With a turn of a Power Pad this Batcave transforms and the platforms, Batcomputer and Batwings all open up and the eyes light up. Open the garage so Batman can speed off to save the city from the evil clutches of The Joker. While a third opens Batman’s Armour Chest, full of gear he can wear to protect himself from enemy fire. No Batcave would be complete without a jail, elevator and projectile launcher to add to the story and the adventures. With a headquarters loaded with so much crime-fighting power, The Joker will be no match for Batman and young superheroes imagination.
DC SUPER FRIENDS: TM & © DC Comics.
WB SHIELD: TM & © Warner Bros. Entertainment Inc.
Suitable from 3-8 years