Scarecrow scoop can't tell if a shot was hit from the flippers or the pops. Wait all balls are out of the pops to hit Scarecrow.
Start Scarecrow crane sequence first, but do not complete. Start Joker MB. Now, complete Scarecrow, to stack Scarecrow MB with Joker MB!
Completing BATMAN during Multiball does nothing, but still resets it, so make sure you start a mode *before* entering Multiball.
Bash Joker lane all day (drop target, or complete lane for Lock). On most machines, safer to backhand drop target.
Batmobile hurry up starts at 250K, is via the right loop. Alfred resets timer, mystery doubles current award, middle ramp collects.
Only shoot center ramp when confident shot can be made (inlane feed is best). Do not flail it. If shot ends up being too weak, drains SDTM.
Don't forget the right orbit, a valuable hurry-up can be collected there, if you shoot it enough times.
Mystery is worth going for as it often rewards shot multipliers, which would be difficult to get otherwise due to the target's SDTM tendency
Start Scarecrow before Bat Signal Challenge to help you complete the more difficult Scarecrow levels. Start BSC MB, then stack w/Scarecrow.
Shoot the Scarecrow hole to bring out the crane. Hit the crane in all five position to start Scarecrow multiball.
Shoot down the the drop target in front of the Joker to open the lock shot. Lock 3 balls to start Joker multiball.
Timing the the rollover in the shooter lane doubles the value of the lit shot for the ball (Joker, Scarecrow, or Batmobile).
Hold left flipper for super skill shot. Hit Joker, Batmobile or Scarecrow for 3X scoring (instead of standard 2x). Joker is most valuable.