Finishing Bookworm and Mr Freeze means frozen timers for the rest of your game.
Shoot the two stand-ups on either side of the spinning disk to light locks on right orbit. Lock 3 balls for MB. All shots lit for JP(v.68)
The big reddish/pink siren light on the carousel, when lit, means shoot through the center of the carousel to start the playfield multiplier
You can increase the Bat Phone hurryup value via Gordon standup, switching villians or hitting a mystery shot.
For Villains,shoot the ramps(Catwoman),orbits(Riddler),center(Joker),scoop(Penguin) x times to light the Batphone.Shoot phone to start mode.
Hitting the Gordon standup 3 times lights a 2x shot multiplier. 4 hits lights 3x shot multiplier, 5 hits lights 4x shot multiplier, etc.
Hold the action button to switch what's on the main channel (mode/MB). Finishing King Tut can award higher main channel multipliers.
Finish a villain from S1, S2 and S3 to qualify Minor Villian wizard modes.
Mystery award is lit by completing the four bat inlane rollovers, and collected by hitting the topmost scoop (usually via left orbit).
Both CAT ramps can be backhanded. It's easier this way when battling Catwoman.
You can backhand the right ramp with the right flipper. Do this 3 times to complete that ramp then shoot the left ramp
Strike the 3 TV targets on the right to light TV (minor villain mode). Hit left orbit hard to start TV. Choose Shame for 2-ball multiball.
During any multiball, hit the mystery scoop (hit left orbit hard) for add-a-ball. Light mystery by completing 4 bat inlane rollovers.
Press left flipper btn, then catch the plunge on left flipper and make the scoop shot. Avg 3m is better than standards skill shot.
Super Skill Shot: Hold the left flipper, then after you plunge, hit any flashing shot. Bat Phone starts blinking right afterwards.