The Batman & Scooby-Doo Mysteries #4
☆ Be the first to review + Add to your collection — Join freeThe fourth volume of this all-ages crossover series teams up the Dark Knight with Mystery Inc. for more supernatural-tinged capers. Collecting issues #7-12 of the 2024 series, the stories blend Batman's detective work with Scooby-Doo's signature haunted hijinks, featuring classic villains from both universes.
In "Gotham's Got Talent," the Ghost in the Machine—a digital menace masquerading as malware—has hijacked Waynetech’s AI, cutting off the entire internet and trapping Batman’s digital allies in a virtual siege. With the Batcomputer offline and Oracle isolated, Batman, Fred, and Daphne chase clues through Gotham’s tech-savvy underbelly, while Velma, Shaggy, and Scooby-Doo dive headfirst into a mind-bending VR world, racing to dismantle the Ghost’s firewall from within. Written by Sholly Fisch and brought to life with immersive art by Erich Owen, this high-stakes crossover blends detective grit with digital wonder, all framed by Scott Jeralds’ sharp cover.
When Daphne takes home first prize at the Crystal Cove talent show, she’s whisked away to Gotham for a chance to shine on "Gotham's Got Talent"—with Batman and the gang in tow. As the spotlight shines on a lineup of quirky performers, Scooby-Doo and the gang must uncover who’s behind the sabotage, all while navigating a stage full of secrets and a pair of sharp-eyed judges.
When an ancient bat spirit terrorizes a baseball stadium, Batman surprisingly turns down Mystery Inc.’s help—opting instead for a new team of ghostbusting partners, Ranger and the Wraith Wranglers, who just happen to be a group of four mystery-solving teens and their dog. With Scooby-Doo, Shaggy, Fred, Daphne, and Velma watching from the sidelines, the real mystery begins: is Batman really teaming up with new allies—or is he being played?
When a troupe of plundering clowns crashes Crystal Cove’s tribute to Mystery Inc., chaos erupts at the ceremony—just as Batman and Batgirl arrive to lend their support. With the town’s heroes on high alert and the ghost of a classic clown villain stirring in the shadows, Scooby-Doo and the gang must unravel a circus of clues before the real mayhem begins.
When Captain Hyde and his ghost pirate crew hijack Bruce Wayne’s luxury cruise ship, the mystery deepens as the Waynefinder system—designed to chart courses using ocean floor scans and star patterns—goes offline just as the ship drifts into uncharted waters. With Scooby-Doo, Shaggy, Fred, Daphne, Velma, and Batman teaming up to uncover the truth, the real danger might not be the spectral pirates… but the secrets buried beneath the sea.
When a digital menace known as the Ghost in the Machine shuts down the entire internet—including the Batcomputer and Oracle’s systems—Batman teams up with Fred and Daphne to hunt for the real-world culprit, while Velma, Shaggy, and Scooby-Doo dive headfirst into a mind-bending VR realm to track the hacker from within the code. With cybernetic traps, glitchy illusions, and a mystery that blurs the line between virtual and real, the gang must outthink a foe who’s not just hiding in the system—but rewriting it.
When Mystery Inc. stumbles into the futuristic streets of Neo-Gotham, they’re greeted not by a ghost or a haunted mansion, but by a younger Batman—Terry McGinnis—and a no-nonsense Commissioner Gordon. With the Royal Flush Gang making off with the original Batman’s utility belt, Scooby-Doo, Shaggy, Fred, Daphne, and Velma must team up with the future Dark Knight to solve a mystery that spans time itself—before the past gets erased for good.
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↩ Reprints The Batman & Scooby-Doo Mysteries #7 (2023), The Batman & Scooby-Doo Mysteries #8 (2023), The Batman & Scooby-Doo Mysteries #9 (2023), The Batman & Scooby-Doo Mysteries #10 (2023), The Batman & Scooby-Doo Mysteries #11 (2023), The Batman & Scooby-Doo Mysteries #12 (2023)
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