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146TwoFaceDualPistols

Two-Face's Handguns in the Solomon Wayne Courthouse in Batman: Arkham City.

The handgun, or pistol, is a type of firearm designed to be used with one hand. These weapons have been featured in Batman: Arkham Asylum, Batman: Arkham City, Batman: Arkham Origins, and Batman: Arkham Knight. Multiple different models of pistols are seen throughout the games.

Incident Reports[]

Arkham Origins Incident[]

During Batman's fight with Deathstroke on the Final Offer, if the player non-canonically failed, one game-over screen ended with Deathstroke unholstering a Desert Eagle and executing Batman with it. Deathstroke also used a laser sighted pistol that shot sniper-like shots if the player put a large amount of distance between him and Batman.

The Joker used a Taurus Raging Bull, nicknamed the "Ace of Spades", to execute two of his own henchmen, and proceeded to point it toward his own head, only to be stopped by Batman. Later in the game, Joker also planned on shooting Warden Joseph with the gun, but Captain Gordon blocked the bullet with his bulletproof vest.

Arkham Origins Multiplayer[]

While handguns weren't usable by Elite gang members, Joker again used his Ace of Spades and his King of Hearts. While the former shot a single instantly-killing bullet, the latter shot multiple explosive bullets in a rapid succession.

Arkham Origins Blackgate Incident[]

Black Mask used one to execute a technician. Black Mask also used two handguns during his boss fight with Batman. The guns in his boss fight, however, had a very fast rate of fire, and were capable of killing Batman in mere seconds.

Arkham Asylum Incident[]

Batman hallucinated the Joker using a USP in the third Scarecrow Nightmare. He used it to shoot a restrained and "insane" Batman in the head.

The Joker was able to use the "Ace of Spades", his Taurus Raging Bull, in gameplay. It has one shot and will alert all guards to his position while in predator maps. It can be aimed and fired (with no aim assist of any kind) or can be quick fired with aim assist, though it is somewhat shotty. If aimed correctly it can blow through multiple guards. It is usable in combat sections and it's bullet will replenish every round. It is a one hit kill to any guard who gets hit with it.

Arkham City Incident[]

A pair of Sphinx 3000 handguns were used by Two-Face in Arkham City, during his mock trial of Catwoman. The same pistol was used by The Joker. They are erroneously described as .45 pistols, when they are chambered in 9x19mm.

Arkham Knight Incident[]

Handguns make several appearances through the game, but weren't wielded by enemies against the player. Several guns that belonged to super-villains could be seen at the GCPD Lockup Evidence Room. The majority of pistols in this game are a cartoonish mixture of a SIG-Sauer P220 and P228R - they can be seen used by the Militia soldier guarding Poison Ivy in the Chinatown safehouse test chamber, in Batman's hallucination of Oracle committing suicide in the same area, by Christina Bell and Henry Adams in Panessa Studios, and by Penguin, who used it to threaten Nightwing at the end of the Gunrunner Most Wanted mission. In Joker's tape to Batman showcasing how he broke Jason Todd, he was shown to shoot the latter with the same pistol just as he was about to divulge Batman's true identity to him.

During the time Joker briefly took over Batman on Stagg's Airships, he hallucinated executing Scarecrow with a revolver. Scarecrow used one to threaten both Robin and Batman near the end of the game.

The Arkham Knight used four pistols throughout the game. Two of them are Glock 17s, highly modified in a futuristic fashion - he uses one to shoot Batman in the Miagani tunnel network, and is disarmed of it prior to his boss fight at his HQ. He pulled out the second pistol of the pair at the end of said boss fight, pointing it at Batman but never firing it before disappearing. His primary weapons were two dual-wielded Desert Eagles, similarly modified. They could also be merged end-on-end to create a straight-pull, bolt-action sniper rifle, which he used in his boss fight before being disarmed again. Jason Todd used two similar Desert Eagles as Red Hood in his eponymous DLC, but their rifle form wasn't usable by the player.

Gameplay[]

Arkham Asylum[]

If the player has a PS3 or Batman: Return To Arkham: Arkham Asylum, they can play as the Joker and use his handgun in combat and predator challenges. It's always an instant kill and acts like Batman's Batarangs, as it's a projectile that can be aimed manually or can quickly be unholstered and shot by the tap of a button. It has one bullet for a predator map, which will alert all guards to Jokers location, and one bullet per round of a combat map. It can pass through an unlimited amount of guards and will inst-kill any guard whose shot by it. While in combat the gun will grant a 'BOOOOOOOOM!' bonus of 250 which is multiplied by every consecutive kill. It also counts towards the combo meter for every kill. The easiest way to get a multi-kill while in combat is two stun the last two guards with jokers gas as to cluster them and keep them from moving, manually aim, and fire.

Arkham Knight[]

While playing as Red Hood, the player can freely use his Dual Handguns. As his primary quickfire gadget, they can be used to stop charging enemies. Unless the enemy is using a Riot Shield or is bulletproof, they are always an instant kill, and can be used for an unlimited amount of times. They are also utilized in finishers and takedowns.

There are a few drawbacks however, as he shoots multiple rounds to the targeted enemy, and is vulnerable to other enemies while doing so. They also produce a lot of noise, so using them in Predator can lead to detection. When aimed, they always go into first person view. The model of Red Hood disappears while aiming.

Combining them with the Flashbang, Jason can perform an unique version of a Beatdown. After throwing a Flashbang, if the enemy is far enough, each press of the attack button shoots a round at the enemy.

Gallery[]

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