective vision to set up a trail that allows him to determine which way she had gone when she had left the studio.

    He follows the trail she had left, finding that she had directly crossed the street immediately after fleeing the scene. Batman follows her trail into an alleyway between buildings on that side of the road. A back entrance in the alley is unlocked, allowing Batman to pursue the trail inside.

    There, he finds a mostly empty, dimly lit room. The only thing of note within is a large, rounded tank full of a green liquid. Batman pauses beside it, scanning the interior to find that it is a near-match to the toxin he had at the Batcave. He contacts Alfred, asking him to alert the police to this location. Alfred tells him to consider it done, but first asks him how much of the toxin Joker and Punchline could have produced to have left this tank lying around. Batman indicates that he does not know, as the sample they had stolen had only been in their possession for a few weeks; it was hard to believe now that she had even produced this much and he just had to hope it was the last of her supply.

    He follows the trail back to the front of the building he is in, emerging in an unused retail space, littered with empty shelves save for one, splattered with some blood and remnants of bandage wrapping. Looking about with some frustration, he determines that the blood trail ends here, Punchline having proven careful and elusive yet again this night.

 

  • If Batman was defeated at the fashion studio: Inside the studio, Batman looks for anything he can find that might give him a clue as to Punchline’s hideout. The police have already been through and have issued no reports of other findings, but he wants to confirm it himself. In the section where he had encountered her, he goes to check on the ledger she had used to record “appointments,” left behind at her desk.

    Sifting through it, he finds it to have been a standard ledger that would have been kept by the actual staff at this location. He ultimately finds little of use, either having had the officers collect the evidence he could have used or not having left behind anything that could help him.

    Batman calls Alfred, reporting that he had found nothing of value. Apologetic, the butler tells him that he would try to check out what the police recovered to see if it would be of any help, but there wasn’t enough for him to be able to track her down without knowing which way she had gone. Batman says that they will have to do what they could using what they had and be ready for her next move.

 

Alfred alerts Batman to news regarding the convoy set to leave Arkham carrying several enhanced inmates. He says that Batgirl was already on her way to Arkham, and that he would have the Batwing stationed in the air for tracking support once she arrived. He tells Batman that he should join her there to protect the convoy, as it was going to leave soon. He also reminds him that he could visit the other pet shops from the same chain to see if there were other captive infected there, or he could leave it to the police to handle.

 

Side quests: There are three other pet shops around Gotham that Batman can take down in order to subdue and rescue the infected within, though he will do so without Batgirl’s help as she returns to Arkham at this point. This side quest can only be completed at this point, as going to Arkham will block it off for the remainder of the DLC. Disabling these shops is not mandatory to the completion of this campaign, but doing so will slightly affect the ending of the DLC.

 

Once Batman returns to Arkham Island, he encounters Batgirl perched on the upper scales of the bridge, watching down below as the dozens of vehicles prepare to leave. The two of them hear a message from Gordon sent on the general police frequency, indicating that air support was going on its way to provide guidance and coordinate responses if necessary. At the same moment, five police helicopters enter the vicinity from over the water, passing the two vigilantes to maintain a holding pattern over the island. 

 

Batgirl tells Batman that she had not seen most of the inmates being loaded into the vehicles, as many were transported into their vans amid heavy escorts and other small enclosures. He asks which ones she had seen, leading her to confirm that she had observed Two Face be led into one of the vans at the front. 

 

  • If Harley Quinn was in Arkham to fight Bane: She also confirms to have seen Harley be taken in one of the vehicles at the rear.
  • If Poison Ivy was in Arkham to fight Bane: She says that she believes Ivy had been taken out in a containment pod, but she had not been able to see inside of it.

 

Batgirl cannot confirm any others, not even Bane, whose size would have made him stand out if he had even been conscious to walk himself into a van. Alfred says that the police were keeping a tight lid on which inmates were being transported, as this was a public frequency that could be used by Punchline if she wanted to make a second attempt to liberate Bane.

 

As each of the pilots of the helicopters check in with the commissioner, they confirm that they are ready. Gordon signals for the convoy to begin moving. Four of the vans at the front begin to move, driving toward the bridge with one of the helicopters following along. 

 

After about a minute, four more vans and a helicopter begin their trek, keeping a pace that would leave them behind the first set of vehicles. Batgirl says that she believed that Two Face was in one of them, then questions why the convoy was moving in chunks rather than all at once. After the two of them wait for a few more seconds, the next four begin moving, a third helicopter breaking off to track them.

 

Batman says that they were spreading out their targets, but they could still manage with the minimal distance between sets. Batgirl says that she would stick with the rear of the convoy, advising him to stay at the front while the Batwing keeps an eye on the middle. He agrees, pulling out his grapnel and urging her to be careful as he departs her position, traversing the bridge back toward the leaders of the convoy.

 

Batman must keep up with the lead set. Their sirens and flashing lights allow them to push through traffic intersections without pausing, but the drive to Blackgate is still lengthy. Alfred checks in with him after a moment, saying that the convoy was moving along without any trouble. Gordon checks in with the drivers of the lead set’s inmate transfer van over the radio, asking for an ETA. They indicate that they expected to arrive within ten minutes.

 

Gordon then contacts the drivers of the second set, but there is a pause. Gordon contacts them again, leading the pilot of that set’s helicopter to respond on their behalf. The pilot announces that the second inmate transfer group was following the first at distance, guessing that the lack of response was due to a defective radio. The pilot reports their current position, estimating that they would be arriving within twelve minutes. The commissioner sounds skeptical, asking for confirmation from one of the other vans in that set.

 

Before he can receive it, however, a large semi-truck emerges from out of an alleyway to ram into the lead vehicle of the second set and block off the rest of them. The pilot sounds the alarm, reporting that the second unit was down and needed backup. The side of the semi-truck’s trailer opens partially, allowing several thugs stationed inside to begin shooting at the police driving the vans.

 

Batman quickly turns around to return to the second vehicle, calling for Batgirl to come assist quickly. The decoy vans all pull over, releasing several armed policemen to return fire, initiating a large-scale gunfight. Batman attempts to intervene, but quickly stops when the helicopter for this set takes fire, immediately causing it to spiral. One of its occupants falls out of the vehicle onto a roof a short drop, but the other two hang on to whatever they can.

 

Batman grapnels onto the damaged helicopter, going inside to rescue the pilot and other officer aboard. Acting fast, he grabs each of them and pulls them both out, all three of them landing on a different rooftop safely as the helicopter crashes into the street below. The two officers are unarmed, leaving Batman as the only one of them capable of responding to the threat below.

 

The gunmen from the trailer begin to spread out, some keeping fire on the police to keep them contained as others try to flank them. Batgirl arrives from the rear of the convoy, telling Batman that she would work her way up from the left flank as he was at the right.

 

Batman must take out eight gunmen leading along the right flank. They are initially unaware of his presence, so he can use stealth to take them out, but if he is detected, they will focus their fire on him. He must take out all eight within one minute; if a minute passes and even one gunman remains active, the other gunmen from the trailer will successfully storm the convoy, killing several officers and triggering a game over.

 

After all eight gunmen have been defeated, Batman says that the right flank has been secured. The player automatically switches over to Batgirl on the opposite side, who whispers back that she was nearly finished, but she grimaces and clutches her side as she does. She has already defeated two gunmen in stealth, with four more yet to come. She must neutralize these gunmen within thirty seconds, or the same game over will occur.

 

Once Batgirl has finished with the left flank, she and Batman come up to the trailer together from the side opposite to the battle. The third set from the convoy approaches the battle, preparing to bring up reinforcements. Gordon orders the fourth and fifth sets to divert onto an alternate route, not wanting any of them to enter the line of fire.

 

Wanting to end it quickly, Batman and Batgirl jointly spray explosive gel in a line all along the edge of the trailer. The two of them step back and detonate the gel together, exposing a set of four stunned gunmen inside. They each fire a Batclaw line at the two in the middle, jerking them both into each other and flooring them. The other two gunmen are felled by subsequent batarang throws, rendering all attackers incapacitated.

 

  • If Batgirl and Batman are on good terms: Batgirl breathes out a sigh of relief, telling Alfred that they had gotten them all.
  • If Batgirl and Batman are on neutral terms: Batgirl uneasily looks around at the defeated attackers, asking Alfred if that was everything they had.
  • If Batgirl and Batman are on poor terms: Batgirl stalks over to the trailer as Batman briefly attempts to get her attention. Dismayed, he quietly informs Alfred that they had gotten them all.

 

Alfred quickly replies “not quite,” alerting him that another semi-truck was approaching from the side. Batman and Batgirl grapnel up to the roof, letting them see a new vehicle coming in at high speed to crash through several vehicles of the third set. The nearest van and one other are both overturned by the semi, both of them sustaining heavy damage. A mayday is sent out over the radio, warning of another attack.

 

Batman and Batgirl descend down to land on top of the trailer as the police in the third set scramble to respond. Those in the second set are temporarily blocked off from assisting by the trailer, but all of the officers are able to safely cover behind their vehicles. The third helicopter pilot- seeing what had happened to the second- pulls his helicopter back, trying to angle his gunner in a way that least exposes their flight.

 

One of the overturned vans quakes as two officers crawl their way out of it, making Batman and Batgirl delay. Batman says that they cannot let Bane get away, preparing to draw him over to a more secluded area.

 

Instead of Bane, however, a different enhanced inmate emerges: Man-Bat, shedding a pair of shackles that had previously held down his wings at the elbows. Man-Bat unleashes a high-pitched screech, making everyone in the area crumble and cover their ears in pain. The thugs in the trailer and truck fall out of their vehicle, few of them holding onto their weapons as they go.

 

Man-Bat leaps up and flaps his wings, fleeing the scene as the thugs and policemen slowly recover. Batman and Batgirl swiftly rise to their feet and level their grapnel guns, but Batman quickly calls her off. He tells her to protect the convoy, wanting to pursue Man-Bat alone. Batgirl agrees, remaining behind as Batman gives pursuit.

 

Batgirl must drop down and combat the newly arrived thugs. Their retinue is twenty in number, only four of them presently armed but capable of collecting arms from the trailer. Once Batgirl defeats all twenty of them, she contacts Batman, telling him that the convoy was safe. Alfred once again replies on the contrary, alerting her to a third incoming semi-truck, apparently coming on cue to her announcement. Muttering “come on” under her breath, Batgirl prepares to engage as she sees the truck.

 

Meanwhile, Batman continues to give chase to Man-Bat. His gaining is slow as Man-Bat is capable of full flight, but he is able to get closer over time. Gordon calls out for another update on the other sets of the convoy as he tries to coordinate other reinforcements. The first set has nearly arrived at Blackgate, but the fourth and fifth have encountered traffic that has delayed them off their planned route. Gordon tells them to make their way back to their planned route around the attack site.

 

Man-Bat descends to the streets, attacking a random pedestrian. Batman rushes to save the civilian, tackling the creature off a man screaming in terror. The civilian runs away, leading many others to do the same as Man-Bat gets back up, snarling at Batman. 

 

Boss fight - Man-Bat: This boss fight is one that has an entirely unique structure compared to others. Man-Bat is an entirely unique enemy that is to be treated as such. He has multiple phases that need to be accounted for during this battle. When he is directly attacking Batman on the ground, none of his attacks can be countered. He has standard strikes and leaping strikes, both of which must be avoided. When Man-Bat is airborne and directly attacking Batman, he has a ramming attack akin to Firefly’s from the main game that can be countered, though doing so will put him in his ground attack phase. He is also capable of performing ground smash attacks on Batman, which cannot be countered and must be avoided.

 

At any point during this battle, Man-Bat can set up for a screech that will cause damage to Batman. The tell for this attack will be an over-the-shoulder camera cut toward Man-Bat as he rears back. There is no way to block or avoid this attack; the only way to prevent it is to use the Batclaw to interrupt the screech.

 

At any time during this battle when airborne, Man-Bat can break off his attacks on Batman to target a random civilian somewhere else, often having to fly out of the current battle area to do so and having Batman have to grapnel after him. If Batman is too slow to rescue the civilian, Man-Bat will bite the civilian, able to regain some measure of health as the civilian collapses from his/her injury. If Batman still does not follow, he will continue attacking civilians until his health bar has been refilled.

 

Man-Bat is vulnerable to strikes when grounded, and is vulnerable to batarangs at all times. The Batclaw can only be used to interrupt the screech attack; it is otherwise of no help with Man-Bat able to dodge it. Other gadgets will work as they do on standard enemies, though the air cannon can put him back into his airborne mode, making it inadvisable to use. Man-Bat is immune to combat takedowns, able to shake off any attempt to use one.

 

The most damage can be caused to Man-Bat when he is grounded. Therefore, keeping him on the ground is paramount to ending this battle quickly. Countering his ramming attacks to put him back on the ground to continue striking and preventing him from replenishing his health is essential. The average player will be able to drain Man-Bat’s health bar fully in two minutes if he is prevented from feeding.

 

When Man-Bat’s health bar is fully drained, he will go airborne and fly away in an attempt to escape. Batman must give chase again as he did when Man-Bat first broke out of his van. While in pursuit, he hears over the police radio another mayday call, this time from the driver of the fifth set of vans from the convoy. Gordon calls for their location, the helicopter pilot calling it in. Batgirl contacts Batman, saying that the attack on the second and third sets appeared to have ended and that she was on her way to the fifth. Batman replies that he was still engaged, telling her not to wait for him.

 

Batman must catch up to Man-Bat in the air and glide into him. When he does, a mini-cutscene ensues where Man-Bat and Batman struggle for control of their flight. The player must execute a series of quicktime events in order to end the battle. Failing any of these quicktime events results in Batman losing control and falling off, forcing the player to catch up to Man-Bat once again to repeat the process. Man-Bat will not regain any health by escaping, but will get some distance on Batman, requiring an avid pursuit.

 

Quicktime event 1: Batman lands on Man-Bat’s left foot, grabbing it in an attempt to drag the creature down.

  • Failure: Man-Bat flaps his wings upward, slipping his foot out of Batman’s grip and ascending.
  • Success: Batman pulls himself up higher on the leg, managing to wrap his arms around Man-Bat’s waist from behind.

Quicktime event 2: Man-Bat reflexively spins in mid-air as they descend.

  • Failure: The spin shakes Batman off, the vigilante managing to regain his balance and vision to upright himself as he falls.
  • Success: Batman keeps his grip despite the spin, then reaches up with his right hand to crush Man-Bat’s right wing

Quicktime event 3: Man-Bat screams in pain, then queues up to screech.

  • Failure: Man-Bat screeches, making Batman curl up in pain and freeing the creature. Batman rights himself in the air when the screeching stops and turns to pursue once more.
  • Success: Batman hauls himself up by the wing to align his head with Man-Bat’s, quickly clamping his arm around the creature’s throat to silence it.

Quicktime event 4: Man-Bat kicks and flails as the two of them near the ground, desperately trying to get free and rise up.

  • Failure: Man-Bat finds a small opening in Batman’s hold, then surges upward to throw Batman off him. Batman lands safely on the ground, needing to resume the chase.
  • Success: Man-Bat cannot escape, Batman forcibly grounding him. Batman lands safely but Man-Bat rolls to a stop after several rough turns.

 

 

Man-Bat slowly drifts into unconsciousness, winged limbs falling still. Batman quickly contacts Alfred, telling him to direct the Batmobile to his position. He then asks Batgirl what her status was.

 

The player automatically switches back to Batgirl as she replies that she had arrived at the fifth set, finding a scene almost identical to the one she had just left with several attackers present. Batman tells her that he had taken out Man-Bat and would load him into the Batmobile for containment and delivery before coming to her. She tells him what she was seeing, saying that she needed to stop the firefight in progress. 

 

Batgirl finds several police officers have been wounded taking cover behind their vans, but none have been killed by the slowly encroaching thugs. The helicopter of this set is still in the air, returning fire from above. Batgirl must take out eight gunmen trying to get around the vans within two minutes the same as Batman had earlier. Failing to take out the eight gunmen results in the lot of them overrunning the police and triggering a game over.

 

Once Batgirl has defeated the eight gunmen, the police rally at the vans and form up for a counterattack. One policeman returns into his van, then directly drives into the front of the trailer near its hitch point. The gunmen inside are thrown back, unable to stop as the trailer is knocked loose and turned over onto its side. The three gunmen remaining outside of the trailer attempt to shoot back at the van, but Batgirl lands upon them, taking out all three before they are able to do anything else.

 

Batman checks in, saying that the Batmobile was at Blackgate and would remain there with Man-Bat locked inside until they could arrange for secure housing. Batgirl replies that the fifth set was clear, a message that is immediately repeated over the police radio by one of the officers. Gordon calls in a request for every inmate transfer van driver to report their location.

 

The driver of the first set announces that they had arrived at Blackgate to deliver their inmate. Upon asking for the driver of the second set, though, Gordon once again receives no reply. He separately asks for an update on the van’s position, but it appears that no one from the second or third sets can verify. Demanding an explanation, Gordon calls for the second van to be located by the nearest units, directing the third set’s helicopter to patrol for them while the empty vans spread out.

 

Alfred directs Batgirl to the tracker for the missing transport van, telling her that it was closer to her than the second set. Batgirl goes to the tracker location, asking how and why the van had driven away without anyone noticing. Alfred suggests maybe they had fled during the third truck attack while they were distracted.

 

Batgirl comes upon a stopped van parked along the curb, though the lights are still on inside. She quickly descends to the cab, seeing the driver and passenger seats to be occupied. Opening the door, she asks the driver why they had stopped, but neither one acknowledges her. Quickly climbing up to see their faces, she finds both of them apparently awake, but unresponsive. Sounding the alarm, she contacts Batman and announces that the drivers are infected.

 

Batman arrives at the scene of the fifth set that Batgirl had already cleared, responding by asking when they could have possibly been infected. Alfred reminds the two of them how the drivers had failed to respond to the radio earlier, meaning that they could have been infected the entire drive, only following orders directly given to them but not having had the ability to speak. Batman gets up close to the fifth set, finding the officers in the process of securing their attackers in handcuffs and loading them into the empty vans for delivery back to the precinct. He asks Batgirl to check if the inmate was still present, even though he knows it to not be the case.

 

Batgirl does check the van, opening the rear doors to find what had once been a small enclosure within the van to have been broken open. She confirms back to Batman that the inmate was gone, but the enclosure was too small to have fit Bane inside, meaning that he had not been the target. Batman again asks how the drivers had been infected, as they would have had to have followed Punchline’s orders to know when to split off from their convoy.

 

The helicopter from the third set arrives at Batgirl’s location, the pilot announcing over the radio that the van had been found. Batgirl quickly goes back to the cab, searching the console area. She finds a hand radio there not consistent with police-issued radios. Pulling it out, she plugs a drive stick into its head, telling Alfred to track the signal at the other end of the radio. Alfred quickly establishes a connection, giving her a path to follow back to the source. Batman tells her not to engage Punchline without him, but she does not answer his warning, following the signal to the other side of the radio.

 

Batgirl is led back to the area near the site of the first attack, diverting off a road nearby to find that the signal has become mobile. The signal provides a stationary ping with a few seconds of lag, meaning that Batgirl must track the signal and try to get ahead of it to determine who is carrying the other radio. She quickly determines that it is moving too fast to be someone walking, knowing she has to look for a driver. She must find the signal source by scanning the car she guesses to be the correct one until she finds it.

 

When she finally does find the correct car, she finds it to be a sedan with only one driver in it. Batgirl informs Batman that she had Punchline driving away, telling him that she was leaving the scene. Batman again tells her to wait for backup, leading her to tell him that they needed to stop her now. Ignoring his third request, Batgirl glides down to land on the roof of the driving car, making it rumble beneath her.

 

Advancing to the driver’s side window, Batgirl discovers that Punchline is not in fact the driver, but a man she recognizes as Gordon’s handler from Arkham. At such close range, she also recognizes him as one of the cops in the security footage from earlier in the day when Punchline had infected Gordon. The man notices her there after a long moment, then pulls a sidearm out and fires at her through the window.

 

Batgirl barely avoids the bullet, dropping off the car as it picks up speed and attempts to outrun her. She gets herself back into the air after it, informing Batman that it was not Punchline that she was chasing. Her target is a more practiced driver than her usual fleeing suspect, making it difficult for her to catch up. The car makes for the bridge leading out of Gotham City, threatening to escape if it made it out of the area where she could safely grapnel.

 

Instead of trying to cut it off, however, Batgirl comes to a stop at a high riser overlooking the bridge. She pulls out her grapnel gun and aims it up in the air, declaring that she was ready.

 

In the car, the man looks behind himself casually, smugly deciding the coast to be clear as he is about to get onto the bridge. Rather than being able to cross it, however, his car is suddenly thrown off balance and tossed to the side, making him panic as the car is suddenly lifted into the air and carried away from the bridge out over the bay. Getting smacked around his own car, the officer loses his gun, struggling to grab the wheel in an attempt to steady himself as his car has inexplicably discovered flight.

 

Suddenly, Batgirl reaches in through his shattered window, rips the door open, and yanks the man out by his throat. The man flails in a panic as he is held aloft by the lapels of his jacket a hundred feet in the air, seeing how the two of them were perched on his car as it was being towed in the air by the Batwing.  The driver’s side doors face the sky, allowing Batgirl to easily keep her balance with one foot in the car and one foot atop it.

 

He pulls a small knife out of his jacket and attempts to stab her with it, but she knocks it out of his grip with her free hand, letting it fall a long way down to the water below. Batgirl holds him out over the edge, demanding to know what he had done. The officer- despite his initial panic- puts on a brave front, daring her to drop him. In response, she loosens her grip on his collar, letting him flinch as he nearly falls loose. Batgirl warns him that it was dark out, meaning that even if he survived the fall, there was no way he would be found floating in the ocean before he froze to death. Again, he calls her bluff, saying that he knew what she was and that she wouldn’t dare drop him.

 

So she drops him.

 

Utterly shocked, the man flails again in a panic as he falls unprotected toward the ocean below. He curses several times amid bracing for impact, but Batman arrives and collides into him, catching him in the air and grapneling onto the hood of the car as the Batwing circles back around toward the mainland. Breathless, he continues cursing as Batman carries him back to shore only a few feet above the surface.

 

Batman ultimately deposits him on the shore and lands along with him on a shallow rock cliff, the Batwing rising again to clear the towed car above any buildings to prevent any further damages. Batgirl glides down from the car to land on the other side of the policeman, making him immediately stumble back to get away from her. He falls at Batman’s feet, who immediately picks him up and scowls down at him, letting his cowl identify the frightened officer as Beckett Callahan, a longtime veteran of the police force.

 

Batman repeats Batgirl’s question, demanding to know what he had done. Callahan recovers in gasps, but uses his first breaths to call Batgirl crazy. Nodding softly, Batman turns him around and steps out of the way as Batgirl comes up to the increasingly terrified officer. She grabs him and forces him back against the edge of the shallow cliff, threatening to drop him once again if he did not start talking.

 

Callahan finally submits, saying that he’d infected the drivers back at the asylum before they’d left, ready to divert them off the path. Batgirl accuses him of setting up the attack, but he denies knowledge of the attack, only having believed that the plan had been to block the road. He claims he would have tried to stop the attack if he’d known about it, but Batgirl is unconvinced, saying he’d still gone through with it even after three separate attacks on the van. 

 

Batman demands to know why they had wanted that van in particular, asking which inmate they had set free. Callahan struggles in Batgirl’s grip, claiming that Bane had been the target. Batgirl accuses him of lying, saying he’d been at Arkham and had to have known that a smaller enclosure was inside the van. He rebuffs her, saying that she’d also been at Arkham and had to have known what their goal was.

 

Grimacing, Batgirl lets him drop from her grip, allowing him to fall to his knees a few steps removed from the cliff edge. Batman denounces him for betraying the oath he once took, asking why he had joined with Punchline and Joker. Callahan rebukes his assertion, saying that his oath had been to protect the peace, but it never existed in Gotham thanks to people like the Punchline and Joker.  The officer says that he hated working for them, but his plan had always been to get close to Joker and infect him at the first opportunity, but he had yet to encounter Joker since he began working for Punchline. Callahan freely admits that his undercover assignment had never been approved; this plan was his and his alone.

 

Batgirl demands to know why he had gone along with infecting the commissioner, leading to Callahan calling Gordon weak and ineffective in combating their epidemic of crime. He brings up how ill-prepared the police had been for the League of Assassins’ attack under Gordon’s watch. The officer says he had had no qualms about feeding Gordon to the wolves if it meant getting himself close to Joker. He says that he would use the toxin himself to establish a true, proper order in Gotham, one that would be much stronger than the supposed peace they had now.

 

Enraged, Batgirl picks him back up and throws him over the edge of the cliff. Batman watches as Callahan plunges into the water, emerging after a quick submersion to hastily drag himself onto a lower part of the shore. Callahan curls up on the beach, shivering as he slowly looks up at Batgirl turning to walk away.

 

Police sirens sound from nearby as the cops close in on their location. Alfred confirms to Batman that he had a recording of the officer’s confession, noting that this would be one that Gordon would not be pleased to hear. Batman agrees, keeping his gaze on the freezing Callahan until he becomes lit in red and blue flashing lights. Batman advises the first two officers to arrive on the scene to handcuff Callahan despite his shivers in case he had any other weapons on him.

 

Batman turns to leave as the other officers collect Callahan, following Batgirl slightly away from the scene. He tells her from behind that she was getting better, but she had ended their interrogation before they were truly finished with him. Batgirl simply grapnels away to the nearest rooftop, Batman following after a moment.

 

Regrouping there, Batgirl says that she couldn’t believe that there were cops like Sullivan and Callahan in the force who were willing to throw in with Punchline and Joker, regardless of their reasons. Batman mentions that there had been three officers with Punchline when she had infected Gordon, saying that he’d mistakenly believed them to be the three he’d encountered at the hospital. Batgirl remembers it as well, looping in Alfred to ask if he could review the footage again to identify the third traitor. Alfred says that there was no clear angle on the third officer’s face in the video, hoping that the Batcomputer might be helpful in tracking his movements to get a better look.

 

 

  • If Batman and Batgirl are on good terms: Batgirl apologizes for losing her temper with Callahan, agreeing that they hadn’t gotten everything they’d needed from him. He reminds her that she must learn to control her anger, though he doubts that Callahan would be any less afraid of her now and she could perhaps resume interrogating him later.

 

  • If Batman and Batgirl are on neutral terms: Batgirl says that they needed to find the third officer in the video, but Batman presses her about her losing her temper. She becomes distant, looking back as officers below escort a barely responsive Callahan to the backseat of a squad car for transport to the station. Batgirl suggests that she could have done worse, leading Batman to tell her she needed to do better. After a moment, Batgirl agrees, admitting that she wanted to take another crack at questioning Callahan when he recovered.
  • If Batman and Batgirl are on poor terms: Batman tells her that she needs to focus and not let her anger get the best of her. Sneering, Batgirl asks if he really thought that she was the one who needed to focus. He suggests that she was letting her anger at Red Claw and Punchline dictate what she did rather than sound thinking. Scowling, Batgirl says that it was not just them that she was mad at, staring right at him. Impassive, Batman tells her that she was letting herself get distracted this way.

 

 

 

Alfred returns with an update, saying that the third officer was believed to be Michael Lane, a relatively young officer who had joined the force in the last two years. Batman asks if there was any prior connection between him and either Sullivan or Callahan, wanting to establish what possible motive he could have had. Alfred says he had no real connections to form, but he could have joined with Punchline for similar reasons to either one of them.

 

Batgirl asks if he had a location on him, leading Alfred to report that Lane was officially on vacation, something he had done frequently during his time as a Gotham City police officer. Grimacing, she suggests that one of the other two rogue officers could know. Batman agrees, saying that she could follow Callahan back to the station while he went to Blackgate to confirm the arrival of the rest of the convoy. She says she would do so, asking Alfred to route the Batwing back to her.

Notes:

Hopefully, the next two parts are out in November.

Chapter 67: Sirens of Arkham Unseen Ending (Poison Ivy)

Summary:

Batman/Poison Ivy story picking up from one of the main game endings.

Notes:

This chapter is one of two parts of this work told as a story rather than a story summary.

I’d like to think that a game like Sirens of Arkham would push boundaries, but it’s unlikely it could ever explicitly stray into M-rated territory for too long; there’s already enough graphic detail in the violence to make the ESRB go crazy at the thought of the kids playing. Given that, I did my best to make sure that the sexually explicit cutscenes were not too graphically detailed except for the last one, and I bet that creative camera work and color swings could be used to hide the things that would keep the game at the M rating and not the AO rating. This scene would definitely not make the final cut.

Anyway, working on the story direction for the hypothetical game gave me more of an urge to go back to my roots and write a story rather than a summary. Don’t get me wrong; it was definitely fun to try cobbling together a plot summary for an Arkham-type game and I’m proud of my work, but I prefer creative writing to creative direction. This is the story I wanted to write, so I’m doing it. Think of it as a fanfiction of my fanfiction of another person’s idea for a fanfiction based on another work of fiction. Confused? Just skip to the next paragraph.

By the way, in case it wasn’t clear, this story is going to delve deeply into sexual content. If that’s a deal breaker for you, this is the part where you turn back, cheers.

(See the end of the chapter for more notes.)

Chapter Text

This scene begins right where the solo ending in a romance with Poison Ivy ends. Go back to the main game endings to review it.

 


 

The door clicked shut behind them. Bruce turned around to watch as Ivy’s fingers retreated from the doorknob. She hadn’t locked the door, but she might as well have sealed him inside this bedroom with just her touch.

 

She continued to hold his hand, tugging him along to his king-sized bed, slipping out of her boots as she took her first two steps. Ivy moved as if she had already been in this room, walking backwards while keeping her eyes locked on his. In fact, given that her stockings were on the floor in front of the near-side bedstand, she clearly had. He felt compelled to look for any of her other belongings in his bedroom, trying to determine if she’d left any sign of ill intentions.

 

His bedroom looked the same as it always had, though the most conspicuous difference was that the large bed jutting out from the far wall was unmade. Alfred would always make his bed for him when he left, and he specifically remembered seeing it made earlier in the day. Inspecting it from afar, he could see no sign that Ivy had placed anything in the bed; she’d likely just tampered with it when taking off her stockings.

 

Looking around a little further, he only spotted one other difference; on top of the bedstand- sitting in front of a family photo, a digital clock with a time he couldn’t see and a wireless phone charging station- he saw a small, lime-colored diluted-leather pouch. He couldn’t find it within himself to be more than a little suspicious of it, though, considering that Ivy had been correct about him being more vulnerable to direct attacks outside of the Batsuit.

 

He briefly thought about asking her about the pouch, but his objections died on his lips when his eyes returned to hers. Her face displayed that same small smile she’d held for most of the night he’d seen her, though the tenor of it seemed… softer, now that she held him.

 

Swaying, Ivy turned them both around at the edge of the white-blankets-and-sheets-covered mattress, putting her hand on Bruce’s other shoulder to gently sit him down on the bed, still not breaking contact with his hand. He knew what she was doing, and she knew that he knew. The longer he was in contact with her skin, the more inflamed his nerves would be, intoxicating him on her exhilarating touch. Bruce recognized that letting her have this much power over him was a mistake, that even if she held to her pledge to not try to control him that he would become more dependent on her with each passing second. 

 

Yet, at the same time, he found himself too willing to ignore it, too willing to forgive. This was a woman who had spent years trying to get him in a position such as this, where he was left at the mercy of her pleasures. Until tonight, she hadn’t been too bothered about giving him a choice in the matter, making it impossible for him to ever give in to her for fear of never being able to escape her clutches.

 

He also recognized that many men in Gotham would kill for that chance, even if it killed them. To be in her grasp was a most enticing fate. Despite himself, Bruce too had felt that nagging desire for years despite his every effort to suppress it. Staring into her eyes now and feeling her touch under his fingers, being here no longer seemed like such a bad deal.

 

Ivy removed her hand from his shoulder, sliding it up his neck- electrifying the synapses there and springing up goosebumps after her hand drifted further upward- and cupping his cheek below the jaw. Struggling to stop himself, Bruce softly leaned into her touch, barely resisting the urge to close his eyes and nuzzle into her palm. Though he wanted more than anything to let go, he resolved to keep control as long as he could in case she broke her promise. 

 

She finally released his hand, bringing her other palm to cup the other side of his head. By instinct, Bruce’s now-freed hand sluggishly pushed forward until it came to a rest around her uncovered thigh. He clasped around it, his thumb idly tracing circles around her flesh. His other hand raised up to grip her hip, his fingers settling over her tickling, leafy material.

 

Ivy purred, swaying in place. “Do you want this?” she asked in a voice barely more evolved than a murmur.

 

He gulped, nodding into her delicate caresses. Her pheromones caused his eyes to slightly misread the colors between them, highlighting her face as if it were at the center of a translucent rainbow swirl. “Ivy,” he breathed, somehow feeling his throat to have dried after just swallowing. “I…” He swallowed again, hoping the right thing to say would flow to his tongue.

 

The corner of her lip twitched upward. “I know.” She ceased her swaying, then bent forward.

 

Bruce returned her advance, receiving her lips with his own. Her taste was sweet, even without her lipsticks, giving him a sense as if he was sampling the richest of fruits from her. His eyes shut, but his hands moved without the need for visual guidance, the hand on her thigh reaching around to pull her closer and help her lift her knee up onto the mattress beside him before he recaptured her thigh. His other hand on her hip moved around to the small of her back, supporting her frame as she took her other leg and put it around his opposite side, straddling him.

 

He reclined back slightly, not laying down but still giving her more space to settle onto his lap. He tilted his chin up further to accommodate her new position, the kiss deepening with the closer embrace. Hungering for her to come even closer, the hand on her thigh moving down to her knee, gripping it gently. Without unsettling her, Bruce broke the kiss and pressed his forehead against her upper chest. Her hands obligingly moved to the back of his head, holding herself steady as he turned her over.

 

Bruce lightly placed her down on the mattress on her back, Ivy wrapping her legs around his waist and readjusting his head so that she could kiss him again. He was careful not to put too much of his weight on her, but with her legs locking him in place, he could do little else but rest his body on top of hers. Through both his shirt and her top, his body scrunched her soft breasts, the leaves at the collar tingling him through the thin fabric.

 

Now on top, he pressed his lips against hers and slipped his tongue past them, twirling around hers to explore her orally. They twisted their heads in opposite paths, angling for better directions to clash their tongues for greater effect. They traded time inside each other’s mouths, though Bruce had the better leverage from on top.

 

Ultimately, Ivy seemed to realize it herself, fully slumping her head back down onto the mattress and dropping her lock around him. Emboldened, Bruce hefted his right leg up to pass over her left hip, leaning in further to the kiss. She moaned beneath him, her hands boring into his hair from behind. They weren’t enough to cause pain, but they made it more difficult for him to turn his head for new positions of attack. She must have liked the one he was in now.

 

He floated his right hand up beside her head, trailing it down her cheek before sinking it into the mattress beside her head, using it for stability. Bruce felt some loose hair strands between his palm and the bed, taking care not to pull on them but savoring the texture of her red mane. 

 

Ivy shifted beneath him, trying to pull in her outside leg. He allowed her to move back, resting on her elbows and lifting her head up off the mattress once again. Still, he gave her little respite from his oral assault, using his left hand to hold her behind the skull. 

 

Undeterred by his frontal offensive, Ivy worked her leg around from beneath him, placing her right foot against his left side. His shirt was stretched out by their compressed bodies, but Ivy managed to slip her toes under the seam to free it, snapping it up to relax over his lower chest, exposing his abdomen to the air. She then rolled her foot down his body until it came to his waistband.

 

While she was having difficulty digging her toes into his pants, Bruce finally relented his attack on her lips, tucking his chin into hers and targeting her neck with a series of kisses. She moaned again, encouraging him to go further with affirmative pats on the back of his neck. He lowered his attention while her big toe finally hooked under his waistband at his hip. It was soon followed by the rest of the toes, poking into his underwear with far greater ease, though her toes soon arched along with Ivy’s back when Bruce’s mouth met her collarbone, suckling on the flavor of her flesh.

 

He closed his eyes, letting himself enjoy it. All of his rational objections that he couldn’t possibly allow himself to fall such easy prey to a woman who had caused all the pain that she had fled in with the sensation of being the one to control her here. Despite all of her natural benefits, he still felt like he had the power.

 

That was, until her foot daintily made contact with his cock.

 

He groaned a guttural noise, almost sounding like a choke as he was forced to stop his suckling. Bruce lifted his head up as he struggled to suppress another, aftershock-type groan. He opened his eyes with his chin tucked, seeing how Ivy’s foot had maneuvered around to his front, jutting over the top of his slowly growing member with her first two toes extended around the base. As he watched, Ivy’s foot slowly trailed down the still-unfinished length, the grip between her two largest toes surprisingly sturdy.

 

Bruce tilted his chin back up, mouth agape at her work. He hadn’t even noticed his cock hardening until he’d felt her sole on it, so strong were the sensations of the skin she had previously touched. Looking at her face, he noticed Ivy smirking back at him, plainly proud over how she had made him totally shudder at a first contact with his glans. 

 

Still unable to sort out his body’s movements beyond his head, he turned his head back down to see Ivy maneuvering her other leg out from between his knees. She used the opening her first foot provided to drive her left foot into his pants, sandwiching the base of his member between her two heels. She rolled it between her feet, making him groan again, trying to put more weight on his hands to relieve some of the pressure.

 

As he leaned forward, Ivy shifted her efforts from playing with his cock to shimmying his pants down his legs, tactfully kicking his pant legs out behind him in alternating shots to slide his waistband down to his knees. With every kick, his cock brushed up against her thighs, bouncing between them with increasingly loud snaps as it became more engorged. 

 

Then, in a move that would have made him proud if he’d personally taught it to her, Ivy hooked her left arm over his right wrist planted against the mattress, wrapped her right leg around his hip and rolled him over onto his back, coming up to her feet off the bed with her left thigh still cradling his cock. She glanced down at its head pointed directly at her, inspecting it.

 

Ivy licked her lips. “You don’t need a belt to use this weapon on me,” she remarked, sliding her thigh up toward the head and lifting her knee to expose his balls to her view. 

 

He groaned again in response, but managed to sit up rather than freeze in place this time. Leaning back on his hands, Bruce watched as his cock finally hit its full size. It had been a while since he’d felt this way, having fought to conceal his base urges since his last serious relationship with Talia, not that it had lasted all that long. His abstention worked against him, causing Ivy’s touch- always a source of euphoria no matter where she made contact- to have double the impact.

 

She seemed to recognize the signs, continuing her slow intercrural stimulation. “You’ve been saving yourself for me?” she posed rhetorically, bending forward and using her hand to reach down to the waistband. She pointedly heaved out her chest as she did, giving him the most captivating view of her cleavage beneath the strapless leotard. “I’m flattered, really. This thing looks too big to not share.”

 

Bruce helpfully lifted his right leg up to let her pull his pants off his body. “Don’t be so dramatic,” he grunted, getting the words out of his throat for the first time in minutes. 

 

She finished removing his undergarments and stood back up, holding her hand up in front of her chest in mock surprise. “I thought you’d like the drama,” she said, pushing her knee under his cock and into his balls, making him lean rock forward reflexively and gasp. “Why else would you dress up like a bat?”

 

“That’s not for me,” Bruce explained, resting back on his hands again as Ivy’s knee shifted from side to side. How did she make something so simple feel so succulent? “My outfit is meant for everyone else.”

 

She hmphed, now lifting her knee up slowly along his cock and letting her shin take over primary contact. “I like your outfit,” she commented, her eyes drifting upward over his head, looking into empty space for effect. “So sexy, love.” A forced, purposeful tremor overtook her as she apparently “imagined” it, making her- and his member- shake in place for a brief moment. She then returned her eyes to look at him. “And what do you think of my outfit?”

 

Bruce nearly responded, but he choked off any comment as he felt Ivy’s big toe clip his testicle. He looked down- partially to turn away from her knowing smirk- to see her foot swirling in tiny circles, massaging the leathery flesh. Her two biggest toes continued their lengthy efforts of the evening, grabbing as much of it as they could in one go and tugging it downward.

 

He exhaled shakily as his skin stretched, turning back up to see her withhold a chuckle. Her smile deepened as her head bowed, turning her ankle to the side and releasing its hold on his balls while she pressed into his cock again, trapping the rod between the arch of her foot and the mattress. He gasped as the pressure on top of his cock increased.

 

“You don’t like it?” she asked, dropping her voice to a whisper. “Then I guess I’ll take it off.”

 

She suddenly reached into the plunge of her leotard with both hands and pulled it down, fully exposing her full, gigantic breasts to him. He felt his mouth water at the sight of them bouncing slightly as she stood back up to display them. He had assumed that she’d been using a hidden push-up bra to enhance her cleavage to him, but the truth was that if nothing else, her leotard had hidden how large they were, capable of keeping themselves upright by themselves without a hint of gravity weighing them down. He raised his hands off the mattress, wanting to test how pliant they were to his direct touch, to see how they would feel when he-

 

She clipped his testicles again with her toes, more gently this time but still enough to get him to start, dropping his hands back to the bed. Her heel remained planted on top of his cock, pinning it down. “How about now?” she questioned. “Do you think this is a better look for me?”

 

“Yes,” he panted, droplets of spittle exiting his mouth. They just seemed so perfectly round, even with the slight contact between the two of them. “Better.”

 

“But I still think there’s more I can do to freshen things up a bit,” Ivy replied. She reached back into her leotard, sliding it down further to her abdomen and exposing her slim midsection to him. Her navel stared back at him, tightening as she bent forward to continue sliding the leafy material down.

 

She began to rock her hips in a seesaw fashion, causing bounces to both his cock and her breasts. The spring of her mounds was almost hypnotic, the pink areolas at their peaks seeming to swirl before his eyes. The slight color distortions brought on by her pheromones made it seem like everything around her two breasts was just a mess of bright glows leading up to her.

 

Finally, her leotard reached her hips, making his eyes drop lower as her motions slowed to shimmy her thighs out of it. As they passed her waist line, they revealed a small pickle-colored thong beneath her. It was damp, evidence of her own arousal as much as his member was proof of his. He tried to look beyond it, finding two lines that indicated her crevice’s lips. They were calling to him, inviting him, demanding him.

 

To fully strip the leotard off her body, Ivy shifted more of her weight forward onto her front, nearly crushing his member underfoot. Bruce didn’t dare try to move her off him, doing his best to withstand the pressure until he felt the tickling sensation of her fabric brush up against his crotch. That half of her outfit remained wrapped around her ankle, Ivy unable to remove it the way she was standing on top of him without breaking skin contact.

 

Of course, she found a creative workaround, finally relenting her stress on her heel and transferring it to her toes, driving them into the base of his rod. When this half of her uniform crossed to the middle of that foot, she rotated her weight back onto her heel, flattening him harder than ever. 

 

He couldn’t breathe. She loved drawing out the process just because she wanted this kind of reaction, this kind of helplessness to her whims. She’d waited years for this moment, after all, so he knew that she wanted to savor every moment.

 

Finally, mercifully, Ivy relented when the leotard rolled off her foot, snapping back against her opposite thigh and tickling his skin as it passed. She tucked her foot away from his cock, permitting a small amount of precum to leak out of his cock. He breathed in greedily, staring into her eyes intently as her foot trailed down his leg to his knee and ultimately off the bed. 

 

Not letting go of her hold on him, though, she planted her left hand down on his knee and used it to bolster herself as she raised her other leg and pulled the remainder of the leotard off her body. With only one leg to work out of, the outfit came off much more quickly on her pull, almost yanking off the leafy fibers before tossing it to the side, out of view. 

 

With that, the only vestiges of clothing that remained between the two of them was his shirt and her underwear. Making no sudden movements, Bruce retracted his right arm from its sleeve, then used the arm under his shirt to smoothly fling the shirt off his body, throwing it in the same direction as he leotard.

 

Ivy nodded approvingly, reaching out with her hands to fondle his pectoral muscles. He let her have free access, sitting up straight and placing his hands on top of her hips. As she experienced the firmness of his body, he relished the softness and smoothness of hers. They let their hands roam, exploring each other’s midriffs as if to make sure that they were both real. 

 

“So?” she asked. “How about now?” She sidled her legs back up onto the bed, putting her knees around him and resting her shins on his thighs. “Better?”

 

“Better,” he agreed, wrapping his arms around her and pulling her close. In turn, she placed her elbows on his shoulders and loosely connected them behind his head. “All better.”

 

His cock twitched, propped against her thong and pelvis. She paid a quick glance down at it, blinking twice fondly before returning her eyes to his. She twisted on top of him, alternating her weight onto both sides and prompting him to rock with her. His chin finally rested against the bottom edge of her sternum, ready to resume his attacks with his mouth.

 

Giving him permission, Ivy locked her hands behind his head and gently pushed him up to her chest. Bruce buried his face into her cleavage, feeling her breasts welcome him with a graceful, plushy landing. He took in a long sniff, shutting eyes as her body’s pheromones and natural smell combined for his bliss to greaten. His cheeks rested upon the two most spectacular breasts he had ever felt.

 

Daring, Bruce planted a kiss in between her breasts, then turned his head to one side to drag a line of kisses to one breast while mashing her other with his ear, feeling the nipple poke into his lobe. The tip of her right breast in his right ear combined with her soft massaging of his neck encouraged him to dare further, trailing his line in an enclosing vortex until he reached the areola.

 

Once he found it, his tongue fought its way past his lips to latch onto the nipple, lapping at it with unabated fervor. The peaks at the end of her melon legitimately tasted like an actual, succulent yet undefinable fruit, filling his taste buds with Ivy’s flavor so wonderfully that he found it impossible to tear himself away from her even if he wanted to stop.

 

And he most certainly did not, increasing the ferocity of his sucking on the addictive tart. If her mere touch was enough to muddle his better judgment, this taste was more than enough to make him abandon all other thoughts and give himself completely to her charms. Any remaining reservations about letting her have control fled as he continued to inhale her. It seemed a miracle that such a taste as this even existed, let alone that he’d managed to experience it for himself.

 

Ivy herself seemed to have little care for stopping him, audibly reacting to his enthusiastic sucking with gasps, moans and small cries of “Yes.” She kept one of her hands on the back of his head to continue to massage him while she used her other to corral her less-regarded breast, using its softness and pliability to sandwich his near cheek, perhaps trying to see if he’d take the initiative and give it some loving like he did the other.

 

He did, quickly switching from one nipple to the other to give it the same treatment. Nothing mattered but these two heavenly mounds in his grasp: not the awkward way he sat and supported her weight, not the uncomfortable manner in which his cock pressed against her rim and thigh, not the aching of his neck as he contorted it to get the best taste, not even his life mattered compared to this wonderful feeling.

 

Bruce practically had a vision of his future, seeing himself infinitely affixed in this position, imbibing on her euphoria-inducing breasts. The sun could rise and set and rise and set on end, but none of the outside world would ever matter to him. He’d finally found his rapture in everlasting supply here, and he couldn’t believe that it had taken him so long when the answer had been so simple. All of his protestations that had delayed this moment seemed so laughable that he could have started cackling if his jaw muscles weren’t so locked in on absorbing her.

 

He’d happily give his life to be in this position forever. He wouldn’t be Bruce Wayne, he wouldn’t be Batman, he wouldn’t be anybody. He’d just be a thing stuck to her chest until the moment he stopped breathing, ready for-

 

Ivy suddenly put her hands on his shoulders and shoved him down onto his back, pinning him in place. Outraged, he snarled, trying to lurch his head forward and recapture her breasts, but he was much too far from them. How could she do this to him, giving him a taste of heaven and snatching it away so cruelly?

“Breathe,” she implored, pressing down on his shoulders a little harder when he tried to rise. “I promised you I wouldn’t try to control you; any longer and you’ll permanently crave them as my pet.”

 

Permanently? It had only been seconds since he’d last felt their luscious essence across his tongue, and it already felt like forever. What could be so wrong about that?

 

No, it was wrong. He felt some clarity returning, blinking rapidly as his conscious focus returned. Not all of it, since he was still in heavy contact with Ivy’s skin, but he felt the reasons coming back to him. Breathing heavily, he realized that he’d been willing to destroy himself for her, everything he’d sworn against. Still trying to suppress the urge to forget himself and pursue her chest again, he let his head sag back down to the mattress.

 

“That’s it,” Ivy cooed, moving her right hand from his shoulder up his collar to his cheek, gazing down at him with that same, small smile from above. Her eyes sparkled; even though she had stopped him from fully giving himself to her, it was yet another victory for her this night, proving that she could in fact make him helpless to resist her ever again if she so chose..

 

He felt compelled to taste her hand for any traces of her breasts on it, but his soft kiss on the thumb revealed only the same, incomparably wonderful taste as the rest of her skin. “Why?” he whispered.

 

“I told you,” she whispered back. “I made you a promise.” She withdrew her hand from his cheek, sitting back up on the bed between his legs. Her fingertips grazed his long-forgotten cock, bringing a fresh, gratifying sensation to it before she withdrew it from there as well, using that hand to toss her hair back behind her head. “Though, if you want to change your mind…” She proffered her left breast toward him, cupping it from underneath.

 

“No,” he said quickly, though he failed to avert his gaze from the slobbered flesh for a few seconds. “No. Thank you.” The craving was still there, but it was far more manageable. 

 

With his wits regained, he knew that he needed to stop this here before it went any further. As much as he wanted her, it was wrong to indulge himself for the sake of a woman who had asserted her dominance over others and had long tried to do the same to him. Though the two of them generally agreed about not killing people, she had had few qualms about harming innocent people if it served her goals. Even with her promise to reform herself, it was wrong to so quickly give her everything she had wanted from him with little proof to demonstrate her willingness to change.

 

Yet the feelings he felt when confronted by her touch made a more compelling case. After all, she had just willingly given up a chance to make him hers, exactly how she’d always wanted him. Could it have been a part of a larger scheme to subvert his assumptions? It didn’t seem likely, even if he couldn’t rule out it being her wanting to prolong the process. At the same time, though, he still felt himself wanting to give her the chance. Down to her apparent sincerity or the value of her word or just the influence of her body’s effect on him, Bruce wanted her to be what she claimed she would be.

 

“Permanently?” he asked, slowly bringing his hands up and putting them back on her hips where he had found as perfect a fit for them as any. “I’ve never heard of anyone else reporting this.”

 

Ivy chuckled, accepting his hands with her own and softly rocking against his cock again. “Few men ever get the privilege. Only one, in fact.”

“Then how do you know?” Bruce pressed. It was hard to focus with the way her addictive breasts swayed above him. “I mean, I felt it, but how did you know?”

 

“I could feel it too,” she explained, ceasing her rocking. “Like with my spores. Part of my gift is that I can self-regulate most of my body functions if I wanted to.” She leaned down, coming nose-to-nose with him and rubbing him nasally. “Useful for… having a man fill you up without having to take a pill the morning after.”

 

She shifted her crotch forward, grinding the head of his cock between their stomachs. He groaned, then began to scoot backward on the bed. Smirking impishly instead of maintaining that smaller simper, she crawled after him, always making sure either her alternating elbows and hands were in contact with his gut or legs. Her red hair fell back in front of her face, framing her dangerous smile and her ravenous eyes. It wouldn’t have been intimidating to anyone else, but the way she chased him like a predator stalking a prey certainly made him feel lesser than he’d ever felt with one of his bedfellows.

 

Finally, he came to a stop with his head placed on top of the pillow furthest away from the door. Ivy stopped as well, her head hovering over his navel with the rest of her body below his legs. She rested her elbow on top of his bent left knee, using her hand to clear her hair out of her face again. Though there was only minimal contact between the two of them, much of his feeling at the moment was over anticipation, finally outweighing the sensation of her touch.

 

“Nowhere to run now, Batman ,” she teased softly. “You’re mine.”

 

Ivy reached down and gripped his rod tenderly, draping her index finger over the large vein transfusing it with blood. He instantly threw his head back onto the pillow fully and moaned, her intoxicating skin and delicate caress already making him lust for more. The rest of her fingers followed suit, gripping his cock at the base and slowly winding up the shaft all nine inches to the head. There, her hand rebounded, trailing back down to the base at a slightly increased pace.

 

He groaned again, his cock curling upward as she pushed her knuckles back against his waist. She repeated the jerking, this time bending in the opposite direction and brushing its head against her dampened thong. Continuing to increase her speed, she duplicated the jerking again and again, Bruce feeling some more precum escaping to help lubricate his rod and accelerate her stroking further.

 

“Ivy...:” he drawled. Though his hands were free, they might as well have been shackled with two-ton chains for as little as he could bring himself to move them.

 

“Mmm…” she responded, loosening her grip a bit but continuing to work him over. She placed her other hand on his right thigh, using it for increased stability as her pace reached its nadir.  “Are you going to beg? I might consider it if you did.”

 

“Ivy,” he repeated, a bit more force this time: not in anger or irritation, but a demand all the same.

 

She stopped, sending a shiver up his spine from the sudden loss of movement at his member.

 

He groaned in protest, bucking his hips up through her hand to cause her to jerk him again, but Ivy didn’t resume. Struggling to comprehend, he lifted his head up to look down at her face.

 

And just barely caught sight of the top of her head as her lips descended to his cock. 

 

Bruce immediately launched his head back into the pillow, nearly shouting in debaucherously agonal glee. He felt Ivy’s mouth close around the head and push down, a moan escaping her throat causing the shaft to reverberate. He flung his arms out to his sides, tightly clutching at the mattress with both hands to help restrain himself as she continued to push lower.

 

Her lips fully engulfed the head, Ivy using her tongue to circle around the lot of it and titillate his most sensitive spots around the urethra. She flicked the oral organ over and under the head, sloshing the cockhead around her mouth. Within a few seconds, she began encroaching on more of him, stuffing the next few inches in her mouth and gobbling what she could to the edge of her throat. Her esophagus skimmed the head, making her recoil before she began bobbing on top of his member. 

 

His fists tightened around the bits of mattress between them, fingers beginning to claw through the sheets in tiny holes. The firm cushion beneath him didn’t allow him to pull it up in scrunches, making his nails do most of the work in trying to ground him. His arms flexed and contorted, trying not to completely lose it as her ministrations quickened.

 

It was a losing battle.

 

She sucked, drawing in half his rod deeper into her mouth. The new force magnetizing his foreskin drew in the fluids already there and threatened to pull out the rest of them. Ivy’s suction pulled in an extra inch of his member, giving it a fresh coating of her saliva. She pulled back her lips to the head, sucking harder when it was the only thing in her mouth.

 

Ivy blew out her blocked inhale, sending vibrations down his lubricated cock and making him shudder. Breathing back in, she lowered her head back down the rod, taking in even more of his member on this descent. Her tongue flitted around the newly-captured skin, discovering the vein and zeroing in on it where she could track it. She sucked in again, rolling her tongue along the path back to the head.

 

He felt her hands go to work nearby, one of them stabilizing her hold on the rod while the other reached underneath to fondle his balls. The latter hand cupped underneath, tracing her thumb in between them with quick rubbing motions. When she finished sucking the second time, she gave them a firm squeeze, sharing her own heat with them.

 

“Ivy,” Bruce breathed, knuckles turning white as his fingers curled through the thinning sheet to meet his palm on the other side. “I…”

 

She ceased her sucking, but did not venture back down the shaft like she did before, content to remain at the head and just use her tongue to play with his shaft. Her right fingers continued to stroke along his cock, but her left hand fled his cock as she used it to shift herself closer to him. She twisted her head around as if she was trying to uncork the tight seal from a wine bottle, tugging his foreskin ever farther.

 

Bruce gasped, craning his neck to turn back to see what she was doing with her free hand. He found her using it to play with her own breasts, swiping the back of her wrist from bottom to top over her left breast. The jiggle of that breast demanded his attention, forcing him to continue staring at it.

 

Ivy looked up at him with her lips still around him. Noticing his gaze, she nodded- bouncing his cock in her mouth- and moved even closer, placing her knees against his rear. She grabbed both of her breasts in her free hands and thrusted them forward around the shaft. Manipulating her masses, she kneaded his cock below where she still held the head in her mouth.

 

For the second time when experiencing a new sensation around his cock, Bruce’s head snapped backward onto the pillow, unleashing a louder moan on this occasion. He wasn’t even moving on his own beyond the slight squirming and toe-curling, yet he felt like he was traveling through paradise between the sensations surrounding his cock. Her motions, her gifts, her poise and her savvy all served to give him the high of his life.

 

Her mouth finally separated from his cock, extracting themselves with a (likely exaggerated) loud, wet pop and allowing his foreskin to regress to its general shape. She slurped on empty air, causing Bruce to look down at her one final time. She licked her lips clean of whatever precum might have been left.

 

“I’m going,” he tried, struggling to put together enough syllables before he was interrupted by a moan. Gritting his teeth, he tried again more quickly. “I’m going to cum.”

 

Ivy breathed out, anticipation steaming out of her mouth and warming his drenched member. “Cum, Batman,” she whispered. She leaned over a little further, getting her face close to his. “Give in to me.”

 

Give in to me . The words bounced around his mind, playing on repeat. Give in to me . He shut his eyes, trying to evade them. 

 

Give in to me.

 

When he opened his eyes again, he was back in the hotel, seeing all of the color swirls in the air. He was still in his full batsuit, but ensnare by vines, bound so tightly that the best he could manage were struggles of inches. He looked down, seeing nothing between his legs but still feeling immense, soft pleasures tormenting him as he could do nothing to break free. There was no way out for him, as hard as it was to accept.

 

The echoes continued, expecting, demanding, insisting his surrender. They came from all directions at all volumes, bleeding into his mind until it was just a prolonged, unending whine.

 

Suddenly, Batman felt a hand delicately land on his shoulder from behind. The echoes silenced as one, giving deference to the person standing behind him. He couldn’t turn his head to see who was standing behind him, but he knew who it was.

 

Ivy’s lips pressed up against his ear through the cowl. “Give in to me.”

 

Opening his eyes again- finding himself back in his bed- Bruce shouted, giving forth what Ivy wanted. His cock exploded in a hot, fiery vengeance, shooting his seed into her awaiting mouth. She had recaptured his head during his brief time back at the exact moment of his defeat, allowing her to catch all of his cum with her tongue and spill it down into her throat, gulping down wave after wave of his long withheld liquid desire for her.

 

He shouted again, feeling Ivy continue to mold his cock at the base with her breasts, coaxing out every last drop. Her tongue did its own work too, dipping into his urethra to displace whatever trickles might have been too slow to escape in his orgasm. More ropes found its way past her tongue, splashing against the walls of her mouth.

 

Finally, blessedly, his climax came to an end, his final stream darting from his cock and being licked clean by her tongue. Ivy sucked again, trying to draw out the remaining fluids. When she found none, she circled around the foreskin one final time before freeing his slowly shrinking rod from her mouth. She licked her lips and opened her mouth, displaying to him her entirely clean mouth; she’d swallowed it all.

 

Bruce sighed, contentedly letting his hands unlock their hold on the mattress and just letting them rest. He spent a few moments trying to recover his breath, idly wondering if his cry had been loud enough for anyone else to hear. Maybe Alfred in the Batcave wouldn’t have been aware amid the soundproof walls, but he wouldn’t be surprised if half of Gotham had just woken up now.

 

Ivy removed her breasts from around the base of his cock, wiping whatever levels of spittle were on them into her skin with her hands. Her knees were still in contact with his buttocks, making sure that he still felt her touch radiating in that area. One of her hands grabbed his slowly setting cock, pumping it once to see if it garnered a reaction, which it did, making him and it twitch.

 

“Was it everything you wanted?” Ivy inquired, giving his cock another squeeze. “Most men can only dream about stuff like this.”

 

Closing his eyes, Bruce lazily nodded. “Dreams are nice,” he said softly. He rested his eyes for a few moments, not wanting them to roll back in front of her, though she probably could tell anyway. Cracking his eyelids, he cleared his throat and finished that thought. “Most of them, anyway.”

 

She giggled. “Well, I bet you’ve been dreaming about something else.” She held her other hand aloft. “And I definitely haven’t had my fill yet.”

 

He peered at her hand, his squinted eyes parting wider as he realized that she was holding something in between those fingers: her green thong. When had she taken that off? When he was imagining himself back in the hotel? It didn’t look like she’d torn it off, and he didn’t remember a moment where she’d stopped to take off her underwear.

 

Ivy flicked her wrist, lobbing the panties onto his face before he could bring himself to do much more than reflexively shut his eyes. It landed directly in front of his nostrils, Bruce catching a heavy whiff of her musk and tasting some of the damp fabric on his tongue.

 

His eyes snapped open, his mouth opened to fully let the crotch of her underwear hit his tongue and his cock sprang back to life in her other hand. Ivy’s juices served as an even stronger aphrodisiac than her touch and pheromones ever could; had she found a way to use this on him in aerosol form, he would have gone into a heat immediately, ready to tear his suit off in a crazed lust. Viagra be damned, this was the ultimate cure for erectile dysfunction.

 

Bruce finally relinquished the thong from his mouth, plucking it out from his lips and flinging it off the bed. His cock felt harder than it ever had been, growing into a stiff slab of meat in her waiting palm. “Same rules?” he checked while gesturing at her breasts, the last of his inhibitions reminding him to make sure he didn’t lose himself forever.

 

“No,” she said. “No permanent cravings, but you’ll probably keep licking until you pass out.”

“Experience?”

“Harley,” Ivy explained. “Besides, I want something else in me.”

 

She crawled on top of him again, keeping hold of his cock in her right hand. Bruce got his first look at her uncovered pussy, seeing a decorative red trim just over her crevice. Her vaginal lips were already parted and dripping. A few drops splashed onto his cock, sharing her warmth with him. 

 

Ivy held still, hovering over his rod with her eyes fastened on his. Bruce took an active role for the first time in a while, sliding his hands down to her legs and holding her knees against his sides. He massaged her thighs, giving her clearance to begin by bowing his head.

 

She sank, slowly lowering her hips as she guided his cock into her. His head grazed the top of her pussy, sending waves of thrill down his member. The two of them gasped as one as Ivy settled further, enveloping all of his head and beginning to travel farther.

 

Bruce moved his hands to her hips, helping to steady her motions. She bent forward, placing one elbow beside his shoulder to further stabilize herself as she went down.

 

Their faces met about a foot or so apart, Ivy staring down at him as her progress below halted. The two of them inhaled together, excitement building behind their eyes. His hands moved to the small of her back to try guiding her further down the shaft, though she remained firm in place, not wanting to rush herself.

 

At her own pace, Ivy returned to her descent, sinking down to where her fist was around the base. There, she removed her hand and stopped again, moving that hand too to his shoulder level, placing it opposite to her other elbow and propping herself up with it. He supportively shifted his left arm to rise higher up her back, draping it over her shoulder blades while his right arm stayed where it was at her lumbar region. 

 

She tensed, preparing to take in the final two inches. Her arms braced around him, gripping the sheets almost as tightly as he had. 

 

Then she plunged down to his hips.

 

Bruce arched his chin up toward the ceiling while she drooped hers into his chest, both of them releasing stifled, splintered moans as they got comfortable with each other’s genitals. Cock met cervix, the impact stunning both of them as their sensitive organs felt the vibrating pleasure. Ivy’s hair tickled his ribs as she continued to dangle her head, ultimately letting her forehead sit on his heart, winding down while she recovered her breath.

 

After a moment, she picked her head back up, hovering over his head and letting her red mane surround their faces. It shut out the outside world, making it so that it was only the two of them and nothing else. Her beauty was unearthly, something that alone could have left him breathless at such close range without her tight walls fully encasing his cock. Compelled, Bruce moved his arm from behind her shoulders and drew her down by the back of her head.

 

Ivy eagerly went down with his tow, kissing him full on the lips. As they kissed, Ivy began to rock her hips forward and backward, romping over his shaft in its balmy sheath. He responded to both sensations, reinstituting their tongues’ war and billowing his pelvis in rhythm with her. With her top position, she had the better leverage this time with their tongues, though his penetration below allowed him to get her to balk through a faster sway during one advance and give him the upper hand.

 

Other than that, though, he was content to lie still as Ivy gyrated her head and waist on him. His hand was practically melded to her back, the heat sticking his palm to her skin and delighting his senses. His other hand trailed up and down her hair, taking in the tingling waterfall. 

 

Practically her entire body covered his, giving him the maximum dose of her exhilarating skin. Her breasts scrunched against his front, serving as stimulating, massaging cushions rolling over him every time she bucked forward. It overwhelmed him, drowning him in so much pleasure that he could do nothing but give himself fully to his and her desires, regrets and reservations pushed all the way out of mind.

 

Bruce felt the stress building up in his cock again, the blending of their fluids and the interspersion of her touch all over his body portending to send him over the edge once more. Her slit was without a shadow of a doubt the most extraordinary he’d ever experienced. It wasn’t just tight; it felt almost as if it was drawing in his cock about as much as Ivy’s mouth had, feeling a similar kind of suction coming from all directions inside her.

 

Ivy finally broke their kiss, sacrificing it to pick up the pace on her pumping. Her head tilted downward, dumping her hair in his face for a moment before she flipped it back over her head with her free hand. Her mouth suckled on his neck, hot breaths prickling his throat and making him instinctively tuck his chin, tightening her target and giving her more flesh to consume at the same time.

 

Bruce moaned openly, the hand around her back being met by the other one. He used both hands to help her speed up, rotating his thumbs to her hips to swing her hips back and forth. Ivy pushed up her rear into his hands, inviting him to lower his hands to her ass and use it to serve the same function. Her cheeks melted into his palms as he cupped them from underneath, yielding to his squeeze.

 

She moaned herself in reply, appreciatively wiggling her bottom further into his hands on her next hump. Sweat, saliva and juices fled from their bodies and into the bed beneath, their stickiness only prompting both of them to get more and more active. Their pace increased further, their heads separating as they threw themselves fully into the movements of their hips. 

 

“Oh, Bruce,” Ivy called breathlessly, placing her hand on his chest. “I’m coming close.” Her nails dug into his skin, but it didn’t affect either of their motions. “You don’t know how long I’ve been waiting for this, and I’m so close!”

 

He grunted. “I know!” His voice was much more forceful than he’d intended it to be.

 

“Tell me you wanted this too!” Ivy demanded.

 

“I did!” he gasped back, giving the hardest thrust he could from underneath her. “I wanted this too!”

 

She moaned, raking her nails down his chest. He grunted, but made no motion to stop her. “Tell me how long you wanted it,” she panted.

 

“I wanted it all along,” he admitted, willing to admit to just about anything in the throes of passion, even things he’d long guarded from her. “From the first time we met!”

 

Ivy’s small smile reappeared, but was shattered by her facial contortions as the meaning of what he’d said- and her impending orgasm- overcame her. She placed her hand on his cheek, keeping his focus on her eyes as her gyrations reached a crescendo.

 

“Cum with me, Batman!” she cried. “ Cum with me!

 

She exploded, her motions on top of him going into overdrive as her climax hit. Her walls tightened as her warm ejaculate washed over his cock. She convulsed, her unique pussy pulling his heated, encased cock in all different directions at the same time as her crevice collapsed around it.

 

It enticed his own orgasm, Bruce joining in her joyous moans as his member unleashed his seed for the second time. His hands tightened their grip on her buttocks, making sure that she remained as close as possible while he fertilized her. Their contrasting spasms only served to prolong his orgasm, the ecstasy of his life starting to bleed white into the faint rainbow swirls he had been seeing due to her pheromones at the edges of his vision.

 

Ivy’s hand weighed down against his cheek as her climax came to an end and her gyrations slowed to a crawl in anticipation of his own ending. His cock, however, kept firing strong, Ivy’s easier movements wrangling all remaining seed from his body. Bruce’s breath to continue moaning ran out, but still his cock gave him no rest, his lack of oxygen making his convulsions more pronounced beneath her.

 

When his spasms finally ceased and his orgasm ended, Bruce drank in a greedy breath. Ivy gasped with him, stroking his cheek. She stopped moving her hips on top of him but remained in place, feeling his cock soften inside of her. Some of his breaths as he regained them ended with soft kisses on the edge of her palm, pleasing Ivy further.

 

Ivy moaned one final time, sitting up straight on top of him and moving her hand from his cheek to his forehead. She swept her hand through his hair, affectionately rubbing him from scalp to pillow. Her eyes twinkled, her smile coming back to form.

 

“That was even better than I’d dreamed,” she said, much quieter than their previous cries. “How about you?”

Exhausted, he said nothing, still trying to recover his breath as she played with his hair. 

 

Staring into his eyes, she seemed to find the answer she’d looked for without hearing it. Or, maybe, his inability to answer her was the answer she’d sought. 

 

“I’m glad we’re here,” Ivy purred, wiggling her ass again into his hands. He hadn’t even noticed that his hands were still there, but the sensation felt so right that it felt like they belonged there. 

 

Ivy moved her hand down his body and found its way to the scratches she’d left in his chest, tracing over them lightly. The adrenaline high made the pain light, far below his notice until his high was over. She seemed apologetic in the way she caressed his chest.

 

Finally, she began to extricate herself from his cock, finding a much easier exit than entrance now that it was nearly back to its normal size. Shifting onto her right knee, she peeled her left side off him, letting his wettened, flaccid member flop around his crotch, a few droplets of their mixed fluids trickling down his thigh to the bed beneath. She gently used him as a platform to push herself onto his left side, collapsing onto the pillow on her back.

 

The two of them stared up at the ceiling, their breaths starting to return to their resting pace. For the first time since entering his bedroom- how long had they been in his bedroom?- Ivy fully separated herself from him, leaving him to recover from his euphoria.

 

Slowly, the intoxication from her skin touch waned along with his high from their lovemaking. Thoughts began to return to his mind that he’d forced out before, chiefly his regrets about this whole affair. Unbidden, his consciousness drifted to what the future held for him, thinking about how guilt might become the defining memory from this experience.

 

Bruce tried to reconcile his feelings for Ivy with what she was, but the truth was that she had already exposed him for the flaws he’d tried to hide. She’d even gotten him to admit everything she’d accused him of, he recounted shamefully. Could he trust her to hold to her pledges, to not revert to what she had been? She already knew of the hold she held over him, and he’d proven himself vulnerable to her charms after all the years putting up an impassable front. 

 

He turned his head to look at her, finding her back turned to him as she lay on her left side. He admired her figure from behind as she breathed in and out- and he helped himself to her scent from her nearby hair and body- but he knew as well as anyone that he couldn’t just judge her by her looks. For all of her words, whether or not he could trust her was not just based on his feelings. It all came down to a single question.

 

What was she doing with her hands?

 

Jolting out of his fatigue, Bruce lifted his head off the pillow and craned it over her shoulder. He could see her left hand floating around her own face, fist clenched around something. Craning his neck a little farther, he noticed that her green pouch on the nightstand had been unzipped.

 

Bruce’s right hand grabbed her right shoulder and firmly- but still considerately- pulled it down, putting her on her back. Ivy looked at him quizzically, revealing a tube of lipstick in her hand and a fresh layer of it applied to her lips. It bore a sheen of deeper red than what he usually saw. She stopped pressing the red end of the iubet to her lips, leaving the coating half-finished.

 

“What are you doing?” he asked. Though he was apprehensive, his tone was level, not wanting to betray any emotion.

 

She turned her head fully to look at him. “It’s a stimulant,” Ivy explained, furrowing her brow. “An aphrodisiac.”

 

“You promised,” Bruce prodded, his grip on her shoulder tightening a bit. He struggled to think through the muddling caused by touching her skin, but he refused to let her go.

 

“It’s not a control agent.” 

 

She turned her body toward his, prompting him to shift his hold from her right shoulder to her left wrist. He inspected the lipstick. How could he possibly tell if she was truthful? The only way to be sure would be to let her use it on him, and by that point it could be too late.

 

He regarded her, trying to sort out her intentions by her expression. It seemed earnest, but he had to look deeper than just the surface. She had made him a promise earlier and had insisted that she would hold to it. After all, she had even prevented him from feasting on her breasts for too long and giving her permanent control. Could it have all been part of some long ruse just to get him to lower his guard and prolong his resistance for her own amusement?

 

“You said no lipstick,” he said meekly.

 

“Do you want me to stop?” Ivy asked, the corners of her lips trailing upward.

 

He hesitated. The feel of her skin was clouding his mind again. He needed to take his hand off her wrist to think clearly.

 

Bruce loosened his grip… then ran his hand up her arm, trailing it across her smooth skin. He brushed her shoulder, then stroked down her body. His hand ran down her side, stopping at the flare of her hip before trailing back, rubbing her side gently.

 

Ivy narrowed her eyes in satisfaction, leaning her hip into his caresses and continuing to apply her lipstick. When her entire lips were painted in the deep red, she smacked her gums and blew a kiss at him. Displaying the lipstick tube to him with two fingers, Ivy chucked it away behind her, not caring as it clicked against the floor and rolled to an unknown spot somewhere under some furniture.

 

Exultant, Ivy reached out her hands and grabbed him around his head. “Come here, ‘hon,” she chuckled, leaning in to kiss him.

 

Bruce eagerly kissed back, sampling the fresh taste on her lips. The lipstick provided a new flavor akin to baked vanilla, making him feel like he was treating himself to some exotic icing on a pastry. He deepened the kiss, moving his free hand up to cup her head, twisting his head so that he was pushing into her from above.

 

Within seconds, he felt his cock stirring- much stronger and more sensitive than it had been when it had first hardened (and he’d even failed to notice it at first then)- like an electric charge had just surged through it. It was definitely a first for him; he’d never had the ability to keep going after two orgasms before, especially not the two best ones of his life. Truly this aphrodisiac was the cream of the crop even without the cream-like taste.

 

The last few bits of rational judgment in his mind implored him to run through his thoughts- muddled though they were- for signs of undue influence. He’d been exposed to Ivy’s spores in the past, even coming into close contact with a few of them tonight. He couldn’t find any of the signs that he was on them, though they weren’t introduced via lipstick. Though he couldn’t quite rule out that he was being affected differently by the new chemical, he didn’t feel anything beyond his carnal urges to jump back inside her.

 

That was good enough for him.

 

Letting go, Bruce rolled on top of her through the kiss, smushing down on her chest with his own. Ivy compliantly wrapped her legs around his waist, letting him mount her with his cock hardening beneath them. His head grazed her ass as he heedlessly thrusted, his rod not entering her ass directionally but shoving between her cheeks to the mattress below. The grazing contact- the first his cock experienced on the new lipstick- made him moan right away, sending oscillations into her mouth and making her reciprocate.

 

Hungry for more, Bruce swiveled his hips back- weighed down by her legs- and blindly thrusted back into her with his now-full erection. His expert thrust didn’t need to be aimed visually or guided by hand; he easily found his way into her pussy once more, cramming all nine inches inside her at once.

 

Ivy broke off the kiss and cried out, throwing her head up as she struggled to process the new sensations. Pressing his advances, Bruce lowered his face to her neck and sank his teeth into it, tugging on it tenderly and savoring the taste of her flesh with his tongue. She moaned at the treatment, dropping her legs and splaying them out to the sides around them. He thrusted into her again, the motion shaking her neck free from his mouth, saliva covering up a small burgeoning red spot. 

 

Bruce continued his thrusts, increasing their ferocity with every successive plunge. Without his mouth on her neck, he ventured further down her body. Impulsive and perhaps foolhardy, he dared to put his lips back on her large right breast, sucking on the sweet nectar of the nipple. Ivy moaned again in surprise, but she didn’t stop him as it faded into pleasure. It tasted even better than he remembered, and he could easily see himself abandoning his life and all he had aspired to be just for the privilege of remaining there a few precious moments longer.

 

After a few seconds, however, he pulled back, forcing himself to be satisfied with the meager amount he’d nibbled. Trying to suppress the urge to recapture her tit between his teeth, he instead dropped down to kiss her in the cleavage, enjoying the pliant texture of her breasts around his cheeks and ears as he thrusted again. He replaced the taste of her ambrosia with the taste of her perspiration, finding an acceptable if inferior substitute.

 

Another thrust and she moaned again, much louder this time. Bruce sat back up and stared down at her. She was completely lost in the rapture she’d bestowed upon him, helpless to resist crying out at his more powerful strikes. For as much control as she’d assumed when he’d first been inside her, she seemed just as vulnerable now that he was a more engaged participant. Armed with the effects of her lipstick, he was the one in control. In fact, she already seemed close to-

 

Cumming, Ivy’s walls tightened around him again. Hot liquid washed over his cock and crotch, splashing down to his knees as his continued thrusts spilled them all over their lower bodies. She wailed, her scream echoing around the bedroom and likely beyond, leaving Bruce to only hope that Alfred was still in the Batcave. What time was it anyway? He still couldn’t see the numbers on the clock with her pouch in the way. 

 

Ivy’s orgasm ended, but his thrusts continued. She hoisted her right leg up onto his shoulder, giving him a wider angle of entry into her pussy as he worked to build up his continued pressure. Bruce saw a few traces of her ejaculate on her ankle. Compelled, he stuck out his tongue and lapped up the oozes he could find. Even sweeter than the dried amounts on her thong, he determined that she was correct; he wanted to ingest every last drop

 

When he did, he tossed her leg back down to the bed onto the opposite side, essentially turning her onto her side away from him with his cock still drilling into her from behind. Ivy yelped at the treatment, but quietly scooted herself back onto his rod. Bruce laid himself down behind her, resting on his left side as his cock slid into her pussy through her perineum. 

 

The two of them moaned ever louder, the shaft crashing into the clit at the highest frequency he could manage. Bruce snaked his left arm under her and used her weight to help him direct his stabs. She grabbed his hand and placed it against her own abdomen with both hands, the two of them relishing the skin contact there.

 

Bruce felt himself building, but he was determined to get her to the brink herself, even after she had just climaxed. He wiggled his right arm under hers, finding an opening to reach around her and grope her breasts. Ivy moaned again, back arching and her ass cheeks parting to envelope the lower length of his cock as its upper half dug into her pussy. He scrunched her right breast, squeezing it to pass on the pressure in his groin.

 

Panting, Ivy turned her head to look at him out of the corner of her eye. “Bruce!” she exclaimed. “You’re amazing! This is amazing!”

He panted back, exhaling sharply on each thrust. “I’m going to cum!” he announced, his grip on her right breast loosening as he swiped his fingers around both of her tits.

 

Her head went back into the neutral position. “Yes! Do it, Bruce!”

 

No further encouragement needed, Bruce threw everything he had left into one final thrust. It sent him tumbling over the edge, making him burst in one gigantic orgasm far beyond everything he had experienced thus far. His cum splattered against her insides, and he could feel her own orgasm oncoming with the final clenching of her vagina. Their moans and liquids clashed, the latter coating each other’s genitalia in a final discharge.

 

Their moans faded into sighs as the mutual climax ended and the euphoria kicked in. Ivy slackened into him, nuzzling her butt into the base of his glistening, shrinking member. It slowly diminished out of her pussy, but it got caught between her legs and remained in her perineum, its natural length still connecting their bodies at such close proximity.

 

Ivy’s head rested down on the pillow fully, her mouth partially covered by it. “That was fun,” her muffled voice remarked, syllables coming out slowly as she began to nod off to sleep. “We should… do it again sometime.”

 

Bruce nodded his agreement into the back of her shoulder with a soft kiss, drowsiness beginning to overtake him as well. He moved his arms, still keeping them wrapped around her but relocating them to make both of them more comfortable. His left arm rolled beneath her to her bottom hip and his right arm draped under her arm and over her stomach, embracing her closely. Ivy lazily removed her right arm from over his, just letting it linger over his arm behind herself.

 

Bruce tiredly reached down and lifted up the unmade sheet to cover the two of them, then slipped that arm back over her side. Though it was November, they’d built up enough of their own heat and sweat that they didn’t need the heavier blanket. Besides, the feel of her was the only comfort he needed. He surmised that she felt the same, as she was already fast asleep.

 

He’d let himself become too dependent on the touch of her skin, he realized, but caring about it seemed beyond him in his final waking moments. Maybe he’d be able to build up a tolerance to it overnight (not that he was sure how long that was) as he slept with her. He’d also have to figure out what their new relationship meant to him, what their relationship would mean for Batman, and what their relationship would mean for Gotham. 

 

Some other time.

Notes:

Well, I guess that's it. Thanks for reading.

Chapter 68: Sirens of Arkham Unseen Game Over (White Rabbit)

Summary:

Batman and White Rabbit novelization of a "game over" and unseen follow-up to "Twinkle, Twinkle, Little Bat".

Notes:

Happy Easter, everyo- oh, wait.

Well, this is late, isn't it? Granted, only six months late, so it could have been a lot worse. Maybe I should have just said Happy Halloween. Yeah, actually, that works too.

I wrote a story based on the plot summary given in the White Rabbit DLC mission. Go ahead and refer to that chapter if you need a refresher on how we got here, because I'm dropping you right into the action.

And like with the Poison Ivy unseen ending expansion, this story is going to delve pretty deeply into sexual content. If that's still a deal breaker for you; first, bless your heart; second, I'd stop reading about halfway through this story, because that's where I stopped trying.

(See the end of the chapter for more notes.)

Chapter Text

A flash of black and white hit.

 

Belatedly, Batman threw up his left elbow in front of his own eyes and spun backward, escaping out of range from the next-closest attacker. He knew there was an opening at his seven-o’clock with another man closing in from his left, but he stepped back the other way, blindly allowing himself to drop below a swinging hook from one of the others.

 

Damnit, he inwardly cursed. He needed to react quicker than that. Now more than ever, he couldn’t afford to get sloppy, or else his next mistake could be his last.

 

Gritting his teeth as he pulled back up, he slowly opened his eyes to a thin squint, verifying that White Rabbit was not in his immediate view. Batman intuitively knew that she had hidden herself again to have another opportunity to jump out at him in surprise again, but he dared not peek around himself for her. He needed to better anticipate her appearance, not letting himself get caught up in the rhythm of battle as he normally did.

 

Feeling another man’s feet hitting the floor behind him, he ducked once more, this time backstepping below a failed tackle attempt. His would-be tackler flopped onto the floor facefirst, slow to recover. While his hopes were that such a blow would automatically dispel the effects of the hypnosis like unconsciousness had done to the pedestrians outside, he could not afford to experiment. Regretfully, Batman lunged forward and clubbed the man in the back of the head as he tried to rise, officially putting him out of the fight.

 

He faded back once more, putting some space between himself and two incoming fighters. He managed to keep his balance as his left calf made contact with the track of a parked treadmill. Batman stepped up to stand with parted feet on either rail of the machine, using his added height to quickly confirm that White Rabbit was once again not in front of him. He assumed that she had to be on his right, raising his corresponding arm to block out his peripheral vision on that side.

 

Batman grimaced, plotting out his next move. He knew it was possible for him to fight with his eyes closed. He never did it outside of his training room in the Batcave, but he’d never seriously tested it in the field. His honest assessment was that he could probably do it now, but fighting against civilians who had been unfortunate enough to get caught up in this mess? He couldn’t guarantee that he wouldn’t cause any serious injuries, and that was a risk he was not prepared to take.

 

His rightmost newest attacker dove for his knee. Faster than his opponent could track, Batman placed both hands on the handrails and lifted both legs up as if he was performing a dip at one of the stations nearby. The man fell onto the track beneath him, helpless to prevent him from pinning him down with a foot placed to the back of his head while Batman used his other foot to push the other man away.

 

Putting one hand behind himself, Batman switched the track of the machine on and rapidly pressed the incline button. The machine responded slowly, allowing another man from nearby to leap onto the track as it was rising to get at him. Batman kicked this man back too, but he grabbed both of the handrails himself, managing to stay on the treadmill.

 
Tucking his chin and keeping his gaze angled down to his left, Batman felt the incline hit its imposed peak and let go of the handrails. He dropped with both feet planted against the shoulders of the man hanging on, making him flop back to the floor and bang his head against the mat.

 

Batman carefully landed with his feet set outside of his head, bringing his inside knee down to thump him on the chest. The man had no reaction, indicating he was also out of commission. Turning around, he quickly clasped the back of head he had just pinned to the treadmill and banged his face back into the track.

 

Three more men out, Batman sensed another person approaching from behind. Not wanting to risk turning to find White Rabbit there, Batman dragged himself up by the newly-incapacitated man’s shoulders and rolled his way up the track to come out through the gap below the dashboard. 

 

Landing behind the treadmill track, Batman took a moment to reorient himself. He’d taken out ten men at this point, meaning that- assuming his count was correct- there were only six left in the gym room. 

 

Where was White Rabbit? If she had been on this side of him before, she must have gone back to the other side. Or maybe she had gone upstairs. Or maybe she-

 

No time to speculate, Batman rolled out to his right as a fresh attacker came around the machine. He swung himself behind him by the man’s left knee, coming up to wrap his hands around his neck from the sides. Acting quickly, Batman whipped him over his own left foot, making him hit the railing on the inclined treadmill on the edge. The man struck his temple on the plastic frame, making him slump into the floor unmoving when Batman let him go.

 

Another man down, Batman set himself and reached up to pull back up to the top of the inclined treadmill again, perched atop the dashboard. Obviously, the dashboard was not built to support his weight the way the machine was standing, almost immediately crunching beneath his feet. He risked another quick scan from his even higher position this time, once again not finding White Rabbit in his view but this time confirming his mental count of five remaining fighters.

 

The treadmill broke, the track stopping as the dashboard collapsed. Batman, fortunately, was ready for its failure, already in a forward-leap to smash his elbow into the cheek of his next would-be fighter. He shut down, but was still standing on wobbly legs as the vigilante came up behind him with an arm covering his throat. Not giving him a chance to recover, Batman ripped his chin back overhead, allowing the man to complete three-quarters of a backflip and land on his front, finally going to sleep.

 

Blocking out the lower half of his vision with the same arm, Batman swirled back toward the gym entrance, taking one last wide angle look for White Rabbit. He still saw no sign of her. There was nowhere to hide in the main room with so much open space. Had she gone back upstairs? Was she hiding in the bathrooms?

 

Trusting that he hadn’t missed anything, Batman fully squared up to the final four assailants. These four bunched together, though it seemed to be more of a coincidence than an active plan of attack. It had been fairly unnatural to fight opponents like these tonight, people who were all but silent in combat… but then again, it had happened multiple times tonight, so perhaps he should have gotten used to it.

 

The nearest man tried to dive for his legs, allowing Batman to roll over his back with his shoulder and pass the next man in order. The third man fell to his knees after Batman chopped him in the throat, unable to respond before he followed up with a heel-lift into the chin behind himself.

 

The fourth man leapt up over the fallen third, but his range was off, letting Batman catch and redirect his momentum to throw him into the other two men on the other side. The three bodies fell in a heap, though the man used as a projectile almost immediately got back to his feet to resume fighting. Winding up his best haymaker, the man lunged forward.

 

Far too slow, he could not track Batman as he spun around the wayward attempt. Once again, he wrapped his arms around the head of his hypnotized opponent, quickly applying a blood choke as the other two men slowly found their feet. He just managed to finish off this man as they re-acquired their target, gently depositing him on the mat below as they charged, each man raising their furthest arms to try to trap him between them.

 

Batman was more than willing to let them, surging forward at the last moment with a cross arm guard to split them out. Each man was knocked off balance, the attacker on the left tripping over the one he had previously chopped in the throat. Batman pounced on him, forcibly pressing his cheek into the mat before following up with a well-placed palm strike to the carotid. He let go of the man as he failed to take in gasps, knowing the artery would pop back out a few seconds after he lost consciousness.

 

When the final man turned on him, Batman took note of his blank, absent expression. No, he would never get used to this kind of opponent. Whenever he found himself face-to-face with the last man standing, he always felt some sense of urgency, some sense of fear, some sense of desperation. He hated to imagine what it would be like to suffer their same fate.

 

Acting quickly, lunged forward and clasped the man’s wrist as he extended it in some vague, unpracticed attack. Batman dragged him forward a few steps, once again winding up behind his opponent to cinch in a blood choke. Within seconds, the man fell limp, allowing Batman to set him down on his side on the floor.

 

Wary of another trap from White Rabbit, Batman took several circular steps around the final men he had defeated, surveying the scene. He regretted that several of these men would have some minor injuries that could last a few weeks, but most of them had gone down without any serious wounds. The one he’d pinned to the inclined treadmill was actually still pressed up against the track, but his full body weight had prevented the track from moving at its snail’s pace. Either that, or the destruction of the dashboard had automatically shut it down.

 

He still found no sign of White Rabbit, something he was both relieved and perturbed to discover. Had she quietly slipped out of the venue while he’d been distracted? She hadn’t seemed like the type to just cut and run, especially when she had gained the upper hand earlier. 

 

Continuing to scan his surroundings, Batman stepped backwards into the lobby, putting himself in the best position to see the entire layout of the gym. He strongly suspected that Jaina- or her sister- was still somewhere in the gym, having just fallen back to cover to observe him fight up close because she enjoyed watching people fight over her. She likely figured herself some grand prize for whichever champion emerged from the fighters she’d set up in her gym… with a certain preference to have him be said champion if he ran through her gauntlet.

 

And she had to have known he would, even with his momentary affliction from her tail. A cursory glance at the second-floor balcony didn’t reveal her. He hadn’t seen how much space was up above when entering. Was she back up there? The bathrooms did not seem like such an effective hiding spot. Was there somewhere else she could be watching/

 

Batman found his answer as his eyes found White Rabbit standing behind a large tinted-glass window separating the main gym room from the yoga studio. She was staring at him with her wrists crossed over her forehead, leaning against the glass to gaze at him with fluttering eyes, though the tinted glass made it difficult to actually tell if her mouth was moving.

 

Alert to any sudden changes, Batman relaxed his posture. His suspicions had been proven correct; White Rabbit had neither fled nor set him up to catch him looking at her tail. She wanted him to approach, wanted him to come to her. Whether she had some other kind of trap in waiting or really had confidence that she could best him was yet to be seen, but it was clear to him that she enjoyed making him chase her.

 

White Rabbit pressed her face up against the window and softly kissed the pane. She retracted after a second, leaving behind a lip print smudge mixed with saliva. Her expression faded into shadow as she sashayed back deeper into the yoga room, but he could have sworn she was smirking at him. Batman found that the studio held not just White Rabbit, but nine other heat signatures within. These people must have been left behind in the studio and unable to hear her earlier directive to attack him. He doubted that these people would be any different than those he’d encountered in the fitness room. Likely, she had hypnotized them and ordered them to remain in this studio until she came back for them. 

 

Considering, Batman turned off his detective vision, trying to attune his eyes with his intentions. There was no guarantee that his detective vision would be of any help in mitigating the effects of her tail, so he did not want to enter the room relying on it. He needed to be able to avert his eyes at a moment’s notice. This would be a rare occasion that a smoke pellet would not help him, as he did not want her tail to come out of nowhere to surprise him. His best tactic would be working in speed, whittling down her allies until she had no other help to rely on.

 

Just need her to let me, he thought. His assumption was that she would, but with her whimsical attitude, she could change her mind at any moment.

 

Setting his jaw, Batman grabbed the handle of the door and pushed inward, strolling into the studio and letting the door hang open behind him. The ten people waiting for him watched him approach, nine of them passive, one of them eager.

 

“Glad you could join us,” White Rabbit greeted. “I was hoping that we could get you in for a private workout.” She placed a hand on her hip. “The sign out front says ‘by appointment only,’ but I think we can make an exception for you.”

 

He tilted his head to the side slightly, affixing her with an unamused glare. There did not appear to be anything special about the men in the room surrounding her. They appeared to be more physically fit than those in the main room- and he guessed that that was why they had been singled out to wait in this studio- but he saw no reason to expect anything different from them in combat.

 

“Don’t worry about the time, Batman,” she continued. “I don’t have any other appointments booked tonight. You can have me all to yourself.” She popped her opposite hip out, rubbing her lead thigh. “I charge a very reasonable rate.”

 

He pointedly pushed the door closed behind him. He didn’t slam it shut, but the click that the door made as it hit the frame was unmistakable; they were now trapped in the room with him. White Rabbit, for her part, seemed to care as little as the hypnotized people behind her. If anything, she seemed even more eager now.

 

Regarding her, Batman did his best to gauge her threat level. Her earlier leap over the railing of the balcony had been a display of practiced athleticism, and he gathered that she kept in shape with her exercises in and out of this studio.

 

“All right, fine,” White Rabbit said, running her hand up from her thigh to her chest. “First one’s free.”

 

Obviously, she was rather accustomed to getting her way through just her looks. It was hard not to notice her attire in how flagrantly she wanted people to stare at her. While he’d dealt with women dressed suggestively earlier in the night like Queenie and Poison Ivy, none of them had presented themselves so immodestly or as scantily as she did.

 

The entirety of her thighs were on display above knee-high silver boots, the unblemished skin boldly highlighting her slender figure. Her curves were tightly hugged by clothing that under any other circumstance would be considered underwear, as her hips and crotch were covered by a bright pink thong he knew to be carrying a pseudo rabbit tail at the back. An exposed midriff gave way to a soft, white and pink corset, fabric that both propped and highlighted her large round bust. Her cleavage was thinly veiled by the corset’s lone strap, connecting it with a snowflake-patterned choker of the same colors, though the strap was done loosely to allow it and her breasts to bounce around.

 

Pink lipstick framed her sultry smile, muted in spots after her earlier kiss to the glass window. Similarly, a white mop of hair and a magenta domino mask framed her lovely face. A pair of two-foot rabbit ears sprung from her scalp, which, when combined with all of the revealing wear below the neck, gave her the appearance of a pet bunny dressed up by its owner like a luchadora… albeit one with extremely gifted curves and an enchanting gaze.

 

His facial reply was a scowl, held in place as he marched over to the door cordoning off the studio. Pausing at the door, he activated his detective vision, trying to get an advance view of what was within.



“No?” White Rabbit asked, feigning disappointment. “I suppose we could start with just a “Not a chance,” Batman growled, clenching his other fist and bringing it up to his eye in preparation of blocking out his vision.

 

White Rabbit jolted, immediately wheeling around to face him. “Hey, pay attention!” she demanded. Batman was given free reign to look back at her startled expression as it melted into annoyance. “I’m not the one you ignore.”

 

He glowered, bringing up both fists as he prepared for battle. She seemed to understand, bringing some measure of haughtiness back to her face. “Fine. I hoped you would see reason. I even gave you a perfect excuse, but if you’re just going to waste my time, then I’ll just take what I want.”

 

“Go ahead and try,” Batman dared.

 

Showing her teeth, she grinned. “Bring me Batman,” she ordered her men. “Fight for me.”

 

“Fight for you,” the nine men behind her all repeated in a scattered, out of sync mantra. 

 

Then they all charged, looping around White Rabbit where necessary to get at him. She slunk back behind those who got in front of her, not getting fully out of view but clearly content to wait for an opening to strike as she had earlier.

 

Batman took a step forward. Most of the floor was covered by a mat less resistant to pressure than the main floor, so he’d need to use more force when driving their heads into the floor. He tested out the lowest acceptable minimum on the first man who got closest, sidestepping a clumsy overhand left, grabbing his chin with one hand, and smashing the back of his cranium into the floor.

 

He was keeping his focus on the other men approaching, but he was reasonably confident that this man was unconscious by the muted groan he’d made on contact. From his knees, Batman rolled forward into the fray, concluding his somersault with a double kick into the shin of his next closest attacker.

 

The man fell flat onto his front, but Batman had no time to finish him off as he was quickly swarmed by the others. The vigilante quickly shot up to his feet, delivering an uppercut to a man coming in from the right. Not intended to actually cause damage, the blow was more of a push than a punch, simply used to give Batman a lane out of the middle, putting a body between him and the others.

 

He used this opening to get behind his stumbling victim and shove him back into the middle, creating a logjam and flooring several of them. Two men separately went around the pile bodies, allowing him to dive forward with hands extended to their scalps, pushing off them to gain additional height before he crashed back down on the pile himself. 

 

Batman’s right boot came down to drive one man’s face into the floor, putting him down for the rest of the fight. His left foot was grabbed by someone else, but he easily extracted it from the man’s grip with a thrust of his knee, smacking him upside the head, though not precise or impactful enough to put him to sleep like the man he’d stomped. To remedy this, Batman leapt up and tilted his body around in the air to land behind the man with both hands upon his forehead, slamming the back of his head into the floor.

 

The remaining six men recovered from their respective falls, getting up to try to corner him. Batman instinctively went to reach for a batarang, but held up, reminding himself of his goal of leaving as little lasting damage as possible. He could handle these men like he had before; he just needed to-

 

A flash of silver entered his right peripheral vision, making him hastily throw his body into an emergency backward lean. He just barely managed to avoid a high roundhouse kick from White sample. I picked these men out because I thought they’d be the best candidates for a private workout. Maybe they still can be if you aren’t ready for a hard night’s work.”

 

She had quite literally confirmed his suspicions, reminding him of how little she cared for the well-being of the men she had taken. They were only playthings in her mind, to be collected, used and cast aside at her whims. He would not let her carry on with her wicked ways.

 

“So what do you say?” she posed, softly biting her lower lip.

 

“This is your last chance to surrender,” Batman warned, tightening his rear hand into a fist for effect. 

 

White Rabbit seemed pleased by his refusal. To her, this was just another game, one where she had to make him catch her. 

 

“Surrender?” she echoed, lifting the hand that had been floating around her chest up to her chin. She stroked her own jaw, pretending with minimal effort to be considering it. “Allow me to consult with my other clients.”

 

White Rabbit put her right foot over her left, beginning a slow turn to put her back to him. Batman quickly angled his head to the side, keeping his eyes from flicking back to look at her tail. He knew that he couldn’t afford to fully gaze at her rear, but he quietly verified that he could look at her out of the corner of his eye without trouble.

 

“I think I’ll pass,” she announced, wiggling her bottom at him. “But would you like to surrender to me?”

 

Rabbit’s right boot, inches away from his face as he quickly rebounded up to a full base. Off-balance, however, he couldn’t avoid her back leg sweep, swiping her left leg through his shin to make him fall forward.

 

Batman, fortunately, had enough control over his body to land in a handspring, tossing himself a few extra paces away from her but toward her hypnotized allies. That kick combination had clearly been practiced; the ability to quickly react to his dodge with a perfectly placed sweep to take him off his feet was not something one could do without split-second timing and lots of training. He reassessed her as he finally came to a rest several feet away, recognizing that she could present more of a combat threat than he had previously assumed.

 

“Hmm.” White Rabbit similarly seemed impressed by his ability to quickly react. That arrogant smirk still lined her lips as she nodded at him in respect. She allowed her nod to cascade down her body, swaying her hips in increasing waves. Widening her smirk, White Rabbit locked her fingers high above her head and slowly twirled, gracefully rocking her rear in a circle as perfectly round as her bottom. Her curves rippled lightly, like the surface of a lake when catching a falling leaf. Her spiraling tail actually seemed like a rougher complement, rippling faster in a more eye-popping manner. He couldn’t-

 

Breathe.

 

Batman grunted in an almost-pain, ripping his head back and to the side. His vision was caught in a spiral, a stinging punishment for his momentary distraction. He’d been caught staring.

 

Grunting again, he raised his right arm to deflect a swinging hook he knew to be coming from behind. He managed to block the strike, but he couldn’t effectively counter, missing his return hook from his opposite arm. Batman mentally cursed the Riddler for making such an effective device that could cause him such an affliction after even just a second’s worth of looking at it. If Nigma knew just how much it affected him, he was concerned the madman would recreate it many times over to use against him.

 

He absorbed an unblocked fist to the collar, one he hadn’t sensed coming in his weakened state. Gritting his teeth, he forced himself to focus on the moment, shutting out his thoughts on the Riddler. He kept his eyes closed, trusting his instincts to help him until his vision was cleared. 

 

Another punch came in from his right, but Batman shifted his upper body out of the way. The blow failed to land, though a breeze from the attempt flowed across his chin. Batman threw out another backfist, this time aiming for the gut of whoever was there. This time his strike landed, eliciting a slight male grunt. He wasn’t willing to put much force into his attacks without knowing who his target was; had he heard White Rabbit grunt there, he would have followed up with a high knee strike.

 

Instead, he drifted back to his four o’clock, dodging a lunging attack from a different fighter. This new opponent didn’t fall on the missed attempt like those in the fitness room, keeping up his attack with several more punches. Batman expertly managed to dodge each one, but he felt the vibrations in the floor of another person closing in from behind as he stalled.

 

Making his decision, Batman snapped open his eyes. He was still experiencing some dizziness, but fortunately for him, White Rabbit’s tail wasn’t on display in front of him. He slipped just out of the way of his forefront attacker’s final punch, allowing it to brush by his inside shoulder.

 

Clutching the man’s forearm against his shoulder, Batman dragged him to the left, then flipped him over his hip. The crime fighter used the attacker’s arm as a partial visual obstruction, quickly looking about his immediate vicinity for where White Rabbit had gone as his man hit the floor.

 

He found her to be milling about on his left, partially hidden behind one other fighter who had been forced to retreat two steps to avoid his hip toss. She was facing him, not actively trying to entrap him with her tail at the moment.

 

No time, he realized, having to turn back to parry another incoming strike- this time a front kick- and step to his left. The man he had thrown into the ground a moment ago had recovered, coming back to aid his compatriots.

 

They were trying to corner him again, though with fewer men in the room, they needed to spread out more. White Rabbit was content to let her men take the lead, lining up behind the centermost fighter closing in on him. He wasn’t sure if she planned on engaging him immediately or not, but whatever the case, he couldn’t afford to let her make the next move.

 

Batman reached into his belt and took out his batclaw, using it to pull in the man at the far left edge. It just so happened to be the same man he had hip-tossed before, so Batman knew he could throw him again, this time sending him crashing on hands and knees directly in front of the wall. He managed to halt his momentum before his face could make contact with the smooth concrete, so Batman helped him along by shoving his left cheek into it. 

 

The man fell limp, turning over onto his back to reveal his out-cold expression. A sliver of red opened up at the man’s temple as the vigilante returned the batclaw to its compartment. Batman hoped that the eye wouldn’t swell up, but there wouldn’t be much lasting damage even if it did.

 

He turned around too late to prevent a fresh fighter from wrapping him up from behind. Struggling against the unwelcome embrace, Batman found himself pressed up against the wall himself, hearing other men come in from behind to take advantage of his grappler’s hold.

 

Straining, Batman managed to sneak the top of his right foot onto the wall beneath, wedging a small gap between himself and the wall. Flexing all of his toes’ muscles, he engineered a full backflip over the shoulder of the man who had previously had him from behind. His feet split out to knock back two men who had dashed up to get at him, using the head of his former captor as a fulcrum to make both of them tumble into their other two fellows. 

 

Now having his arms locked around said fulcrum, Batman hefted him up into the air before slamming him down onto the mat on his back. The man was still conscious after impact, unfortunately, forcing Batman to bring a hammer fist down directly onto his chin to rectify it. 

 

He looked back up at the four remaining men, only to find White Rabbit squeeze between the lot of them. She came at him with another high roundhouse kick. With more advance warning, Batman was easily able to duck under this one, taking a step closer to her to avoid her backward leg sweep.

 

Except she didn’t follow up with a backward leg sweep this time. Rather than use her lead leg to plant for a follow-up kick, she instead planted both feet and stuck her butt out as far as she could, bumping him in the gut. He instinctively glanced down at the firm mass that had struck him, eyes looking directly at her tail for another fraction of a second. Doing his best to quickly stop himself, Batman let himself fall onto his back to avoid looking at it.

 

Grunting, Batman rolled through it to his feet, but kept a hunched posture on his way up. She was toying with him. She was toying with him and he hated it. She was purposefully holding back because it was all a part of her game. Biting down on a second groan, he opened his eyes while looking straight down at the floor, feeling the unpleasant swirling still hazing his vision and mind. 

 

“You like that?” White Rabbit asked cheerily. “Lay back down and I’ll let you go down this rabbit hole.”

 

He came to the realization that he couldn’t afford to hold back like she was. Whatever damage he might cause to these hypnotized men was regrettable, but White Rabbit had the potential of causing much more harm to many more people. If he failed to stop her here, who knew what plans she might graduate to in the future. He needed to finish this quickly. 

 

Pivoting around on his left foot, Batman fired a right overhand at a man who had been charging at him from behind. The counterblow put him out on his feet, making him fall forward unprotected to the padded floor below. 

 

Despite his dizziness, he confidently leapt into the air and fired another overhand mid-flight. This strike did not hit flush on the chin like the last one, but it still floored this man. Blood instantly appeared on his face, making Batman think he had caused a broken nose with that punch.

 

Setting aside his guilt, Batman finished him off with a punt under his chin, then quickly dodged to his left before either of the two remaining men could get at him. He grunted, feeling some slight nausea from his swirling vision. 

 

He thought he sensed White Rabbit creeping up behind him again, but he wasn’t going to risk looking to make sure. Instead, Batman reached into his belt and extracted his air cannon. Aiming it behind his right hip, he fired. Satisfyingly, he heard a yelp of surprise followed by a light thump. He’d put her on the floor, but he still didn’t dare turn to face her, not wanting to turn to fight her fully until he was clear of her reinforcements.

 

Batman reinserted the air cannon back into his belt, setting his spiraling sights on the final two men. Undeterred by or apparently having learned nothing from their previous losses, they charged at him. Had they not been mostly silent with impassive expressions, he might have thought them brave to the end.

 

An end which came first for the man on the right, who overran him when Batman spun to his outside shoulder. He gave the man no opportunity to turn around, clubbing him in the back of the head with a targeted elbow strike aided by a grip on the nape of his neck. He went down, revealing White Rabbit on the ground behind the fallen figure, crouched down in what looked like a yoga rabbit pose.

 

Ignoring her for the moment, Batman faced the final man. He avoided the man’s straight right fist, twisting to his left while countering with a short right hook to his opponent’s side. Folding, the man offered no resistance as Batman reared back and followed with a wide-arced uppercut. He fell backward, joining all of his fellows in unconsciousness.

 

Batman drew in a sharp inhale, using that same arm to block out part of his vision, which was approaching normalcy. Keeping his corner vision in check, he slowly turned to where he’d last seen White Rabbit.

 

He found her still crouching there, licking her lips. He might have just imagined it through his tainted vision, but there might have been a dash of blood on her tongue. Perhaps his air cannon’s blast had gone through her head when he’d used it.

 

If that had been the case, White Rabbit certainly did not seem to mind. “You didn’t have to go to all that trouble to get me alone,” she mocked. “You could’ve just asked.”

 

Watching her sit so confidently on her haunches made him angry. How dare she force him to hurt innocent people and just sit there? Had she absolutely no regard for anyone other than herself?

 

Agitated, Batman charged at her, ready to knock that smug look off her face. Still, she seemed entirely unconcerned, continuing to sit there as he honed in on her. Was he charging in the right direction? His vision couldn’t be so compromised that he was running completely the wrong way. 

 

No, she must’ve wanted him to catch her at this moment. He grimly appreciated it, though he wasn’t so certain that she would in a few moments. Batman wound up his fist, ready to ram it directly across her grin.

 

As he swung, however, White Rabbit abruptly turned her entire body around while kneeling. His attempted punch- intended for her face- ended up streaking below her left arm, which quickly clamped down to pin it against her side. Her right arm went backward behind herself to wrap under his chin, hand clasped against the back of his head.

 

White Rabbit pulled herself into the air, displaying great strength and body control to be able to use one arm to swing herself upwards. Batman couldn’t move his left arm with it trapped below her armpit, but he had enough leverage with his right to place it against the small of her back. He knew could counter this attempt with an impromptu throw, pushing her up into the air but cutting off her arc with a forward shove.

 

Except White Rabbit- once again displaying expert body control- maneuvered his force into a tuck, making it roll her backward over his palm rather than forcing her away. He was dragged an uncontrolled step forward, putting himself right between her legs as she came out of her tuck.

 

Under most circumstances, he would have pushed her up and away again. One arm was still trapped, however, leaving his remaining arm alone in a failing effort to prevent her from yanking him in further with her legs. White Rabbit clenched around his head with her thighs, pulling on his straightened arm to give herself complete leverage. His attempts to resist and her active clamp on his arm led to the two of them spinning around counterclockwise, repeatedly going in circles with him involuntarily carrying all of her weight.

 

As he desperately tried to free his arm, Batman found his eyes magnetically drawn back to her tail. With the smooth feeling of her bare thighs on either side of his face, he had to fight against his instincts to burrow either cheek into the flesh. His instincts were too quick to be stopped when it came to looking ahead as he tried to free himself.

 

He was caught there, his conscious thoughts directed at maintaining his balance. He knew that if he toppled backwards and let her fall on top of him, it was over. 

 

Then a half-formed thought fizzled in and out of his head that suggested it might already be over. The swirling patterns of her tail captured his entire attention, body just spinning by inertia but slowing down. 

 

His lips parted an inch, his straining gaze faltering. He felt… he felt…

 

By the smallest of margins, his consciousness was saved by perhaps the only stroke of good luck he’d had. As his body had slackened in staring at her tail, his trapped arm had followed suit, dramatically reducing the steady force White Rabbit used to keep her body parallel to the ground. She adjusted quickly, converting her spinning into a quick roll forward. Her legs ended up throwing him in a heap a few feet ahead, flipping forward onto his back as their bodies separated. 

 

Dizzy and dim though he may have felt, Batman forced himself to turn over onto his front. He failed to stand up, but he used his failure to turn himself over to his right a few times, whichever way his right was. He might have just been going in circles again. He had no way of knowing.

 

“Almost caught me,” White Rabbit’s voice called out from… somewhere. “Care to try again?”

 

He stopped his slow rolls, trusting that he had put some distance between himself and his opponent. His vision was swirling to an even greater degree than it had at any previous time he’d been exposed to her tail. His consciousness was slow to recover, only coming back with that same half-finished thought that it was already over.

 

And perhaps it remained true. Batman knew what she had in mind for him; she’d made no secret as to what she planned to do with him, offering him carnal pleasure at practically every opportunity. If he let her have him, maybe he could keep his wits and avoid becoming another one of her puppets. Was that his best course of action?

 

Effort returning to his expression, Batman thrust both palms into the mat below. How could he even think like that? Surrender was not an option. It was never going to be his choice.

 

Forcing himself up to his knees, he flipped on his detective vision. Unfortunately, even if it was something that could help against future exposure to her tail, it quickly proved too untenable for him to use now. His vision was compromised enough without the technologically-enhanced lens changing his worldview. Those lights that came from the defeated men around him spinning in his eyes would only cause him further confusion.

 

Batman flicked it back off, then finally managed to get himself back to his feet. Keeping his head bowed, he flexed both arms, bending his elbows at his hips. His stance would have looked to an outsider like he was lifting the very air itself, struggling to keep his composure.

 

Not the message he needed to send, but at the very least, White Rabbit would know that he wasn’t giving up.

 

“If you insist,” she replied to his unspoken declaration. 

 

Finally, he lifted his chin to look up, putting an arm out before his nose to shield half of his shaking vision. White Rabbit was standing (he assumed) a few feet away from him, stepping closer. Batman took a half-step backward, raising his other arm in preparation of another engagement. 

 

At a closer distance, White Rabbit lifted her right leg high into the air, almost putting her two legs into a vertical line with each other. A brief flash from her tail crept over his wrist, making him delay slightly as his eyes averted. He still managed to evade her ax kick with another backstep, her boot audibly crashing into the ground with a thud.

 

Batman was about to step back in to throw a return kick, but White Rabbit then suddenly launched into a front flip, her legs in another vertical split as she launched upward. He was treated to another unwelcome flash from her tail as she came down in a flying ax kick. This second strike missed thanks to him stumbling backwards, but it was hardly an intentional dodge, evidenced by him falling down at the end of it.

 

He was a bit more in control of this fall, so he only needed two rolls to find his feet again, hurriedly turning back to face her as she pressed her attack. White Rabbit came at him with another kick, this time a roundhouse that saw her rotate around in an attempt to flash him again. He faded backward out of range, twisting around to his right. He finally managed to get off a counterstrike, offering a low push kick at her knee as it came down.

 

His attempt missed as she reared it back just in time, flexibly high-stepping over his leg with her next pace as she came back at him with a wheel kick now. Batman just managed to duck under it, which of course put his face closer to her tail as she spun.

 

Grunting, Batman tried to throw a second push kick at her plant leg this time, but White Rabbit acrobatically avoided it with a well-timed butterfly kick.

 

This one finally made contact, heel knocking into his chin. Dizzied as he was, Batman had no chance of keeping his balance. He slipped backward, but rolled through it, his eyes treated to another helping of her tail as he rose.

 

She continued her attack, offering several more high kicks with several spins. Batman had no opportunity to get in any offense against her while she moved like this, only just trying to keep out of range until she stopped or left him an opening.

 

And all through the while, he kept getting pieces of her tail flashing into his vision. He knew that he needed to avoid contact with it at all costs, but the fact that it was something he needed to avoid kept giving her tail that forbidden fruit attribute, making him keep flicking his eyes to her rear even though he kept telling himself to stop. 

 

Every glance made him slow down, tempting him further. Every attack White Rabbit threw at him made her breasts and booty jiggle, attracting his eyes to her captivating curves. Every backstep subtly lowered his shielding arm, treating him to even more of her hypnotic tail.

 

This was bad. His focus was waning, and he knew he wouldn’t be able to sustain his combat for much longer. Fighting at distance with her was a losing battle; even though none of her strikes had actually landed since her butterfly kick, he doubted they were even supposed to hit him. The real attacks were how she enticed him to look at her tail, and every glimpse brought him closer and closer to defeat.

 

He needed to get in close and grapple with her again. Batman gritted his teeth, prepared to absorb one of her whirling attacks if necessary. He was having trouble tracking her movements with his swimming vision, but if he could get his hands on her, he could handle her. He was certain of it. Heck, White Rabbit had to be getting dizzy herself by now, right? How long could she possibly keep up these spins?

 

Conveniently enough, he got his answer at that very moment, as she skidded to a stop. He couldn’t tell if her left foot came down off-balance because she was dizzy or if he just imagined it because he was dizzy. She placed it nearly in the same spot as her right foot, bunching them up so as to adopt another rabbit pose.

 

Steadying himself as best as possible, Batman feinted forward, trying to draw her into another counter. It seemed to have worked, getting White Rabbit to try to reach out for him just as he lurched backward out of the way.

 

She cocked her head to the side, folding her back leg under her bottom, placing her own heel against her tail as she reset. He once again marveled at her incredible balance, noting how she had managed not to overextend after close to a minute of launching into multiple spinning attacks.

 

The foot lowered back to the ground, landing in front of the right with both knees adopting a slight bend. White Rabbit raised both arms, showing him her empty palms as she spread all of her fingers. Her confident smile was pulled into a tight line, split by bared teeth as she concentrated fully on him.

 

Batman felt his moment come. She was rearing up to grapple with him. Was she hiding another trick up her sleeve?

 

He couldn’t afford to waste this chance. Mirroring her stance, he was fully prepared to match her in grappling. He just needed to get his hands on her and-

 

Just as he was about to take her by the wrists, White Rabbit shot out her right leg faster than he could track, kicking him full force in his calf. His muscle stung, pulsing down as he tripped over his own footing. Batman fell forward, unable to catch himself from falling fully onto his front.

 

Except his chin landed on White Rabbit’s side, something she seemed to fully welcome, as she had turned herself to the side in the same kicking motion. Her right hand snatched his right cowl ear as he struggled to reorient himself.

 

Information trickled slowly into his addled mind, like the fact that his chin had not in fact landed on her side. As his chin and slightly open mouth could attest, his face was currently pressed up against White Rabbit’s right buttock. The soft, plushy flesh around and inside his mouth caught him irrationally torn between nuzzling deeper or jerking away, having him hesitate for far longer than he should have.

 

She made the decision for him, using his cowl ear to tilt his chin up, deeper into her skin. By consequence, her damp flesh tickled his chin, providing a slight stick that he would have had trouble removing had his eyes not been forced to watch her tail.

 

Her tail. It captured all of his attention, all of his focus. It drained him, all of his energy being sucked into its swirling patterns. He lost his sense of place, his sense of… his senses.

 

He was… he wasn’t…

 

He wasn’t there.

 

No, that wasn’t right. He was there, but not now. Like he had been there before, like he was thinking about his being there while not actually being there. 

 

The wheel inside of her tail stopped spinning, as did his vision. Confusion stemming from faulty vision gave way to confusion stemming from his loss of… how could he possibly describe it?

 

It was like he was remembering his present rather than living through it, like he was caught in a memory. Batman remembered the way her cheek melded around his incursion, giving half of his face a cushion that somehow felt like it had been sculpted just for this purpose. He remembered how she shuddered in place, wiggling her rear over him without interrupting his eye contact with her tail. He remembered feeling disgusted, ashamed that he’d allowed himself to be distracted and defeated like this. He remembered wanting to fight back and reclaim some semblance of dignity by showing her the consequences of doing this to him.

 

He remembered all these things and not doing a damn thing about it.

 

“There you go,” White Rabbit cooed, letting go of his ear in favor of patting him on the head.

 

“Sir!” he remembered hearing, recognizing the concerned voice of Alfred through his ear. Even knowing it was in his ear, however, did not make the voice sound anywhere close to him. “Sir, are you all right?”

 

Batman recalled feeling a stab of alarm. The only way Alfred would have known to cut in was if he had been watching this battle unfold through his cowl’s camera. He remembered wanting- above all else- to warn Alfred not to watch, desperate to spare him from joining him in his fate in the event that the hypno-wheel could work remotely.

 

But he had continued to do nothing. He’d remained still, utterly transfixed by the wheel that had already stopped spinning. A thought later entered his mind that perhaps only his perception of the wheel had changed now that he was caught by it, and that it was likely still spinning.

 

“Ooh, Batman,” White Rabbit moaned, wiggling her bottom against his face once again. “You feeling better now?”

 

Her voice, technically further away than Alfred’s, somehow sounded ten times closer. It cut through the past, clear across his mind in a way that could have been described as an echo in every way except for the fact that he heard it just once. But it was more than just a memory. It was truth.

 

And he remembered hating it.

 

The tail had moved a slight pace away, putting some separation between his face and her bottom. Her giggling carried through just as clear as her voice, though it was her jiggling that had captured his attention as his eyes still trained on her tail.

 

“I’m glad I let you catch me.” She jiggled her bottom again. “Are you ready to follow me?”

 

He remembered wanting to tell her that the only place he’d be following her was to GCPD to make sure she had her own cell. He remembered wanting to get up, grab her from behind and wrestle her down onto her front where he would finally be able to subdue her.

 

Instead of those things, though, he only remembered replying in the meekest of mumbles. “Follow you.”

 

White Rabbit jiggled a third time, giggling even louder as her victory was spoken aloud. She bent over a little further, giving him a full view up her bottom. The pink underwear carrying the hypnotic tail wasn’t exactly sheer, but with all of the sweat worked up during their previous battle, it was fairly easy to see the outline of what lay beneath.

 

“Are you ready to obey me?” she asked, drawing out the moment for her own amusement.

 

His response- as much as he remembered hating it- was just a formality. “Obey you.”

 

Her giggling slowly stopped, but her excitement remained.

 

“Obey you,” he remembered hearing a voice say. Not his. And not hers.

 

Batman remembered wanting to close his eyes in dread, recognizing that Alfred had in fact been caught by the same trap. White Rabbit had unwittingly ensnared both him and his butler from afar, and with no way for her to hear him, she could blindly give Batman commands and have them be reciprocated from the Batcave by a man who had nothing to do with it.

 

He remembered wanting to shout for Alfred to look away. He remembered wanting to tell her to let the butler go and just take him. He remembered wanting desperately to simply avert his gaze and hope that it would cure Alfred by extension, even though he knew it would not.

 

He remembered simply remaining still as White Rabbit spun in place, actually taking care of his last desire anyway as if it were some small act of mercy that she hid the instrument of his defeat from view. He did not experience any change, of course; none of the men she had lured here had been cured simply by looking away from her tail. Frustratingly, his eyes still remained at level while on his knees, making him stare directly at her exposed midriff before him rather than look directly up at her face in a defiance he could only imagine showing.

 

“Good boy,” White Rabbit complimented, taking a half-step forward. She reached out with delicate fingers to tilt his chin up, letting him see her openly predatory gaze. “I think we’re going to have a great time tonight. Don’t you?”

 

He remembered not being able to respond. The actual choice to give her an answer was not available to him anyway, but he remembered realizing that he didn’t automatically respond to everything she asked him. He remembered wracking his out-of-sync mind, trying to determine if there was a way he could use that information to his advantage.

 

“Come with me, Batman,” she grunted, using the hand below his chin to help guide him to his feet. “Let’s go somewhere more… private.”

 

Despite his every intention of grabbing her and slamming her against the ground, he remembered only slowly following her as she led him out of the yoga studio back into the main gym. Though he had not been directly looking at them, he could see all of the unconscious bodies he had left behind in his pursuit of the woman who had captured him when they moved. He remembered feeling another wave of disgust, thinking of how casually she regarded the men who had only fought against him because she had forced them.

 

“I have a place just across the street,” White Rabbit announced blithely. “Though I guess you already knew that.”

 

Batman recalled trying to put together what he knew about Jaina with her motivations, as easy as they were to determine. It seemed impossible that she could carry on a double life so effectively that she could have gotten off a plane earlier and had two separate incidents involving the tail in the same night, including one happening while she had been on the plane serving as a pretty strong alibi. That being said, she hadn’t denied being Jaina when he’d accused her earlier. Given her identical voice and features, could it really be possible that this was a twin?

 

He remembered suspecting that he could find out soon enough as the two of them walked out of the gym into the cool night air. His thoughts at that point were about relying on the attention of pedestrians near the gym. Without the ability to turn his head, there was no way to signal any of them, but surely some of them must have seen him and known something was wrong, right? And hopefully they wouldn’t be looking at her sashaying before him just to get entranced by her tail like him, right?

 

That was what he remembered thinking as he and White Rabbit strode uncontested across the street. She hadn’t bothered to look either way before stepping into the street; he remembered half-hoping that a car would come by and strike her, but no such occurrence happened as the two of them reached the other side. He remembered wondering how long it would take for someone to discover the unconscious bodies in the gym. Would they have to have woken up on their own first for anyone to discover them? Would they even be alert enough to do anything on their own anyway?

 

Another memory hit him as he remembered… a memory within a memory? It had felt like trying to look through an entirely different set of eyes.

 

The memory in question was something he had heard the Riddler say. Back when he’d thought Batman was about to be exposed to the hypno-wheel, he’d accidentally revealed that the programming of it was supposed to compel him to obey the first voice he heard after exposure.

 

He remembered cursing himself for forgetting this information when it could have served him best. Alfred had very nearly been the first to speak to him after he’d been caught by the tail. If only he’d asked Alfred to keep him in check while he fought her. If only Alfred had spoken just a few seconds earlier…

 

White Rabbit led him over to the side entrance to the apartment building. He had guessed that the door to get in had to be locked from the outside, judging by the small black sensor just to the side of the doorframe. As Batman stood there forced to stare at her, White Rabbit made an exaggerated showing of feeling about herself for a key.

 

“Oh, darn,” she announced. She used both hands to pull out the bust of her corset, allowing her to peek beneath but not him. She still apparently could not find it, and with her limited amount of clothing, she was just about out of places to look. “I must have left it in my other pants.” She reached down to her waist, running her gloved fingers along her right thigh in a fake attempt to locate the key she needed.

 

Locked on her, it was not like his eyes were roving about her as she groped herself. Batman remembered not wanting to let her affect him, but he still suffered a brief moment of distraction from his current… or then predicament… as she trailed her fingers along the front of her underwear.

 

Not that it would have mattered.

 

“Let me try this way,” White Rabbit decided. She raised her frisking fingers up, fluttering her gloved hand several times in front of the sensor. Moving the hand closer and turning it over, the woman flicked her wrist. “Open sesame.”

 

The sensor beeped, emitting a small green light for an instant. Clearly, she had a key fob around her wrist below that glove. White Rabbit almost hesitated before reaching out to test the door, grabbing the handle and pulling on it at the speed of a snail. 

 

It swung open behind her gentle prodding, leading her to nod in a melodramatic manner. “I’ve got the magic touch,” she declared, switching the handle to her other hand to fully open the door. She proffered the fingers of her right hand up between the two of them. “I bet you’re just dying to feel it.”

 

Batman remembered hating the admittedly-alluring, voracious nature of her voice. Rabbits were not supposed to be predators, but this woman who called herself one upended that trend, and she luxuriated in the control she held over him. He further remembered how much he hated himself for falling victim to her whims, wishing he could go back and change things to prevent this from ever happening.

 

“Come on,” she urged. “Come with me, Batman.”

 

She didn’t move at first, so all he did was take another step closer to her, where his body automatically stopped. Taking the initiative, White Rabbit reached out with her “magic touch” right hand to grab his own right hand. Twirling around to once again put her back to him, White Rabbit pulled him in closer, beginning a slow walk through the open door, which appeared to be rigged to close at just the same snail’s pace at which it had been opened.

 

The two of them strode by an adjoining stairwell into the main hallway, moving at a speed of barely one step per second. Batman’s arm was draped over her right shoulder, giving him a completely unusable opportunity to strangle her from behind. He recalled wanting to revel in choking her out, but as with everything else he remembered, he was unable to act on anything he wanted in the moment.

 

And while he remembered being disgusted by it at the moment, he similarly could do nothing with their cuddle-walking to ignore the intimate contact between them. White Rabbit took great care to keep her butt attached to his front. Every step she took, she swiveled her soft, bulbous, practically-bare bottom against him. Even with the enormity of the globes dragging across his mesh carbon fiber outfit, he still somehow remembered feeling like she was expertly targeting the exact parts of his loins to titillate him the most.

 

“Hmm,” she teased, throwing in an extra-exaggerated swivel on her next step. Though her back had been turned to him and he’d had no way of turning his head to check, he had had no doubt that her smirk was stretching from ear to ear. “I think my tail is growing.”

 

If he could have, Batman remembered that he would have averted his eyes in shame. Like with everything else in that moment, he had absolutely no control over anything his body did. And though he would never have admitted it, he remembered feeling somewhat glad to have had the excuse-

 

He immediately- or, as close to immediately as could possibly be considered in his condition- cut off that line of thinking. That sort of thinking bordered on complacency. He remembered resolving to continue his efforts to escape, even if it all seemed hopeless.

 

And even if her “tail” was still growing.

 

“Ooh, Batman,” White Rabbit giggled. “Tell me you love me.”

 

He would have rather have told her to go to hell. “Love you.”

 

“I know,” she replied, giggling even louder. “I can feel it.”

 

How long had they been stalking down this hallway? He recalled passing by door after door on either side, mentally begging for someone to hear White Rabbit’s moaning or giggling and open their doors to see what was happening. She wasn’t being particularly loud, but someone had to have heard it, right?

 

Batman remembered loathing the thought that he needed to rely on a random person for help at this point. Even if someone opened their door to demand she keep her voice down, what would they do next? Call the police? In all likelihood, if White Rabbit didn’t immediately hypnotize them, they wouldn’t think that this obsequious, unresponsive man in a batsuit was the real Batman. And even if they did, they wouldn’t surmise that he needed any help given present company.

 

He had no help coming from anyone here, and with Alfred ensnared by the same trap that had felled him, that left Batgirl as his only hope. How long would it take her to notice Alfred sitting passively at the Batcomputer? He did not know how her repairs on the Batwing had progressed, but he had to assume that she was nearly done. As soon as she noticed Alfred, hopefully she’d know how to wake him up and come rescue him.

 

Finally, after what had to have been over three full minutes of cuddle-walking and butt-swiveling, the two of them stopped in the elevator lobby. Without the ability to turn his head or even his eyes, Batman could only remember guessing that the main entrance to the building was on their left. He had no idea if there was a receptionist or security staff on duty, but as with his suspicions about getting help from the tenants of the building, he had had no expectation of being saved by anyone over there.

 

She stalled with the two of them standing just beside the only elevator in the building. Rather than pressing the button to summon the lift, White Rabbit simply swayed in place, this time moving his upper body with her rather than simply slide her buttcheeks against him. She had positioned herself so that her rabbit-tail was tucked right above her Bat-tail. Even with the light armor between them, it felt as if they could not be more connected with how her swaying manipulated its curvature.

 

Batman remembered groaning, an indication that even though he had no direct control over anything in that moment, some of his natural reactions were still in place. He dimly remembered making that kind of connection with the people he had fought in her gym; they had lacked the ability to communicate, but their reactions had been mostly the same as those from people who fought him who hadn’t been affected by her tail. He then had recognized- a long time after he should have- that he had been able to blink ever since he’d been exposed to her tail as more evidence that his basic bodily functions were still in order. As was his involuntary arousal.

 

“Mmmmmm…” White Rabbit moaned, slowing their swaying. Absently, she reached out with one hand to probe the wall for the call button. “Tell me you love me.”

 

He remembered feeling no differently this time than he had the first time she’d requested it. “Love you.” If anything, he only remembered feeling more hatred.

 

“Love you,” Alfred’s intoned through his ear. White Rabbit hadn’t specified that she had wanted Batman to answer that time, which must have prompted Alfred to answer as well. Once again, despite having Alfred’s voice physically closer to him than hers, he sounded less distinct than she did. Actually, he somewhat remembered a slighter echo behind Alfred’s voice that time, albeit one that sounded… less British?

 

The elevator pushbutton made an audible click as it was finally pressed. White Rabbit rotated their oscillating figures to the side to put both of their backs to the elevator doors. Batman recalled once again hoping that someone would coincidentally be in the elevator at this hour, someone who would be able to correctly recognize the situation he was in and be able to know what to do to help.

 

A few more sways later- ones that transitioned to her grinding against him up and down more than side-to-side as had been the standard the last few minutes- the elevator doors parted with a chime. No gasps emerged from behind him, no grumbles, no abbreviated steps, nothing. 

 

Once again, he was reminded that he was alone.

 

White Rabbit suddenly ceased swaying, abruptly turning around. With a sly tilt of her head, she placed a not-so-gentle palm against his chest. She pushed him backwards, not enough to knock him off balance but forcing him to backstep into the elevator.

 

Batman’s back hit the far wall of the box, White Rabbit’s face filling his vision as the elevator doors sealed behind her. Her self-satisfied smirk deepening, White Rabbit got up even closer to him. The hand against his chest was replaced by her own chest, her thick, thinly-covered breasts condensing upon his firmer pectoral muscles. The woman balanced on the toes of her left foot, fully leaning against him with one hand on his shoulder and another against the wall behind him.

 

Her right leg, in the meantime, raised between his planted legs, knee sliding up to the bulge there. The slightest of hitches caught his breath as the knee made contact, which White Rabbit must have noticed given the way she cocked her head again. Nudging his bulge from left to right, she brought her face inches away from his, visibly savoring her complete dominance over him.

 

She hadn’t even bothered to press the button to take the elevator up to her floor. The statement she made was obvious; they were going to be alone in this metal box for as long as she liked.

 

“Tell me you love me,” White Rabbit ordered a third time.

 

“Love you,” Batman obeyed automatically. He remembered wanting to knock her over onto her back and slam the back of her head into the floor, but the monotone, scripted response was the only he was permitted to give.

 

“Love you,” Alfred repeated, accompanied by that same altered echo behind him. It sounded like it was an echo coming from his end of the line rather than the earpiece itself. What was causing it?

 

“Of course you do,” White Rabbit cooed. Then she leaned in and kissed him.

 

Her lips fully melded with his, giving him the memory of a sweet mint twisting into the creases of his mouth. As usual, he was incapable of moving without her command or input, allowing her to angle her kiss whichever way suited her. She slanted her head in slight motions, all the while putting more force into her kissing, pinning his cowled head into the wall.

 

She paused after a few seconds to take a breath but gave him little opportunity to collect his, immediately resuming her oral advance on him. She moaned against his mouth, using her teeth to gently pry down his lower lip. White Rabbit thrust her tongue into his mouth, moaning into the awaiting cavity. The hand against his shoulder shifted up to capture his jaw, holding his mouth open and keeping his head in place for her own explorative benefit.

 

Batman was forced to remain against the wall, unable to do any of the things that would normally happen in a kiss like this (which he absolutely would not have done anyway), such as closing his eyes or pushing back with his head to get off the elevator wall. His eyes simply remained open as she made out with him, mostly staring into the white hair on her head that he knew to be a wig but still looked entirely too real.

 

White Rabbit compressed his bulge as she pulled back for air again, forcing a pained choke out from his lips. He was unable to draw breath before she returned to her one-sided kiss, the meager amounts of oxygen filtering through his nose being captured by her mouth before it could leave his. Her tongue swirled around his open mouth, as if trying to absorb the last traces of air in his body.

 

He remembered nearly blacking out when White Rabbit finally released him. Not to give him a reprieve, really; the hand buffering his jaw drifted around to the back of his head, pulling his face down to her neck. As Batman drew sharp inhales to try to recover his breath, he was forced to press his open lips against her snowflake choker and upper chest. He was still able to breathe in those panting heaves, but he was treated to the tastes of warm silk and even warmer, sweat-moistened flesh.

 

Batman remembered trying not to let himself enjoy it, as difficult as it was. White Rabbit had had no such restrictions, openly moaning in carnal delight as she felt his lips on her collar. The elevator walls lightly bounced back the noises she made, making him recall how he’d felt like she had surrounded him. 

 

After she either deemed Batman to have recovered enough breath or she had gotten all of her enjoyment from him inhaling her choker, she moved her hand back under his chin. Lifting it, she set his head back against the elevator wall to resume kissing him. His captor loosened some of the pressure between his legs, but her knee remained in place to serve as the ever-present threat to reapply it.

 

White Rabbit moaned into his mouth once again, playing with his tongue. This bout of kissing was slower, more deliberate than before, allowing each of them to regain more breath in between their one-sided rounds. 

 

Whenever she pleased, she would raise and lower her knee into his balls, either to coax a reciprocal whine or gasp into her mouth or just because she enjoyed making him respond to her. Perhaps it was both. Regretfully, he recounted how her intercrural stimulation was building him up to what was going to be a very humiliating orgasm through two layers of clothing. Was her end goal just to inflict that kind of humiliation on him?

 

To whatever end, White Rabbit prolonged this makeout session for several minutes, varying the force her knee used on him. The elevator simply remained in place, the only sounds being those from within reverberating around the walls. No one came to help, to watch… it was as if the two of them were the only people to ever exist within this box and it would always remain that way.

 

Finally, after what he could only recollect having assumed was a lack of interest in continuing to balance on one foot overtook her, White Rabbit ceased her assault on his mouth and slowly lowered her right foot back to the ground. She still remained standing on her toes so that she could look directly into his unfocused eyes, allowing him to see the self-satisfied smirk had survived their time in the elevator.

 

Considering, White Rabbit turned her head to her right, eyes flicking up toward the upper corner of the elevator. Though he had been unable to directly track her line of sight, Batman remembered thinking that she was likely looking up at the camera in the elevator. He could have imagined looking at the footage himself and finding the events of this evening mirroring those from the previous week when White Rabbit had been in it with Jacek. The only differences would have been that she had been dressed in formalwear rather than a playboy bunny’s attire, and Jacek had been replaced by a hypnotized man in a tight-crotched batsuit.

 

Never had Batman been more thankful to have worn black, as it had served as his only hope that no one could see the stains from the precum he had spilled. Forget using the shadows to his advantage; he just hoped the contrast in lighting above and below the bulge would help disguise its enlarged size.

 

The corner of her mouth had already been upturned into a smirk, but he remembered seeing it tighten at that moment, as if she were blowing a kiss at the camera. There wouldn’t have been anyone actively watching it, though that was a moot point. She had no reason to care about whoever might have been on the other end; it was only about amusing herself, as best as he could tell.

 

Finally- following a slight booty twirl for the camera’s benefit- White Rabbit took two steps back from him to go over to the elevator buttons. He remembered her pressing the button to take them to the eighth floor, which was where he remembered-remembered entering her apartment earlier. The elevator responded almost immediately, rising upwards at a brisk pace. 

 

White Rabbit was back upon him about halfway to their destination, placing both hands upon his cheeks and sliding her right foot inside of his left ankle. “I bet we’re going to have a night neither of us ever forget,” she whispered, tickling his exposed skin. “By the time we’re finished, you won’t ever want it to stop.”

 

He remembered wanting to turn his head away from her touch, but as with everything else he’d wanted to do, it was something he never could have acted on no matter how hard he tried. It had occurred to him that there was every chance that the Riddler had specifically programmed his device to cause the kind of sensory lock that he experienced. Perhaps the criminal had intended to force Batman to experience all of the frustration he himself had endured through his failed attempts to defeat him.

 

White Rabbit leaned in as if to kiss him again, but held back with her lips a fraction of an inch away from his. She exhaled softly on his lips, gracing them with the warm impressions of her satisfaction. Another tease, as she frequently enjoyed doing. 

 

The elevator arrived at its destination on the eighth level, racketing to a halt with some audible creaks above them. Batman remembered hoping to see someone waiting to help him as the elevator doors opened. White Rabbit’s face filled most of his vision anyway, but he heard nothing that would make him think someone had just arrived behind her. Yet another hope dashed.

 

“Come on,” she whispered over his lips, tickling his skin with her breath. She remained pressed up against him for several more moments despite her invitation to follow. When she finally began to pull back, her foot tugged down on the back of his ankle.

 

With expert precision, she used her foot to push against his calf in just the right way to make him fall to his knees. White Rabbit “caught” him in much the same way she had earlier when she’d tripped him and made him fall against her buttcheek. Only this time, she ensnared his chin using the slight gap between her corset and her cleavage.

 

Giggling, she squatted a few inches. There was only marginal skin contact between them with how she was pulling up on her bust. Even still, the bottom of his chin dug into the softness of her left breast. He remembered wanting to pull his head back quickly, even though the touch beckoned for further exploration, promising sweet satisfaction.

 

White Rabbit lifted her bust under his jaw a little further, making him angle his head up to look at her. She stared down at him through half-closed eyes, taking in shallow breaths amid her hunger. “Follow me, Batman.”

 

“Follow you,” he mumbled automatically. 

 

She unceremoniously dropped her hold on him, making him fall fully onto his knees. White Rabbit swiveled her hips around to walk out of the elevator. She didn’t move at first; obviously, if there was one thing she loved as much as teasing him, it was taking her leisurely time.

 

In her wake, he got another look at her tail. The hypno-wheel still appeared frozen to his vision. His delayed thinking noted how- even after what had to have been close to ten minutes since his last exposure to the tail- he was likely just as affected as he’d been the last time he’d seen the tail. That did not bode well for his chances of waiting out the clock. He remembered wondering whether he would feel any symptoms if he were even close to outlasting her attention.

 

White Rabbit took a small step forward, but flinched when the elevator doors began to close. Grunting, she took a much larger step forward as the doors neared each other. She kicked her other foot out toward the bottom of the entryway. 

 

Her boot just barely managed to slip in between the doors just before they sealed shut. Detecting the obstruction, the elevator beeped and the doors reopened back into their slots, freeing her foot.

 

Batman remembered wanting the elevator alarm to go off, before immediately realizing how useless that would be. Elevator usage alarms were never of any note and wouldn’t be heard by anyone not actively inside of it anyway. His hopes were staked on all the most random of chances, and unlike his captor, he had no lucky rabbit’s foot.

 

She scoffed, finally moving with some semblance of speed as she turned back to face him. “Hope no one’s waiting for the elevator,” she commented surly. “I don’t like to be rude.”

 

White Rabbit finally stepped out of the elevator, waiting for him to follow. The vigilante soon did, crawling two paces to put himself between the elevator door before robotically climbing to his feet. He stalked after her as she turned left down the hall, keeping his head neutral.

 

She purposely slowed down to allow him to catch up to her, though not resuming the cuddle-walk they had done on the ground floor. Batman remembered once again being disappointed to not find any potential witnesses in the hallway. His visit to her apartment earlier in the night fresh (or not) in his mind, he knew that there were very few opportunities left for someone else in the building to catch them. He recalled that if his memory served correctly, Jaina’s apartment was the second door on the right.

 

Upscale apartment complexes like these typically did not house people who wandered the halls, he figured. His impression of Jaina earlier in the night had been of a woman who had been under a lot of stress, but he hadn’t quite seen this side of her that he should have. If only he had more strongly investigated her from the start, maybe he wouldn’t be in this position. 

 

A lot of his regrets bore deep on him in those moments.

 

White Rabbit hummed something to herself as she approached the door he’d expected to find. Like with the exterior door to the building, it appeared to require a key fob to unlock. The woman made no grand jokes about whether she needed to find a way in this time. She simply drifted her gloved hand up in front of the door’s sensor.

 

It clicked, flashing green momentarily on its upper lining. White Rabbit placed her hand down on the handle, twisting it down and placing her shoulder against the door. Here, as he remembered expecting her to do, she paused, turning her body back to face him. Her other hand drifted down her thigh, tugging downward gently on the thong strap there.

 

“Shall we?” she asked, leaning further against the door to open it. Gesturing inside, she pushed it fully open, holding it with her back to the door frame to allow him to pass her inside.

 

He remembered walking into the apartment, finding it to be just as dark as it had been earlier. The mid-morning hour made for some long shadows, not that those were new for him. Batman’s years of creeping through darkness allowed him to stroll into Jaina’s apartment and notice how the pile of empty bags he had seen in her apartment earlier had all been moved out of the living room, or at the very least, had been moved out of the middle of it. He remembered thinking that a few of them had been moved into one of the far corners. Obviously, Jaina had had some thought to clean up the place after his visit. 

 

“Hold it, honey,” White Rabbit murmured, her hand suddenly grabbing his shoulder from behind. He stopped in place, being guided to turn around back to face her. The door softly shut behind her, darkening the interior of the apartment even further. Even still, her face framed by the white wig- and the sultry smirk therein- were very conspicuous. “Aren’t you going to take off your coat?”

 

Batman would have huffed if he could even have managed that. He was forced to stand there as she took another step closer to him and combed around his upper body with her hands. Her touch felt far too soothing for what she had planned. She had no right to match such intentions with such delicate mannerisms.

 

When both of her hands mounted his shoulders, Batman remembered fearing that she would attempt to remove his cowl. While one of her hands trailed across his cheek again, she fortunately made no move to unmask him.

 

Instead, her hands moved back to his shoulders, trying to find a notch or clasp from which she could pull off his cape. His cape had no such release, at least not one that was accessible by hand. Of course, White Rabbit could not know that. Either way, whether she cared about finding one or just wanted the excuse, she spent a rather lengthy time investigating his upper body and fondling him.

 

He remembered his breath quickening as she worked. He remembered her noticing. Afterward, she added some squeezes to her hand inspection.

 

Following several laps around his upper body, White Rabbit’s left hand stopped tracing around its oft-repeated trail and slid downward. She took her time- naturally- in getting to his waist. Her gloved fingers rubbed against the inside of his pelvis, making him involuntarily groan. She smirked.

 

Her hand then moved lower, wrapping around the burdensome bulge that had been built from his pants several minutes ago. Batman’s breath got caught in his throat, then quickly came out in another, louder groan. He once again recalled cursing the Riddler in that moment, but in truth, the Riddler wasn’t the one to blame for how his body reacted to her.

 

“Mmmm…” she hummed, obviously very pleased by said reaction. “Can you get it? My hands are full.”

 

Batman remembered crossing his arms under hers, inadvertently embracing her as his right hand met his left gauntlet. White Rabbit let out an appreciative moan, scooting into his arms. He did not need to see what buttons he pressed, but he knew them to be the correct sequence when his cape detached from his suit, slinking into a small knap on the ground behind his ankles.

 

“There, isn’t that better?” she asked rhetorically. Her other hand moved down to his waist as well, trading off with her left hand to grip his bulge from the other side. “I’ll get this one. Come a little closer.”

 

White Rabbit then unclipped his belt, taking a hold of the heavier half and pulling it off to her left. Batman could not see her hand as she lifted it behind him, but he had seen a wall-mounted coat rack next to the door on his way in. Considering that he did not hear the belt hit the floor, he remembered assuming that his utility belt was hitched to one of the racks. He’d already had few options before being disarmed; if he didn’t find a way to get it back, he’d be left with even fewer.

 

His main hope still resided with Batgirl. Ideally, she would have already discovered Alfred and departed to come get him. Perhaps the silence over his communications was due to their attempts not to mess with his programming, or perhaps they were just being extra cautious to prepare her not to fall into the same trap.

 

“There we go,” White Rabbit encouraged. Her newly-free hand went back to his bulge, cupping underneath it as her other hand clasped directly over it. “Now, how about we-”

 

She cut off as a light abruptly activated beside them in the living room. Batman could not turn his head to look, but White Rabbit certainly could, turning toward the light with stark surprise on her face. He remembered his hope swelling. Had Batgirl arrived to help him?

 

“What’s going on?” a woman’s voice asked from that direction. It was distinct, like White Rabbit’s voice was. Unlike Alfred’s voice directly in his ear, this new voice carried across his memory.

 

“Oh,” White Rabbit commented, settling down. Her shoulders lowered, though her jaw did not unclench. She was relaxed, but ready… for something. “I didn’t realize you were here.”

 

“Where have you been?” the other speaker by the light demanded. “Is that… is that Batman?

 

“Hmm,” White Rabbit shrugged in a manner that was almost nonchalant, turning back to face him. “Probably. I mean, I never actually asked him if he was.”

 

“Don’t give me that. That’s him. He was here a few hours ago.”

 

As if he had needed any other indication, he remembered recognizing the other speaker as Jaina. Batman remembered having suspected it, but with her double appearing identical to her, he had partially dismissed it upon finding White Rabbit at the gym. This must have been the secret identical sister that he had originally theorized about.

 

Though, he recalled wondering about how that could have been. Jaina and White Rabbit had been seen publicly in separate locations. Was there really any way that her twin could have been kept a secret for decades?

 

And their voices… inflection and tone aside, they sounded identical. Did that mean something? He probably should have known for certain, but obviously, he wasn’t thinking at the moment: only well after the moment.

 

“Oh he was, was he?” White Rabbit asked back, not sounding particularly bothered. She was still staring with half-open eyes into his unseeing eyes. “I guess he must have been looking for me.”

 

“Answer the fucking question!” Jaina nearly shouted, distress stretching her voice. “Where have you been?”

 

White Rabbit rolled her eyes. Batman remembered putting together something he had suspected when he had first come to Jaina’s apartment hours earlier. Jaina’s explanations had all seemed plausible even then, but he had not believed her when she’d claimed that no one else had lived in her apartment. Perhaps this secret sister had had a history of trouble before this night, one that had forced Jaina to have to cover for her.

 

It was the best he could hope for, that Jaina was not involved in the schemes of White Rabbit. Aiding and abetting a criminal was against the law, but it was preferable to actively conspiring with one. If there was some dissension between the two, perhaps it might lead to him getting an opening, or at the very least stalling White Rabbit long enough for Batgirl to rescue him.

 

“Relax, would you?” White Rabbit replied, a hint of fatigue creeping into her voice. These two had frequent disagreements, he recalled deducing. “I’ve been across the street.”

 

“Don’t lie to me,” Jaina bit back. “He said-” She hesitated, possibly uncertain over how much she should say in front of him. Or had she just now noticed his unmoving posture and gaze, not really acknowledging their conversation?

 

“I’m not lying,” white-wigged woman defended, turning to face Jaina fully. Batman remembered noting how White Rabbit seemed to be avoiding exposing her sister to the hypno-tail. “Batman and I just came from the Alley.”

 

“He said…” Jaina trailed off again. “He thinks that you’re involved with something. He was looking for you.”

 

“Well, he found me.” Her gloved hand subtly gripped his bulge again. “And he’s very happy to see me.”

 

Batman groaned lowly at her renewed touch. Whether her sister could see how she grabbed him or not was unimportant; she’d definitely heard his response. He could not have hidden it even if he’d been fully present.

 

“He… doesn’t look right,” Jaina commented after a pause.He’d prayed her hesitation was due to concern and not something darker.

 

“What do you mean?” White Rabbit asked condescendingly. Yes, this kind of arguing had to be a frequent occurrence for these two. “He feels perfectly fine to me.”

 

“I swear to God,” the other woman snarled.

 

White Rabbit chuckled, raising both of her eyebrows at him. “She needs to get laid,” she whispered, though definitely loud enough for Jaina to hear.

 

Batman remembered wanting to look over at the other woman. Not to plead for help at that particular moment, but to compare the two women’s affects visually. His eyes were fixed on the bunny-themed woman whose expressions were often predatory. Jaina, on the other hand, sounded outraged, but there seemed to be something more than just concern for her sister’s well-being, more than fear of the consequences of what she had done. 

 

He didn’t quite recognize it in his hindsight thinking, and without the ability to look at her, he couldn’t truly confirm it. Was it that there was something more than just lifestyle differences that caused their tension? Was it… envy?

 

Batman remembered hoping that it was not.

 

White Rabbit glanced over to her left, back at the door. After probably confirming that the door was in fact closed and that it was the only way out for any of them, she looked back at him. She winked. 

 

“What happened to him?” Jaina asked, an edge of consternation in her voice.

 

“He… went down the rabbit hole, so to speak,” she answered airily. The wigged woman quickly shifted on her foot to look at her sister, cutting her off before she could reply- negatively, in all likelihood. “Not like that.” Her gloved hand on his bulge separated from him and landed on his shoulder, leaning on him for some small measure of support. “Not yet, at least.”

 

“Then like what?” Jaina demanded. 

 

White Rabbit’s hand tightened on his shoulder. “I found a neat little toy earlier tonight. It helps put people’s minds at ease.”

 

“The fuck are you…” She sounded like she was shaking. “Are you saying you hypnotized him?”

 

“Don’t know if that’s the medical term for it,” White Rabbit said evenly. The muscles in her jaw were taut. “But yes.”

 

“Are you fucking kidding me?” Jaina spat. The floor rumbled nearby, indicating that she was pacing a few steps in either direction. “You fucking hypnotized Batman ? Do you have any idea what you’ve done?”

 

His captor’s head twitched to the side. A forced smile came across her face. Her voice dropped back into a whisper. “She really needs to get laid.”

 

“Stop fucking around!” 

 

“Well this is your chance!” White Rabbit fired back. She breathed in through her nose, lowering her voice when she spoke next. “Batman’s right here, ready, willing and able. He’s all yours.”

 

Batman remembered hearing the silence he absolutely did not want to hear.

 

“No,” Jaina said after a moment. “No, I’m not interested.”

 

“We both know that’s not true.” Her hand on his shoulder finally loosened, absently sliding down his arm back toward his waist. 

 

“I’m not interested,” she repeated, a bit more forcefully. “Whatever you did to him, you need to fix it and let him go.”

 

“We both know,” White Rabbit said, adding a bit of flair to her voice as well, “that you’re lying.” She smirked. “You can’t lie to yourself, after all.”

 

Batman remembered feeling confused by that comment. Was there something more to their relationship than just being sisters?

 

“We both know,” White Rabbit continued, “that you’ve thought about having a night with Batman for years now. That you’ve thought about just letting it all go for one night.” A pseudo-sympathetic pout crossed her face. “It’s been a few years, but you remember how it goes, don’t you?”

 

More silence. More horrible silence from Jaina. His hopes that her better angels would win out grew bleaker.

 

“No,” Jaina finally said, giving him an untakeable opportunity to sigh in relief. “Let him go.”

 

“Hmm,” White Rabbit replied, unconvinced. “Maybe this will change your mind.” She patted him on the shoulder. “Grab her, Batman.”

 

Batman finally was able to turn his head to look at Jaina, seeing her slightly recoil with widened eyes at her sister’s order. As he would have expected, she was wearing mostly what one would consider to be sleepwear. A dark gray T-shirt loosely covered half her body down to her mid thigh. Just beneath the lower end of it appeared to be dark blue underwear that barely dipped below the hem of the shirt.

 

A quick examination once again made him think that she and White Rabbit were mostly identical, both in facial features and body type. Jaina had a slightly darker skin tone, but other than that, the two of them were so similar in appearance and even voice that it was no wonder how White Rabbit had been able to pass for her twin in the past.

 

Even in voice…

 

Batman remembered feeling a new sense of optimism, mapping out a new path toward freedom. His body automatically took a step toward Jaina, who flinched away from him despite the distance between them. “No!” she protested. “Batman, stop!”

 

He did, coming to a halt three steps after he’d started. It took Jaina a few moments to register that he’d stopped.

 

But he’d stopped.

 

He’d stopped. At her order.

 

Jaina slowly unfurled from her flinch, though her eyes remained wide in shock. They flicked down to his bulge, registering it through his batsuit for what it was. Then her eyes found his again, confused eyes meeting blank ones.

 

Batman remembered wanting to shout for her to command him to wake up. It would be the simplest of commands, but as he’d seen at the gym earlier, it could work. White Rabbit must not have known that her sister’s voice could so perfectly mimic hers. There was a way out, a way he could escape. He just needed one last bit of help.

 

White Rabbit audibly shuffled behind him, taking a long stride forward to put herself directly behind him again. “You just-” She cut off, sounding just as shocked as he’d hoped. “You stopped him.”

 

“I- I did?” Jaina asked, one of her hands moving up to her heart. “I can… tell him…”

 

White Rabbit’s hands rested on his back near his right hip. It wasn’t a grip, really, but it could become one if necessary. She appeared to be using him as a shield of some sort against Jaina. Perhaps afraid that she would turn him against her? Unlikely, considering that White Rabbit could also nullify her sister’s commands. Not that he could see her face, but it felt like she was keeping it concealed behind him as well. 

 

No, there was something else about them, something that went beyond just being twin sisters. 

 

Jaina glanced again at his bulge, spending a long moment staring at it. “How do I fix him?”

 

“How about instead,” White Rabbit whispered, “you fix yourself first?” She fully pressed herself up behind him, moving her right hand around his hip to his front.

 

Jaina’s eyes were still looking at his black-suited crotch as a white-gloved hand trailed over it. Minute shakes of her head indicated that she was trying to look away long before she actually did. She tried looking over his shoulder at the other woman. 

 

“He won’t remember any of this,” White Rabbit claimed. He had no way of knowing whether that was the truth, and he doubted she knew either. “But you’ll never forget it.”

 

“Stop,” Jaina whispered back.

 

White Rabbit did not, digging her thumb into his pants. “Come on,” she coaxed. “This is your chance. He’ll do whatever you want.” Her thumb hooked around his waistband. “Whatever you need.”

 

“Don’t,” Jaina warned. Her voice was not as strong as it should have been.

 

White Rabbit pulled down on his waistband, gently unrolling his pants out over his cock. She let go to let it slide back underneath it, supporting its nine-inch length to point directly at Jaina across the room. Batman groaned as his member was finally freed from the pressure it had been under for much of the last ten minutes. 

 

Jaina’s eyes appeared about as transfixed on his cock now as he imagined his eyes had been on White Rabbit’s tail earlier. The hand over her own chest now moved up to her chin, stopping just underneath it. 

 

“Just do it,” White Rabbit said, her hand down tugging back on his thigh as if to highlight his length. “I’ll text Manuel for you, get him to delay your flight in the morning.” 

 

Jaina’s hand rattled over her chin. “I can’t,” she mumbled.

 

White Rabbit’s gloved hand grabbed him at the base of his cock, making him groan aloud. It was the first time he felt the silky fabric of her gloves directly on his glans, tingling him in the entirety of the region. The sole saving grace of his reaction was that he could not see White Rabbit’s face, but Jaina’s was caught in another stare, her forefinger sliding up her chin to land between her lips.

 

“Tell her you want her,” White Rabbit ordered.

 

“Want you,” he complied, wishing with all of his then-thoughts that she would ignore it.

 

“Want you,” Alfred repeated in his ear. He remembered listening for that echo behind Alfred as well. He had just needed to eliminate-

 

“Want you,” a second voice said after Alfred. 

 

Not an echo. Another voice. A woman’s voice. Batgirl’s.

 

Batman would have groaned in anguish this time if he’d been able to properly express it. It was his worst fear now made real, that the only people who could have possibly known to come after him were just as helpless as he was. His moment of weakness across the street had cost him dearly, and who knew what the long term effects of the Riddler’s hypno-wheel would be. 

 

No one was coming to help him. He was trapped, under White Rabbit’s thumb until she or her sister thought to let him go, and neither were aware of the other two hypnotized people in the Batcave anyway. They must have felt as trapped as he was, forced to watch his predicament from his feed through the Batcomputer, stuck in a living memory haze. It was his only hope that Jaina would figure out the words to free him, and that she would use them.

 

But as he blankly stared into her eyes, he found conflict within them. He remembered imagining that she wanted to do the right thing while knowing that she had the golden opportunity to do the wrong thing. He knew that conflict, that temptation to go too far. He’d felt it himself many times as Batman. Batman was the one who was supposed to overcome it.

 

Jaina’s eyes twitched, expelling the conflict. Replacing them was sadness, one that he remembered infecting him as her finger peeled out of her lips and went back to her chin. “I’m sorry.”

 

His hopes ended in her apology.

 

White Rabbit somehow transmitted the image of herself smirking widely from behind him into his mind as she patted him on the back of his hip. She might have been hiding it from Jaina, or she might not have been. She had her hooks in, and it did not seem likely that the image of her sister smirking would be enough to change Jaina’s mind.

 

“Go ahead, Batman,” the wigged-woman whispered, gently nudging him forward. “Help her out.”

 

Batman used her slight impulse to walk up to Jaina. He remembered giving up any faith that Jaina was executing some ruse to get him away from her sister. Even in his post-present manner of thinking, he could acknowledge how sincere her apology was. Whereas White Rabbit’s intentions had been made clear when she danced around what she wanted to do and sticking to innuendo, Jaina made her intentions clear with how she looked at him. Sure, she might be ready to take advantage of him for her own ends, but at least she’d feel bad about it afterward.

 

For all that meant to him. He would have cursed at her as he came to a stop directly in front of her had he been capable of it. 

 

No, that wasn’t right. He would have wanted to understand, and tried to talk her out of it. 

 

No, that wasn’t right either. 

 

Batman remembered the internal conflict, both his and hers, as Jaina once again looked down at his erection. It pointed almost directly at her face with his pants acting as a kind of chassis. Far more tentatively than her sister, she reached out to touch it, but hesitated midway, preparing to cross that final line from just thinking about it to actually doing it. 

 

Finally, she crossed it, slipping her hand over the very head of his member. Her touch was not as practiced or controlling as White Rabbit’s, but it was still enough to elicit a soft groan from him. The last woman to touch him had worked him up to his fully hardened length with expert teasing, making even Jaina’s timid touch feel overwhelming. 

 

He remembered being unable to discern whether her halt there conveyed second thoughts or not, though given the way she looked back up into his eyes for a moment, he would have leaned towards not. Jaina’s hand gently swiveled around to grab him from underneath, trying to get a sense of its weight. Perhaps she might have thought for a moment that this was a dream, wanting to use the feel of him to confirm that it was real.

 

Whether that was the case or not, Jaina soon decided to go further. She tightened her grip on it, hooking her thumb around the lower length. Batman grunted slightly as she tugged on it, using her grip to pull herself closer to him.

 

Jaina looked back up at his face, letting him see her mouth ajar as she began to pant. She blinked. “I’m sorry,” she whispered again, sidling up to him. “I’m sorry.” 

 

Leaning up on her toes, Jaina pulled down on his head with her other hand and caught his lips in a kiss. It started as a soft connection at first, just letting her get a taste of him. 

 

Soon, however, she pressed against his lips a little more roughly. Jaina fully brought herself up against him with both hands around his head, replacing her grip on his cock with an overhanging cradle from under her right thigh. Her hands tightened around his cowl, clenching with a sense of desperation doubled by her full lips glued to his.

 

Batman did not reciprocate the kiss- there was not much he could have done anyway- making her efforts such that she could have been kissing a cardboard cutout of him. Whereas White Rabbit’s kisses had been playful and teasing to draw a reaction out of him, this woman’s kisses were attacks based on a fervor to do something . Her sister had accused her of wanting this for a while through her monotonous life. If her reluctance had given any doubts, this need comfortably removed them.

 

Jaima finally released his lips from her hold, tucking her forehead against his chin as she gasped for air. Neither of her hands moved from his head, keeping him locked in place even if he’d been able to act on his own. Her thigh curled around the edge of his rod, painfully tilting it upward so that its head poked up against her underwear.

 

“That’s it,” White Rabbit’s voice encouraged from behind him. Self-satisfaction lined her voice, even though it was ostensibly meant to be soothing for her sister. “Come on, Batman. Take her to bed.”

 

Batman remembered beginning to pant as well, oppressed by the weight of the lust in the room. As he moved his own arms down around her back, Jaina obligingly scooted up against him. His hands locked just under her hips, but Jaina swiveled her legs up and affixed her knees against his sides.

 

His hands automatically moved to support her under her bottom, allowing her to sit in his hands without much need to do anything to hold herself up. The erection poking the back of her right thigh essentially served as the middle of her informal seat. Uncovered skin gently ceded before its head, a flesh crater tingling him enough that he flinched forward.

 

“I’m sorry,” Jaina panted yet again, her hot breath washing over his mouth. She wrapped her arms tightly around his neck and shoulders, pressing her forehead against his cowl. “I’m sorry.”

 

Batman remembered wanting to curse at her latest apology as he carried her off to his left. His body moved at a steady, undisturbed pace that he remembered thinking he might not entirely have been able to pull off had he been fully present in the moment. The path to Jaina’s bedroom was not the issue; he’d been in the apartment earlier in the night and knew where to find it.

 

Instead, it was that Jaina kept kissing and gnawing around his lips as he carried her, constantly adjusting her hold on his head to allow her to taste different parts of him. She was as much as a slave to her lust as he was to White Rabbit’s tail, but she got the choice to actively enjoy every second she had with him whereas he could only remember trying not to enjoy it his shameful hindsight. 

 

Each step made his cock rattle against her bare hamstring. It pushed back in equal measure every time one foot came off the ground, slowly inching his head along her leg until it centered out- or at least came close to doing so- along the inside of her thigh. A slim trail of pre-ejaculate formed where it scraped her, dribbling back toward where his cockhead was now with the way she was “sitting” on him.

 

Her desperate, frenzied moans in between kisses and whispered apologies serenaded his quick march to Jaina’s bedroom. Batman recalled sensing White Rabbit stalking after them, but stopping at the doorway as he went inside. He never would have needed to look at her to know how wide of a smirk she bore watching the two of them.

 

The bed itself was of smaller size than one would have expected for such a luxury apartment. Jutting out from the middle of the far wall, the queen-sized mattress messily awaited their arrival, blankets tossed around from when Jaina had scrambled out of bed to find them in her domicile. 

 

Jaina- recognizing where she was as he stopped at the foot of the bed- shifted her legs. Her left knee hooked behind his waist as her right foot dropped down to brace herself against the corner of the mattress. Pulling him in, she let herself drop backwards. He wound up pressed up against her body as she lay back on the bed, bare limbs coiled around him while her most intimate parts were covered.

 

It was just the opposite for him, his pants lowered just under his scrotum to permit his rod to stab into the mattress just under her bottom. The compression around it was minimal- the mattress was firm and her thinly-covered buttocks only grazed against his cock- but he remained on edge with the light stimulation.

 

Not that he would have been able to hide it anyway, but he remembered letting out a low wheeze as Jaina’s left hand wormed around their crotches. After a moment of fumbling with her own waistband, she drove her own hand down her own thigh and wedged her own underwear downwards.

 

Even though it would have been easier for her to unclothe herself if she just let him go for a moment, she clung to him. Jaina didn’t act with the poise of White Rabbit. Batman remembered realizing that Jaina had no intention of savoring the moment she had fantasized about for years. For her, this was not an opportunity; it was akin to a basic need like food or water. 

 

It went beyond her desire for him in general. It was as if Jaina had never indulged in anything and- lucky him- this was the first time she could not resist. As opposed to her sister who lived the life of seeming nonstop indulgence, Jaina must have been the reserved, tireless worker she’d presented as earlier in the night. Sure, she got to travel all over the world for work, and she lived the life of a socialite, but for one reason or another, it did not come with true fulfillment. The life she’d chosen was not the one of the White Rabbit, but of the pursuit of purpose.

 

He knew that feeling himself, that drive to do what he did that had led to him becoming the Batman. Fulfillment had never been his goal either. Why would it have been? He and Jaina lived with the knowledge that they could decide to chase it, but what if that left you feeling just as empty? They both had the resources to try well beyond what most other Gothamites could. It wasn’t exactly a fear that held them back, though it could have been called that by those who didn’t understand it.

 

“I’m sorry,” she gasped once again, her hand still sifting around his crotch, searching for a suitable grip. Her thumb pressed into his groin a few times as she kept trying to squeeze her hand between their bodies. 

 

He’d chosen to become Batman as a way to work toward his duties. Jaina’s sister had done the opposite, birthing the White Rabbit as a way to orchestrate her own indulgence. In that way, she was a reflection of the lives he and Jaina could have taken for themselves, if they hadn’t been held back by that kind of “fear” that made them who they were.

 

That came with a price, though. It made it easier for others to exploit that fear. White Rabbit had shown him enough indulgence to defeat him. She’d then done the same to Jaina, using him as a weapon instead of a hypno-wheel. For Jaina, her problem wasn’t focus, but the truth. The truth was neither kind nor convenient. She needed this now more than White Rabbit ever had; while her sister had indulged, she had starved.  

 

And the truth was that- in the end- a person could only starve for so long before hunger took over.

 

“I’m sorry.” Her hand finally found its grip around the base of his rod. Ignoring his uncontrolled groans of distress, Jaina contorted his cock along her own thigh, hoisting her hand along its length until she reached its head. It took her another few seconds to adjust her grip on it, rattling the rod with each unpracticed clash of fingertips.

 

Batman remembered grunting at the treatment, wishing that she would stop apologizing while still abusing him in this state. She might have felt like she was being honest in her apologies, but all he remembered thinking was that they were hollow, meant more for herself than him. 

 

Pressing down on the top of its head with her thumb, Jaina turned his cock down to push against the lower lip of her entrance. She hitched with a soft gasp at the first contact, tightening her legs’ lock around his body. Recovering, she retracted her hips, allowing her hand to heedlessly guide more of his cock into her. She directed it with little regard for how she was forcing the base of it back into his own crotch, only concerned with the angle of his entry rather than the angle of his normally-straight cock.

 

He moaned at roughly the same time as she did, though his was twice as long. Her hand had drawn three inches of him into herself. She removed her hand now that it had done its job, though she quickly found a new use for it along his left shoulder. Finding a steady grip, Jaina swung her hips down below, slowly tugging him down deeper inside her using her legs. 

 

Batman moaned again as his next three inches were pulled deeper inside. He remembered appreciating her warmth- if nothing else about the situation- as he involuntarily shivered. When her hand left his shoulder, he then felt a lesser warmth upon his cheek. 

 

Jaina lifted up on his cheek, directing his slack-jawed, cowl-covered face to look directly into hers. Breathing heavily through her mouth, she stared into his blank eyes with a sunken, half-open gaze. Her heels each tapped against his bottom as she halted there, trying to convey what was likely yet another apology through a look.

 

“Go on,” an identical voice emboldened. White Rabbit- unseen by either of them- was likely standing just outside the reach of the bed, possibly leaning on the doorway to the bedroom. “Tell him what you want him to do.”

 

Jaina didn’t try to respond and he couldn’t have tried in the first place. For all intents and purposes, her sister was just an audible representation of her own lust. It was up to Jaina whether she wanted to listen.

 

She did. “Fuck me,” Jaina whispered.

 

He did. “Fuck you,” Batman returned.

 

Batman remembered immediately thrusting into her, shoving the final third of his cock up along her upper fold. Jaina’s hand flopped back against the mattress in her moan, back arching in a way that formed a destructive interference with his back bending. Both of them gasped, sensations so loud and overpowering that he could not recall whether or not their spectators in the Batcave had repeated what he’d said. 

 

Jaina’s legs temporarily loosened around his body as she adjusted from the shockwave, but she quickly reattached. His hips slowly pulled back, resisting her legs’ efforts to keep him buried within her. Retreating halfway out of her, his body threw itself back in with another thrust. Now that it knew the way into her, his cock more gracefully found its way through the center of her pussy. 

 

She moaned louder this time, a heavier gasp coming at the end of it. Batman recalled thinking that she was struggling to keep herself from saying something else, though whether it was another empty apology or a follow-up order was a mystery. Perhaps she thought that silence now was her most honest option.

 

Batman withdrew again, a little quicker this time. Both of Jaina’s hands gripped the mattress beneath herself. A slight nod of her head indicated that she was ready for the next one, though he remembered thinking that his body was just moving on its own now that she had given the original command. 

 

He stabbed his way back down, crunching against her walls with almost all of his force. He grunted, finding his breath coming in gasps now like her. Her gasp came with a soft click of her tongue at the end, once again fighting down the urge to say something. Jaina’s hips stuck slightly to his as he pulled back again, a mixture of sweat and their fluids lining her thighs.

 

Thrusting again, Batman panted. He remembered his head drooping forward in exertion rather than exhaustion, the only non-essential motion his body performed amid his heavy onslaught on her pussy. She periodically ran her right hand up and down his shoulder and chest, continuing to grip the mattress beneath her with her opposite hand.

 

“Keep going,” Jaina finally forced out after many minutes- how many minutes? He remembered wondering- of clamping down on herself. “Keep going.”

 

Batman remembered black spots entering his vision. His breathing was ragged, uneven. His thrusts were heavier than he’d ever done before this night. 

 

He drove deep inside her. Again. Again. 

 

“Keep going!” Jaina’s head rebounded into her pillow in tune with his thrusts.

 

Her legs loosened their hold around his body, her hips twitching upward against his thrusts. The right knee trembling against his rear confirmed it; she was about to burst. Batman recalled wanting to- at the very least- avert his gaze so that he didn’t have to look at her when it happened, not wanting to see whatever amount of guilt infected her moment of rapture. 

 

Of course, that was not an option for him as he drove into her, harder and harder. He got to watch as she gasped her way to the brink, mouth parting wider with every gasp. Her chin tilted up as Jaina’s head dipped back into the pillow. 

 

“I’m sorry!” Jaina cried out, fists clenched around her bedsheet. Her eyes locked onto his, lighting up in bliss before rolling back into her head.

 

Finally, she came, face tightening in a pained expression as her guilty pleasure took hold. A choked moan escaped her lips. Jaina’s hands released their hold on the mattress beneath her, instead going to grab around his shoulders and back. She held him in place, not allowing him to effectively thrust into her in favor of using her convulsions to push back up into him. 

 

Batman remembered her straining against him, wringing out what she needed from him. Her fluids roiled about his cock, some of it sprinkling onto his crotch and rolling down his pants. She choked off another moan, but her next gasp for air let it out, a whine that came from deep in her throat. Batman groaned as her hands gripped tighter around his body, claw-like fingers digging into the back of his cowl.

 

He remembered understanding her attempts- late though they were- at self-control. Even as she took in the pleasure she’d spent years pining over, she still tried to prevent herself from admitting how much power it held over her. It had been her way for so long that it was instinct.

 

He also remembered hating his own denial about it, especially as her orgasm had not brought on his. His cock still throbbed inside of her, swimming in her crevice, irritated that its efforts had been stopped so suddenly. Yes, it was that denial that he hated, because he recalled wishing he had been in control enough to pretend he hadn’t been the same way. Instead, his captive body released another pitiful groan.

 

Jaina’s orgasm came to an end, her limbs slowly dislodging from their places around his body. She didn’t open her eyes to look back at him. Her expression still tinged with some pain and regret, she turned her head to the side. She couldn’t bring herself to look at him, he remembered assessing. She’d crossed the line to take what she’d wanted, and now she didn’t want to see his blank stares as a reminder.

 

Breathing out a shaky sigh, Jaina brought her hands into her face, shielding herself and rubbing out her own tightened muscles with her palms. She might have whispered another apology to him, or it might have been a curse under her own breath. Disbelief at her own actions and disgust for how good it had felt… Batman might have wanted to look away from her shame as well.

 

“There,” White Rabbit applauded from behind him. Her voice sounded closer than it had when she had last spoken, like she was standing at the foot of the bed. It also sounded even more smug. “Isn’t that better?”

 

Jaina moved her right hand away, but kept her left hand over her own forehead, shielding her eyes. She breathed in sharply, but whatever response she might have wanted to give her sister was destroyed by a broken huff.

 

“I texted Manuel,” White Rabbit announced. “Your flight will be at ten now.” A slow, soft footstep signaled that she was getting closer. “If you want, I can-”

 

“Just stop, ” Jaina snapped. She obviously did not want to look at her sister either, no doubt wanting to avoid that look of triumph in her expression. 

 

She didn’t, taking another step closer. She felt… hesitant, but Batman remembered sensing her hand approaching his boot before she actually touched it. Her hand drifted up his limb, resting on his calf. “Well, how about I take him off your hands for a little while?” Her hand retreated slightly back to his boot. “I mean, unless you want him to stay.”

 

He didn’t remember preferring either choice.

 

“Just go,” Jaina whimpered. She slowly shifted, letting his still-hard member slip out of her as she turned away from her sister, ignoring how her own juices dripped from him onto her thigh. Her right leg was still wrapped around his hip, but she pulled it in so that it was just her foot still against him. “Just go.” She sounded like she might cry.

 

Batman remembered wanting to beg for her help, just one last time. She might have done something bad, but there was still a chance for her to do something good. She could tell him to wake up from his trance, or talk White Rabbit out of doing anything else to him, or do something other than let this happen to him.

 

But she wouldn’t, he remembered lamenting. She had already exposed herself for what she’d been willing to do. What right did she have to stop her sister from doing the same?

 

White Rabbit’s hand tugged on his heel. “You heard her, Batman,” she whispered. “Let’s go.”

 

His listless stare caught Jaina still refusing to look at them as he pulled back. His hip rolled off her foot as he slid back, letting her fully pull her legs back into a tuck. At that moment, he might have considered forgiving her. 

 

“Let’s go,” White Rabbit repeated, letting go of his foot as it dropped back toward the floor. Her hand instead found new purchase on his ass, sliding underneath his lowered waistband to find a steady grip. He grunted as her fingers squeezed gently, standing up straight.

 

“If he,” Jaina forced out, clearly trying to tape her voice together with anger, “is still here when I get up…”

 

“Let me guess,” the other woman wryly responded. “You’ll eat me?”

 

Jaina’s fist clenched over her own face, but it quickly relaxed in dejection. She couldn’t argue now, not when she’d lost the physical and moral standing to do so.

 

“I’ll get him out of here before you wake up,” White Rabbit promised with a hint of amusement. “You just get your rest. You’ve got a few extra hours, now.”

 

White Rabbit’s hand slid out of his pants, fingertips trailing behind to tease his overly sensitive flesh. She instead found a new hold on his hip, guiding him to turn away from Jaina toward the bedroom door. He might have tried to look over his shoulder at Jaina if he’d been in control of himself at that moment, if at the very least to make sure that she was in fact not following them.

 

Instead, he remembered not seeing either of the two women as he was slowly pushed back toward the door. Batman remembered leaving the room, erection leading the way with White Rabbit’s hand guiding him out. She unconcernedly closed the door behind them, the minimal slam indicating that Jaina might as well have been closed off from the world now.

 

“Sorry about that,” White Rabbit muttered, continuing to push on him from behind. “I got all the best parts of her.” She scoffed quietly. “You’ll see.”

 

Parts of her? That was a strange way to describe a sister. Had she meant that about someone else? Or had he misinterpreted their relationship? 

 

A memory within a memory gnawed at him once again. The place where she’d stolen the device from Riddler, those inverted fingerprints he’d found… they hadn’t been a familial match for Jaina, but some kind of backwards imprint that had resembled her. But he knew it was White Rabbit who had stolen it, so if they weren’t sisters, then how would White Rabbit’s fingerprints partially match the woman with whom she shared an apartment and face? Was she… some kind of genetic clone?

 

White Rabbit chuckled from behind as they re-entered the living room. “I honestly forgot she was in town today. I’d have just taken you into my office if I- oh, never mind.” Her hand left his back, so his body stopped walking. “You didn’t come here to hear me babble.”

 

For the first time since entering the apartment, Batman remembered seeing White Rabbit, who circled around in front of him. Yes, she had all the same features as Jaina, but none of the same mannerisms. That seductive strut; those narrowed, knowing eyes… the way she breathed showed off her confidence in herself and her body. It was as if Jaina could take on an entirely different personality when she put on the white wig with those two-foot ears, the colors of those garments lighting up her skin in perpetual gaiety.

 

“You came here to hear me moan.” She blinked softly, a wide smirk growing across her face. Keeping her gaze on his face, she performed that same booty twirl she did in the elevator, turning around to put her back to him. “How about we go to our own bed, hmm? Now hold me, Batman.”

 

“Hold you,” he said. His body took a single step forward, putting him close enough to put his arms around her from behind. 

 

She slunk backward into him, letting his arms wrap around her body. She grabbed his wrists to put his hands where she wanted them. Specifically, her bare torso and right hip. It was much like how they had co-waddled down the hall of this building on the ground floor, only more intimate now that his cock was freed.

 

Taking advantage of that fact, White Rabbit arched her back to press her rear against its head. He groaned softly at the same moment that she released an amused grunt. Wiggling her butt, she maneuvered herself so that his cock was held directly between her globes, blocked entry only by the thin fabric of her underwear. 

 

“Mmmm…” she remarked. Her gloved hand found its way to his cheek, cupping it gently. “Isn’t that nice?” Her ass compressed around his tip, though not with any real pressure with the panties in the way.

 

White Rabbit tipped her head back, resting the back of her head on his right shoulder. Steadying herself, her grip on his cheek loosened to slide her hand to the nape of his neck, keeping herself upright as she ground against his front. He held still- under extreme duress, as he remembered it- with the rabbit ears tickling his chin and the bulbous buttocks massaging his rod. Her swaying against him like this drew him even further to the edge than he had been at the end of his time in Jaina’s bed.

 

Batman recalled sighing out a shivering exhale. She chuckled, perhaps in response to his uncontrolled noises, whipping her wig back over his shoulder. “I hope you don’t mind,” she quipped, “but I like to take things slow.” Her bottom gave a quick shake in contrast.

 

Another groan escaped from him, his cock released from between her cheeks and rebounding against them. If he’d been able to offer any kind of retort at that moment, it might have included a promise to have his revenge be even slower. 

 

“Come on, then,” the woman urged, tugging forward on his wrist as she took a small step forward. “Let’s go find a different bed for the two of us.”

 

She wound up tugging him at so perfectly an angle that his dampened rod wound up shoved directly through her underside. The modified rabbit tail soundlessly mushed against his covered torso, though it seemed exceedingly likely that the device was still embedded in it. Two immaculately round corms draped over either side of his cock, with only the sliver of fabric of her underwear preventing him from feeling her fully. Rippling flesh met pulsating flesh, sharing warmth and vibrations with each other.

 

Purring, White Rabbit pulled him forward, going back to that same hug-walk. Every step brought a fresh swivel, tickling his oversensitive cock in the same pattering patterns. When she turned right to move down a different hall, her ass squeezed around its head to keep him in line. She relaxed her hold when they settled back onto a straight path.

 

Given how on edge he was, Batman remembered knowing that never would have made it across the same distance. Her bedroom door was much closer than the elevator. It was closed, though, so they couldn’t just cuddle their way through it. White Rabbit slunk out of his arms to get the doorknob.

 

She grabbed both it and his cock in opposite hands at the same moment. The door elicited a creak as it swung into the room, disguised by his louder gasp at her firm hold. Clicking her tongue, White Rabbit slyly glanced at him over her shoulder. “Didn’t even need a key.”

 

He groaned as he was drawn into the bedroom by his cock. It wasn’t well lit given the nighttime hour, but the shaded interior appeared much the same as Jaina’s bedroom. A queen-sized mattress protruded from the far wall, though he remembered thinking that there was some embroidery in the fabric that he hadn’t seen in the other bed. The shape of a rabbit’s head with conjoined ears? Or was it just a heart?

 

Batman didn’t get a chance to examine it much further, as White Rabbit forced him to rotate around her- using his cock as the fulcrum with which to turn him, obviously- to face her with his back to the bed. Even in the dimness, he could still make out her self-satisfied features. There was no evidence of any of the hesitation or desperation the woman in the other bedroom had displayed. White Rabbit obviously wasn’t someone who had starved. At least that was the case for one of them.

 

The bedroom door had closed at some point, though he remembered not remembering when. Once again, they were alone.

 

“Tell me you want me,” White Rabbit ordered, thumbing the end of his member. 

 

“Want you,” he returned automatically, voice weighed down so heavily by his absent arousal that he might have let some spittle out. He would have much preferred his voice be laden with hate as he added a few more words about wanting her to pay, he remembered. He also remembered not being sure whether he’d have been able to get all the unspoken words out even if he’d been in control of himself.

 

“Want you,” Alfred’s and Batgirl’s voices repeated, only audible to him. Mixed together, they sounded even more robotic than before: the opposite of how he sounded.

 

White Rabbit’s slowly knitted shut, the outlines of her smirk deepening. Obviously, it was the control she loved. The power she held over men must have already been intoxicating before she’d taken Riddler’s device for herself. Her new weapon giving her control over the Batman himself, though… that must have been an even greater feeling. 

 

Her hand let go of his cock, making him involuntarily gasp. Still holding her hand near it, White Rabbit instead put her hand on his waist, gradually trailing it up his batsuit to his chest. She opened her eyes as her fingers found his chest, tracing the edge of the symbol. 

 

“Lay down,” she whispered, strongly pushing against his chest. He flopped backward onto the plushy bed, cowled head coming just short of the pillows as he lay down. One of her legs bumped his. “Eyes on me.”

 

Batman’s neck craned to allow him to obey her command, staring down his chest to find her turning around, putting her rear to him. In the dark confines of this bedroom, he recalled that he could not fully see her tail. He remembered thinking that it looked still, once again dashing his hopes that the effect would wear off over time. 

 

Below her tail was a sight much more pleasant to view, not that he would have admitted as much. As if it drew all of the light in the room, White Rabbit’s ass stood out over all else. This had been his first good look at it in several minutes and he still remembered being awed by just how perfectly round each half of it was. Parts of the inner rump outside of her thong glistened as she swayed, still dampened by his and Jaina’s fluids. 

 

“Mmmm, that’s right…” White Rabbit susurrated, sinking her bottom toward his erection. She didn’t fully sit down on the bed, opting instead to brace her right knee against the edge of the mattress while standing on the other. This allowed her to hold herself just above the end of his rod with enough balance to remain still as long as she wanted.

 

Batman remembered feeling the barest of contact between their bodies before she pulled away. Flashing a teasing grin, she graced him with another pass of her right buttock, sliding it along its underside. Again, she swiveled her hips away, enjoying his pained, wordless noises. Her slow, faux belly dancing on her uneven base threatened to overwhelm him.

 

“Tell me you want me,” she ordered, possibly the hundredth time she’d said it that night since gaining possession of that hypno-wheel. She punctuated her demand with another swivel, this time descending further to caress more of his cock.

 

“Want you,” he slurred on command. With his chin tucked into his own chest, his voice sounded even lower.

 

“Want you,” the less distinct voices in the Batcave repeated.

 

White Rabbit grunted softly, settling backward and pressing down on his cock with more of her ass. “Of course you do,” she commented, running a hand through her white wig. She rocked backward on her knee, gently warping her supple flesh over his with shallow bounces. “Say it again, Batman.”

 

“Want you,” he complied. He had no choice.

 

“That’s right.” She loosened the pressure, instead dropping her ass lengthwise along his rod, letting his pre-cum coat her right cheek. Her next swivel pressured the midpoint of his cock.

 

Batman groaned. She alternated her ass’s massaging patterns, treating him to alternating and increasing sensations. She was too skilled, and he was too stricken by her tail to make any conscious efforts to suppress it. He remembered mentally begging for it to end; he didn’t want to pretend.

 

“Say you want me.” White Rabbit returned to brushing the head of his cock. She had such expert control of her motions.

 

“Want you.”

 

“Want you.” Their voices didn’t matter. Not now.

 

She’d pilloried the stoic man he’d cast himself as when he wore the batsuit. The Dark Knight could never have been reduced to such a helpless mess just by the allure of some exposed skin. Yet, it had happened all the same. That tail sitting just a few inches above the end of his cock- pattern frozen in his past-viewing eyes- had exposed him worse than anyone removing his cowl could have done.

 

“Say you need me,” White Rabbit demanded.

 

“Need you,” Batman stated. It was even more true than how he remembered interpreting her commands. He was just like Jaina; he’d starved too. In a way, he recalled being glad that he hadn’t been put in the position where he’d be forced to pretend otherwise because he wasn’t sure he could have pretended before her now.

 

He remembered barely being able to hear the responses from Alfred and Batgirl over the sound of his own breathing. He remembered seeing White Rabbit exercise such pristine muscle control that her ass could jiggle in precise, up-down movements as she ground it against him. He remembered her mouth parting wider as she stared down at his cock in growing anticipation, sensing its imminent eruption.

 

“Say it again!” she whispered sharply. 

 

“Need you,” he answered breathlessly.

 

“Say it louder!” she spoke over the replies in his ear.

 

“Need you.”

 

“Yes you do!” White Rabbit lurched her butt backward, pushing it back down without changing its direction.

 

Batman remembered groaning aloud as his orgasm hit. It hit with a bubbling sensation from just inside his cockhead, which spurt forth a line of white semen up along her right buttock. White Rabbit released a soft gasp as she witnessed and felt his eruption, followed by a much more distinct, intentional chuckle. 

 

He groaned again when his rod quivered, angling slightly to the left to release a second ejaculation up along the middle. Most of it wound up splattering off her tail, though some of it made it beyond her waist and dribbled down her spine. 

 

“I knew you did,” White Rabbit declared. She slid back again, catching his cockhead with her dampened ass once again to receive his third line. It wound up in a curved, draping arc that melded to the exact point of inflection on that cheek.

 

Batman groaned a third time as his third spurt ended. He recalled feeling hollowed out at that moment, as if he had emptied out all of his insides cumming on her bottom. His body felt dry, weakened, depleted as the orgasm of his life came and went. An insignificant final amount of his fluids spilled out, rolling down toward the middle of her butt.

 

“You always needed me,” White Rabbit said breathily, turning her head so that it was once again facing away from him. She wiggled her wettened ass against his cock one final time, wiping some of his seed off her skin. 

 

Batman’s eyes were still trained on her just as she’d ordered when she extricated herself from the bed, the only reason they hadn’t completely rolled back into his skull. Scooting forward, she twisted over the side of the bed, standing up fully. Readjusting to her own stance, White Rabbit pointedly bounced twice, giving him another view of her bubble butt threatening to pop. 

 

She shot him a sidelong glance over her right shoulder. “Maybe you need some more?” she suggested. Tilting slightly, she craned her neck to look down at his cock. “It sure looks like it.”

 

He recalled breathing in steadily at long last, but his breath hitching immediately thereafter. White Rabbit highlighted it, just a second before he already felt it; his erection persisted. He remembered silently cursing his own body for so openly betraying him like this, giving her yet another reason for her arrogance when he’d prayed she would just lose interest.

 

“Oh, don’t worry,” White Rabbit soothed, bracing her right knee against the mattress beside his hips. She slid back onto the bed, taking a seat with the boundaries of her butt barely making contact with his side. “We’ve got plenty.” She placed a hand over his stomach, rubbing over his armor gently. “And we’ve got time.”

 

She pushed more of her weight against his side, practically sitting on his hip before she turned to take position over him. Swinging her left leg up, White Rabbit faced away from him- giving him the best look at her ass he’d had since leaving her gym- and settled her knees around his waist. It was truly magnificent, a gargantuan mass of two equally pliant globes. Dribble from his cock aside, they were perfectly symmetrical, each demanding his attention. If not for his eyes still being locked on her at her command, they might have flicked back and forth to try to capture each one in their entirety.

 

Grunting softly, White Rabbit touched his groin against with one hand, feeling his flesh beneath her. Two fingers spread out to encompass the rod sprouting from the center, pinching it slightly with a scissor-like grip.

 

“Take a deep breath, Batman,” she encouraged. Obviously, he had no choice but to do as she said. “We’re going for a ride.”

 

Batman groaned as her two-fingered pinch turned into a five-finger grip. Using her hold to leverage herself, she scooted forward slightly, raising her hips above the bed to put herself directly over his cock. His eyes affixed to her unshifting tail got a good view of the head of his cock through her legs, nearly touching her crotch.

 

White Rabbit held up for a moment, using her free hand to adjust her thong. Rather than roll it down, she just tugged the string to the side, clearing the way for his cock to enter her. The string being moved also allowed him to see into her ass, finding the small hole that bisected the flesh. It could have been just as hypnotic as her tail was.

 

“Now…” White Rabbit drawled, slowly lowering herself. Her lips slowly enveloped his head, guided within by her grip. The thong string stickily clung to the side of the rod nearby. “Now…”

 

Both of them moaned aloud as she sank upon his cock. At an even pace, she sank all the way to the base, taking all of him on her first try, lubricated by two separate people’s orgasms beforehand. She found the bottom, then fell forward onto all fours, tucked around his as if she were an actual rabbit. Hunched over, her tail pointed directly at his face, just above where her butt splayed over his gut.

 

It fit in tightly, finding a significant warmth that made it feel like it belonged. Her wetness felt different than Jaina’s… though he couldn’t have defined why. The shape was practically the same, but the feel of it was just… finer.

 

Now …” she repeated, “let’s find out just how much you need me.”

 

She peeled her hips back up, still sitting down on all fours. From his view, what he saw was her tail and bottom rising up to reveal more and more of his member below. It definitely emerged damper now; clearly, she’d been arousing herself throughout their time together. 

 

White Rabbit pitched her hips back down, recapturing the ground she’d ceded and putting him fully back inside her. Batman half-grunted, half-gargled in reaction. It was then that he recalled first realizing that he hadn’t fully been able to swallow since falling victim to her tail. His bodily function of breathing hadn’t been forestalled, but apparently it had impeded conscious gulping. That was yet another thing working against him, as his tongue had been building up saliva over the last few minutes.

 

She picked up again, brisker this time. Then she dropped down, filling herself up again. And again. After a few pumps, the string of her thong rode back up his cockhead. Her gloved hand quickly snatched it the next time she rose and tried to set it aside outside of her pussy lips this time. Otherwise, she didn’t let it stop her.

 

Batman groaned again, feeling the pressure once again in his loins of another impending orgasm. Stuck as he was, his immobility forced him to keep watching as she drove him further and further to the edge. 

 

Each gallop of her quickening pace gave him a view of her ass jiggling heavily, bouncing up and down while shaking within. The tail just above the waistline was no longer the most eye-popping part of her. Even if he’d been in complete control of his body, Batman remembered being uncertain whether he’d have been able to turn and look away from this sight.

 

“Oh,” White Rabbit gasped, starting to join in with his panting. “I’m not…” She leaned forward a little further onto her hands, giving her shaky arms more stability. “I’m not done yet.”

 

Batman groaned in an unintentional reply. 

 

White Rabbit twisted around mid-gallop, glancing back at him over her right shoulder and buttock. “Are you done, Batman?”

 

He groaned again. How did she keep up her pace in that posture?

 

She smiled at him, perhaps pleased to have drawn out such a well-timed reaction from an otherwise-mute man. “Well I’m not.”

 

Batman came, firing inside her pussy like he’d nearly done with Jaina. Feeling his eruption, her smile deepened for a moment before she turned away to fully focus on her bouncing. She rode him ceaselessly throughout his orgasm, splishing and splashing his fluids about their genitals indiscriminately. 

 

He recalled feeling his own tongue twitching against the roof of his mouth as his orgasm ended. It took him a few extra seconds to find the ability to even return to his panting, inhaling heavily after such twitching expelled some saliva down his jaw.

 

Slowing down, White Rabbit gently pulled herself back up to a kneeling position. She didn’t fully stop, still absently rocking to and fro upon his cock when she ran a gloved hand over her left thigh. He remembered thinking that she had to have intended for that to happen, as her posture didn’t sag with any hint of disappointment.

 

“Luckily for you,” she began moving her opposite hand up her own side, caressing her exposed skin en route to her ear, “I’ve got a wonderland cure just for you.” 

 

White Rabbit’s hand cupped behind her ear, then snaked upward through the white wig. Batman saw her thumb dig in a little deeper as that hand approached the nearest bunny ear. It slipped underneath the counterfeit ear, lifting it just enough for her to pinch two fingers around something beneath it.

 

He remembered recognizing what she was reaching for before she even pulled out from her wig and held it up above for both of them to see. That hairsbreadth needle she’d displayed to him back across the street… it had been part of her first offer to him. Was it some kind of stimulant? Did she even know what it was?

 

“I forgot to bring my prescription with me,” she quipped, turning it in her fingers. The room was too dark for him to be able to see if the needle was labeled in any way. “But I’m pretty sure I can make this work.”

 

White Rabbit hunched over, drooping her head and arms level with his knees. Batman remained still, hopelessly transfixed by her ass and tail. In that moment, he remembered trying to hold onto his own self. He couldn’t act on anything, but if he could try to keep some thoughts, he might have been able to… to…

 

The needle must have been plunged into his femoral artery, as he felt the edges of her palm and pinky finger against it. He could scarcely feel the sting of it, though it was definitely there. He felt as if the area around her hand was swelling suddenly, as if the tiny amount of whatever drug she had populated it with had quickly spread about his bloodstream. Batman’s panting receded into a shallow, guttural groaning.

 

White Rabbit pointedly flicked the hairsbreadth needle away with her middle finger. He did not remember hearing the clack of it hitting the wall or floor. 

 

“Call your doctor if your erection lasts less than four hours,” she joked. “I think that’s what they say in those commercials, right?”

 

Batman groaned louder, the pressure around his waist tripling in just a few seconds. The same could be said of the size of his cock, quickly resurrecting inside of her dribbling insides. It wasn’t a natural kind of growth. And when it was coupled with the angle at which it was directed, he felt like it was tightening and pulling in on itself.

 

He remembered feeling like he’d just been shot up with a dose of concentrated Venom. It was as if his cock was flexing the muscles it had just developed to their breaking point. Was this how Bane felt whenever he got a fresh infusion? Or was he just so overstimulated that he couldn’t find a better way to describe it?

 

“We’re ready, right?” White Rabbit checked glibly, sparing a second to pat him on his tightening quad. “I know I am.”

 

His mind struggled to process the post-memory haze and he… he…He lost time. He remembered White Rabbit restarting her ride atop his resurgent rod, but then he… forgot.

 

She was still bouncing atop his rod when he next remembered it, much faster now. White Rabbit openly moaned amid her plunging motions, unconcerned with how much noise she might have made at the late hour. Her ass rippled again and again and again with every bounce. 

 

Batman recalled groaning in abject, futile arousal. Right in front of him, the villainess brought herself to the depths of that wretched pleasure, dragging him inch-by-inch behind her. It was not just the sensations of extreme arousal or whatever drug she’d injected that wracked his body, but the knowledge that it was the kind of helplessness that made him feel like he’d never stood a chance in the first place.

 

He forgot again, for a time. His mind slipped back into that moment as her gallops reached their maximum speed, the force behind her bouncing battering his tortured cock inside her. White Rabbit’s tail rolled down her right cheek slightly, her thong tugging downward again through her repeated bouncing.

 

“You know you want this!” White Rabbit accused breathlessly. She gasped in another breath, back arching as she recovered it. “Say you want me, Batman.”

 

“Want you,” he replied, voice strangled. He didn’t remember his next breath, though it probably was a rasp.

 

He remembered returning to his senses as White Rabbit threw herself downward one final time. With that, she drove herself over the edge, peaking with a whine. Her pussy- slickened by many of his fluids already- overflowed when her own juices came out. She hunched over on all fours as she experienced it, slowly driving her hips back toward his chest, cock towed along between her spasming walls. 

 

“Ohhhhhh, that’s right,” White Rabbit sighed happily. “We do.”

 

Batman did not remember the demand that had led to that response, nor did he remember what he might have said himself. He just remembered his cock still pulsating vibrantly as her climax descended. 

 

Then he forgot again, blacking out for a spell. He next recalled White Rabbit turning around- not getting up from his cock within her, but slowly twisting herself on his rod- to face him. Her eyes were closed behind that domino mask, muscles loose as she indulged in the bliss.

 

She slowly opened her eyes, fluttering at him with a smooth inhale through her nose. “I’m hoping we both enjoyed that more than she did,” she remarked slyly. Her hands put themselves on top of his biceps as she leaned down, grunting softly as she adjusted herself on his cock. “And if she’s not coming through that door for seconds, I’m gonna get mine.”

 

He felt his cock raging inside of her again, making him groan when she dangled her head beside his. Her wig tickled his chin as her lips settled just below his ear.

 

“Tell me you want me,” she whispered.

 

He did. “Want you.”

 

He forgot.

 

Batman recalled finding himself staring straight up at the darkened ceiling in his next moment. Slowly exploring his senses, he found White Rabbit still laying down on top of him, her head still beside his, now with her forehead pushing into the pillow beneath them. He was still inside of her, feeling her hips lazily rocking around.

 

And he felt his hands were now grabbing her ass. His gloves didn’t prevent him from feeling the heat of her perfectly sculpted buttocks. Neither the slight stickiness of their fluids nor her gentle motions stopped him from experiencing their malleable, conforming splendor. Batman’s hands weren’t completely gripping her bottom, so that likely meant she hadn’t ordered him to grab on. She must have applied his hands to her rear herself.

 

“Come on,” she intoned into the pillow, widening her rocking radius. White Rabbit tilted her head to the side and softly kissed him on his cheek, just at the edge of where his cowl covered. “Come on.”

 

Getting herself back into a rhythm, she put her hands beneath their bodies, bracing herself. She kept pushing back a centimeter further each time, putting more and more of her ass into his palms for just a moment before receding toward his chest. He groaned aloud when her cock-straining motions started pointing it beyond its normal ninety-degree angle.

 

“That’s it.” Her cooing seemed to be arousing herself just as much as she wanted him to feel. 

 

Batman groaned again when she slunk backward, slowly putting herself in a seated position upon his pole. Her ass comfortably sank into his hands, a fact she punctuated with a slight wiggle upon his fingers. 

 

He forgot a few seconds, but came back in as he felt another surge through his cock. She wasn’t bouncing this time; her motions were still fairly gentle. It hadn’t been a reaction to anything she’d done as far as he could tell. What had been in that needle?

 

White Rabbit moaned, her walls quivering once more. She brushed one hand along his batsuit near his stomach. “I know how much you want this.”

 

Batman remembered not wanting to remember.

 

“It’s okay,” she soothed, rubbing higher up to his chest. “I know. I know.”

 

He groaned as she trailed her hips back again. Remembering this moment meant remembering what he felt.

 

“At the end of the day, Batman is still just a man,” White Rabbit stated. “And I’m what every man needs. You’ve needed me all your life.”

 

He remembered wanting to forget.

 

“And it’s okay,” she said, smiling down at him. “I’m here now.”

 

He remembered- finally- being glad that he had the excuse of her tail’s conditioning. He definitely did not want to be there in that moment. Being there meant he would have had to have acknowledged the truth that he had just accepted a few minutes earlier.

 

He did need this. He’d starved, just as Jaina had. White Rabbit had given him a taste of what he’d refused, and now he needed more. He couldn’t go back to starving. Not now.

 

He needed her.

 

White Rabbit’s hands reconvened over her own thighs, quickly adjusting her underwear once more to get it out of his cock’s way. She then slid them around to clasp over his fingers. She gently pried them off her ass, but made them keep contact with her skin as she rotated them to her sides. 

 

“Let’s not waste any more time,” she decided. “Give me what you’ve got, Batman.”

 

He groaned, feeling her start bouncing. She leaned into his hands to steady herself, covering black-fiber gloves with white-tiffany gloves. It wasn’t exactly gentle, but the pressure she surrounded his groin with did not match the pressure he felt internally from those drug surges.

 

Now fully back in the mood, White Rabbit rode him once more, using his hands to help pick up the pace much faster than the last time. 

 

“Eyes on me,” she ordered, drawing his full attention to her galloping form. Her pink and white top still did its seemingly impossible task of covering her breasts, even as they bounced to their fullest possible extent. “You know you want to.”

 

Batman’s eyes twitched, and suddenly he forgot for a moment. He came back in much the same position, mid-groan. She stretched her knees out a little further into the mattress around him, pushing part of her outer thighs into his palms.

 

“That’s it,” White Rabbit moaned, trailing one of her hands up her own midriff. It fell down on her next bounce, glancingly striking his side in a fist. “Tell me you want me.”

 

“Want you.” He couldn’t have possibly denied it.

 

“Want you,” echoed the two viewers in the Batcave. He remembered wishing now more than ever that they did not bear witness to his defeat.

 

He forgot.

 

White Rabbit came again the next time he returned, gasping sharply twice to announce it. She tightened her limbs around him, anchoring herself upon his body to make sure he felt her climax in its fullest. His spear braved her collapsing walls, holding firm as she crumbled upon him.

 

Batman forgot how it ended.

 

He next remembered her leaning down toward his chest, even though his drenched member was still inside of her, impeding her hips. Her drooping forehead rested against his bat symbol briefly, splayed wig obscuring her as she recovered her breath. Batman, of course, had no opportunity to catch a break, especially with his cock still throbbing with whatever she’d injected.

 

He grunted when her forehead pushed off to rise again. As White Rabbit rose, she snaked her left arm up over his shoulder, grabbing him by the back of his head. “Come on,” her voice whispered softly.

 

Batman remembered being guided up from the pillow to sit, White Rabbit still impaled in his lap. His groans got cut off when she stopped tugging on his head. Not because he wasn’t still feeling the excruciating pleasure, but because her hand had pulled him into a mouthful of her corset.

 

His lips had already been parted amid his heavy breathing and unrestrained groaning. Thanks to that, there was nothing between his tongue and her left breast but the soft, silky material of her corset. The strap between the two halves of her outfit clattered against his cheek as she positioned his head to her liking, gifting him with more of her thinly-covered breast in his mouth.

 

“Come on,” she repeated. Her legs shifted, wrapping around his waist and locking behind his back. “You know you want more, Batman. Tell me you want more, you want me.”

 

“Wnfft ychoou.” He remembered feeling like he could taste skin through the fabric.

 

“You do.” Her hand rubbed the top of his head behind the cowl’s ears like she would a pet. It made sense. “You do.”

 

He forgot.

 

The next thing he remembered was staring back up at White Rabbit, still sitting in his lap but shimmying to the sides. His mouth was no longer latched onto her, giving him room to gasp for the air he needed as he still felt the rush in his throbbing member. Looking up at her with her splayed hair, he noted her own parted lips, curled upward in her moaning. 

 

Batman remembered realizing at that moment that White Rabbit had turned them around, and that he was in the process of lowering her to the mattress on her back. Her head landed gently on the pillow, slightly ruffling her rabbit ears. She still juked her hips to the sides, probably settling herself in the most comfortable position in addition to wringing out his cock.

 

His next memory saw him thrust into her, feeling her legs locking him in as deep as he could go by their grip around his waist. White Rabbit’s moans remained unmuted despite the late hour, trusting that they wouldn’t wake anyone through the walls, or that Jaina wouldn’t have the courage to turn up if she did hear it. 

 

He kept thrusting, across several remember-forget-remember flashes. Her increasingly-satisfied face was the only thing he saw, forced to stare directly at her as she convulsed and cried out. He couldn’t keep track of time. The stress of her legs around his waist varied in between memories, so perhaps she came once or twice during the periods he forgot. 

 

Every time in, though, he knew the truth that he had not. The tensity in his groin never once lessened. If anything, it only got worse, a memory of torturous pleasure wracking his tool that might as well have been the only thing in existence for him.

 

Batman remembered his thrusts finally ending at some point when her gloved hand grabbed the back of his head and pulled him down. She positioned his head beside hers, putting her lips to his ear. “We…” she panted in a voice run ragged, “both… need this…”

 

He recalled groaning in an unintentional affirmation. The only thing he needed now was release.

 

“We…” White Rabbit gulped. “We’ll do this… for each other…” She gave a quick laugh-cough. “Tell me… you need me…”

 

“Need you…” Batman murmured. 

 

“Need you,” Alfred and Batgirl repeated in the same ear she whispered in, sounding similarly affected. Who knew how long they had been watching, not having the benefit of forgetting the time like he did? How many times had they repeated his forced proclamations while watching White Rabbit’s ecstasy?

 

White Rabbit didn’t give any indication that she’d heard the voices from the Batcave in his ear. “You need me,” she repeated, clearly taking a moment to appreciate it. “We need each other, don’t we?”

 

Batman remembered White Rabbit manipulating the back of his head to force him to nod in agreement with her.

 

“We do.” She chuckled again. Her legs tugged him in, reconfiguring their lock around his waist. “Now go again.”

 

Batman groaned as his hips started thrusting again. His head was still held beside hers, so his angle of insertion and exit was smaller. Still, his cock begged for an end to its suffering, pounding like a heartbeat within her pussy. Black spots threatened to consume his eyesight.

 

Moaning, White Rabbit tilted his head to face her and forcibly kissed him on the mouth. Her lips clasped around his as she rocked her head around, almost as if she was fighting to push his head back into her own hand.

 

He forgot. The moments of remembrance became shorter and shorter as his exertion heightened. He wound up back in his prior thrusting posture at some point between blackouts.

 

Batman remembered her cumming and fully releasing her legs from around his waist. Her back arched fully into his next thrust.

 

He next saw her shakily pushing herself up to sit against the headboard of the bed. She pulled him along with her, making sure he was still snug inside of her as she moved. Her rabbit ears had been unnaturally rolled up by all of their fucking, but they were slowly unfurling back to their normal shapes. Biting her lower lip, she smirked as she positioned his head to stare at her face once more.

 

“You-”

 

He forgot.

 

“-together,” she whispered as he returned. “We’ll be our true selves. I know I can-”

 

Batman remembered next coming in as she finished whatever speech she’d been saying. A good guess would be that she had been making plans with his robotic replies about staying together longer than just the night.

 

Her eyes flicked to the side, possibly looking for a sign of the time, maybe a clock or a window. The room did seem slightly lighter than it had been when he had last been aware. Or maybe those black spots in his vision were just now going away.

 

“Just about time,” she said, confirming those suspicions. She returned her focus to him. “Let it all go. Everything you had before is behind you. Let’s look ahead, together.”

 

Batman remembered the pressure in his cock shifting. It didn’t lessen, but it felt like it was migrating back from his groin toward his cockhead itself. He wheezed, sucking in air by instinct before her gloved palm partially obstructed his mouth.

 

“Let me take it,” White Rabbit soothed. “Give it to me. You’ll be yourself, finally.”

 

Batman wheezed again, choking. His hips twitched forward, seizing as the tightness within his body flowed up his rod. This was it. It had to be.

 

“You did it.” Smiling, White Rabbit pulled him in closer.

 

His hips bucked of their own accord, spasming into her. Batman sucked in one heavy gasp.

 

“We did it.” She pulled him into a kiss.

 

Batman remembered the dam finally breaking, his cock erupting in a violent, roaring explosion deep within her. He would have let loose with the loudest moan of his life had White Rabbit not stolen the breath she’d told him to give to her, absorbing his throaty vibrations down her tongue. Her crevice welcomed spurt after spurt, taking uncontrolled thrusts and shakes as he made them.

 

He tried to suck in air again, but only managed to take in her tongue, diving into his mouth in search of whatever left he had to give. She would not be satisfied until she took everything she possibly could.

 

She finally released him as his spasms died down, allowing him to inhale just as his lungs began to burn. His body folded, trying to recover from such extreme deprivation and draining, collapsing against her and the headboard. 

 

The new greatest orgasm he’d ever experienced finally ended, dribbling the last bits of his energy out inside of her. 

 

He forgot the blessed relief he’d earned with what felt like hours of fucking, but he came to what had to have been only a few moments later when White Rabbit gently turned him over so that he was sitting in her lap. Back braced against the board, she smirked down at him, cradling him as if he was a newborn. For all intents and purposes, that was probably what she intended for him, dragging him into her world of indulgence and pleasure where he was just entering.

 

White Rabbit sighed happily. “That’s it,” she whispered, feeling his cock shrinking out of her pussy. “It’s over now.”

 

He groaned weakly, only able to keep his eyes open because… well, he couldn’t be sure, but it was probably because of the hypno-wheel’s programming. He felt just about ready to fall asleep, even if that meant sleeping with his eyes open. 

 

She kissed him again, briefly pressing her lips to his. Both her lips and his cock made a wet pop as they respectively separated from each other’s bodies. 

 

“Now wake up.”

 

He remembered trying to remember being there. He felt like he should be there in that moment, but he had to make some conscious effort to be there. He remembered…

 

Batman opened his eyes finally, breath hitching in his throat. This wasn’t a memory. He was with her, now. He hadn’t wanted to before, before he had been… not . But he was now.

 

“Ohhhhh…” he gasped, starting in her embrace. It was a visceral reaction, one from realizing that his body had been taken from him and only now just given back. He didn’t know why, but it wasn’t just disgust he felt, but something else that was more akin to surprise. Was his mind only now catching up to the experience of looking at her tail across the street?

 

“Shhhhh…” White Rabbit gave him another quick kiss as he came down from his haze. Giggling, she pulled back. “I guess I’m glad that works.”

 

In his ear, Batman heard another shuddering reaction. “Oh, good God.” It was Alfred, sounding very much disgusted himself and very much not robotic. Batman felt some sense of relief, knowing that Alfred and Batgirl had been freed from the tail’s influence, though that came with the shame of knowing that they had witnessed his full demise.

 

Batman imagined Alfred hunched over the Batcomputer, trying to force the images of his own memory haze staring at the screen out of his mind. Batgirl was probably right beside him, similarly afflicted, but making an extra effort to get away from the Batcomputer toward the Batwing to try to come rescue him. He wished he had the ability to tell her not to come, not to put herself in danger.

 

Not to think that he needed to be saved.

 

“Just relax,” White Rabbit said, caressing his cheek with a gloved hand. “You don’t have to fight anymore.”

 

He sagged, too drained to even pretend that he could do otherwise. He just let her hold him.

 

“Oh, sir…” Alfred grunted, definitely still trying to suppress his own nausea at what he had witnessed. “Please… please just… hold on.”

 

“You don’t have to hide anymore,” White Rabbit continued. Her hand on his cheek moved to her own cheek, hooking her thumb under her own domino mask. “We can be our true selves.” She lifted the mask up, yanking it up over her head, letting him see the face that looked identical to Jaina’s.

 

“Miss Gordon- oh my God.” The earpiece went silent for a moment, the line getting switched off from the Batcomputer.

 

The woman then removed the wig and rabbit ears from her hair, letting it bounce freely. Once again, if he hadn’t known better, he would have thought that she was Jaina. It was no wonder she’d been able to pretend to be her in public when she was identical to her in appearance in almost every way. 

 

“Miss Gordon is on her way,” Alfred managed to get out. “She should be there in ten minutes.”

 

“We can be whatever we want,” the now de-wigged White Rabbit decided. “Together.”

 

“Just try to hold out, sir…” Alfred’s voice sounded so far away. It sounded… so far behind him.

 

Her hand returned to his cheek. This time, her thumb hooked under the edge of his mask, tugging upward. “Now let me see your true self.”

 

“Sir, please, wake up!” 

 

He was awake. He knew he was. He didn’t want to go back, not back to starving. He couldn’t starve himself again after this. 

 

“Sir!”

 

Bruce felt another sense of relief as the cowl came free, letting him be free. No longer hiding.

 

“Oh my,” White Rabbit remarked breathily, another smirk gracing her lips. “And I thought that I’d have to take more money out of my account.”

 

Bruce just closed his eyes, relaxing in her lap. He couldn’t have gone back to hiding, especially from her. Batgirl being on the way- supposedly in just a few minutes- was the way back he didn’t want to take.

 

White Rabbit shifted, pulling away from him and the headboard, letting him flop back down onto the bed on his side. He couldn’t hear Alfred anymore without the cowl, but he imagined that he was alerting Batgirl that he had just been unmasked. 

 

What he did hear- at least, what he believed he heard, since his eyes were still closed- was White Rabbit slowly climbing out of bed, unsteadily clambering toward the door. She opened it, letting some small amount of extra light from outside in, though not enough to be bothersome to him. 

 

Bruce sighed, then forced himself to roll over to face the window. Slowly opening his eyes, he felt the sense of existential dread, of knowing that his life was about to change for what was probably the worst. And still, he couldn’t stop himself from making that change. He needed to see it through, to go down that rabbit hole in the hope that there would be something for him on the other side.

 

Breathing heavily, he put some weight onto his arm beneath him. White Rabbit had left the room, though he knew that she wasn’t just running off without him. He didn’t remember quite everything she’d said, but his analytical mind- now fully restored- made him think that she intended to take him with her when she did leave. 

 

He figured that she’d lied about texting Jaina’s bodyman or pilot, whichever one was Manuel. It was probably about the time that her car would arrive to take her back to Chesterfield Memorial, and Jaina wouldn’t be awake to come down. Instead, it would be the two of them, with Bruce’s presence being explained away as just a billionaire socialite going along with another socialite on a flight. He didn’t have his passport on him to be going out of the country, but with Jaina’s resources, that might not be a problem.

 

Sure enough, White Rabbit returned within a few moments. She was still wearing her corset, though she had put on a pair of pants to cover up her bottom, and she was carrying Jaina’s jacket over her right arm. Though Bruce couldn’t see it, he suspected that she was holding the hypno-wheel under the jacket, ready to show it to him if he tried to attack her.

 

She wouldn’t need it.

 

“Come on, Bruce,” White Rabbit invited, standing up in the doorway. “I’ve got another jacket for you out front.”

 

Groaning, Bruce forced himself to rise, sitting on the edge of the bed. Doing what she said just felt right. It didn’t matter if it was an aftereffect of exposure to her tail or him just deciding that he needed to follow her into this new world.

 

He looked down at himself. His cock- drenched in their mutual fluids- rested flaccidly on the mattress below. His pants were still down around his knees, letting him determine that they would look enough like normal pants at this hour to not look suspicious. The same went for the boots, and he could take off his gloves and gauntlets. He had an undershirt underneath his armor, though she had offered him a jacket to put on to cover it up. With his cape, cowl and belt left behind, there would be nothing to let Alfred track him down if he didn’t check on Jaina’s plane first, and White Rabbit could have their destination changed mid-flight to avoid letting Jaina track them down.

 

“Come on,” she repeated, taking another step toward him. She extended her uncovered hand toward him, keeping her jacket-covered hand at her own waist. “Let’s go.”

 

Bruce looked down one final time. She’d tossed his cowl on the floor after removing it, and he could see it in the shadow beneath the window. Alfred might have been trying to shout to get his attention, or it could have just been his imagination. One last gasp of his old life trying to get to him.

 

Nodding, Bruce stood up from the bed, swaying at first as his legs threatened to give out beneath him. He spread his base slightly, using one hand to grab the waistband of his pants and pull it back up. His wettened cock wasn’t exactly comfortable taking its place back inside of his clothing, but he could definitely manage it.

 

“Let’s go,” Bruce agreed quietly. He took her outstretched hand, letting her help him over to the door. He certainly didn’t miss her self-satisfied smirk in the dim light of the apartment.

 

Bruce blinked a few times to try to keep focused. He thought he might try to get some sleep on the plane, wherever it was going. When he woke up, he could embrace his next life.

 

She led him back through the apartment to the front door. Cautiously, she pointedly averted her eyes from her own hand as she unfurled her jacket, causing him to do the same. He grabbed a different jacket from a coat rack next to the front door, a long overcoat that was probably more meant for winter weather than late autumn.

 

White Rabbit peeled her glove off like a doctor removing disposable gloves, using it to cover up the hypno-wheel before she stuffed it into her pocket. “Ready?”

 

Bruce nodded again. It was time.

 

Smiling, White Rabbit opened the front door, letting the light in the hallway overtake him.

Notes:

And that's that.

To be perfectly honest, I'm struggling a little with where to go after this. I've written most of Silent Knight - Part Six... which, if you're keeping count, is not the next part. I've also drafted some ideas for a sequel expansion with Knight's Fall and Knight's Quest, which will be a very long way from being finished at my current rate.

I'm thinking about getting into a new story, but I haven't committed anything to it since Easter, which is what derailed my timeline with this story (sorry about that). I did some story-planning and about two pages of writing for a Batman/various story, but that was a while ago. That's also not to be confused with my cancelled plans for a different Batman/various CYOA story. Maybe I'll post the snippets of it someday if I decide not to reuse it.

Let me know if you're interested in seeing anything in particular.

Chapter 69: Sirens of Arkham Base Game Ideas

Summary:

Basic game ideas from me, Zahn, or Wolfe if you prefer. I have no idea how to square this circle with the amazing content Solar has provided, but anyone can feel free to send me DMs with questions or comments about this idea.

Chapter Text

Batman: Sirens of Arkham

 

Premise: After a gathering of villains including the Riddler, the Joker, Two-Face, Poison Ivy, Harley Quinn and the Penguin the girls of Gotham decide to bring down the Bat, their way, once and for all. Sick of all the posturing by the male villains the Sirens form a pact with the other villainesses in Gotham to take the Bat and the glory for themselves. They start a crime wave the likes of which Gotham has never seen to lure Batman into their clutches and prove to the boys that girls just do it better. Batman has to act quickly, or Gotham will be lost forever. But with his villainesses gunning for him, not just to kill him, but to truly defeat him in every sense of the word will he be able to survive this fearsome campaign of feminine firepower? Along the way he encounters some familiar femme fatales as well as a new force in Gotham, the Phantasm. The story takes place over several days and the gameplay is much akin to the Arkham series of video games, as well as the Sony/Insomniac Spider-Man games. RPG elements included in decision making and leveling, as well as multiple endings depending on a hidden point system.

 

Several different game modes are included, as well as a cutscene viewer.

 

Playable Characters: Batman, Batgirl, Red Hood (with DLC purchase/Red X alternate skin) Nightwing (with DLC purchase/1966 Robin alternate skin), The Phantasm, Talia Al Ghul, Catwoman, Poison Ivy, Harley Quinn, Punchline (with DLC Purchase), Robin (with DLC purchase), Azrael (with DLC purchase).

Game play modes:

Campaign mode, the main story and mode of the game. Enjoy the tale of Batman fending off a large cast of his female foes and trying to stop some of his male foes from destroying Gotham in the crossfire.

Training mode; Here you can practice Batman's combos. One doesn't become one of the most badass heroes of all time just by putting on a costume after all! Once the main game is completed all playable characters can be used in this mode, including DLC characters.

Challenge mode; Unique scenarios set up to test your skills as the Dark Knight Detective. Combat and Stealth missions with unique and interesting formations help you become the best Batman you can be!

- Challenge mode+: A feature included with the Season Pass/First DLC: Now you can play as Batgirl in the challenge mode, and eventually as Red Hood and Nightwing once purchased. Robin becomes playable as well when the appropriate DLC is purchased. Includes some scenarios unique to each of the characters, including one combat and one stealth mission for Batgirl, Red Hood, Robin and Nightwing each.

Collection mode; View all the trophies and art you've unlocked. Character trophies feature playable voice clips as well.

Settings and Options; Various game settings for you to change to give you the best Batman experience.

New Game+; Play a second iteration of the campaign. Much more difficult with several new and different story choice options and a slightly varied experience!

Beyond the Game Over; A mode unlocked after completing the game. Play as one of several villainesses with Batman by their side as they take down their male arch-nemesis! Features short scenarios for Catwoman, Talia, Poison Ivy and Harley Quinn.

Beyond the Game Over Challenge mode; Unlocked alongside the Beyond the Game Over mode after completing the main game's story. Play as the girls and take the fight to Batman and his allies in various combat and stealth scenarios. Playable in this mode are The Phantasm, Talia, Poison Ivy, Catwoman, Harley Quinn (all included with the base game) and Punchline (once the DLC is purchased).

DLC:

Revenge of the Boys; After the main campaign, the male villains rally to try and take down Batman. Show them they are no match for him!

War of the Weird; Zombies have cropped up in Gotham city. The Black Hand is trying to take over the world, starting with Gotham. The girls of Gotham, Batman and the Green Lantern (Alan Scott) decide its time to put a stop to that! Help them protect the night!

Silent Knight; The Joker is back! Batman has to enlist as much help as he possibly can to stop the madman's most evil and insane plot yet!

 

The main cast, and costumes;

 

Batman. Voiced by Kevin Conroy (in his prime).

Costumes:

 

His game costume. Based on the Batman Inc. costume from the comics. Black and grey costume, metallic, yellow belt. Lens obscuring his eyes, with combat padding and metal knuckles. Reinforced kevlar boots and mounted bat-symbol stationed on the center of the chest. Thin, liquid-metal plating running through the suit for protection and thermal wiring running through the suit for incapacitating "taser" strikes, and extreme temperature resistance. When a specific current is run through the suit, enhances its stealth capabilities.

The original costume; Small purple gloves, gray suit and dark blue cape and cowl. Large, rounded gold belt.

Zur-En-Arrh costume; Red sleeveless bodysuit. Yellow sleeves. Tattered, dark blue cape, boots and gloves. Heavy duty gold belt.

Classic gray and blue costume from the comics.

Batman: Year One costume; Black and grey costume.

Tim Burton Batman costume; Black rubber costume. Golden yellow belt.

Batman: The Animated Series costume.

Power Ring costume; Green Lantern Batman.

Batman One Million costume.

Red Son Batman costume.

Justice Armor costume; Black and red, much more mechanical.

Batman Arkham Asylum costume.

Batman Inc. costume.

New 52 Batman costume.

Flashpoint Batman costume.

Earth One Batman costume.

Batman Arkham Origins costume.

Batman V Superman costume.

Earth 2 Batman costume; Red trimmed, heavy kevlar Batman costume. Crimson red belt and eyes.

Batman Beyond costume.

Sinestro Corps Batman costume.

1966 Batman costume.

Sirenslayer Batman costume; Game original. Onyx black costume. Metallic, mouthless faceplate and cowl. Glowing red eyes and Bat-symbol. Sleek black, serrated cloak/cape. Black, metallic belt. Black metal gauntlets and heavy boots with red, metallic "claws and talons".

 

Alfred. Voiced by TBA.

 

Batgirl, Voiced by Ashley Greene.

Costumes:

Her game costume. Based on the new 52 Batgirl costume. Black costume with yellow gloves, long black cape with lavender interior. Purple utility belt and purple, ribbed plating running through the suit. Yellow, high-heeled boots. Purple Bat-symbol placed lower in the center of the costume's chest area.

Her original comic costume.

The 1960s Batgirl costume.

The first BTAS Batgirl costume.

The TNBA Batgirl costume.

A Green Lantern Batgirl costume.

The Young Justice Batgirl costume.

The Arkham Batgirl costume.

Elseworlds Batgirl costume.

Thrillkiller Batgirl costume.

Star Sapphire Batgirl costume.

Yellow Lantern Batgirl costume.

Blue Lantern Batgirl costume.

New 52 Batgirl costume.

Cassandra Cain Batgirl costume. (Changes Voice actress and some dialogue).

Stephanie Brown Batgirl costume. (Changes Voice actress and some dialogue).

Game original Batgirl costume; Black, long sleeved leotard, with metallic, yellow Batgirl symbol. Leather cowl. Black cape, purple inside. Black leather gloves. Yellow belt. Dark gray stockings. Twin straps with pouches wrapped around her thighs. Yellow high-heeled, bat-themed boots.

Chapter 70: The Gotham City Sirens

Summary:

Some basic info for the main trio, the Gotham City Sirens.

Notes:

(See the end of the chapter for notes.)

Chapter Text

Catwoman. Voiced by Grey DeLisle

Costumes;

Her basic game costume is based on the Arkham City Catwoman design, with the blueish/grayish parts of her costume instead being colored an almost black, dark purple.

Her amazing BTAS outfit from the first series, the grey one.

Her original green and purple caped costume.

Her stupidly sexy Jim Balent pure-purple costume with the black gloves and boots.

Her more recent Catwoman costume, the black catsuit, zipper pulled halfway down to make it easier for Batman to fall for her. Whip wrapped around the waist to make it look like she as a tail.

Her "Catbird" costume.

The 1960s version of her costume.

An Orange Lantern version of her costume.

The Beyond the Game Over/Conqueror costume; A black wedding dress. Cut like a trench-coat with a one-piece leotard bottom peaking out and grey stockings. Her whip is wrapped around the waist and looks like a cat's tail, and she has the cat mask on, with the googles up until she needs to use her "Cat-scan" (see what I did there?!) ability.

 

In this game Catwoman is a love interest as well as a villain. She'll have several side missions you can help her in. Doing the side missions earns “Vigilante points” that influence the ending. If you collect enough Vigilante points, during the end of the game you'll be given a choice to attempt to reform Selina, or fight her. Reforming her leads to an ending where Catwoman joins the Batfamily as an anti-hero, though she still steals for fun and sometimes to help out the heroes. Choosing to fight her leads to a boss fight, where she calls in some of her pals to help her take down the Batman.

 

Poison Ivy. Voiced by Tasia Valenza.
Costumes;

Her basic game costume is based on the long time comic costume. A leafy one-piece, low cut to reveal a lot of cleavage, shin-high leafy high-heeled boots, and leafy wrist-bands. Imagine her appearance from the Gotham City Sirens comic book before the new52.

 

Her classic costume. Low-cut, leafy one-piece, with green stockings and a plant design embroidered on. High-heeled green ankle boots.

Her new 52 costume, the skin-tight green and black bodysuit. Changes color in different “climates”, - indoors, outside in the day, outside in the cold, or in a jungle-y area.

Her sexy Brave and Bold costume, the dress and one-piece combo.

Her ultra-sexy Justice League action costume. The leafy beret, short gloves and asymmetrical stocking outfit. High-heeled boots.

A Star Sapphire version of her costume.

Beyond the Game over outfit. Black long gloves, embroidered with a flower design. A cleavage revealing green one-piece, the Bat symbol center on the chest with vines overgrowing. Green stockings and black, high-heeled ankle boots. A pair of handcuffs that say "For Batman" on them clipped on to her hip. And finally a belt around one of her thighs that holds several vials of lipstick.

 

In this game there is a long quest featuring Ivy committing various crimes. Each time you stop her she leaves clues behind to her hideout. Ultimately, you piece together the clues and confront her one last time in a multi-stage boss battle. Her quest involves boss fights with various “mini-boss”/hench-people characters, Crime Scene reconstruction, and a branching path ending (no pun intended). If you complete her quest 100% during the end confrontation you can confront her with your findings. You can offer her a deal and she'll surrender peacefully, leading to an extra scene during the credits. Or you can antagonize her, and an extra hard Boss battle ensues. If you win the boss battle, there is a different extra scene that plays right after the battle in addition the the scene that would normally play.

 

Harley Quinn, Voiced by Tara Strong.
Costumes;

 

Her classic BTAS costume, spandex with a dominoed red and black design. The model from Arkham Knight is used, and this is the costume she wears in-game as her basic costume.

Her first Suicide Squad design. The ripped t-shirt and hot pants combo with the fishnets and sexy boots.

Her Arkham Asylum nurse outfit.

Her Arkham City outfit.

A Star Sapphire version of her original outfit. More revealing and spacey, basically.

The Hush movie version of her outfit.

A game original costume - a light pink, almost white pajama shirt that says "B-man's MINE, bitches!!!" with a pair of tight fitting black sports shorts. A loose belt with a slave collar hanging off it.

Her Beyond the Game over outfit. A sleeveless one-piece leotard, with alternating red and black patches. A pair of latex thigh-length, high-heeled boots, one red, one black. Latex gloves, one red, one black. Her signature cowl, with fur-balled collar and domino mask.

 

In this game Harley has become fed-up with just being the Joker's main squeeze/henchgirl/girlfriend. Or whatever she is to him. She's decided to strike out on her own, well her own with some gal-pal help, and take Batman down to prove once and for all that “Harley is just as good as the Joker” against Batman. She enlists the help of some characters both she and the Joker are acquainted with. Various random crimes, bank heists and Crime Scene Investigations led Batman to her base of operations. Once they he'll work his way through her lair, taking down various mini-bosses and then Harley herself.

Notes:

((I plan to add the fighting styles for each of the playable characters and some dialogue for the game at a later date.))

Chapter 71: The League of Assassins

Summary:

The girls from the League of Assassins, finally ready to defeat Batman once and for all and wipe out Gotham to make the world a "better place".

Chapter Text

Talia al Ghul. Voiced by Stana Katic.

Her BTAS outfit. Decked out in leather, with grey silk gloves and heeled boots.

Her cleavage window seductress dress from the same series.

A black wedding dress, with a gun and a syringe strapped to her thigh.

A Star Sapphire outfit.

Finally her game over outfit. I was thinking a sexy kunoichi (female ninja) outfit, with a whip holstered in a leather pouch that says "Beloved" on it.

 

Red Claw. Voiced by TBA (Solarsearcher's suggestion: Katee Sackhoff).

Her original outfit, of course.

Yellow Lantern/Sinestro Corps outfit.

Her game over outfit. A swimsuit-esque one-piece leotard. High-heeled boots. Her lips and nails are painted with a special poison. She carries stash of poisoned ninja stars as well, to have a ranged attack.

Her Silent Knight outfit: An Arkham guard's uniform with a red sash around her ribs. Crimson kneepads over her pants and brown fingerless gloves.

A black version of her game over costume with a crossed-out Bat symbol.

Amba Kadiri. Voiced by TBA.

Her silver bodysuit.

Her Indian emissary garb.

Her green bodysuit, with purple boots.

An Orange Lantern outfit.

Her game over costume. No cowl. Her silver bodysuit is open and has a popped collar, revealing her cleavage. She wears a red sash, and has clawed boots and clawed gloves. On the side of her legs the words "Bat-slasher" are written in stylized Devanagari.

 

Lady Shiva. Voiced by TBA (Solarsearcher’s suggestion: Rebecca Romijn).

Her classic red vest, black coat outfit. And a Coatless variant.

Her pink and black bodysuit.
Her pure pink coat and pants outfit.
Her black bodysuit, with the red sash.

Her crimson, ninja assassin bodysuit.
Her Arkham Origins costume.

Her green ninja new 52 costume. Maskless variant as well.

Her Beware the Batman outfit.

Her LOA master assassin outfit.

Her Black Canary outfit.

Her purple coat and pants outfit.
A Yellow Lantern outfit.

Her game over outfit, based on her Origins outfit. The coat will instead be a short-sleeved jacket. The vest will be a long-sleeved leotard instead. Sash tied around the waist. Black leather gloves. A single strap and holster around one of her legs, containing drugged ninja stars. Long grey stockings and black leather, high-heeled boots. She wears a bat-themed ninja mask to complete the outfit.

 

Whisper A'Dairie. Voiced by TBA (Solarsearcher's suggestion: Emily O'Brien)

Her skintight black latex suit.

Her Black dress from 52.

A Red Lantern outfit.

Her Game Over outfit. A snake skin bodysuit. Open around the chest, revealing a generous amount of cleavage. Black latex gloves and boots. She has a snake head-shaped needle gun, holstered on her hip. Energy whips.

 

Penumbra. Voiced by TBA (Solarsearcher's suggestion: Mercedes Varnado AKA Sasha Banks).

 

Her original outfit.

A Star Sapphire outfit.

Her Game Over outfit; A white bodysuit with a black spider design running down it. A small "squished Bat" drawing is located on her left thigh. She wears several belts with various weapons, including a sword, whip and several daggers.

The League of Assassins in this game is present in Gotham under the command of Talia. They'll show up in various side-missions and try to overrun Gotham, forcing Batman to submit to Talia or let the city be destroyed. After reaching a certain amount of game completion you can start taking down named League Assassins in mini-boss or full boss fights, and eventually uncover their base in Gotham. After confronting Talia in their hideout Batman is presented with a choice to apprehend Talia or let her escape. Choosing to apprehend her leads to a boss fight and Talia escapes, vowing vengeance on the Dark Knight. Choosing to let her escape causes Talia to flee, but she vows to get the League to leave Gotham for a while.

Chapter 72: The Hench-girls

Summary:

Hench-girls for the various factions and super-villains that I wanted the players to encounter during the game and DLC.

Chapter Text

Query and Echo, the Riddler's henchgirls. Voiced by TBA and TBA.

Costumes:
Their basic green leotard and question mark. Purple gloves and boots, plus those sexy fishnets.

A purple variation of their costume, with green gloves and purple boots.

A Star Sapphire costume for one and Yellow Lantern costume for the other. Switchable.

Their Game Over costumes are showgirl tuxedos, with green Question marks on the back, sitting atop a bat laying dead on the ground. Vest shirt and panties combo underneath. Fishnets and green gloves and boots. They have a Question mark-shaped Cane that shoots knockout gas with them.

 

In this game Query and Echo are mini-bosses that show up at the end of certain parts of the game when you've collected enough Riddler trophies. Each boss fight has a slightly different gimmick to it. If you've collected less than 100% of the trophies at the end of the game, a cutscene where they report back to Riddler talking about how their plan worked and they'll bring down Batman soon plays. If you collect 100% of the trophies before finishing the game and before a certain point, Batman locates their hideout and a boss battle ensues. Take down Query and Echo and a special cutscene plays and the Riddler and the two girls are taken into custody.

 

Amanda, the Minstral's henchgirl from the 1960s series. Voiced by TBA.

Costumes:

She would have her pink and purple outfit from the 60s show.

A star sapphire suit.

Her game over suit. A sexy medieval wench outfit with fetish motifs and a medieval style, small flag attached to a flute, stored with a strap on her thigh.

The Siren, from the 1960s show appears in this game, and Amanda works for her alongside some others. She and the Siren's gang commit several crimes, leaving sound-based clues behind. Batman has to use some of his detective skills and gadgets to uncover their plot and put a stop to it, which leads to a multi-part boss fight.

Lady Prudence and the Finishing School girls, from the Batman 1960s show. Voiced by various TBA.

Costumes

Their regular clothes from the episodes they appeared in. Interchangeable.

Star Sapphire outfits for all of them.

The Game Over outfits. Tight, cleavage showing schoolgirl outfits with latex boots and leather gloves. They have scarfs and pockets on their skirts with knockout gas and chloroform vials inside.

The girls in this game work as minions for various major enemies, and show up to ambush Batman and his allies at various points. Take too long in any of the encounters and a scene of them escaping plays, while they vow to take down the crime-fighters next time they meet. Once you capture all of them, they escape together and relocate to their "main base". When you arrive at that location and enter a boss fight is triggered. Defeat them all at once, one last time, and you get a short scene of them being taken to jail.

 

Lotus, from the 1960s show. Voiced by TBA (Solarsearcher's suggestion: Ivana Baquero).

Costumes:

Her original outfit.

A Star Sapphire outfit.

The game over outfit: A tight, flowery green dress with Asian inspiration and sexy boots. She has flowers and perfume in pockets on her and a bat symbol on her upper thigh.

Lotus in this game works as one of Ivy's minions and you encounter her as a mini-boss during one of the side missions.

 

Pussycat, one of Catwoman's henchgirls during the 60s show. Voiced by TBA (Solarsearcher's suggestion: Natalie Dormer).

Costumes:

Her classic pink outfit.

A Star Sapphire outfit.

Her Game over outfit: A pink leather bra and a light, see-through shirt tied above her exposed stomach. Pink chaps, and white shorts, sexy white boots and gloves with claws.

Pussycat shows up during the Catwoman side quest to distract the law from chasing after Catwoman. Batman can interrogate her to unlock more of the side quest after a short fight with her each time before the interrogation.

 

The politik girls that worked for the Penguin in the 1960s show. Voiced by various TBA.

Costumes:

The sexy dresses they wore at Penguin's campaign rally.

Penguin themed bikinis.

Orange Lantern costumes.

The game over outfits are black and white leather hot-pants with leather jackets, latex ankle boots and gas-filled umbrellas. White gloves. A penguin tattoo somewhere on the legs. "Vote Us for Gotham's Queens" badges that can spray knock-out gas.

These three serve as minor enemies through-out the game, backed up by some of Penguin's gang.

 

The Hostess from Catwoman's bar in the 60s show. Voiced by TBA.

Costumes:

Her original pink leotard.

A pink vinyl version of a classic waitress type outfit.

An Orange Lantern outfit.

The game over outfit. A magician's coat, like the one Zatanna has, but pink. A black, bat-shaped bra. Pink hot pants, plus a red fire design the covers the rear. A tattoo of a mini-Batman roasting on a spit on her thigh, and high heeled go-go boots.

A minor enemy in the game, encountered in a side-mission where you hunt for information in seedy, criminal-infested bars.

 

Cornelia, from the 60s show. Voiced by TBA (Solarsearcher's suggestion: Erin Richards).

Costumes:

Classic purple costume.

Her fur coat costume.

An orange lantern suit.

The game over suit: A black leather catsuit with gold glitter all over. She has a dollar sign tattoo on her hand and gold boots. She also has a purse that can emit a radio wave to stun her enemies.

Cornelia is a minor enemy in the game that you can find while on the hunt for Harley Quinn.

 

Pauline, Riddler's actress henchwoman. Voiced by TBA.

Costumes:

There's her first costume (chronologically), the red dress and short blonde wig.

Her second costume is the sexy red, tattered street rat costume with the knitted wool shawl. A variant version without the shawl.

Her Little Bo Peep costume with the blonde wig.

The brown two-piece midriff baring costume she had when watching Robin about to get sawed in half.

An Orange Lantern costume.

Her game over costume would be a variant of the Bo Peep costume. Low cut to reveal her cleavage. The skirt would be a little shorter with pink stockings and light blue high heels. Around her waist there would be a loose fitting white leather belt, with a chain and collar held on it. The collar would read "Pet Bat". She'd have a pink variation of the gas staff she carried in the episode.

Pauline is a mini-boss you fight to gain access to one of the locations that Riddler is known to use as a hideout (read; unlocks more Riddler trophies to collect). You need to fight and defeat her to get 100% completion in the Riddler trophy side-quest.

 

Evelina and Angelina, the evil "feminist" henchwomen. Voiced by TBA and TBA.

Costumes:
The reverse-matching golden toga costumes and masked variant.

Red Lantern costumes.

Their game over costumes would be white leather jackets, with a white leather corset revealing a lot of cleavage and a deep neckline. White leather hot pants, with white leather thigh highs. Leather gloves with the words "Discipline" and "Love" on them. Their nails are painted with black, and drugged with poison. On the back of the jacket the words "Bow down, Batman" are written surrounded by stylized fire.

Evelina and Angelina are fought as an extra boss encounter after you complete the game, during a new side-quest to quell the remaining criminal element left in Gotham.

 

Anna Gram, Riddler's henchgirl. Voiced by TBA.

Costumes:
Her pink maid outfit.

Her jigsaw puzzle colored bodysuit.

An Orange Lantern costume.

Her game over costume would be a variant of the jigsaw puzzle costume. Lower-cut to reveal her cleavage. Light grey, blue and pink cloth puzzle pieces litter the body with several thin white lines running down the legs of the suit. The lines eventually run down into two thigh straps that read "Queen of Hearts". Her boots are leather high heels and have "Batman?" written on the side (a play on the taunt "Batman who?").

After the game, if you visit Riddler's lair on your birthday you can encounter her as an extra Boss. Defeating her gets you the achievement/medal/kudos titled "Happy Anniversary. Batman!"

 

Eenie, one of Catwoman's henchwomen from the 60s show. Voiced by TBA.

Costumes:
Her original costume.

A Star Sapphire costume.

Her game over costume. Long, black silk gloves. Leopard print cat-ear accessory. A leopard-print one-piece leotard with a cat tail attached. Finally, long leopard-print leggings that cover black, stilletoed high heels.

Eenie is fought one of the side-quests during the Catwoman sub-plot. She has back-up in the form of various thugs from different gangs. Defeating her unlocks a special scene afterward where Catwoman is either angry or indifferent toward her capture, depending on how many Vigilante points you have at the time.

 

Moth, Riddler's henchgirl from the 60s show. Voiced by TBA.

Costumes:

Her classic costume.

A Star Sapphire costume.

The fake soldier outfit she wore when they captured Batman and Robin in the wax museum. The game over costume. She has a compact wax gun strapped to her hip. She'd be wearing the same form-fitting bodysuit, but it would be sleeveless and have a cleavage window. The silk cape she wore would be serrated, like Batman's. Her heeled boots would have a Bat design on them, covered by a lipstick mark.

 

Moth is a boss fight during the Riddler trophy hunt, backed-up by Query and Echo.

Undine. Joker's henchgirl from the 60s. Voiced by TBA.

Costumes:

Her classic bikini.

A Star Sapphire variation.

Her game over costume. A black version of her bikini and swim trunks with a belt holding some rope and syringes for taking down Batman. Glamorous black, heeled shoes to complete the outfit.

 

Undine is "fought" in an extra boss fight in an unlockable area after the game. If you visit the old Gotham water park, you encounter her and she traps you in a giant shark tank. You have to do several quick-time events to defeat the shark at which point she surrenders. Defeating her gets you the trophy "Fish! I hate fish!"

 

Queenie, another of Joker's henchwomen. Voiced by TBA (Solarsearcher's suggestion: Cissy Jones).

Costumes:
Classic silver dress.

The black dress she wore at the TV station.

Orange Lantern costume.

The pink dress she wore in a couple scenes. The green one as well.

Classic dress plus a duplicate Bat-belt.

The end game costume would be a cleavage revealing black leather catsuit. Heeled ankle boots, and a duplicate Bat-belt. Leather long gloves.

Queenie shows up helping Harley pull off a caper during the game. A short fight with her and a room full of thugs gets you a special scene where she is hauled off to jail after trying to cut a deal with Batman.

 

Susie, Joker's cheerleader henchgirl from the 60s show. Voice by TBA.

Costumes:

Her original cheerleader outfit.

The red outfit she wore.

The outfit with the fur coat.

An Orange Lantern outfit.

The game over outfit would be a white and red two-piece cheerleader outfit. The top would be open, revealing her cleavage with a bat-symbol crossed out on the back, with long sleeves. A short skirt would hide her panties, with twin pink-and-blue pom-poms latched to the rear (the poms-poms contain a knockout gas ejection system). She'd wear shin-length high-heeled boots.

Susie shows up as informant during the game, giving characters clues and hinting about the possible return of the Joker.

 

Blaze, False Face's henchgirl. Voiced by TBA.

Costumes:
Her classic purple, spotted outfit with purple hair.

Her blonde haired disguise, when she pretended to be an old man, with the coat.

Her red haired get-up when she was held hostage by False Face.

Her final pink dress outfit with short black hair.

A Star Sapphire outfit.

Her game over outfit would be a leather corset with a deep neckline. Leather pants and long, high heeled boots. The words "Batman belongs to me!!!" written stylishly on the back of her corset. Several long powder tubes strapped to her waist.

Blaze shows up disguised as several different characters throughout the story. If you scan the area around her and figure out she's not who she says she provides you with experience for gadget upgrades and leaves peacefully. If you don't, she sicks some thugs on you and disappears.

 

Lydia Limpet. Bookworm's henchwoman. Voiced by TBA.

Costumes:

The red outfit and scarf.

The black outfit she wore as the fake librarian.

The blond version of her from the Batman story book annual.

An Orange Lantern outfit.

Her game over outfit would be a tight-fitting, cleavage revealing pink dress and long stockings with a heeled ankle boots. A belt and carry bag would hold a book titled "Gotham's Queen: How to Make Batman Yours in A Few Easy Steps!"

If you enter the Gotham Library at certain points during the game she's there and provides you with lore that wouldn't have been added to your collection otherwise. Collecting all the lore gets you the achievements "The Dork Knight" and "Well Read" and a special scene.

 

Legs Parker, Ma Parker's daughter. Voiced by TBA.

Costumes:
Her first outfit.

Her nurse outfit.

Her Prison get-up.

A Red Lantern outfit.

Her game over outfit would a bat-shaped leather bra, open pink short-top, with hot pants and fishnets. A gun strapped to her waist and shin-length leather high-heeled boots. Long gloves, with nails coated in a poison drug.

 

Legs shows up as a minor enemy during a special post-game encounter.

Aphrodite. Minerva's henchgirl. Voiced by TBA.

Costumes:

She'll have her costume from the episode.

A game original costume (White leather gogo boots, a pink leather jacket and a miniskirt).

A Star Sapphire outfit.

Her game over costume: A Greek myth inspired white toga, White heeled knee high boots, long cream coloured gloves and a pattern on her toga that shows batman kneeling and kissing her feet.

Aphrodite appears as a character during the Evelina and Angelina encounter in the post-game.

Lisa, the Mad Hatter's henchgirl from the 60s show.

Costumes:

Lisa would have her classic yellow outfit.

Her orange outfit.

A red lantern outfit.

The game over outfit: A sexy Alice from Alice in wonderland but with a latex dress, thigh high grey boots, lace-up gloves with red nail polish, and a hat with a mind control spiral. The hat has a bat symbol in the middle.

 

Lisa is an optional boss fight during the game. Defeating her and her thugs unlocks a costume and a special scene.

Doe, Rae, Mimi. Voiced by TBA.

Costumes:

Their classic bagpiper outfits.

Their silver dresses.

Their harem girl/belly dancer outfits.

Their prison uniforms.

Orange Lantern outfits.

The game over outfits: Latex catsuits with music quavers all over, thigh boots and Bat-shaped domino masks.

Doe, Rae and Mimi are part of the Siren storyline and work for her in her gang. They are (optionally) encountered several times during the game, each time leading to a mini-boss fight before they are finally captured. You need to complete each of their fights and take down Siren to get 100% completion in the game.

Chikadee, Penguin's henchgirl. Voiced by TBA.

Costumes:

She would have her classic red outfit.

A yellow lantern outfit

The game over suit: A latex version of her boss's suit with a red latex top, fishnets, red boots, black gloves and a scarf. Bunched up it would say "You're mine" but unraveled it would show a picture of Batman's mask ripped off with a kiss mark on it. She carries several cigars in a thigh strap.

Chikadee like the rest of Penguin's crew is encountered in a sub-quest during the game. After fighting her and some thugs you can interrogate her to unlock the achievement, "As the Canary Sings" and special scene.

 

Violet and Lily, Poison Ivy's henchwomen. Voiced by TBA (Solarsearcher's suggestion: Tatiana Gabrielle Hobson and Gideon Adlon).

Costumes:

The spandex hench-girl outfits.

Those togas they wore.

The tight t-shirt and short shorts outfits they had.

Sinestro Corps outfits.

The game over outfits. A version of Ivy's outfit without the leggings. Thigh high heeled boots and a little tattoo of a Bat being struck by cupid's arrow on the rear of their costumes.

Violet and Lily are encountered in the final boss fight with Ivy if you choose to confront her with the evidence you've gathered.

 

Jay, Raven and Lark. Penguin's henchgirls.

Costumes:

Their original outfits.

Star Sapphire costumes.

Bunny and bat ear optional accessories.

During a section of the game where you infiltrate the Iceberg Lounge to interrogate the Penguin you encounter these three as mini-bosses.

Chapter 73: The Best of the Rest

Summary:

Characters that don't fit in with the others. No less sexy, no less deadly though!

Chapter Text

(DLC) Punchline. Voiced by TBA (Solarsearcher's suggestion: Brighton Sharbino).

Costumes:

Her original comic costume.

A Red Lantern costume.

A Star Sapphire costume.

In the game Punchline appears in several cut-scenes discussing something with Harley. Eventually, by completing some information gathering side-ques, the clues you piece together reveal that Punchline is spying on Harley and using the information to allow the Joker to make an eventual comeback and in a big way. She isn't playable in the base game, but shows up as a boss in the final DLC. Several of Harley's DLC challenge missions include Punchline as a mini or full-on boss.

 

Nocturna/Natalia Knight. Voiced by Tina Ivlev.

Costumes:

Her original black dress.

Her purple, popped-collar dress.

Her black bodysuit.

A Star Sapphire outfit.

Beyond the Game Over costume. A short, serrated cape with webbed-design and popped collar. A v-neckline black dress, with fake bat wings on the back. A pair of thigh high, latex high heels and black opera gloves. And finally a tiny bat tattoo on her cheek.

In this game Nocturna is a small time gang boss. She uses a couple of the henchmen from some of the boys' gangs to do her bidding. She appears multiple times, robbing stores or committing acts of violence against wealthy elites while her gang loots their mansions. Each time you fight her she escapes, using her weaponized compacts, lipsticks, and other various feminine products to daze and delay Batman. Eventually you corner her and have to fight her and her last remaining gang members in a short Boss battle.

 

The Ventriloquist II/Peyton Riley. Voiced by TBA.

Costumes:

Her red dress.

Her black dress (basically a recolor of the same costume).

Her white suit, with pink undershirt.

A Star Sapphire costume for Riley, and a Red Lantern costume for the dummy.

Her Game Over costume. A low-cut white dress with bats and hearts on it. The Dummy is shaped like Batman and has a collar and leash on it.

The Ventriloquist in this game is the second from the comics, Peyton Riley. She's taken over for Arnold Wesker after something happened to him. You fight her in a sidequest where you're tracking down stolen children's toys. One of them happens to be Arnold Wesker's original dummy. When you recover it, she and her gang attack you. Once you defeat her you can choose to return the dummy to her or destroy it. Destroying it causes her to swear vengeance on you as she devolves into a psychotic rage, at which point the police show up to arrest her. Returning the dummy causes her to surrender peacefully, and promise that she won't forget the favor at which point the police show up to take her away but she is much less resistant.

 

Magpie. Voiced by TBA.

Costumes:

Her original comic costume, but with her actual hair instead of the weird mohawk wig. Red boots, gloves and belt with the low-cut long sleeve leotard. A variation with the red glasses.

Her Beware the Batman costume.

An Orange Lantern costume.

Her Game Over costume. A variation of her Beware the Batman costume but with Batman's belt and Bat-cuffs around her waist. Her boots will feature two red bat wings at the ankle.

Magpie is a minor, reoccurring enemy fought several times during the game. While you're out during the free-roam you can spot on her on the rooftops. Chase her for a bit and you'll get a cutscene where Batman catches up to her only for her to tease him and get away. Eventually you corner her in an ally. After a little flirting Magpie surrenders, promising to steal all of Batman's shinys one day.

 

Madame Zodiac. Voiced by TBA.

Costumes:

Her original costume, with and without the cape.

A Yellow Lantern costume.

Her Game Over costume. She's dressed as a sexy witch, with a necklace and pendant that has the Virgo zodiac sign on it. She has a bat plushie with Xs for eyes attached to her waist.

Madame Zodiac is a criminal fortune-teller and magic-user. She advises some of the villains throughout the story, helping them to acquire supplies and weapons. You can find her after completing a long sidequest. Once you discover her hideout you confront her at which point she leaves a cryptic message behind and disappears. By completing the side quest you acquire the achievement "Fortune's Favor". You need this title/achievement to acquire another achievement "The Brave and the Bold" and 100% completion.

 

Siren, from the 1960s show. Voiced by TBA (Solarsearcher's suggestion: Jolene Blalock).

Costumes:

Her iconic outfit, the silver toga.

A Star Sapphire suit.

Her Game Over costume. A silver latex bodysuit, long gloves, sexy hooker boots and wings to resemble the Greek myth sirens. The wings have glitter on them that serves as a hypnotizing drug to ensnare her victims to compliment her voice powers.

Siren serves as the leader of all the sound-based criminals in the game. Along various points in the game you partake in several side quests with sound-based clues and puzzles incorporated. After solving all the crimes, you deduce where Siren's hideout is. After entering the newly unlocked location you take down several mini-bosses and rooms full of death traps, before confronting Siren and few other criminals in a boss fight.

 

Jezebel Jet. Voiced by TBA.

Costumes:

Her original purple dress with long, purple arm warmers.

Her Black Glove dress, fittingly a black dress and long black gloves.

Her white, spaghetti strap dress.

Her pink-shirt and jeans outfit.

Her snow gear outfit.

A Star Sapphire outfit.

Beyond the Game Over outfit. A bat-shaped opera mask. A tight red, low-cut body-suit. Black gloves and thigh-high, high-heeled boots. A crossbow that fires drugged arrows holstered at her hip.

 

You interact with Jezebel first in your Bruce Wayne persona. This one of the only story and side quests where you are forced to switch from Batman to Batgirl at certain points. Most of the time in missions, and all of the time in free-roam you can switch between the two freely on rooftops or secluded spots. After a lengthy quest where Batman is buried alive after an encounter with Jezebel defeating him via poison dart Batgirl rescues him and the two team-up to take down Jezebel and a giant gang of thugs.

 

The Phantasm/Andrea Beaumont. Voiced by Dana Delaney (as she sounded in Mask of the Phantasm).

Costumes:

Her original costume, “modified” slightly. Her bodysuit is more accurate to her body type at all times, so none of her curves are hidden.

A Star Sapphire costume.

A Red Lantern version of her costume.

Her Beyond the Game Over costume. Slightly based on the Azrael-Batman costume. No chest plate, just a form fitting spandex bodysuit. Layered with special protective material, of course, but meant to show off her curves. The cloak might be shaped more like Batman's, instead of the tattered grim reaper cloak she had for her original costume. Instead of her sword/scythe hand she wears two metallic, clawed gloves. This is all black of course, except the gloves and cloak which are a silver hue. A grey-silver Bat-symbol in the center of her chest, with a pink-grey smoke design obscuring it a little.

As mentioned in the first, parent post, the Phantasm is a new force in Gotham's ongoing war between costumed crime-fighters and super-criminals. She'll pop up throughout the storyline and depending on choices made interacting with her either side with or against Batman at certain story important moments. In the end, if Batman has completed enough tasks in the story and throughout the city he deduces who the Phantasm is and can either arrest her or ask her to join his crusade. Depending on how many of the various secret points he has, her answer with be yes and she becomes playable for the rest of the game and in different modes. If her answer is no, she either disappears for the rest of the non-DLC gameplay, or fights Batman and is captured and arrested. There are several different scenes and achievements unlocked through the various endings and each ending scene is saved to the Cutscene viewer. Play through mutliple times to get all the various endings and cutscenes!

Chapter 74: DLC Costumes and Characters

Summary:

Extra content people would have to pay for. I'd plan to make it as fairly priced and rewarding as possible though! I'm not a corrupt corporate executive after all... yet! >_>

Notes:

(See the end of the chapter for notes.)

Chapter Text

DLC Costumes for the Sirens of Arkham game;

Battle of the Boys DLC:

 

Batman:

Justice Lord Batman costume – The grey and black costume from the Justice League animated series with the metal silver Bat-symbol.

Rebirth Batman costume – Batman's first costume from the DCU Rebirth continuity. Black and grey, with a lavender purple cape interior

Dark Knight of the Round Table – The costume Batman wore in the series Batman: Dark Knight of the Round Table.

Batgirl:

Batgirl of Burnside costume – Batgirl's costume from the Batgirl of Burnside run.

Batgirl/Misfit costume – Charlotte Gage-Radcliffe's iconic outfit.

Catwoman:

Batman Returns Catwoman – A slight variation of the costume Catwoman wore in Batman Returns. Changes Catwoman's hair to blonde.

Poison Ivy:

Batman and Robin Bodysuit – The green bodysuit and glove costume Uma Thurman wore as Ivy's second outfit in the Batman and Robin movie.

Talia:

Her Arkham City outfit.

War of the Weird DLC:

 

Batman:

Blackest Night Batman costume – Bruce's Black Lantern Batman costume.

Brightest Day Batman - Pure white Batsuit with the White Lantern symbol on the chest.

Batman of Shanghai costume – Batman's costume from the Batman of Shanghai short video series.

Batgirl:

Rebirth Batgirl costume: - Batgirl's costume from the DCU Rebirth run.

Poison Ivy:

Queen Ivy – Poison Ivy's Queen Ivy costume.

Harley Quinn:

Power Girl Harley – Harley's “Power Girl” homage costume.

Catwoman:

Catwoman of Shanghai – Catwoman's costume from the Batman of Shanghai short video series.

Silent Knight DLC:

 

No new character costumes for existing characters, instead the DLC adds Red Hood and Nightwing as playable characters in challenge missions, and as free roam characters in the Silent Knight story map only. Included are several costumes for both characters.

Red Hood:

Voiced by Jensen Ackles.

His game original costume. A black leather jacket with white lines running down the arms and red cuffs. Red bat-symbol on the back. A red hood worn up and over a smooth, featureless metallic red mask with glowing white eyes. A greyish-metallic, kevlar-reinforced combat bodysuit and red Bat-symbol underneath the jacket. A double belt, both filled to the brim with vials and pouches containing his various gadgets. Twin holsters on the sides of the lower belt with a pair of custom magnums that can be combined to form a sniper rifle. Red fang decals running down the side of the combat suit's legs. Several pouches strapped to his shins containing various gadgets and tools. Twin holsters and handguns hidden under his jacket. A personalized, custom combat knife sheathed on the rear of his hip and ninja stars hidden in various locations of his suit. Tiny, air pressure cannons hidden in the soles of his shoes for powerful jumps and kicks.

Arkham Knight Red Hood costume.

The Arkham Knight costume.

Gotham Knights Red Hood costume.
Under the Red Hood costume.

Original Red Hood outfit worn by the first Red Hood.

Red X costume.

Nightwing:

Voiced by TBA.

Game original costume. Shaggy hair and large domino mask with lens. Black bodysuit with blue bird design. Blue bracers and metal-plated gauntlets. Twin electric escrima sticks held at the back of his waist on his blue utility belt. Thin, bluish webbed “wings”, retractable, for gliding.

Disco Nightwing costume. His original costume from the comics.

90s era Nightwing costume. The iconic, plain black and blue look. Complete with ponytail!

New 52 Nightwing. The red costume from the New52 run.

Richard Grayson's Batman costume. Richard's Batman costume from after Battle for the Cowl.

1960s Robin Costume.

Notes:

((Sorry, Solar. I got an urge to post some stuff, but I guess that made it a bit less organized. I'll clean it up in a bit, unless you can't stand it and then feel free to contact me and I'll try to tidy it up ASAP.))

Chapter 75: Combat, and Other Info

Summary:

Details about combat, characters and a few other various things!

Notes:

(See the end of the chapter for notes.)

Chapter Text

Sirens of Arkham Combat Styles, Moves and Other Info:

Much like the Batman: Arkham games created by Rocksteady, the combat of the Sirens of Arkham uses a freeflow, melee-combat system with some slight variations in character moves and animations. In the Sirens of Arkham, Batman is the main character you will be controlling and also, as is fitting for a main character the most versatile when it comes to combat and stealth challenges. However, that does not mean the other characters are in anyway inferior. Some, in fact, might be able to clear certain challenges far easier than the Dark Knight. But while they might have some advantages in some situations, the Dark Knight is ready for ANYTHING. Found below is all the information one might need to know before jumping into the game and fighting off the hordes of evil!

Combat Maneuvers:

Every one of the playable characters has some staple moves at their disposal. If you're going to fight evil, there may be many ways to go about it, but these tricks and techniques always seem to work no matter who you are fighting!

-Basic combos-

Ever character has a basic combo. In this game, however, combat is a bit more challenging than in the Arkham series. It's been a couple years since Batman started his career, and the criminals have become ever more varied in their attempts to deal the deathblow to the Dark Knight once and for all. In the first Arkham game it only took three to four strike to take down a baddie. In this game, four is the minimum number of strikes it takes to fell any baddie, even at the beginning of the game on Normal difficulty. Like the Arkham games, there are meter attacks you can use when you build a high enough combo. 8 is the starting number to use an instant knockout “Combat Takedown”. That does mean you will probably have to take down 2 thugs at the very least before you can instantly disable any other. The combat is also slightly refined from the Arkham games to be a bit less chaotic and more intuitive.

Every playable character has a basic combo, with varying range and effectiveness on certain enemies. Normal enemies can always be felled with a basic combo, eventually. I will detail the types of enemies in a different post, so let's just stick to the fighting STYLE of the playable characters for now. Every character operates under the same free-flow system. A character has a counter move that will avoid damage from any incoming attack, but force a lock-on switch to the character they countered thus reseting their combo animations. So, if for example, Poison Ivy is in the third hit of her basic combo and she counters an incoming attack, her animations go back to the first attack of her basic combo, to be performed on the last character to attack her. If multiple characters attacked her at once, the target is chosen at random, but the animation is still reset back to first basic combo attack hit. As long as the target is in range, the player character will always lock-on and connect with their first attack of the reset combo. Countering when there is no incoming attack will drop the combo as will moving to attack a different character not in range of the player character's next basic combo attack animation. Instant takedowns and special moves do not count against the combo flow. If you have enough meter saved up during the combo, for example, you have performed 16 hits without using a special takedown, but you just countered an attack you can use a takedown to continue the combo without breaking the chain. The combo animations will reset AFTER the takedown is performed.

Gadgets and techniques also factor in to combo flow, but I'll save those for later in the post. For now, let's talk about the playable characters general fighting styles.

BATMAN

Batman controls much the same as he did in the Arkham games, with a few additional moves and some streamlined or dropped mechanics. Because of the restructured combat system, Batman no longer zips around the room randomly attacking enemies the player can't even see. Every single character has an effective area of attack they generally stick to. Batman has several upgrades and gadgets that let him expand his range by the end of the game but he will not be flying off screen. There is one upgrade, however, that lets him drop a fast-acting, close-range smoke grenade and move to another enemy rather quickly. Another one of his upgrades allows him to brute force his way through slightly beefier enemies and take them down with basic combo attacks. And yet another upgrade that allows him to integrate Beatdown strikes into his combo with the push of a button, without having to stun an enemy beforehand. And some of his ultimate upgrades include the ability to disarm or destroy weapons during a combo, without having to pause to input the command specifically.

These will all cost lots of upgrade points, so don't expect to be an invincible badass anytime soon after the start of the game. And in harder modes, enemies might even see Batman's tactics and tricks coming and try to resist being picked apart by the Caped Crusader so easily!

BATGIRL

Much like Batman, Batgirl is a swift, smart, capable melee-oriented fighter. However, being lighter and smaller than Batman means Batgirl has to put a bit more effort into taking down some of the baddies. Where Batman might be able to take down a normal thug in 4 hits, Batgirl might have to use 5 or sometimes even six strikes. Of course, her meter builds just the same as Batman's. Initially, at 8 strikes, Batgirl can perform an Instant Combat Takedown, just the same as any other character. Later upgrades allow all characters to start performing special takedowns at 5 strikes, and building meter may get easier with the ability to land critical strikes and enter True Combat Flow where time seems to slow down and the characters can use their reflexes to make fighting easier.

Batgirl might not be able to brute force her way through every fight, but sometimes she can get the job done even easier through redirection and agility. Her counters often have her forcing her target to take a hit from one of their so-called friends. And she is more than capable of leaving enemies stunned with some rather underhanded but effective maneuvers like eye-pokes or stomping on their feet. She's even enough of an acrobat to leap from one enemy to another, not once, not twice, but up to four times! And one of her ultimate upgrades allows her to pull one of the dirtiest tricks of all. A chemically-enhanced hand-smother grab that will completely knock out any minion, and even leave some of the heavier hitters stunned for a while! Useful for both turning the tides of a fight, and stealth maneuvers.

Same as every other character that is not Batman, Batgirl can summon Batman under certain conditions to help her in stealth or combat scenarios and has several special combo moves and Dual Takedowns she can perform alongside him and others.

THE PHANTASM

Surprisingly, the Phantasm fights much like Batman. She's slightly more lethal, but has a plethora of moves to help her take down criminals... for good. Her basic combo can fell any regular foe in 4 hits, just like Batman. The only difference is that does not have a grapple move and enemies hit by her finishers (combos and Combat Takedowns) cannot be revived. A quick, punch-kick-knee-slash combo will finish off any non-armored minion. Her Combat Takedown has her knee an enemy in the groin, then finish them off with a heavy slash from her arm-blade.

She has no aerial attack, instead having a heavy judo throw, where she slashes a non-vital area of her enemy, grabs them and then then tosses them over her shoulder. This attack can knock down other enemies hit by her thrown victim. Her Beatdown starts with her stun, a smoke pellet thrown into the face of her targeted foe, followed by a series of marching knees and rotating axe kick, planting her foot on the downed enemies chest to finish the Beatdown.

Her dodge and counter are a bit special, involving the use of her smoke gimmick. Instead of flipping over an enemy to dodge, she cloaks herself in her special Phantasm smoke, appearing behind them. Her counter has her envelop both herself and the target, judo throwing them out of the smoke an instant later.

She has several special gameplay mechanics that come into play in different situations, but has very few gadgets. Like most of the Bat-family members she has a “Detective Vision”, hers being called Reaper's Gaze. This allows her to see through walls, and gives her the ability to operate in heavy fog-of-war conditions as is necessary when enveloped in her own special “Phastasm smoke”. She also cannot be gassed because of her mask. Her smoke can be triggered as a reactive command to being spotted, or can be launched as a localized smoke bomb. When triggered as a counter, she has a couple moments to hide and cause enemies to lose sight of her. When launched as a bomb, the smoke sticks around for quite a while, incapacitating most enemies caught within the smoke, causing them to cough and stumble around and gives The Phantasm time to stealthily take them down.

In several Dual Missions, Beyond the Game Over and other modes where Batman can be summoned but is not initially present the Phantasm can summon Batman as a reaction to being targeted with an attack. Batman will appear out of a swarm of bats and push the Phantasm out of the way of the attack taking the damage himself. The Phantasm will become enraged and gain a massive power boost for a short while, being able to take down any minion-level enemy (even bigger, beefer enemies) with one brutal strike. Batman will give a disapproving look and the Phantasm will return to normal, looking away (effectively rendering her immobile for a moment) while Batman disappears into the shadows.

On maps where Batman is present at all times and is working with the Phantasm she cannot perform lethal strikes, her animation instead having her brutalize an enemy unconscious without the use of her blade (for any lethal strikes that use the blade normally). She and Batman have several special Dual Takedowns and combat maneuvers, the animation and effect varying depending on how much combo meter you have to burn.

RED HOOD

Red Hood is the heaviest hitter of the Gotham Knights, packing a pair of twin magnums, customized as clubs for close-range and able to combine into a single, high-powered sniper rifle. His basic combo is a series of 3 hits, followed by a finishing fourth strike – a single shot from one of his magnums, a non-fatal strike on the target that takes them out of the fight. Unlike the Arkham franchise, he seldom uses his guns in combat, stealth and especially when he's teamed up with Batman. However, any enemy he defeats is out of the fight for good and cannot be revived. His basic combo, and special moves involve him brutalizing his enemies without the use of his guns. He does uses his guns for his Combat Takedowns, of which he has two variations. At 8 hits, he can perform a Combo Takedown, same as all other characters but this Takedown sees him combine his magnums and shoot a target in the leg, completely taking them out of the fight When he unlocks a 5 hit Combo Takedown, he switches to firing a quick volley of shots around the target, grazing them, but also damaging them enough (given that he is firing magnums) to take them out of the fight. This is called a Light Combat Takedown to differentiate it from the regular Takedown. The 5 hit Takedown is also non-lethal, and neither Takedown “works” on Bosses, but the 5 hit version can damage Bosses a little.

His Beatdown has him stun an enemy by dropping flash-bang near them, then launching a series of quick knee-strikes after grabbing them in a headlock. He can still counter during the beatdown, but then must re-target the stunned enemy to continue his assault same as in the Arkham games. He finishes off the beatdown with a rocket-powered short jump kick. His aerial attack has him launch himself using his rocket-powered boots, gaining a good distance off the ground before landing on an enemy and driving their head into the ground with a face-slam, performed by grabbing their head with his hand.

Red Hood doesn't use too many gadgets. He has the standard “detective vision” all Bat-family characters have, a grapple gun, a flash-bang for stuns in combat and quick getaways in stealth. He can use his sniper rifle once per mission in stealth scenarios to instantly Takedown one enemy (armored or not), but as a result, surviving enemies will be alerted to his position and start employing heavy artillery of their own and more aggressive tactics, including drones, bulletproof shields and anti-ground and air turrets as well as destroying any vantage points they come across. They will also start hunting maneuvers, bombarding cover positions, flooding grates with napalm and generally acting more merciless in taking out Red Hood. Typically enemies will do this regardless, but only in harder modes. Essentially, Red Hood taking out an enemy with his sniper rifle changes the challenge's difficulty, raising it.

In Dual missions where Batman is not already present, Red Hood can summon Batman with a call of “Old man!”, and the Dark Knight will appear as Red Hood fires a marker shot on a target and swiftly take the target out. In Combat, control of the character will switch from Red Hood to Batman until another Dual Takedown is performed or the player switches characters again by pressing the appropriate button. In stealth, enemies will start acting more paranoid and alert, having realized they are being hunted by both Batman and Red Hood. Red Hood has several special combo moves and Takedowns he can only perform when working together with Batman.

NIGHTWING

Nightwing's combat is mostly aerial, the first hit of his combo launching an enemy into the air as Nightwing leaps after them to perform a four-hit follow up and finish them off. Armored enemies cannot be launched, but even beefier enemies will fall victim to Nightwing's acrobatics. However, they usually require more hits to finish off. Nightwing can quick-fire his grapple to drag enemies toward him while airborne and use a Special Takedown at 8 hits (initially) and later 5 hits to continue his aerial combo.

His Beatdown and Combat Takedown also see him use his genius acrobatic skills to bring enemies into the air where they are helpless to defend themselves. Armored enemies cannot usually be launched, but Nightwing's Beatdown and Combat Takedowns ignore that. For Nightwing's Beatdown he shocks enemies with his stun batons, then launches them into the air with a double thrust kick and follows after them for several quick hits before grappling them and slamming them into the ground like a sack of bricks. Nightwing's Combat Takedown sees him tag a nearby enemy with his grapple, then swing them around and throw them into the air, then allow them to fall back down to the ground.

Nightwing employ several similar gadgets to Batman, though he mostly relies on his nimbleness and acrobatics to take down enemies in both combat and stealth situations. He has a custom grapple attack, his trusty electrified escrima sticks, and a smoke bomb. Like the rest of the Bat-family he employs “Detective Vision” to see through walls and mark enemies, helping him get the drop on baddies when he needs to!

In Dual missions, Nightwing can summon Batman with a call of “Your turn, Boss!” which causes enemies to be alerted to Nightwing's location, while Batman enters the fray in maximum stealth mode. Nightwing has a short time to escape from his current location and can use the call again to have Batman drop a smoke bomb on the group of gathered enemies where he and Nightwing can then work together to take out a large number of baddies at once!

ROBIN:

Robin typically fights with his bo staff, being slightly more agile than Batman but less so than characters like Catwoman and Nightwing. His basic combo takes 5 hits to down an enemy, starting with a swift, stunning kick and followed by four quick staff strikes. Robin's Special Takedown has the added effect of moving him close to a viable target via his zipline, which pulls him toward an enemy unlike Batman's which pulls the enemy toward himself. Following this Robin trips his enemy and knocks them out with a swift strike to the head with his bo staff. This means Robin's Special Takedown will typically never miss. Robin's Beatdown is fairly normal, numerous quick strikes with his bo staff ending with a shield slam.

One unique mechanic for Robin is his quick-deploy bullet shield. Once you build up a combo meter of 5 or more Robin will automatically deploy the shield if shot at from the front, taking no damage, but dropping the combo. Once you have a certain upgrade Robin can deploy the shield without dropping the combo once the meter reaches 8 or higher and another upgrade allows you to counter the bullets with a shield ram, taking no damage as you rush forward and slam an enemy with the shield. Combining the two upgrades allows Robin to quickly overwhelm enemies that are trying to shoot him without taking damage.

Robin has many gadgets, similar to Batman, including a non-lethal Flash-bang to disorient enemies, his Zipline, Bullet Shield, Birdarangs, a sticky net (fired from the end of his staff) able to trap enemies against flat surfaces in stealth mode and disable them for a short while in combat (permanently if they are the last combatant) as well as bundle up faraway objects and finally explosive gel.

Like most characters in Dual Missions Robin can summon Batman with a call of “Hey, boss!” which sees a swarm of bats descend around an enemy, leaving the enemy unconscious as Batman steps out from the cloud. In stealth missions Robin instead presses a button on his gauntlet to call in Batman as reinforcements, without alerting enemies to his presence or Batman's.

POISON IVY

One of the new additions to the playable roster. Poison Ivy is a seductive, genius botanist and eco-warrior. She doesn't like getting her hands dirty, but underestimate her in a fight and you'll find yourself planted... six feet under! She brings the full force of her domme Queen and Green warrior energy to any hand-to-hand fight she finds herself in, and will use all her skills, tricks, techniques, equipment and powers to swallow up her prey in her stealth sections. Almost as quick as Batgirl she can't hit too hard on her own, but she doesn't need to as she commands legions of monstrous plant creatures and can control thick vines to tear her enemies apart. In this game, most of her moves will be non-lethal and her fighting style focuses mostly on kicks and commanding her plant creatures and vine attacks. Tonight isn't about killing, it is about making sure Batman falls to her... one way or another. That doesn't mean this lovely lady isn't still as lethal as her name suggests. Just that she isn't going to resort to murder as the first and only solution.

Her basic combo is fairly long, but will take a single normal minion down, and even some beefier ones, without fail. A couple of quick slaps, leading a push kick and several sexy follow up kicks, punctuated with an assist from a thick plant vine smacking her target and then wrapping them up and tossing them aside like last week's garbage. A full eight strikes later and her first enemy is down, with the added bonus of having built enough meter for a Combat Takedown. Her regular “aerial” attack sees Ivy launching a foe into the air with large tree vine, then slamming them back down to the ground in the same attack.

Her Combat Takedown is a bit elaborate but, just as you'd expect from Ivy, shows everyone who is truly the boss around here. An unavoidable close-range grab and poisoned kiss, followed by a chump toss (throwing the stunned minion down directly at her feet) which she gracefully walks away from... by stepping on the poor fool's back and head, sexy high-heels doing their best work smashing the defeated foe into the ground. Don't get up boys, it won't do any good against her anyway.

Her combat stun is a close-range, wide-area stun that can hit multiple enemies. A blown kiss of poisoned powder renders enemies helpless for a short period. She then summons a vine whip to start her Beatdown, should you choose to follow her stun up with some physical punishment for the enemies who dared to challenge her.

She has several “gadgets” and techniques that can help her in combat or stealth. Her patented Poison Kiss can be quick-fired in combat as a infallible stun and used in Stealth sections as a super close-range quiet, instant Kill. Her wrist-mounted Crossbow helps her stun enemies at long-range or destroy various hazards to cause chaos on the battlefield, including setting off explosive devices or rendering enemies unable to use weapons by shooting their hands. While it can't do much to heavily armored enemies, it is also “useful” as a loud, lethal Takedown in stealth sections. However there are a limited number of bolts for her to use (which refill over a long period of time). Her Snare Plants can be placed in various locations as remote traps in stealth or quick stuns in the midst of combat. And finally, her Poison Ivy Gas Pumpkin bombs can be used in combat or stealth to disorient enemies for a short while, leaving them open for attack!

Now, there are several moves exclusive to each character in the Beyond the Game Over modes. By inputting a certain command (pressing a button or button combination) every playable character that is not Batman can SUMMON BATMAN. Each character's summon acts slightly differently, but ends with Batman sticking around to help in combat or stealth. There are also several added team-up moves and Takedowns.

For Poison Ivy, after letting out a seductive call of “Darling!” a swarm of Bats descends from the ceiling and engulfs a targeted enemy. The enemy is instantly KO'd and Batman joins the fray. In combat, Batman sticks around to fight and has several combo moves with Ivy, some special takedowns that have varying range and effectiveness based on how much meter you have when they are used, and the ability to switch control between the two characters with a special Dual Takedown. In stealth, Ivy can summon Batman to take out an enemy and join her in the scenario but having her call out “Darling” alerts enemies to HER position (not Batman's though).

CATWOMAN

Catwoman plays very similarly to how she did in the Arkham games. She's even faster than Batgirl, but has to strike a thug far more to take them down. Where Batman can use 4 strikes, Batgirl 5 or 6, and a normal Beatdown takes 10, Catwoman has to hit a thug at least 8 times normally and 12 in a Beatdown. Given her speed that's no problem, but Catwoman has trouble taking on beefier enemies and martial artists without help or the use of her equipment.

Catwoman employs her signature whip, and caltrops, as well as drugged claws to overwhelm and outwit her enemies in combat and stealth. She can climb on ceilings if the right conditions are met (read: there is some appropriate material for her to sink her claws into) and makes far less noise than Batman or his allies when running and leaping around.

The drugged claws are a new addition, replacing her bolas. A quick, instant Takedown in stealth sections they can also be employed during combat to deal continuous damage over time to an enemy. Her Combat Takedowns are much the same as in the Arkham franchise, and she keeps her signature whip special attacks, stun and aerial pounce attack.

In challenge maps where Batman is also present and the Beyond the Game Over game modes Catwoman can summon Batman with a call of “Your turn, handsome!”, causing Batman to appear in a cloud of smoke and instantly KO one enemy. In stealth, this can be used as a reaction command to prevent enemies from being alerted to Catwoman's presence, while in combat it will KO one enemy and switch control of the character from Catwoman to Batman. Batman controls just as he does during the main campaign and can perform several special moves and Dual Takedowns with Catwoman, which will switch control of the character after they are completed.

HARLEY QUINN

Unlike in the Arkham games, Harley relies heavily on her bat in combat. She, however, requires the least amount of strikes to take down thugs. Being a power character might not makes sense, but Harley's insanity helps her put much more power into her strikes than the other characters. At three strikes, Harley can fell a normal thug with her trusty bat. While her basic combo is non-lethal, much the same as many of the others, the thug felled by her basic combo cannot rejoin the fight. Given how much “gear” Harley carries she is one of the slowest characters, but can cover a lot of ground with her dodge cartwheel. She has no “aerial” attacks, preferring to launch troublesome enemies with her mallet, or stun them with her trusty boxing glove pop-gun.

Her Beatdown and Combat Takedown both see the use of her mallet. A quick stun with her boxing glove, aimed and fired into a target's face opens up the opportunity for Harley to “beatdown” the thug with a series of light slaps, finished off by pulled her mallet from “Hammer space” (it's a pun, get it?) and smashing the helpless victim over the head to finish them off. Her Combat Takedown has her stun the target with an electrified joy-buzzer handshake, then pull out her mallet and send them flying. Her Combat Takedown can damage nearby enemies if the target that was launched hits them, but pushes most of her enemies out of melee range forcing Harley to cartwheel into range to continue her combo after a Takedown.

Harley has lot of “toys” to confound and confuse her enemies, both in combat and “stealth”. Sadly, or maybe happily for many players, Harley just isn't a very quiet gal.

Her boxing glove gun can be used a quickfire gadget, stunning most enemies in combat as well as launching them back to give her some breathing room to set up a combo, and in stealth will knockout any unarmored enemy when fired from behind. Of course the loud Pop that is heard when the gun fires will alert enemies to her position. She also has a trick Jack-in-Box that will spew Joker gas, causing an enemy to be stunned and dive into a laughing fit. While this will alert nearby enemies if you move fast enough they won't be able to discover your position and the enemy hit with this attack can't point your location out (on account of taking continuous damage from their laughing fit). In combat it won't lure enemies, since your already fighting them, but still damages the target over time. Her Joy-buzzer doesn't have much in use in combat, being a close-range quick stun to make enemies drop any weapon they're carrying, but in “stealth” can be used to activate electric-power mechanisms. Her mallet can break down weak walls but will alert enemies to her position in stealth situations, and can be used to break armor in combat. A Joker-shaped mask will spew a thick cloud of gas that can mark enemies so Harley can keep track of them in stealth, and in combat will blind enemies as Harley can detonate it as a sort of special flash-bang.

Using her streamers Harley can hang from certain structures for a very limited, short time in stealth situations, or quick-fire them in combat to tie up an enemy for a couple of moments. An explosive EMP-charged Teddy Bear can disrupt communications, and even take down enemies wearing a heavy amount of electronic equipment, and in combat can be used to disable enemies that can revive others as well as sabotage equipment boxes. She also carries a heart-shaped grenade. In most situations it does nothing but explode. In stealth it will alert enemies to her position and damage Harley a little if she doesn't throw it. In combat it will cause enemies and Harley to flinch as it detonates too quickly for Harley to throw it at an enemy. However, in Beyond the Game Over if Batman is already summoned she can hand it to him. It will detonate, causing Batman to stagger. As enemies rush him Harley will get a massive power boost, enabling her to defeat any enemy besides Bosses in one hit. After, she kisses Batman and dances away as he gets annoyed.

In any of the Beyond the Game over modes Harley can “summon” Batman with a call of “Heya, Mistah B!” Batman will leap out of the shadows, only for Harley to immobilize him with her trick streamers. In stealth, Harley quickly hides while thugs gather around Batman's position and in combat, the thugs drop their defense and go into a frenzy. In either case, if you catch a thug unawares, or from behind in combat, Harley can quickly take them down without resistance. In stealth, she can smack three closely gathered thugs unconscious before they can react and in combat she can take out enemies for around 5 seconds depending on how fast you mash the attack button. Afterward, in stealth Batman will break out and throw a smoke bomb to disorient enemies and disappear. In combat, as Batman breaks free from the streamers Harley steps up to him and plants a seductive kiss on his lips before dancing out of his reach. Both then ready themselves to continue combat!

TALIA

Trained by the best fighters in the world, well versed in the ways of the League of Assassins, Talia is a highly competent sword-fighter, almost on par with Batman himself. While he basic combo is non-lethal, consisting of 4 strikes her Combat Takedown and Beatdown are both capable of downing enemies permanently. Her Combat Takedown usually consists of close-range leg sweep and quick downward thrust of her sword, meant to pierce through any armor her enemy might be wearing. Her beatdown is a flurry of rapid slashes, each one designed to sap the strength of her enemy until she finishes off the Beatdown by stabbing her victim through the gut.

Talia has very few “gadgets” to employ, but has several special moves she can employ in stealth situations that help her tear through enemies in her challenges. One is a smoke bomb that not only obscures enemies' vision but deals continuous damage to enemies caught in the cloud for a short while. Talia herself is immune to the effects of the smoke bomb. She also has three “special moves” she can employ in stealth and combat. One has her leap forward, grab an enemy, slit their throat and use them to block a physical attack before dumping their body and continuing combat. While this can be employed at any time without costing meter, it can only be used three times in one combat challenge. Her second special move has her summon a couple of ninjas to hold a target still so she can launch a heavy attack that removes any armor the target is wearing and stuns them for a short while. Her final special move has her pull out a potion containing some water from the Lazarus Pit and drink it, restoring a decent amount of her health. She can only use this move once per Stealth or Combat encounter.

In the Dual Mission and Beyond the Game Over challenge modes Talia can summon Batman to her aid with a cry of “Beloved!”. Talia will then point to the nearest enemy who is quickly grabbed and pulled into the shadows by Batman. A muffled groan is heard and Batman steps into plain view, ready to join Talia in the fight. In stealth, Talia's cry alerts enemies to her position, but only if one is nearby. If there are no enemies close enough or the enemy that was alerted was taken out by Batman the rest of the enemies go about their patrols as normal. In combat, enemy aggro is focused on Batman for a short while after Talia's summons him with her command. In combat Batman and Talia work together, focusing on one enemy to quickly take them down, usually ignoring any armor or weapons the enemy might be employing. The duo have several special takedowns and combo strikes to tear through enemies, working together like a well-oiled machine.

PUNCHLINE

Punchline is the most lethal of all the playable characters. She can't take too many hits, but only needs two hits for a lethal combo finisher. A quick slap to disorient an enemy followed by her pulling out a long-barreled revolver and shooting an enemy in the face for an instant down. Her Beatdown is a cruel, long string of knife stabs, ending with a heavy roundhouse kick that finishes off an enemy. Her Combat Takedown has her spin around a nearby enemy and stab them in the throat from behind, then kick them away with a thrust kick. She is about as fast as Batgirl, slightly slower than Catwoman, but given how heavy her attacks are she's balanced with an extremely small health pool.

Punchline has only one gadget to speak of. Her improved “Super” Joker gas. Only she is immune to its effects and though the cloud radius is fairly small, any enemy caught in the gas when she deploys it is taken out of the challenge immediately, laughing themselves to death in short amount of time. Any enemies left in a challenge are alerted to her location when she deploys the gas which she can only do once per Stealth or Combat challenge. While this doesn't really affect Combat, enemies in Stealth challenge also increase their alert level by one stage when Punchline uses her Gas Attack. For example, if the enemies are at a normal level of alertness they will immediately jump to extremely paranoid. If enemies are “unaware” they will become highly cautious.

Punchline plays slightly differently in Dual Missions. While her Beyond the Game Over challenges don't change, when she is is Dual Mission mode her attacks are limited to Combat Takedowns where she will non-lethally stab enemies, permanently removing them from the fight. However, she can only get hit once in Combat before dying and if spotted at all in Stealth will instantly forfeit the mission. In Combat, as a counter move Punchline can summon Batman by activating the summon command in response to getting hit. With a call of, “Die, you bastard!” Punchline will take aim at a foe with her revolver only to miss with the timely intervention of Batman, who gets hit instead. Batman will then do his best to finish off them enemies before Punchline can kill them. Batman can be damaged by Punchline's attacks (he doesn't have a visible health meter, however). If you deplete Batman's health with Punchline a non-standard Game Over occurs. Batman falls unconscious and the enemies flee. Punchline then walks up to the prone Batman and kisses him to sleep with a special sedative lipstick. The last thing the player sees before the Game Over is Punchline smirking at her victim saying, “Now, let's get you to the Joker...” You then fail the challenge.

Punchline has only one Dual combat move with Batman. When Punchline's health is depleted for the first time while Batman is around, he will leap out of the shadows and take down one nearby enemy, restoring Punchline's health ever so slightly. Punchline will wrap her arms around Batman,and plant a quick kiss on his cheek (either from the front or back) and mockingly say “my hero... you will die my by hand!” and then take her combat stance again while Batman is put into Beatdown mode for one single attack, able to perform a Beatdown on one single enemy without having to stun them.

AZRAEL

Azrael fights much like Batman, with a few bonuses. He draws extra power from mystical forces, having been taught many skills by the Order of St. Dumas. His normal combo can take down any unarmored enemy in five hits, the final being a sword slash that doesn't kill but instead removes the soul of his enemy from their body preventing them from rejoining the fight. His Combat Takedown is a standing arm-break and judo toss combo just like Batman's. He can stun enemies with his cape. Unlike Batman, however, he has no Beatdown. Instead he is able to spend Soul Tokens, collected from downing enemies with a regular combo to enhance himself and charge the Sword of Damnation with power. His combat style thus changes to wielding his sword, which damns the souls of his enemies to Hell with one slash. The time limit on the Sword is equal to the amount of tokens spent in seconds. If you activate it at 5 Soul Tokens you have five seconds to use the Sword, in other words. In Combat Challenges you can use this on a “Boss” type enemy, but doing so costs 50 Soul Tokens and drains them all instantly. His aerial attack is the same as Batman's and he employs several gadgets as well, though not as much as the other members of the Bat-family.

He has a grapple, fired from his gauntlets that drags a target to him. He can also employ a light flare to disorient enemies, akin to the smoke bombs and other tactics characters use to make a quick, stealth escape. He has throwing stars for hindering enemies at long-range as well as his own unique version of Detective Vision known as “Holy Eye”. Lastly, he has a magical shield that can absorb energy of all sorts, allowing him to defend against enemies with flamethrowers, electric batons and the like. However the shield will break if used for a long period and will then be unusable for the rest of the challenge.

In Dual Missions Azrael can summon Batman with a call of “Knight of Shadows!”. In Combat, Batman appears from a cloud of bats sunmoned behind an enemy and knocks them out instantly. In Stealth Batman drops on an enemy from above, knocking them out swiftly and joining the hunt. This does not alert enemies to either Azrael or Batman's position. While Batman is summoned Azrael cannot activate his Sword of Damnation, though he can still accumulate Soul Tokens by finishing off enemies with a basic combo, instead using them to restore some of his health by returning the souls to his fallen enemies. He has several Combo Takedowns and Dual Combat Techniques he can employ alongside Batman by spending meter.

Notes:

((Updated: Batman, Harley, Batgirl, Ivy and Catwoman's sections now all completed!
Updated: Red Hood's section now complete.
Updated: The Phantasm's section now completed!
Updated: Nightwing, Robin, Talia and Punchline's sections are completed! Added Azrael, and completed his section and this post... FINALLY!))

Chapter 76: DLC Wave 2

Summary:

A post about the second wave of DLC for the Sirens of Arkham game idea.

Notes:

(See the end of the chapter for notes.)

Chapter Text

DLC WAVE 2

More costumes! More characters! More story! More chances for Batman to find out what happens when a gorgeous girl finally has you totally helpless and at her mercy!

-Story Additions-

Dawn of Justice: A new, short campaign set after Silent Knight. Reeling from the Joker's attack on Gotham City Batman finds a few familiar faces and some new ones have joined the bid to end his career once and for all. Join with some allies to make sure Batman, and Gotham at large, stays safe!

Almost Got Him: Sadly, the turf war for Batman was always destined to turn sour! Many of the girls still at large have decided that before they can claim Batman first they'll have to rid themselves of the competition! A medium-sized campaign to keep the girls' hands off each others' throats begins! Of course, Batman could make it easier on himself by just giving in, but he would never let that happen!

Holiday Knights: Calendar Girl and Calendar Man have appeared and are competing for the title of most effective marked day-related criminal of Gotham. Calendar Man is going to treat Gotham to a crime wave that'll be remembered in the history books for sure, while Calendar Girl has her sights set on making Batman's days as memorable as possible before she marks the day of his final defeat and surrender to her! The other girls that remain at large have something to say about this, but you'll have to play to find out just how they're feeling!

-DLC Characters-

Dawn of Justice: Candy and Tracey from Arkham Origins are added, White Rabbit and Mad Hatter are added, and Robin makes his debut as a playable character! Each of them has some story relevance as well!

Almost Got Him: No new characters added. Robin, Red Hood and Nightwing are made available for free roam for the rest of the DLC, present and future.

Holiday Knights: Calendar Girl and Calendar Man added, as well as Sugar and Spice from Batman Forever.

-DLC Costumes-

Dawn of Justice:

Batman:

Beware the Batman costume. All black with gold belt, not unlike the Burton costume. Sleeker and less “rubbery” though.
The Batman Batman costume. Cowl separated from the rest of the outfit.
Justice League Action Batman costume. Basic grey and black Batsuit, with black belt and larger Bat-symbol.

Batgirl:

Gotham Knights Batgirl costume. Batgirl's base costume from Gotham Knights. The sporty tracksuit and “cake” costume.
Birds of Prey Batgirl. The modified Alicia Silverstone Batgirl costume that was used in the Birds of Prey TV show.
Bombshell Batgirl. The Bombshell version of the Batgirl costume. Sexy, revealing and ultra-feminine. Goggles and backpack included!

Catwoman:

Injustice Catwoman costume.
Animated Long Halloween Catwoman costume. A variant of the Animated Series Catwoman costume. All black, pure seductiveness!

Almost Got Him:

Poison Ivy:

Ame-Comi Ivy costume. It's basically a bra and panties, but totally appropriate given the setting! Fanservice to the max.
Almost Got 'Im Animated Ivy costume. A swimsuit. Ingenious. What a great way to grab Batman's attention!

Talia:

President Talia Head. The cleavage baring shirt and short pencil skirt she wore as President of Lexcorp.

Robin:
Voiced by Yuri Lowenthal.

Game original costume. Domino mask and black hood. Red tunic with yellow streaks running down the side. Green short sleeves and gloves. Dark green pants, look almost black. Black boots. Yellow belt and yellow cape with interior lines that look like feathers.
Tim Drake's original Robin costume. Green sleeved red tunic. Green pants and black boots. Black cape with yellow interior and yellow belt. Green gloves and R-Robin symbol on left side.
One Year Later Robin costume. All red suit with black speedo covering. Serrated black cape with yellow interior. Big pouches on a yellow belt. Black gloves and boots with serrated edges.
Original Red Robin costume. Red tunic shirt with black cape and cowl. Black pants, boots and gloves. Red Robin symbol centered on chest. Yellow belt.
Joel Schumacher Second Robin costume. Without the nipples. Sorry?

Holiday Knights:

Batgirl:

Ame-Comi Batgirl costume. Sleek, form fitting Batgirl costume with safety visor.

Catwoman:

Ame-Comi Catwoman costume. Fanservice-y anime Catwoman costume!

Harley:

Ame-Comi Harley costume. More revealing anime Harley costume! Pushing the fanservice as much as we can!
Harley Claus costume. The revealing Harley Claus costume from the Holiday Special cover. Basically a Harley-themed Christmas corset!

Notes:

((Annnd done with this post. I'll be finishing up the Combat post next, and adding a Thug Dialogue/Game Over quips post soon!))

Chapter 77: DLC Wave 3

Summary:

The Final Wave of DLC!

Notes:

(See the end of the chapter for notes.)

Chapter Text

DLC WAVE 3

The final Wave of DLC! Azrael appears! Batman is put out of commission... but for how long?! New costumes! New story! The epic finale of Batman: Sirens of Arkham!

-Story Additions-

Knight's Fall: Batman goes up against a new band of criminals, led by an unexpected foe! Will he survive this new crime wave as Gotham is once again besieged by numerous baddies?

Knight's Quest: Azrael takes up the mantle of the Bat to hunt down and put a stop to the many criminals now at large and more dangerous than ever. Meanwhile, some of Bruce Wayne's old allies and even some of his paramours have come together to find a way to get the original Batman back into the suit. But, a sinister force lurks behind all the goings-on in Gotham. Is Azrael really on the side of the angels, or is he a demon in disguise?!

Knight's End: Azrael's past and Bruce's return to the cowl collide in a battle of epic proportions. With the city once again in peril both Batmans, original and successor, will have to work together to stop this mega-gathering of Gotham's super-criminals. Everything is in total chaos. Good, evil, and just plain insanity all fight to end the conflict once and for all, and Gotham is ground zero for the battle! Who lives? Who dies? Will Batman stop the criminals who have attacked is city? Will they stop him? Or might something else happen?

BONUS: If you complete the DLC Wave with 100% a special cutscene is triggered at the end with the girls playing poker amongst themselves in an undisclosed location. One of the Sirens, Ivy, Harley or Catwoman, speaks up saying “I came the closest.” The other girls in the poker game take on offended looks and start trying to talk over each other, all claiming they are the true victor. The scene fades to black with the words “The End?” centered on the screen.

EXTRA BONUS: If you complete the entire game with 100%, main campaign, and all the DLC, a slightly different cutscene is triggered. This time the girls are still playing poker, with some of them off to the side doing their own thing but instead of one of them causing an argument the main Sirens turn to the others and propose an alliance. Instead of competing, this time they want to work together. The goal? To make Batman understand that he is theirs to play with. He may never be defeated in battle, his career as a crime-fighter a sure thing for years to come, but when dealing with matters of romance and sex? He belongs to them, and they aren't going to let him forget it. Screen fades to black with the words “THE END.” centered on the screen.

-DLC Characters-

Knight's Fall: Azrael is added as a playable character, alternate costumes included. Hush and the Clayface Mud Pack (Basil Karlo, Matt Hagen and Sondra Fuller) are added to the game. Candice and Rupert Thorne are added to the game as well.

Knight's Quest: Azrael is made available for free roam for the rest of the DLC. Roxy Rocket is added to the game.

Knight's End: No new characters added. Instead, all female characters get one new, game original costume.

-DLC Costumes-

Knight's Fall:

Batman:

Azrael-Batman costume v1: The costume Jean-Paul Valley first wore as Batman, after Bane broke Bruce Wayne's back.

Azrael:
Voiced By TBA

Game Original costume. A red, hooded, scarf-like cape, with a smooth white face plate. Glowing red eyes and a red bird-like symbol around the mouth. A white armored chest plate with red cross on the front and a wing design of the back, consisting of six red wings. Special gold and red armor coverings over the arms and legs. Red, kevlar shirt and pants. Black belt, with sheath and several pouches. Clawed gauntlets and taloned greaves.
Azrael-Batman costume v2. The “upgraded” costume Jean-Paul Valley wore as Batman. Single slit visor, full-face mask, clawed gauntlets with “enhancing” straps meant to help Jean-Paul hear the orders of St. Dumas and improve his skills, strength and endurance.
First Azrael costume. The red and yellow costume Jean-Paul wore in the comics after Bruce Wayne reclaimed his mantle as Batman.
The Adventures Continue costume. The version of the Azrael costume worn by Jean-Paul Valley in the Adventures Continue comic series.
Avenging Angel. The second costume worn by Jean-Paul in the comics. The first time the red-and-white color scheme was used for Azrael.
Holy Knight. The red-and-white knight/crusader costume worn by Michael Lane in the comics. Changes the voice actor for the character when worn.
Arkham Knight Azrael. The costume worn by Azrael in the Arkham Knight. Voiced by the same person as the Holy Knight costumed Azrael.

Robin:

Damian Wayne's Robin costume from right before the nu52. Changes the voice actor.

Knight's Quest:

Poison Ivy:

Batgirl cosplay costume. The Batgirl disguise Poison Ivy wore in the first run of the Harley Quinn comics issue 12.

Knight's End:

The Bat-Swarm costumes are added. Proof that, if anyone is going to end Batman's career, the women of Gotham are more than suited to the task even if their methods of doing so aren't quite as violent as one might expect.

Poison Ivy: A dark green, almost black bustier and panties. Thigh-high high-heeled boots, with a bat-shaped design. Dark green cowl with red lens, open at the back to let her long, luscious red hair flow. Serrated “bat” cape. Long, dark green gloves, open-fingered.

Talia Al Ghul: Long, serrated black, short-sleeved coat, open around the chest. Bat cowl, open at the back so her long hair can flow freely. Long leather, clawed gloves. Yellow utility belt with gun holster, over black leather pants and short, high-heeled ankle boots. Red bat-symbol on the back of the coat.

Harley Quinn: Red bat-cowl, with black domino mask design, open at back. Blond ponytail. Short, serrated bat-cape. Half-red, half-black leotard bat-suit, v-shape design. One black stocking, one red. Leather boots with a bat-motif, one red and one black, opposite to the leggings. Frilled, white gloves with metal nail attachments.

Catwoman: Arkham City Catwoman costume, as well as Armored version.

Batgirl: Injustice Batgirl outfit.

Roxy Rocket: A bat-cowl, open in the back, with a pair of googles to cover her eyes. A black leather, short sleeved bomber jacket with white bat-symbol on the back, open around the chest. A dark red undershirt with black bat-symbol on it. A dark red utility belt, with holster for her stun gun. Form-fitting, dark brown/black spandex pants. A pair of fingerless dark red gloves with metal knuckles. High-heeled ankle boots. Her rocket now has Bat-decals on it as well as a pair of stubby, bat-like “wings”.

Candice: A red leather trenchcoat, with a black bat-symbol on the back. A red fedora and opaque visor. Red gloves, with metal claws. High-heeled stiletto shoes, red. A sleeveless black combat leotard underneath it all, with a red bat-symbol in the middle. Twin belts around the waist, with two holsters for guns.

Query and Echo: Green bat-cowls with black Question marks on the front and purple lenses. Short, serrated purple Bat-capes attached to the cowl. Black utility belt, hanging slanted from their waists. Green bodysuits, with purple Bat-symbols on the chest. Short, purple cloth gloves and thigh-high heel-heeled boots with a bat motif. Canes with a bat-shaped handle. Additional “reverse” costumes, with the color scheme reversed – purple costumes with green gloves, boots and cape.

Jay, Raven and Lark: Catwoman, Poison Ivy, and Harley Quinn “cosplay” costumes.

Red Claw: High-collared, sleeveless red leotard with claw-shaped cut-outs on the side, v-shaped finish around the crotch area. Black bat-symbol over the chest. Black stockings and red boots with a bat-motif. Black domino mask, with twin “horns” on the side of the face. Short, serrated cape, designed to look like claws. Silk sash around the waist. Red gloves with metal claws, dipped in non-lethal poison.

Violet and Lily: Tracey and Candy's business suits.

Penumbra: Dark purple, form-fitting catsuit with short-sleeves and half-face mask, covering the lower part of her face. Bat-symbol on the chest. Metal gauntlets, small throwing knives attached. Twin scarf, sticking out of the back of her outfit, serrated to give off the appearance of bat-wings. Shin-high, high-heeled greaves. Yellow utility belts, one on each thigh and one wrapped around her waist for a total of three.

White Rabbit: A white cowl, with pink domino mask design and long ears . A white, cleavage-baring corset with pink stripes running down it covers her torso, ending with a v-shape around her waist. A pink bat-symbol is centered around her chest area. A short, serrated pink cape hangs down her back. Pink panties with a small, fuzzy rabbit tail attached on the back cover her private area. Long, pink satin opera gloves cover her arms. Pink stockings cover her legs all the way to her upper thighs. Short, white high-heeled ankle boots cover her feet. She wears twin utility belts around her thighs with several pouches.

Candy and Tracey: Violet and Lily's henchgirl costumes.

Lady Shiva: Her “Bat-mentor” costume from the Knightquest comic storyline. High-collared, red over-shirt with loose sleeves and form-fitting black undershirt/combat suit. Black leggings and animalistic “Bat” tengu mask. Martial arts slippers.

Pussycat: A pink version of the 1960s Batgirl suit.

Lotus: A sleeveless, tight-fitting, dark green qipao, with a yellow outlined Bat-symbol shaped cleavage window around the chest area. Black, high-heeled ankle boots. Black, bat-shaped opera mask. White, silk gloves with flower-like designs woven on.

Whisper A'Dairie: Her corset, slitted dress and hooded cape costume from the comics. Lace stockings and high-heels.

Amba Kadiri: Her regular costume (silver bodysuit), but with a cape and Bat-shaped opera mask.

Amanda: Siren's silver toga.

The Siren: Her silver, sleeveless dress from the scene where she has Commissioner Gordon hide in the Batmobile.

Notes:

((Updated: Completed.

Next up is my final post, at least for a good long while, the Thug and Game Over Dialogue.))

Chapter 78: Thug and Game Over Dialogue

Summary:

Dialogue from the thugs of Gotham, found in the Sirens of Arkham game, as well as Game Over Screens akin to the ones from the Batman Arkham series.

Notes:

(See the end of the chapter for notes.)

Chapter Text

BATMAN: SIRENS OF ARKHAM

 

GAME OVER AND THUG DIALOGUE

 

DISCLAIMER: I DO NOT, repeat, DO NOT condone the language and intentions of the thugs in this post. I am posting these because of the nature of criminals in a “dark” comic fantasy like Batman. I assume criminals in Gotham are even more deplorable than elsewhere and as such, there will be lots of dialogue and comments that I, myself, would never say in a million years or even if someone was paying me. I'm writing this because this is what I think bad guys say. Don't @ me, or try to make it seem like I agree with what is being said here. It is for fantasy immersion purposes ONLY.

 

THUG DIALOGUE:


Ivy Thugs:
#1
“Man, the boss bitch is hot.”
“Yeah, and crazy. Didya see what happened to Frank when he tried to talk to her while she was gardening?”
“Nah, what happened?”
“Crazy broad had her plant monster things rip his arm off. Told him he made her accidentally clip a petal she didn't mean to. Man, I hate Gotham. All the dames here are psycho.”
“I dunno, man, I thought everyone knew that to start with. I don't care if I go, getting to stare at that ass...”

 

#2
“Why's I gotta work with all these damn zombies...?”
“Uuuuuuugggghhhhhh...”
“Goddamn, that Ivy chick is scary. Heard she pays pretty well though. Like she don't even care about money... Which is weird, right? Ain't money made outta plants...?”
“Mmmmmmggggguuuhhhh...”
“... goddamn zombies.”

 

#3
(pathetic moaning)
“Bring... Bat... to Ivy...”
“Obey... mistress...”

 

#4
“Man, I can't believe I get to work with Ivy! She's the best!”
“You're crazy, man, Ivy's the worst of all the damn dames in this godforsaken city.”
“No way, man. She's special! She fighting to save the planet, man! Protect all the innocent trees, y'know! She's like a superhero!”
“I'm pretty sure heroes don't rip people's heads off for stepping on petunias.”
“She's just a bit harsh, but she's gotta be, man. Who else is gonna save the Earth?!”
“... you're an idiot, you know that?”'

 

#5
“So, uh, what's the boss lady eat anyway? She likes them vegetas... uh... vergtar... plants, right? So she ain't gonna be cool with eatin' them, right?”
“How the hell should I know?”
“I heard she has a strict meat diet... Of a certain kind, if you know what I mean.”
“Like, chicken only or something...?”
“... idiots.”

 

-(Former) Ivy Thugs-
#1
“If I ever get my hands on that Ivy bitch, I swear to God I'm gonna kill 'er.”
“Dude, what's your problem?”
“That plant-loving psycho had me running around for weeks as a goddamn zombie. Brain... blasted? Busted? Whatever. She took over my mind, man! Until Batman knocked my teeth in I was under her spell or something. Had me gardening and other stupid shit.”
“How was you being brainless any different than normal?”
“Fuck you, asshole! Get back to your patrol. (Insert new boss name here) ain't gunna like it if we let the Bat slip by!”

 

#2
“Y'know, maybe workin' for Ivy wasn't so bad...”
“Are you kiddin' me? She had us running around pickin' up flowers and all mind-melted and shit. I don't even remember half of it, I was so drugged up on her love juice or whatever.”
“Sure, but (insert new boss name here) is a lot more hands on, and it sucks. I don't mind workin' for some crazy babe, as long as she don't get in my face every five seconds. Ivy just blasted us with those phero-whatevers and then we was on our way. This chick is always checkin' in, makin' sure we're doin our jobs...”
“Yea, I guess it does kinda suck havin' to listen to her voice all the time... She don't even put out anyway.”
“Haha, like you got a shot. All these broads are interested in is the Bat anyway...”
“Fuck him. What's he got that I don't?”
“Oh, buddy, it's a long list, trust me...”

 

#3
Thug 1. “It feels kinda weird runnin' with this crew after working for Ivy...”
Thug 2. “Oh yeah, why's that?”
“Well, I vaguely remember some of yous tryin' ta off me when I was one of them vegan zombie guys.”
“Vegan zombie? What the heck are you talkin' about?”
“Y'know, one of Ivy's slaves or whatever.”
Thug 3. “Is that what she calls 'em?”
Thug 2. “Hell if I know dude, I think our newbie's still a little loopy from all of Ivy's love dust or whatever it's called... Ivy's got all this complicated shit to deal with if you work for her.”
Thug 1. “That ain't exactly true. I mean, most of us just roamed around mindlessly following her orders. We were vegan zombies after all.”

 

Harley Thugs:
#1
“Hey, is it true that Harley's a free woman now?”
“Yeah, I guess. Why?”
“Damn, man, that means if we kill the Bat maybe we'll have a shot!”
“Hahaha, that's funny. You should go tell Harley that one. Heard she likes a man that can make 'er laugh.”
“Screw you! I'll do it! The Bat's nothing!”
“Hehehehe, okay, tough guy. Let me know when you've brought down the Bat. Harley too. She wants him alive tonight.”

 

#2
“Is this really that much better than working for J?”
“Dude, Harley's not gonna throw acid in your face just for a laugh.”
“Yeah, I guess, but James saw he sic her damn hyenas on Vinnie last week. Apparently he questioned why he had to set up a trap for the Bat that wasn't lethal.”
“Vinnie again?!”
“Huh... what's wrong?”
“Vinnie needs to learn to keep his mouth shut. Harley's really starting to consider offin' the poor bastard.”

 

#3
“Youse guys ever tink about the irony of Harley going after da Bat after obsessing over the Joker all these years?”
“Not really, no. I just do they work she pays me for. Only reason I'm working for Harley anyway. Crazy bitches like her scare the shit outta me.”
“Haha, yeah, good point. Alright, everyone, spread out and find da Bat! He's probably here by now!”

 

#4
(Unlocked with purchase of Silent Knight content)
“Hey, did you hear the former Robins are back in town?”
“Former Robins? I thought the Joker killed alla dem. Ain't that why Bats is always so pissed?”
“Nah, man, I heard from Harley that all them Boy Wonders went an' grew up and became weirdo heroes. I mean, what even is a Night-Wing?”
“Haha, what a dumb name...”
“Wait, how does Harley know any of that...?”
“I guess they told her.”
“Who?”
“The Robins.”
“When and why would've they have told Harley...?”
“Uh... Huh. I dunno...”

 

-(Former) Joker Thugs-
#1
“Man, working for Harley isn't so bad. She's crazier than Mr. J, but at least she ain't threaten to burn off our faces for a laugh every five minutes.”
“Yeah, but did you hear what happened to the last guy who tried to talk to her?”
“Oh. Yeah. Vinnie. Heard she beat him to a pulp with her bat, then smashed his... y'know...”
“Ew... Jesus, didn't know that. I just heard she hurt him bad. What'd he do?”
“Apparently the dumbass asked why she wanted the Bat to herself tonight, and why she didn't want the Joker's help.”

 

#2
Thug 1. “Hey, you guys ever wonder why the Joker likes them blondes so much?”
Thug 2. “Whatcha blabbin' about now?”
“Haven't you noticed? All of J's previous broads have been these smokin' hot blonde bimbos. Cornelia, Queenie, Harley... Ain't none of yous ever noticed?
Harley. “VINNIE?! GET BACK TO WORK YOU LOUSE! And stop talking about Mista- I mean, stop talking about that jerk!”
Thug 2. “Hahaha, you're in for it now Vinnie...”

 

#3
Thug 1: “Y'know, I heard Harley played for both teams, but I ain't never seen her with another chick before.”
Thug 2: “What about the redhead chick, uh, Poison... Oaky?”
Thug 3: “Ivy! Poison IVY!”
Thug 1: “Don't get your panties in a bunch. What're you, president of her fan club?”
Thug 3: “Shut up!”
Thug 2: “Whatever, anyways I heard she and the plant lady we're a thing.”
Thug 3: “Oh yeah, then why ain't lookin' to hook up tonight? Everyone seems to be going after the Bat... again.”
Thug 1: “Yeah, think they'd learn he ain't gunna be beat. Just hope we don't run into him ourselves...”

 

GAME OVER MONOLOGUES:

 

A Stray in the Night

 

Pussycat:
#1 (credit to Solarsearcher)
(from Batman's POV, laying facedown on a rooftop. Pussycat's boots enter the frame, followed by the slack of her whip)
"I’d have just laid down at the start of it if I were you."
(The camera pans up to see Pussycat smugly raising her whip over her head.)
"It would have saved you a whole lot of trouble."

 

#2 (credit to Solarsearcher)
"I’m glad we have this chance to talk."
(Pussycat sits down beside a beaten Batman, stretching her leg so the calf of her boot covers his mouth and nose. Batman sighs heavily behind her obstructive limb.)
"There’s so many things I need to discuss with you. First: do you know where I can get your blood cleaned off my boots?"

 

#3
"What Catwoman doesn't know won't hurt her..."
(Pussycat cups the defeated Batman's chin, bringing his gaze up toward her, his POV a kinky kneeling shot giving the player a generous view of her full, enticing breasts)
"And what doesn't kill you... just makes me want you more..."
(Pussycat leans in for a kiss as the screen fades to black)

 

#4
“Catwoman taught me everything I know... but she never mentioned how easy it would be to defeat you.”
(Batman groans off-camera)
“Now... should I keep you or give you up to Selina...?”

 

Chickadee:
#1 (credit to Solarsearcher)
"Ooh, that looked like it hurt."
(Chikadee bends forward slightly to look at the camera from Batman's POV, hands on her own thighs.)
"Do you want me to kiss your boo-boos?"

 

#2 (credit to Solarsearcher)
(Chikadee stands with her legs parted around a seated Batman. Exhausted, he is unable to move as she moves to put her knees around his head.)
"Don’t pass out on me now, Batman."
(Chickadee twists her body around, jerking his chin up to look up the back of her miniskirt and audibly choking him.)
"You’re gonna want to see this."

 

#3
(the camera POV slowly pans up Chickadee's legs, one planted firmly showing Chickadee has pinned Batman to the ground)
“How may I serve you, honey? What's that, 'just kill you already'? No, no, I have something much more fun planned. Nighty nite, Batman.”
(Chickadee raises her high-heeled shoe, then brings it down, knocking Batman unconscious as the screen fades to black)

 

Jay, Raven and Lark:
#1 (credit to Solarsearcher)
"Hey, Boss! You mind if we hang on to him a bit?"
(Jay turns to look down at the camera as Lark kneels down beside Batman, rubbing his chest.)
"I promise we'll take good care of his suit."
(Raven kneels down on the opposite side from Lark, reaching toward the camera to unmask Batman.)

 

#2 (credit to Solarsearcher)
(The camera faces up from Batman's POV. Raven lifts both of Batman's ankles up into the air as he lays flat on his back.)
"What do you think, girls?"
(Jay and Lark move in to accept an ankle each, grinning as they all look down between his legs.)
"Can we help him work out his kinks?"

 

#3 (credit to Solarsearcher)
(A barely conscious Batman reclines against a sitting Lark, who keeps him wrapped up in an embrace from behind.)
"Just relax, Bats. We've got you."
(Lark gently quashes his weak struggles as Raven crawls between his legs and Jay kneels beside him, leaning in to kiss him.)
"We're going to help you feel better."

 

#4
(one of the girls holds Batman's belt, while the other two keep the defeated hero from struggling)
“I wonder what's under the rest of that sexy costume...”
(the three giggle as the girl on screen reaches for Batman, the screen fading to black)
“Don't worry, we'll be gentle... before you die.”

 

Catwoman:
#1 (credit to otherwise14/Solarsearcher)
(standing over Batman's unconscious body)
"Ugh, it’s over already? But I was having so much fun!"

 

#2 (credit to Otherwise14/Solarsearcher)
(surrounded by Penguin's thugs, Catwoman saunters up to a bloodied Batman)
"What do you think, boys? How about we put on a little show before we’re done here? I bet I can make him pop like a kernel."
(the thugs whistle and cheer as she smirks down at him)

 

#3 (credit to Otherwise14/Solarsearcher)
"Here's the kicker, Bats."
(kicks him flat on his back before he can stand up)
"I didn’t think you would be this easy. Guess we were both wrong."
(Catwoman draws her whip)
"Let’s see if it’s easy to make you beg."

 

#4
“I've beaten you Batman... now, it's time to steal your heart and your mask. Don't hold it against me, lover. Just treating you the same as you do me...”

 

#5
(if Catwoman defeats Batman after he's already captured or lost to another of the female character)
“Oh, silly Bat. You belong to me. Time to punish you for cheating on me.”
(Catwoman inspects her claws, dripping with some sort of solution)
“Don't worry, this'll hurt you more than it does me!”
(Catwoman stabs into the camera, Batman's POV being used as the setting, and grins)
“Sleep well, my love.”

 

A Maddening Affair

 

Cornelia:
#1 (credit to Solarsearcher)
(Batman when defeated at the university)
"I knew it."
(Cornelia stands behind an injured, kneeling Batman. She places a pseudo-sympathetic hand upon his head from behind.)
"I knew you’d fall for me, sooner or later."

 

#2 (credit to Solarsearcher)
(Batgirl when defeated at the university)
"I’m not sure I like you hanging out with other women, Batman."
(Cornelia stands over an unconscious, bleeding Batgirl. She gestures down at the unmoving woman.)
"But if it makes you feel any better, I’ll let you say your goodbyes to this one."

 

#3
(Cornelia is doing her make-up, applying some lipstick as the camera is viewing her from behind)
“Be right with you, honey. After all, my looks gotta be to die for, right?”

 

Queenie:
#1 (credit to Solarsearcher)
(Batman when defeated in the bank)
"Please, don’t go anywhere just yet."
(sliding her hand up Batman's shoulder to his cheek as he struggles to stay awake)
"We have a long night ahead of us."

 

#2 (credit to Solarsearcher)
(Batgirl when defeated in the bank)
"My oh my, I think I’ve been a terrible babysitter."
(idly stepping on an unconscious Batgirl’s neck, looking off to the side)
"Let’s have another one. I promise I’ll do better next time, Bats."

 

#3
“Now, how about my offer, sweetheart?”
(Queenie takes out a knife and holds it against the camera threateningly)
“Choose wisely.”

 

Harley Quinn:
#1
(Harley is looking at the camera, a sinister grin on her face)
“Looks like it is just you and me tonight, B-Man!”
(Harley pulls out her bat and swings at the camera, connecting with it. A second later the screen fades to black)

 

#2 (credit to otherwise14/Solarsearcher)
(from Batman's POV as he is on his hands and knees, Harley's boots enter the edges of his view)
"Geez, Bats."
(Batman slowly looks up at Harley looming over him. She pouts back at him.)
"I didn’t mean to break you before I had a chance to play with you."

 

#3 (credit to Solarsearcher)
(Harley slowly lowers her boxing glove gun, confusedly glancing back and forth at it and the camera from Batman's POV below her.)
"Uhhhh... B-man?"
(Harley tilts her head to the side, then tries to adapt her confusion into a joke, hesitantly raising her other hand.)
"1. 2. 3. 4."

 

#4 (credit to Solarsearcher)
(Batman weakly crawls away from Harley, who causally follows while twirling her bat)
"See? I told you, Bats."
(Harley easily overtakes him, stepping over his body to stand with both of her hamstrings over his shoulders. She places the bat under his chin, forcibly raising him up to his knees with his head between her legs, everything above his nose hidden beneath her skirt.)
"I'd have you crawling around at my feet."
(Batman's struggles cease as the bat suffocates him, making him go still.)
"And it's not so bad, right?"

 

#5
(if Harley defeats Batman after he's already fought Poison Ivy, Catwoman or both)
“See, I knew you liked me best, Bats! Here comes the fun part!”
(Harley pulls out some sort of syringe and stabs into Batman, whose face droops, landing against Harley's chest)
“I hope you don't break as fast as all my other toys!”

 

Cut from the Earth

 

Lotus:
#1
(kneeling and cupping Batman's chin)
“Poison Ivy wants a word with you, handsome... But first...”
(Lotus leans down as the screen fades to black)

 

#2 (credit to otherwise14/Solarsearcher)
(standing face-to-face with an unmoving Batman, corrupted by the spores)
"That’s it, honey. Breathe in deep."
(steps closer to him)
"Isn’t that better?"

 

Violet and Lily:
#1
(Violet and Lily stare at the camera, being used as Batman's POV)
“Well, what should we do with him now?”
“Ivy said she wants him alive. Which means we can have some fun before she gets here...”
“Perfect. Pucker up, Bats...”
(The two move toward the camera, screen fades to black)

 

#2 (credit to Solarsearcher)
(Violet holds Batman up in a full nelson, forcing him to slightly lean backward as he fails to offer any significant struggles.)
"You still with us, Batman?"
(Lily sidles up to him, fondling his abs briefly before turning around to put her back against him, slowly rocking her hips back into his crotch.)
"Ivy wants you to be ready for her in a few minutes."
(Violet begins to sway, making Batman moan as Lily wraps her arms around his head behind herself to grind against him.)
"There you go."

 

Poison Ivy:
#1
(a defeated Batman is dragged before Ivy by some thugs. Ivy looks down at Batman and smirks seductively)
“Time for a good-night kiss, Darling...”
(Ivy uses a single finger to stroke Batman's chin as she prepares him, scene fades to black)

 

#2 (credit to otherwise14/Solarsearcher)
(kneeling before Batman as he too is on his knees, held up by vines trapping his wrists behind his shoulders)
"You did it. You won, Darling."

 

#3 (credit to Otherwise14/Solarsearcher)
(barely conscious, Batman stumbles forward toward Ivy, trying to recover)
"I must’ve been too harsh there."
(Ivy grabs Batman by his head, instantly ending his protests)
"Let me make it up to you."
(she lowers his head toward her chest)

 

#4
(the camera is placed low, looking up at Ivy who has a somber look on her face, her generous bosom heaving slightly as she gazes down at the player/Batman)
“I'm sorry. I didn't want it to end this way...”
(the screen starts to fade to black as Ivy turns away, and walks off)

 

#5
(if Batman is defeated by Ivy after having fought any other female character, seen kneeling in front of Ivy, who has her hands on her hips and a seductive smirk on her face)
“That's it, Dark Knight, kneel before your one, true Queen.”
(Ivy uses her foot to push Batman to the ground, standing over him triumphantly)
“But don't think I'm ready to forgive you just yet...”

 

Twinkle, Twinkle, Little Bat

 

White Rabbit:
#1 (Credit to Solarsearcher)
(from Batman's POV, staring up at White Rabbit kneeling over him, her tail pointed directly at his face, framed directly after hitting her single-hit killshot. She arches her back, looking at him slyly over her shoulder)
"You wanna see just how deep this rabbit hole goes?"
(she bends over further, lowering her tail toward the camera)

 

#2 (credit to Solarsearcher)
(White Rabbit straddles a completely unconscious Batman around his stomach, playing with her hair as she revels in her victory.)
"You must be as blind as a bat not to see that coming."
(pulling a suspicious needle out of her hair)
"Don’t fret. I have a little something to help you see clearly."

 

#3 (credit to Solarsearcher)
(White Rabbit stands facing away from a completely entranced Batman on his knees. She arches her back, boastfully sticking her rear out toward his face as he stares blankly into her tail.)
"I'm glad I let you catch me. Are you ready to follow me?"
(Batman is only able to mumble like the wandering pedestrians he had saved earlier.)
"Follow you."
(White Rabbit bends over further, putting her tail right in front of his eyes and gyrating gently as she bites her lip, intoxicated on her control over him.)
"Are you ready to obey me?"
"Obey you."

 

#4
"Looks like the chase is over, honey."
(a defeated moan is heard from Batman as White Rabbit lifts her leg and pushes the defeated hero on to his back, climbing onto his chest and straddling him)
"Time for this rabbit to claim her Eggs."

 

Against All Odds

 

Random Assassins
#1 (Male Assassin/credit to Solarsearcher)
"And to think, you could have led us."
(shaking his head)
"What did the Demon's Head ever see in you?"

 

#2 (Female Assassin/credit to Solarsearcher)
"Lady Shiva will reward me for capturing you alive."
(looking about herself, slowly breaking into a smirk)
"But perhaps I will take my own reward first."

 

Penumbra
#1 (credit to Solarsearcher)
"Oh, I get it now."
(Penumbra inspects her knuckles, finding Batman's blood on them as he lays unconscious beneath her. She brings it up to her lips, dashing her tongue over her knuckles to taste his blood.)
"You just needed a nap."

 

Talia:
#1 (credit to otherwise14/Solarsearcher)
(Batman when defeated on the football field)
"I take no pleasure in this, Beloved. I hope this makes you see reason; we are too powerful to resist."
(Talia leaves him behind, battered and beaten for her assassins to drag away)

 

#2 (credit to Otherwise14/Solarsearcher)
(Batgirl when defeated on the football field)
"You shouldn’t have gotten involved. This was not your fight."
(Talia leaves her behind, battered and beaten for her assassins to drag away)

 

#3 (credit to Otherwise14/Solarsearcher)
(Batman when defeated on the submarine)
"I warned you, Beloved."
(Talia holds up her sword, preparing to finish him)
"I will make it quick so you may rise again soon.”

 

#4 (credit to Otherwise14/Solarsearcher)
(Batgirl when defeated on the submarine)
"Foolish child. Did you think this was a game?"
(spares a look of pity)
"You will learn from us now, just as he will."

 

SPECIAL:

 

(when defeated by the escaped Sirens, working together/credit to gimili10 for the idea)
(Batman groans, from off-camera, the ending shot from his POV)
"Well, well..."
(the three main Sirens, Poison Ivy, Catwoman and Harley Quinn walk into frame)
Ivy: Looks like we finally got 'im, ladies.
Harley: We should shoot him! If we don't, he's gonna escape...
Catwoman: Doubt it. He's done for... at least after we play with him!
( a small groan of protest escapes Batman, a weak 'noooo...' being heard on camera. The girls smile triumphantly)
Harley: I dunno, I still think we should just blow him away...
Ivy: Harley! How cruel... Let's at least send him off with a kiss. He deserves that much at least... Such a handsome little crimefighter should be rewarded for all his "hard" work!
Catwoman: Hmph. No imagination, either of you... It's much more fun to let him go, knowing he can't stand up to us next time. After thoroughly "teaching" him his place...
(the three glare at each other for a moment, before breaking into smiles and turning back to Batman)
All three at once: What do you think, honey?

 

Miscellaneous


The Phantasm:
#1
(The Phantasm takes off her mask and looks directly into the camera, distraught)
“Oh, god... Bruce...”
(Screen fades to black)

 

Random Thugs:
#1 (credit to otherwise14/Solarsearcher)
(standing over Batman)
"I call dibs on the costume. Let all the girls come after me."

 

#2 (credit to Otherwise14/Solarsearcher)
"He wasn’t so tough."
(kicks Batman in the side)
"Can’t imagine why anyone'd want a wimp like him."

 

#3 (credit to Otherwise14/Solarsearcher)
"Did we get him?"
"I think we got him."
"Ha! Who wants a photo with a dead Bat?"

 

#4
“We did it! We killed the Bat!”

 

#5
“Seriously...? Bruce Wayne? Are we sure this is really Batman?”
“I dunno man, he was pretty easy to take down. Rich boy should've left crime-fightin' to the real Bat.”
“You said it. Well, whatever, let's keep the costume!”

 

DLC Game Over Scenes

 

Revenge of the Boys

 

Ra's al Ghul:
#1 (credit to Solarsearcher)
(when Batman is defeated)
"It is a shame you would not join me."
(Ra's closes a dead Batman's eyes.)
"You would have lived as a king."

 

#2 (credit to Solarsearcher)
(when Batgirl is defeated)
"I was wrong to underestimate you."
(Ra's closes a dead Batgirl's eyes)
"But you were still not strong enough."

 

#3 (credit to Solarsearcher)
(when both Batman and Batgirl are defeated)
"Thank you. Both of you."
(eyeing a horrified crowd around them)
"They will be much easier to control now."

 

Scarecrow:
#1 (credit to Solarsearcher)
(when Batman is defeated)
"Do you see now, Dark Knight? You cannot fight fear."

 

#2 (credit to Solarsearcher)
(when Batgirl is defeated)
"How fitting."
(speaking to Batman off-camera)
"Your own fears led you to betray your closest ally."

 

#3 (credit to Solarsearcher)
(when Batman and Batgirl are both defeated)
"What a pair you two make."
(Scarecrow inspects his injectors)
"If only hadn't feared each other so... you could have been more."

 

Two Face:
#1 (credit to Solarsearcher)
(when Batman is defeated)
"Sorry, Batman."
(lowering his shotgun)
"Looks like fate favored me this time."

 

#2 (credit to Solarsearcher)
(when Batgirl is defeated)
"Heads: I blow yours off."
(displaying his infamous coin)
"Tails: I see about yours first."
(grinning, he flips his coin)

 

#3 (credit to Solarsearcher)
(when Catwoman is defeated)
"Such a waste of a pretty face."
(gesturing at his own face.)
"I should know."

 

Bane:
#1 (credit to Solarsearcher)
(when Batman is defeated)
"Ha! You thought you and your puny sidekick could stand up to me?"
(hefting Batman's dead body)
"You should have called yourself the Joker."

 

#2 (credit to Solarsearcher)
(when Batgirl is defeated)
"Did you really think you could fight a real man?"
(hefting Batgirl's dead body)
"You're lucky I took it easy on you."

 

#3 (credit to Solarsearcher)
(when both Batman and Batgirl are defeated)
"Your fight is at an end. A shame."
(folding his arms smugly)
"I had hoped for more entertainment."

 

#4 (credit to Solarsearcher)
(when both Batman and Batgirl are defeated)
"No one can stop me now!"
(raising his arms in triumph)
"Gotham will fear me!"

 

Deadshot:
#1 (credit to Solarsearcher)
(when Batman is defeated)
"Easiest coin I ever made."
(lowers his rifle)
"And here I was thinking you'd be tough."

 

#2 (credit to Solarsearcher)
(when Batgirl is defeated)
"Sorry, little lady. Should've told you up front."
(lowers his rifle)
"I don't miss."

 

Deathstroke:
#1 (credit to Solarsearcher)
(when Batman is defeated)
"You fought with honor, Batman."
(bowing to his fallen opponent)
"Fool."

 

#2 (credit to Solarsearcher)
(when Batgirl is defeated)
"You remind me of one of my other targets."
(leering at his fallen opponent)
"She also thought she could fight me."

 

Deadshot & Deathstroke:
#1 (credit to Solarsearcher)
"Serves them right, eh, Slade?"
(Deadshot taps the side of his ally's arm.)
"Thinking they could take the two of us."
(Deathstroke, seeming unimpressed, looks down at their fallen foes before replying.)
"Batman should have brought more backup."

 

#2 (credit to Solarsearcher)
"What could those ladies have seen in him?"
(Deathstroke leans down to unmask a dead Batman.)
"Who cares? With my looks and money, they'll all be after me now."
(Deadshot leans back in an arrogant posture.)
"And you, Slade? Well, at least you'll have the money."

 

War of the Weird

 

Nora Fries:

#1 (credit to Solarsearcher)

(Nora barely holds back growls as she vengefully stares down at the camera from the defeated vigilante's POV.)

"Why couldn't you just kill me?"

(Nora grabs the sides of her own head, pulling at her hair.)

"Why? Why?"

 

#2 (credit to Solarsearcher)

(Nora stands over a pack of fire entities swarming over a dead body underneath. Shaking in place in a fresh wave of pain, Nora swipes her hand at the pile, launching a beam of flames at the pile. The entities immediately vaporize, as does the corpse underneath.)

 

Batman:
#1
(Sinestro Corps costume)
"Oh, Barbara..."
(Batman turns away from the camera's POV)
"... I'll make them PAY."

 

Batgirl:
#1
(Star Sapphire costume)
"For those alone in Blackest Night..."
(Batgirl looks down at the camera and sheds a tear)
"I'll avenge you, Bruce."

 

#2
(Blue Lantern costume)
"In Fearful day, in Raging night..."
(Batgirl looks away from the camera's POV)
"I'm going to honor what you stood for, Bruce..."

 

Alan Scott:
#1
"Don't fear, Batman/Batgirl, the power of the Starheart will win the day. Rest easy now..."

 

Catwoman:
#1
(Orange Lantern costume)
"Now, Batman, your heart is finally mine! Mine!"

 

Poison Ivy:
#1
(Star Sapphire costume)
"Finally, my love, you see the light. The violet light... of your Queen."

 

Harley Quinn:
#1
(Star Sapphire costume)
"Now, Batsy, you're all mine! Eat your heart out, Mistah J!"

 

Red Claw:
#1
(Sinestro Corps costume)
"Red's more my color. Sadly, I'll have to make do with wearing your blood for now..."

 

#2
(Sinestro Corps costume)
"Now, it is your turn to fear ME!"

 

The Phantasm:
#1
(Red Lantern costume)
"With Blood and Rage of Crimson red..."
(a fiery aura erupts from the Phantasm)
"I'll burn them all, Bruce... For us!"

 

#2
(Star Sapphire costume)
"I swear, my love, you won't have died in vain..."

 

Silent Knight

 

Random Thugs:
#1 (credit to Solarsearcher)
(when Batman is defeated)
"What the hell did we just do?"
"We killed the Batman?"
"We killed the Bat!"

 

#2 (credit to Solarsearcher)
(when Batgirl is defeated)
"Hey, someone get me a camera. I want to show my mom what I did for Thanksgiving this year."

 

#3
(when Red Hood or Nightwing is defeated)
“Haha, Batman's little helper wasn't so tough. Cut off his mask and send it to GCPD Headquarters! That'll teach the capes not to mess with us!”

 

Cornelia:
#1 (credit to Solarsearcher)
(when Batgirl is defeated in the first block)
"Does it hurt?"
(Cornelia leans over a badly wounded Batgirl, who is unable to focus on offering a response.)
"I hope it does."

 

#2 (credit to Solarsearcher)
(when Batgirl is defeated in the first block)
"Maybe next time you'll stay out of my way."
(pretending to realize, raising her rifle up to point at the camera)
"Oh, wait. There won't be a next time."

 

Cornelia & Queenie
#1 (credit to Solarsearcher)
(when Batgirl is defeated in the first block)
"Oh, you poor thing!"
(Queenie appears to sympathize with the dying Batgirl, but Cornelia shows little regard.)
"Forget about her. I'm walking out of here."

 

#2 (credit to Solarsearcher)
(when Batgirl is defeated in the first block)
"With you out of the way, no one will stop me from making Batman all mine."
(Cornelia manically stares down at Batgirl's unmoving body while Queenie appears confused from behind her.)
"But what about me?"
(Brandishing her rifle, Cornelia turns her attention to Queenie.)
"I wouldn't get in my way if I was you."

 

Deadshot:
#1 (credit to Solarsearcher)
"I'll admit it; I just got lucky."
(Deadshot leers down at the camera from Batgirl's POV, resting his rifle behind his head over his shoulders.)
"If Batman had shown up, I might’ve tried harder."

 

#2 (credit to Solarsearcher)
(Deadshot's rifle smokes gently as he points it toward the ceiling. Shaking his head, he looks disappointed at the camera from Batgirl's POV.)
"And here I was thinking this would be difficult. Maybe I am crazy."

 

Punchline:
#1
(when Batman is defeated in the fashion studio)
“See? You weren't equal to the Joker after all.”
(Batman groans off camera as Punchline reaches for him, cupping his chin as the POV camera focuses on her face)
“Now, here comes the Punchline...”

 

#2 (credit to Solarsearcher)
(when Batman is defeated in the fashion studio)
"Trust me."
(Punchline raises her toxin-tipped knife up before her face, using it to point at the camera from Batman's POV. His blood drips from the end of the blade.)
"It's an improvement."

 

#3 (credit to Solarsearcher)
(when Batman or Batgirl is defeated by members of Punchline's gang)
"Seriously? We went to all this trouble of setting you up for the punchline and you just die?"
(shaking her head and turning around to walk away)
"What a waste of time."

 

#4 (credit to Solarsearcher)
(when Batman is defeated at Blackgate)
"Oh, come on!"
(Punchline complains with her arms raised out in front of her, smacking herself on her thighs in frustration.)
"Couldn't you have waited a few more hours to die?"

 

#5 (credit to Solarsearcher)
(when Batman is defeated at Blackgate)
"Now, that?"
(Punchline looks off-camera toward someone else, gesturing toward Batman with her knife from his POV.)
"That looks like a pet Bat if I've ever seen one."

 

Bane:
#1 (credit to Solarsearcher)
(when Batgirl is defeated)
"Get up! I'm not finished with you yet!"
(Bane huffs, raising both of his hands toward the camera from Batgirl's POV inviting her to stand up.)
"I'm having so much fun ripping you apart."

 

#2 (credit to Solarsearcher)
(when Batgirl is defeated)
"I was hoping to see who was beneath that mask, but..."
(Bane raises Batgirl's cowl in between two of his fingers, letting it heavily drip with blood over the camera from Batgirl's POV.)
"I doubt even Batman would be able to recognize you now."

 

#3 (credit to Solarsearcher)
(when Batgirl is defeated)
(Bane hefts a lifeless Batgirl in one hand, then casually tosses her behind himself like an empty water bottle.)
"Perhaps someone will find her after I tear Arkham to the ground.”

 

#4 (credit to Solarsearcher)
(when Harley Quinn, Poison Ivy or both are defeated)
"You can't keep them safe from me."
(Bane taunts at the camera from Batgirl's POV. He rears up, preparing to charge.)
"And you're not safe either.)
(Bane charges at Batgirl.)

 

Red Claw
#1 (credit to Solarsearcher)
(when Batgirl is defeated at Arkham)
"I expected more."
(Red Claw drops to one knee beside Batgirl's body, putting an irreverent hand around the chin of her defeated adversary.)
"But I suppose that’s my fault, forgetting what you really are."

 

Man-Bat
#1 (credit to Solarsearcher)
(Man-Bat screeches down at the camera from Batman's POV as he lays down on his back. After rearing back and displaying his fangs, Man-Bat lunges down, slipping by Batman's raised hands to bite down on Batman's face, the screen cutting to black as Man-Bat's mouth envelopes it.)

 

#2 (credit to Solarsearcher)
(Man-Bat flaps his wings, hanging mid-air over Batman's body and staring down at the camera from Batman's POV. Batman's cowl is clearly visible dangling from a fang protruding from Man-Bat's mouth. After flapping a few more times, Man-Bat looks up and flies away.)

 

Knight's Fall

 

The Saved:

#1 (credit to Solarsearcher)

(when Batgirl is defeated)

"I know you thought you were right."

(The Saved raises her right hand toward her mesh-mask face, displaying an angry consternation.)

"But you weren't."

 

#2 (credit to Solarsearcher)

(when Batgirl is defeated)

"How could you think you could save anyone? You can't even save yourself."

(The Saved shakes her head in disdain, turning away from the camera and walking away.)

 

Candice:
#1 (when Batman is defeated, camera POV is Batman)
“Nothing personal, handsome.”
(Candice aims her gun at the camera as it fades to black and a gunshot is heard)

 

#2 (when Batgirl is defeated, camera POV is Batgirl)
“Nothing personal...”
(Candice aims gun at the camera and smirks)
“Actually...”
(screen fades to black and a gunshot is heard)

 

#3 (when Red Hood, Robin or Nightwing is defeated, camera POV is the defeated hero)
“This'll lure him to me for sure... but in the meantime...”
(Candice smirks and reaches for the camera)
“I want that mask...”
(screen fades to black as Candice's soft hand peels off the defeated hero's mask)

Knight's Quest

Random Thugs:

(when Azrael is defeated)
"Who'd this guy think he was... Batman?"
"Haha, like some Bat-wannabe could take us down."
"Idiot."

Notes:

No promises, but there might be some teasers for future content here.

((Edit by Wolfe: Added some stuff, but man do I hate having to format on AO3...))

Notes:

This was posted elsewhere on Deviantart. I don't own the rights to the characters or works, but I can claim ownership of the writing seen in both places. If you find a formatting error somewhere in this work, let me know and I'll fix it.