The extra-large bat-trunk in the Batmobile holds various crime-fighting equipment and has plenty of space to fit eight people comfortably. The windshield is bulletproof. And of course, the Batmobile is not without its helpful gadgets:
Bat-glove Compartment
Infrared Bat-dust (glows in light and in dark, but only visible when viewed through the Batmobile’s specially tinted windshield)
Emergency Bat-turn Lever (releases the Batmobile’s parachute that enables quick turns)
Bat-deflector (diverts a criminal tracking signal, leading them to a miniature Batcave in the middle of nowhere)
Bat-ray (can do many things, such as open van doors)
Super-powered Bat-magnet (for opening steel doors from a distance)
Odor Sensitometer Radar Circuit (puts a certain scent on the radar screen)
Ultrasonic Recorder (also records regular sounds)
Batmobile Parachute Pickup Service Signal (calls forementioned service to pick the Batmobile’s parachute off the city street)
Emergency Bat-trunk Lock
Bat-zooka (can fire explosive blasts, or is used to fire bat-ropes to tops of very tall buildings)
Anti Mechanical Bat-ray (renders mechanical apparati useless)
Bat-tering Ram (also known as the Bat-ram, used for knocking down reinforced doors)
Library Paste Bat-dissolving Switch
Bat-safety Belt
Bat-radarscope
Bat-alert Buzzer (in all Bruce’s cars, indicates when the Batphone in the Batcave is ringing)
Bat-scope (tv screen that can be used to monitor someone’s movements)
Anti-theft Activator (can be disguised as the Start button, fires fireworks from the car)
Anti-fire Activator (fills Batmobile with extinguishing foam)
Bat-ray Projector (fires blue ray from headlights that shut down a car’s ignition)
Hidden Bat-laser Beam
Homing Receiver Scope
Inflatable Batmobile (kept in Batmobile for use as a decoy)
Batphone