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Batman Details

Gizmo

An exceptional number of mechanical, elecronic, and chemical items were used to combat and aid the criminal element. Here are most that were mention/labeled/used...
Episode Info Detail
0-00Instant Costume Change Lever while sliding down Batpoles the clothes of Bruce and Dick are changed to Batman and Robin costumes
0-00Batcopter used to find and follow a yacht at sea
0-00Bat Ladder dropped from bottom of Batcopter
0-00Shark Repellant Bat Spray used to get the shark off Batman; also comes in Barracuda, Whale, Manta-Ray styles
0-00Exploding Shark Penguin's latest invention to help rid the world of the duo
0-00Film Developing Tank (super fine batgrain) develops picture the Bat Camera took proving the yacht was never really there
0-00Bat Camera with Polarized Bat Filter tried to take a picture of the yacht that wasn't there
0-00Navigational Aid Computer shows no legal Bell Buoy at the location they found one
0-00Illegal Projection Buoy created the image of the yacht, and has a cage that held the shark
0-00Bat Boat used to get out to the illegal Bell Buoy
0-00Penguin Sub the crooks hideout/transportation
0-00Remote Control Penguin Magnet holds the duo fast to the buoy
0-00Utility Belt Transmitter reversing the polarity sends out waves of super energy to prematurely explode torpedoes
0-00Micro-TV Bat-Scanner Allows Alfred and Robin to keep an eye on Bruce and Kitka from the Batmobile
0-00Compressed Steam Batpole Lift returns Batman to Wayne Manor (buttons are not labeled 'Batman' & 'Robin')
0-00Batsignal to fool the crooks into thinking Batman & Robin are on the way to GCPH
0-00Jet Pack Umbrellas fly to Kitka's penthouse apartment
0-00Exploding Octopus another of Penguin's nefarious aquatic devices
0-00Total Dehydrator extracts every bit of moisture from a body rendering the person to dust
0-00Super Blinding Bat-Pellets unused
0-00Mobile Anti-Crime File in the Batmobile to check Penguin's fingerprints
0-00Bat Gas same as Bat-Sleep
0-00Anti-Crime Eye Checker to check Penguin's retinal patterns
0-00Drinking Water Dispenser can dispense light and heavy water
0-00Bat-Wake reverses Bat-Sleep
0-00Anti-Penguin Gas Pill protects the duo
0-00Bat Cycle with Go-Cart Sidecar
0-00Bat Radio used to jam the Polaris missile on wavelength 164.1
0-00Bat Charge Launcher explodes the torpedoes and disables the sub
0-00Bat-Cuffs for Catwoman
0-00Super Molecular Dust Separator to unmix the Security Council
0-00Bat-centrifuge to help separate the council dust
0-00Light Water / Soft to rehydrate the council
1-01Bat-Phone in Commissioner Gordon's office, study at Stately Wayne Manor, Batcave, Batmobile
1-01Batarang & Batrope to climb the wall
1-01Bat-Laser to cut thru window grate
1-01Bat-Hook to attach grate to wall
1-01Bat-Bomb stops Riddler from getting away
1-01Bat-Cuffs while arresting Riddler
1-01Bat-Scope Video display in Batmobile (camera in Batman's costume?)
1-01Anti-Theft Device fires flares from the 3 tubes on the Batmobile
1-01Batostat Anti-Fire Activator puts out fire in Batmobile
1-02Homing Transmitter in Robin's utility belt
1-02Homing Transmitter in Robin's belt buckle
1-02Detect-a-Scope receives signal from Robin's homing transmitter
1-02Bat-Ray Projector Conks out the Riddler's ignition
1-02Bat-Laser Beam to burn off firing pin in Molly's gun (unseen)
1-02Mobile Crime Computer in Batmobile's trunk uses automatic radio link to the Batcave's computer (takes up most of the trunk)
1-02U.S. and Canada Crime Computer in the Batcave
1-02Bat-Gauge to find the exact placement for explosive to get into Riddler's lair
1-02Laser Gun to light the fuse of the explosive
1-03Bat-Turn complete with parachutes
1-03Rooftop Umbrella Launcher Launches a giant umbrella
1-03Batarang & Batrope to climb the umbrella
1-03Hyper-Spectrographic Analyzer check the metal ribs of the umbrella
1-03Chemo-Electric Secret Writing Detector check umbrella fabric for secret writing
1-03Electronic Bugging Devices all shaped like bugs and reptiles with super-power radio transmitter
1-03Automatic Anti-bugging machine protects Penguin's shop from electronic bugs
1-04Homing Transmitter & Receiver in the Batcave
1-04Gotham City Plans & Views has maps and floor plans of all buildings in Gotham
1-04Batzooka to get bat-rope and grappling hook to climb to the penthouse apartment
1-04Penguin Magnet used to incapacitate the duo
1-05Exploding softball covers Joker's escape
1-05Jack-in-the-Box spring to propel the Joker over the penitentiary wall
1-05Smokebomb from Batman's utility belt
1-05Hyper-Spectrographic Analyzer to check the dust patterns on the Joker's doll
1-06Smokebomb activates the sprinkler system
1-06Streamer-bomb from Joker's phony Bat-belt
1-06Universal Drug Antidote Pill to neutralize the Joker's knockout gas
1-07Mr. Freeze's heat/ice beam melts ice rink then ices the street
1-07Hot-path creates a 76 degree path thru Mr. Freeze's lair
1-07Portable Freezing Chamber to test the anti-freeze capsule
1-07Anti-Freeze capsule supposed to allow the body to withstand intense cold, doesn't work below 0 degrees
1-07Interdigital Batsorter Anti-Crime Computer computes where Mr. Freeze will strike next
1-07Giant Lighted Lucite Map the see-thru map of Gotham the duo use to track criminal activity
1-07Bat-Turn  
1-08Super-Hypo-Therm De-Icifier Chamber, Mark VII at Gotham Hospital to thaw the duo
1-08Homing device to track Batman to Mr. Freeze's lair
1-08Special Super Thermal-B Long Underwear protect's Batman from extreme cold
1-09Batsignal first use
1-09Inescapable Doom Trap Escape-proof illusion designed by Eivol Ekdal
1-10Batarang to knock out the fleeing Ekdal
1-10Bat-Cuffs placed on Zelda
1-11Homing Receiver Scope to track a homing device
1-12Cutting Torch to disable the wheels
1-13Super-Instant Mesmerizor Mad Hatter's hypnotic high hat
1-13Anti-Theft Device to prevent Batmobile from being stolen
1-13Anti-Mesmerizing Bat-Reflector reflects Mad Hatter's ray
1-14International Frequency Computer seen as Batmobile stops in the Batcave
1-14Bat-Homing Transmitter to be placed in Turkey Bullwinkle's bowler
1-14Detect-a-Scope receives the signal from the Homing Bat-Transmitter
1-15Trick Jukebox (Joker) to hold up a cocktail lounge
1-16Anti-Crime Recorder recorded Suzy and Joker
1-16Anti-Crime Voice Analyzer voice pattern analysis
1-16Anti-Crime Auxiliary Generator in case of a blackout
1-16Micro TV Camera links to Batmobile so Batman can watch Dick's progress
1-16Remote Radio-Controlled Joke Box (Joker) to control the crooked devices from afar
1-16Bat-Shield to protect the duo from Joker's juke-box shotgun blast
1-16Bat-Grenade disables Joker's jukebox
1-16Universal Antidote Pills saves Suzy from Joker's poisoned perfume
1-16Anti-Allergy Pill protects Batman from Joker's sneezing powder
1-16Batarang knocks Joker cold
1-17Batanalyzer confirms the paper FF used is the same paper used to print money
1-18Intergalactic Recorder Alfred is listening to the radio in the Batcave
1-18Bat-Transmitter Alfred short circuits the transmitter to free Batman's hand so the duo can escape
1-18Bat-Laser to cut net down on top of FF's henchmen
1-18Inflated Duplicate Batmobile fools FF into thinking the duo are dead
1-19Safety Batbelt the seatbelts in the Batmobile
1-19Radioactive Mist created to spray on an object to trace it with the Bat-O-Meter
1-19Bat-O-Meter can track the Radioactive Mist within 50 miles
1-19Bat-Communicator two-way radio
1-19Catacol Catwoman's poison to attack the central nervous system
1-19Universal Antidote Pills to counter the catacol
1-19Bat-Beam to blow the lock on the Catwoman's lair, The Gato And Chat Fur Company
1-20Bat-Claws to climb out of harms way
1-20Bat-Earplugs protects Batman's ears from reversed-polarity squeal of the Bat-communicator
1-20Metal Analyzer to check the cat statues
1-20Bat Research Shelf contains the 4 volume set of "History of Gotham City" and one other old book
1-20Bat-Armor protects the Batmobile from mines in the road
1-20Automatic Tire Repair Device restores the tires after the mines blew them out
1-21High-Powered Demagnetizer Coil in Penguin's umbrella neutralizes Alfred's anti theft device (this is a good thing)
1-21Secret Radio Detector in Penguin's umbrella handle locate's Alfred's bug
1-21Electric Eye Looping Unit disables the alarm to the safe
1-22Bullet Proof Soles their boots protect the duo
1-22Bat-Knife to cut the duo down
1-22Emergency Bat-Turn to escape from police, from a full standstill
1-22Tiny TV Transmitter mounted behind the fuel gauge of Batmobile gives a great shot of Penguin and Sophia from outside the passenger door
1-22Bat-Cycle first used, prototype
1-22Mobile Batcycle Bat-Scanner follows Batmobile
1-22Remote Control Ejector Seat Gets rid of Penguin's cronies
1-23Universal Wax Solvent melts thru vault door
1-23Compact Radio Riddler's moll contacts her boss via her compact
1-23Dr. Riddler's Instant Forever Stick Invisible Wax Emulsion used to cement the duo's feet to the floor
1-23Laser Gun melts the wax holding the duo
1-23Remote Control Enormous Candle Dipper the winch that holds the duo over the vat of wax
1-24Batram to break into the museum
1-25Bat-Shield in case Joker's box explodes
1-25Batnoculars to keep an eye on the Maharaja
1-25Joker's Funny Ray neutralizes all gadgets in the duo's utility belts
1-26Metal Analyzer to check the hairpin Joker stole
1-26Hyper-Spectrographic Analyzer checks the gas Joker used in the golf hole
1-26One-Way Glass Reversing Refractor prism that allows one to look the wrong way thru one-way glass
1-26Joker's Surprise Attack Defense Panel Horns blare, lights flash, streamers and confetti fly, pinwheels spin
1-26Bat-Poker a pointy dart-like object used to poke the Maharaja in the behind
1-28Anti-Gas Pill prevents Alfred from succumbing to King Tut's knockout gas
1-28Batscanner Receiver to follow Batman's homing device
1-28Emergency Backup Receiver used when the Batscanner Receiver did not pick up Batman's transmitter
1-28Super-Power Afterburner makes the Batmobile go extra fast
1-28Batsmoke Batmobile's smokescreen
1-28Tiny Utility Belt Transmitter to contact the Batcave remotely
1-28Voice-Control Batmobile Relay-Circuit give Batman control of the Batmobile remotely
1-28Ejection Seat comes standard with every Batmobile
1-28Bat-beam Tut tries to eradicate the duo and Alfred
1-29Bomb Detector remotely signals Batman a bomb is in Batmobile
1-29Radio Control Ejector Button ejects passenger seat remotely
1-29Batsignal  
1-29Emergency Bat-Turn with parachutes
1-29Batzooka  
1-29Ultrasonic Batray 12,000 decibels flushes out the crooks
1-29Batgas to put Lydia Limpet to sleep
1-29Hypermetric Lie-Detector tests Lydia Limpet's responses
1-30Batzooka used to shoot line to the clock to charge both bell and clapper positive to repel each other
1-30High-Energy Radar to probe the giant book
1-30Super-Powered Bat-Magnet to open the giant book
1-30Anti-Crime Computer Remote link used to figure out where the cookbook's steam is coming from
1-30Bat-Beam Bookworm uses it to cut thru 3 feet of cement and 18 inches of steel
1-31Whipped Sleeping Creme Riddler's special pies to knock out bakery employees
1-31Batkey unlocks the library's door
1-31Temper Tonic causes people's tempers to flair when added to lemonade at the temperance party
1-32Universal Drug Antidote given to party guests to remove the effects of the Temper Tonic
1-32Bat-Terror Control machine in foreground as Batmobile enters the Batcave
1-32Batscanner Recorder dual radar machine seen in the Batcave
1-32Bat-Sleep/Bat-Wake to get Gordon and Pauline into the Batcave
1-32Batmask captures Pauline's breath during interrogation
1-32Truth Liquid when mixed with Pauline's breath will turn red if she has told the truth, base on oxygen content
1-33Penguin Box a steam cabinet that brainwashes it's victims
1-33Memory Batbank contains photos of criminals
1-33Vacuum room/tank giant bellows pull the air out of the room
1-34Emergency Tank of Bat-Oxygen adds air to the vacuum room
1-34Anti-Penguin Gas pills  
2-01Ego-Making Machine Laugh track machine stolen from a TV producer
2-01Flash Arrow to blind the good guys
2-01Batfile cross-references names with potential aliases and addresses
2-01Batknife to cut the duo out of the cargo net
2-02Batsprings in the duo's boots shoot them out of harm's way
2-02Archer's Crooked Arrows to shoot around corners
2-02Negate Bruce's Change switch down the Batpole shaft to allow Bruce and not Batman to arrive in the Batcave
2-02Batspeech Imitator allows Alfred to sound like Batman while in costume (and hides his mustache)
2-02Bat-Crimeputer normally called the Bat-Computer
2-02Terrestrial Scanner/Lunar Scanning Screen dual radar machine seen in the Batcave
2-02Batboat  
2-02Batshield protects the duo from Archer's arrows
2-03Batindex phone index and dialer
2-03Gossip Phone walkie talkie used by Dan O'Shea to contact Catwoman
2-03Bat-Jets can lift a 5000 pound car 500 miles in the air
2-03Catatonic a paralysis mixture of the Catwoman's
2-04Getaway Rocket Catwoman's expected mode of escape
2-04Batrope used to save Catwoman
2-05Heterodyning Counter Oscillator Minstrel's micro device to sabotage the stock transmitter
2-05Batdrone Plane can follow the Minstrel's broadcast wavelength to point of origin
2-06Adhesive Batbombs dropped in the hallway distract the villains so the duo can free themselves
2-06Directional Beam to listen in on the homing device planted on Octavia
2-06Particle Bat-accelerator Units to create an anti-charge to deflect Minstrel's static pulse from his flare shooter
2-07Batscope in background in Batcave
2-07Abu Rabu Simbu Tu Old Egyptian concoction to paralyze the human will, CK2 + OL9 = KO3 + 2CL4
2-07Bat-Geiger Counter to track Radioactive Bat-Pellets
2-07Radioactive Batpellets planted in Robin's belt so Batman can track him
2-08Bat-Laser disintegrates the metal bars of the window
2-09Bat-Magnet magnet on a rope separates Ma from her machine gun
2-09Crime Computer designed to trace criminal's MO and predict their next move
2-09Rocket Powered Wheelchair Ma Parker's chair in the old folks home
2-10Seismograph registers a grenade in Gotham City, in the vicinity of the bank (14 miles away)
2-10Hyper-Spectrographic Analyzer checks out the cloth left at the armored car theft
2-10Transistorized Short Wave Bat Transmitter sends a bat-code message to Alfred when a loosened electric chair connection is tapped onto the utility belt
2-10Transistorized Short Wave Radio Bat Receiver receives the bat-code message to Alfred
2-10Infrared Eyeglasses goggles that allow the duo to see perfectly in the dark
2-11Transistorized TV Camera in an antique clock
2-11Batscope in to watch the TV news in the Batmobile
2-11Batphotoscope used to transmit a photo of Clock King to the Batmobile
2-11Bat Super Rocket button labeled in Batmobile next to the blue bat-pencil
2-11Batchemical Analyzer checks out the dust in Clock King's watch
2-11Batcomputer tells Batman where Clock King is holed up
2-12Atomic Energy Directional Control Switch placed on the wrong clock by Clock King's henchman
2-12Alfred's Burglar Alarm in his belt buckle to let Batman know there's trouble in the manor
2-12Compressed Steam Batpole Lift carries the duo up the batpoles back into Wayne Manor as Bruce and Dick
2-13Batfile searches Gotham for a Egghead's possible hideout
2-13Sad Pill to neutralize the laughing gas
2-13Phone Dialer dials the phone by voice command
2-13Electro-Thought Transferer Egghead's machine to suck the information from one mind and transfer it into another
2-14Radar Egg Egghead's bomb which goes off with the slightest vibration (so he rolls it across the floor?)
2-15Fishing Pole Radio used by Bruce to contact Dick, while on a wilderness trip
2-15Book Radio used by Dick to receive Bruce's transmission, while on a date
2-15Player Piano Roll Maker giant machine to perforate our heroes into human piano rolls
2-16Batarang to knock out Harry
2-16Batshield  
2-17Lunar Scanning Screen the duo are looking at the screens when back from commercial
2-18Acid-Proof material Batman's outfit protects him from sulfuric acid
2-18Bat-Tracer hooks up to a phone chord and traces a call
2-18Campaign Literature Packager used by Penguin for wrap up his fliers, used by the duo to wrap up the crooks
2-19Freeze Gun Mr. Freeze's weapon freezes anything
2-19Freeze Collar replaces the helmet Mr. Freeze used last season
2-19Crime Analyzer More green ice was computed
2-20Compressed Steam Batpole Lift gets the duo back into Wayne Manor
2-20Bat-Thermal Underwear allows the duo to withstand the low temperatures in Mr. Freeze's lair
2-20Bat-Antifreeze Activating Solution prevents the Freeze Gun from freezing the duo
2-21Magic Hypnosis Box Joker's gizmo paralyzes duo
2-21Counter Hypnosis Bat-pellets to protect them from Joker's Magic Hypnosis Box
2-22Bat-Wax Solvent removes the wax from Robin's body
2-22New Magic Box Joker's new gizmo manipulates time
2-22Alf-Cycle contains a two-way Alf-Radio
2-22Time Pills when dissolved in the city's water, Joker will be able to control time
2-23Bat-Diamond the 3 foot high jewel takes 6 months to create, used as a power source (10,000 karats in size)
2-23Giant Hydraulic Batpress large enough to make a Bat-diamond
2-23Love Potion from Marsha's Aunt Hilda
2-24Kit of Bat-Antidotes various antidotes hopefully to cure Robin and the others
2-24Bat-Printer printed the phony marriage license
2-24Batradar dual radar machine used to fins Marsha's diamonds
2-24Diamond Dozing Gas puts the duo to sleep
2-25Precious Metals Bat-Analyzer helps Batman discover Shame's bullet is only platinum coated
2-25Batcycle first appearance in the series
2-25Alf-Cycle
2-26Batroscope checking out the parts of the Wayne limo for clues to Shame's location
2-26Batcillin (or Baticillin) Lozenges work instantly to heal Robin's heel after being shot
2-27State Pen Occupancy Report lets the duo know who's in which cell (looks like the Batcomputer)
2-27High Voltage Battery Pie shorts out the metal detector (and the guard) when checking the pie for a hacksaw
2-28Batshield
2-28Bat-Inversor reverses the polarity on the electric cable
2-28Compressed Steam Batpole Lift used to get the duo as Bruce & Dick into the mansion
2-28Automatic Costume Change Device changes the duos clothes for them on the trip up or down the Batpoles
2-29Voice Eraser Catwoman's device to render victims speechless and puts the voice in a box
2-29Master Batfile informs Batman of the location of Catwoman's lair
2-29Two-Ton Echo Chamber the ultimate in Chinese Water Torture, magnified the dripping water 10,000,000 times
2-30Cat-Glasses allows Catwoman and her cronies to see in the dark
2-30Sonic Beam Catwoman's new weapon
2-30Bat-Sound Analyzer used to check a sound in the background of tape to discover Catwoman's new location
2-30Sonic Gun Catwoman's weapon can "slice like a hot knife through the high-priced spread"
2-30Anti-Bat-Sonic Device in Batman's utility belt, it would have deflected the beam of Catwoman's sonic gun
2-31Retsoor Artemus Knab's newest plane (rooster backwards)
2-31Invisible Puzzle Balloon Gas bewilders (freezes) victims
2-32Secret Writing Detector makes the secret writing visible
2-33Batsignal Batman is not available by Batphone
2-34Catasonic Acid in Catwoman's Catomizor
2-34Batmobile Tracking Graph used to find the Batmobile after Sandman steals it
2-34Alf-Cycle Alfred gives Batman a ride so they don't attract attention
2-34Bat-Communicator Batman tries to contact Robin
2-34Batboat to get to J. Pauline Spaghetti island
2-35Super-Instant Mesmerizor from the top of Mad Hatter's hat
2-35Plastic Gun w/ Radioactive Spray contaminates Batman's cowl
2-35Home Dry Bat-Cleaning Plant Dry-cleans the duos costumes
2-35Anti-Radioactive Bat-Pill protects Batman from the radiation
2-35Fluoroscopic Cabinet high-voltage X-Ray machine
2-36Bat-XRay Deflector protected the duo from the X-Ray machine
2-36Batcomputer tells Batman where his cowl bug is
2-37Two-Way Spy Device Joker left it in Commissioner's office
2-37Joker's Jumping Beans to cause a distraction for the theft of The Twins
2-37Batanalyst checks out the wig and finds out who sells that type of hair
2-38Batarang knocks off a piece of the thermite to escape
2-38Liquid Cement Joker's aerosol sticks the jeweler's feet fast to the floor
2-39Joker Jelly concentrated strawberry gelatin powerful enough to change the city's water into Strawberry Jelly
2-39Batcopter to get to the Gotham City Reservoir
2-39Portable Bat-Lab is in the Bat-Copter
2-39Exploding Batarang used to deliver the jelly cure to the reservoir
2-39Bat-Gas to put Venus to sleep
2-39Bat-Awake to reverse the effects of the Bat-Gas
2-39BatSpectrograph Criminal Analyzer recorded bone structure, retina patterns, etc. for later use
2-39Negative Ion Attractor depleted Penguin's umbrella power source
2-40Cataphrenic Catwoman's latest drug that reverses all moral and ethical standards, and causes amnesia while under its influence
2-41Universal Bat-Antidote Pill prevents the Cataphrenic for drugging Batman, restores Robin to his "old young crime fighting self"
2-41Bat-Sleep/Bat-Wake to take Catwoman to the Batcave
2-41Automatic Batalarm for Detecting Phone Detecting Equipment warns Batman someone is tracing the Batphone line to the Batcave
2-41Diversionary Batphone Lines foils attempt to trace the Batphone line, to Pat Pending
2-41Silentmite an explosive that makes no noise
2-41Remote Control Apparatus controls the Batmobile
2-41Batkerchief Batman wipes his eyes after Catwoman drops into West River; it's shaped like a bat, and labeled in yellow
2-42Love Potion in Marsha's lipstick
2-42Bat-Homing Device many placed on all the art in the museum
2-43Batmobile Remote Control Unit just finished, allows Batman to send location info for Batmobile's autopilot
2-44Emergency Air Pumps from their utility belts neutralized the 100,000 pounds of pressure from the scrap compactor
2-44Batradar dual radar machine seen in the Batcave, not actually used
2-44Batzooka used to disable Penguin's solid gold tank
2-45Bat-Respirator to enter the flooded bank to stop Riddler's gang
2-45Riddler-Alarm lets Riddler know someone is at the secret entrance to his lair
2-46Experimental Heel and Toe Bat Rockets untested rockets used to get out of the quick-cake
2-46Demolecularizor a pencil flashlight that disintegrates anything it's pointed at
2-46Remote Bat Computer connection from Batmobile to the Bat-Computer in the Batcave
2-46Batcopter uses Sodium Dichloride to create a storm to knock out the Demolecularizor
2-47Bat-Detector when set for Super Laugh Track Sensitivity, it finds the cufflinks the Joker put on the commissioner
2-47Tiny Cuff Link Radio Circuit Joker's transmitter to the commissioner's cuff link
2-47Robots Joker's new gang, his manual training project in the penitentiary
2-47Roving Robot Recorder Joker's view from his robot Mr. Glee's collar button
2-47Jokemobile Joker's car
2-47Bat-Deflector deflects the homing signal so Joker can't track them
2-47Integro-Differential Robot Analyzer shows the Mr. Glee is a perfectly ordinary robot
2-47Bat-Spot Analyzer checks out the spots found on Mr. Glee's coat, printer's ink
2-47Criminal Business Index reports that Penthouse Publications has been sold to Mr. W.C. Whiteface
2-47Robot Super Strength Last Ounce of Energy increases the robot's strength enough to overcome Robin
2-48Bat-Rope Alfred climbs up the side of the building to save the duo
2-48Bat-Fan to dispel the Bat-Smoke
2-48Compressed Steam Batpole Lift gets the duo into Wayne Manor
2-48Anti-Lunatic Squad police squad used to pick up Bruce Wayne (he appointed Joker as vice-chairman of the bank)
2-48Remote Control Device controls Joker's captured robot, Mr. Glee
2-48Bat-Ray opens the doors on the police loony-squad paddy wagon
2-48Super-Powered Bat-Magnet pulls Bruce out of the Loony Van by the straight jacket's metal buckles
2-49Bat Tweezers to remove a hair from the crook's beanie
2-49Electronic Hair Bat-Analyzer just perfected, checks the hair found in the beanie
2-49Remote Control Cat-Radio Catwoman uses it to ring the bell for dismissing the class
2-49Bat-Make-Up Kit Alfred smuggles the kit into jail to help Batman escape
2-49Bat Calendar returns the day's notable events
2-50Batarang & Batrope used to turn off the motor manipulating the giant coffee pot
2-50Fencing Mask Makes a great colander for French Freddy's spaghetti
2-50Bat-Syllable Device allows Alfred to type a message and have Bruce Wayne's voice respond to Commissioner Gordon, while Batman is in his office
2-50Well Known Criminals File points to French Freddy as the likely fence for Batagonian Catseye Opals
2-50Bat-Plugs (nose style) protects Batman from Catwoman's poison perfume
2-51Batcomputer Ingestor Switch a doohickey on the Batcomputer
2-51Enlarged Perforating and Coiling Machine to make stamps, and perforate guest heroes
2-51Undetachable Glue Pad holds the duo fast to the wall
2-52Colonel Gumm's Super-Instant Glue Gone penetrates any thing and any body and dissolves glue in an instant
2-52High Velocity Spectroviscopic Range Reflector Mini Unit took the Hornet and Kato's picture in the stamp machine
2-52Alphabet Soup Bat-Container to carry away the Pinky Pinkston's alphabet soup
2-52Batcomputer all the letters from the alphabet soup were poured into the computer to analyze the message from Miss Pinkston (the computer even supplied punctuation)
2-52Batfunnel used to pour the letters from the alphabet soup into the computer
2-53Electronic Translator used to translate King Tut's scroll
2-54Wireless Bat-Transmitter (for Batemergencies only) Alfred receives Batman's Morse Bat-Code
2-54Tut Truck King Tut's transportation
2-54Boiling Oil Neutralizer Batman creates a chemical mixture to transform boiling oil into foam rubber
2-54Battering Ram on the Batcycle to break into King Tut's lair
2-55Cerebrum Short-Circuiter Black Widow's device to take control of people by short circuiting their cerebrum
2-55Brain Wave Bat-Analyzer checks a person's brain for short circuits
2-55Batcomputer 3000 computer cards with Black Widow's information was fed into the Batcomputer
2-55Anti-Short-Circuiting Bat-Electrodes nullified the effects of Black Widow's Cerebrum Short-Circuiter
2-55Instant Nerve Paralyzer made from spider venom, it freezes Batman
2-55Odor Sensitometer Radar Circuit installed in Batmobile to follow gas/oil exhaust
2-55Dummy Lip Activator moves the lips of the animatronic senior citizens on Black Widow's porch
2-55Bat-Tape Reader plays back the tape made by the Ultrasonic Recorder
2-55Ultrasonic Recorder records the voice of the senior citizen dummies
2-55Batsilliscope Viewer proves that the recording was amplified human voices
2-56Mini-Charge using the spider web as a conductor, 5000 volts kills the rubber spiders on strings that threatened the duo
2-56Cerebrum Short-Circuiter (polarity reversed) Black Widow's device reverses the effect of Anti-Short-Circuiting Bat-Electrodes and messes up Batman's brain
2-56Remote Control Batcomputer Oscillator activates the Radio Frequency Bat-Generator for remote communications
2-56Brain Wave Bat-Analyzer, rewired may decriminalize Black Widow and her gang by short circuiting the bad streaks in their brain
2-57Batradarscope dual radar machine, pinpoints the position of the homing device Bruce Wayne has with him
2-57Miniature Bat-Communicator under Bruce Wayne's jacket lapel
2-57Gigantic "Bat-Mobile" with rotating pallet knives
2-58Bat-naphtha removed the stain from Batman's costume
2-58Emergency Batpole Elevator returns Joker back to the manor as he slides down Dick's pole
2-59Compact Communicator Glacia Glaze's communication device
2-59Freeze Collar with Jet Nozzles keeps Mr. Freeze cold enough to live
2-59Anti-Eavesdrop Bat-Plug inserted into the telephone
2-59Remote Batmobile Control Phase Advancer Controls the Batmobile remotely, the only way Robin can drive the Batmobile I guess
2-59Small Echoing Seal Pulsator homing device for aquatic mammals
2-59Super-Thermalized Bat-Skivvies protects the duo from the Freeze Gun
2-59Sub-zero Temperature Vaporizing Cabinet creates the ice for the Bruce Wayne Ice Arena
2-60Reverse Thermal Bat-Lozenge keeps the duo from freezing, but not vaporizing
2-60Ice Magnets attract icebergs to the hideout iceberg of Mr. Freeze
2-60Thermodynamic Ice Ray Beam the weapon Mr. Freeze wanted from Prof. Isaac Isaacson, creates instant ice
2-60Batcopter used to follow the seal released in Gotham Harbor
3-01Batradarscope dual radar machine seen in the Batcave
3-01Emergency Batcall Box in foreground in Batcave
3-01Compressed Air Batpole Lift seen as the duo climb on the Batpole Pillows
3-01Emergency Belt Buckle Batcall Signal On Alfred's belt, activates the Emergency Batcall Box
3-01Bat-tools to batpick a locked door
3-01Batgirl Cycle transportation
3-01Batalert Buzzer beeps in all the Wayne cars when the Batphone in the Batcave is called
3-02Batsignal used to summon the duo
3-02Riddler's Blinking Box to create curiosity
3-02Giant Magnet positioned under the ring holds Batman fast when Riddler drops metal shavings on his feet
3-03Answering Machine records messages on Barbara's phone (remember, this is the 60's)
3-03Terrestrial Scanner/Lunar Scanning Screen dual radar machine seen in the Batcave
3-03Homing Transmitter & Receiver in the Batcave
3-03Batcomputer Batresistance Signal when the computer can't answer the question about the Commissioner
3-03Compressed Steam Batpole Lift carries duo to the mansion
3-03Bat-Sleep to put the commissioner to sleep
3-03Bat-Earplugs screen out sounds above 14000 decibels (Holy Parsecs! That Hertz! - ed.)
3-03Bat-Wake wake-up spray
3-03Criminal Sensor BatIndicator Indicates criminals that are in Gotham's environs
3-04Anti-Percussion Asbestos BatFlax protects against explosion
3-04Bat-Shield, with tongs curved shield to protect from an explosion
3-04Batradarscope dual radar machine seen in the Batcave
3-04Emergency Library Prowler Signal awakens Barbara Gordon in her apartment
3-04Batmobile's Library Paste BatDissolver Switch can dissolve the glue Penguin put on the Batmobile's seat, if it didn't get stuck
3-06Wristwatch Alarm lets Bruce know he's wanted as Batman
3-06Communication Lamp Dick talks to Bruce thru the flashing lamp
3-06Tutscope track King Tut's homing device
3-06Ersatz Batman Animatronic Batman dummy
3-06Pocket Bat-synchronizer Synchronizes the Ersatz Batman's lips with Bruce Wayne's
3-06Batdummy Closet storage for the Ersatz Batman
3-07Invisible, Stupefying Aromatic Spray from Louie the Lilac's Pocket Boutonniere makes the victim a mindless stooge
3-07Flower Communicator Louie the Lilac's communication device
3-07Powdery Mildew anything sprayed with it molds and decays
3-08Batgirl Communicator Alfred contacts Batgirl after he finds out where Commissioner Gordon is
3-09Egghead's Zapping Machine irradiates the dinosaur egg with radium
3-09Bat-Geiger Counter to track down the stolen radium (Batgirl has one too)
3-09Joker's Two-Way Hot Dog Transmitter communicates with his team
3-10Batcopter
3-10Surfing Experience & Ability Transferometer with Vigor Reverser drains a surfer to make Joker a Kahuna
3-10Portable Ultraviolet Bat-ray to escape from the surfboards
3-10Shark Repellant Bat-Spray used while Batman is surfing against the Joker
3-10Reverserometer to give Skip his surfing memories back
3-11Pipe of Fog Lord Ffogg's pipe that creates dense fog to cover escape
3-11Anti-Eavesdrop Plug to keep Batgirl's phone conversation private
3-11Delayed Action Knockout Fog Capsule creates the fog from the Batmobile
3-12Bat-Extinguisher took care of the Delayed Action Knockout Fog Capsule
3-12Paralyzing Gas Gadget releases gas into the Cricket Pavilion
3-12Lord Ffogg's Remarkable Device reverses the recollection center (causes amnesia)
3-12Recollection Cycle BatRestorer to restore Batman's memory
3-12Batphone an English style Batphone in Venerable Ireland Yard's Superintendent Watson's office
3-12Batmobile Bat Tracker finds the Batmobile
3-12Anti-Mechanical Batray renders mechanical apparatus useless
3-13Lethal Fog Pellets creates smoke to get rid of Batgirl once and for all
3-13Anti-Lethal Fog Spray to neutralize the Lethal Fog
3-13Bat-File to free Batgirl from the dungeon chains
3-13African Deathbee Antidote Pill to cure the sting from the bee
3-13Pipe of Fog Bat-Reverser nullifies the creation of Lord Ffogg's Pipe of Fog
3-14Hair-Raising Bomb Catwoman's bomb ruins hair-doos
3-14Batpen Beeper indicates that Commissioner Gordon is trying to contact the duo
3-15Egg of Ogg Acid Egghead's acid helps Olga remove the sword
3-15Bat-Geiger Counter to trace the Batgirl Cycle
3-16Catgun Catwoman's newest gun with telescopic lens
3-16Bat-Creeper so the duo can manoeuver on their bellies
3-16Lethal Joker Buzzer causes the five senses to leave one by one, then the lungs collapse
3-16Batgirl Antidote Pills to revive the duo
3-17Cat's Whiskers fiendish Catwoman invention that contracts when in contact with body heat
3-17Batmobile Radar adjusted to tune into the sonic emanations of KittyCar's engines
3-17Anti-Blast Batpowder protects the room from the dynamite explosion
3-17Batarang & Batrope to pull the machine gun out of the hands of Marvin the Moose
3-18Two-way Transistor Wristwatch attempting to get ahold of Alfred
3-18Secret Batgirl Room Instant Transformer converts Barbara's secret closet to a storage room in emergency
3-18Secret Batgirl Room Instant Re-Transformer converts the secret closet back to Batgirl's secret lair
3-18Batmobile Remote Bat-control allows Batmobile to drive the streets without a driver
3-18Lilac Boutonniere Bullhorn Louie returns Gordon's call
3-18Instant Unfolding Bat-costumes complete with utility belts, just add a glass of water
3-18Bat-Hooks (unseen) to help remove the window bars
3-18Laser bar cutter (unseen) to help remove the window bars
3-18Batgirl Bat-opener to get out of the vat
3-19Exploding Mechanical Mice Time Bombs to destroy Gotham City
3-20Portable Bat-Lab used in the Batcave
3-20Insecticide BatBomb could kill the deadly Lygerian Fruit Flies, but it was left in the Batmobile
3-20All-purpose Batswatter to swat the deadly Lygerian Fruit Flies
3-20Battweezers to pluck the fly from Robin's nose
3-20Batweather Instruments forecasts the weather
3-21Emergency Bat-communicator lets Robin know he needs to plug in the Bat-answering machine
3-21Batanswer Phone hooks up to the Batphone and "talks" to Commissioner Gordon when Batman is not available (he's eating fondu at Miss Gordon's)
3-21Fear gas Shame's new weapon, turns anyone into complete fraidycats
3-21Bat-Antidote Powder cures the effects from fear gas, put in chicken soup
3-22Heavy Batchemical makes metal 20 times heavier
3-22Bravery Tablets to return train crew to normal
3-22Skywriter Drone to write a message to Shame
3-23Special Seismological Attachment to Batcomputer determines King Tut is mining directly toward the Batcave
3-23Bat-Compass used to determine that "North by Northeast is in a general North Northeasterly direction"
3-23Batnesia gas used to make Tut's minions forget where the Batcave is
3-24Current Criminal Activity Bat-Disclosure Unit figures out Joker is behind the flying saucers
3-24Anti-Thermal Bat-T-Shirts protected them from the blast
3-24Auxiliary Circuit Bat-Regenerator to get power back into the Batcave
3-24Automatic Fuse Extinguisher in Batgirl's utility belt
3-24Batcycle & Sidecar to get to the Batcopter site
3-24Batcopter to search for Joker's flying saucer
3-24Inter-Cosmic Two Way Thermophone to contact Alfred on the flying saucer
3-24Homing Beryl placed in the beryllium of the flying saucer causes it to return to its launching place
3-25Camouflage Pill Dr. Cassandra's invisibility pill
3-25Anti-Antidote Pill reverses the camouflage pill
3-25Portable Batphone mini phone, complete with mini handset
3-25Alvino Ray Gun robs the duo's three-dimensionalness
3-25Batradarscope dual radar machine seen in the Batcave
3-25Three-Dimensional Bat-Restorer to put the trio back together
3-25Escaped Arch Criminal Bat-Locator in the Batcomputer the trio need to know where the escaped criminals are
3-25Anti-Alvino Ray Bat-Disintegrator nullifies the Alvino Ray
3-26Deepest Secret Extractor Minerva's diabolical brain-scan apparatus
3-26Wrist Radio Bruce communicates with Robin who's in the back alley
3-26Persimmon Pressurizer a healthy gizmo of Minerva's that can do away with the duo
3-26Steam-Neutralizing Batpellets to neutralize the pressurizer
3-26Three-Second-Flat Batvault Combination Unscrambler to open Wayne Foundation's vault

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