The Scarecrow's Trail Of Fear! Batman trails a criminal to a dark alley, where he interrogates him about a certain stolen loot. However, the criminal and Batman become suddenly afraid, but Batman is capabale of controling his emotions, while the criminal dies of fright. Commissioner Gordon and the GCPD soon arrive at the crime scene and Batman deduces that there is only one person capable of inducing uncontrollable fear on others: The Scarecrow.
Using the only information provided by the deceased crook, Batman and the police arrive at a closed amusement park. The police get ready to break into the place and search for the stolen loot, but Batman has deduced that Scarecrow might also be on the lookout for the loot and with his fear inducing tactics, he could decimate the police force. Instead, Batman decides to go alone and Commissioner Gordon allows him one hour before he moves along with his men.
As Batman enters the amusement park, he is attacked by several of Scarecrow's henchmen, but he manages to take them all out, one at a time. Once the regular criminals are taken care of, Batman starts looking for Scarecrow, but he is unable to find him. It is then that Batman starts following a remote signal, using his own fear as compass. Where his fear is stronger, Batman challenges Scarecrow to confront him and the fearsome criminal appears, revealing a remote control fear-inducing machine, which he used earlier to kill the criminal and learn the location of the loot. Scarecrow tries to use the device to affect Batman, but the Dark Knight is impervious to the fear as his mind is stronger than the impulses created by the machine. Finally, Batman destroys the device and Scarecrow cowers away in fear of the Batman, whose mission is partially complete.
After the hour has passed, the GCPD enter the park and arrest Scarecrow and his associates. Meanwhile, Batman and Commissioner Gordon recall the last clue given by the dying criminal and they finally locate the stolen loot, closing the case for good.