And sure enough, that was exactly how it worked. By the time Arkham Batman ran up the spiral staircase and glanced back, Schiller had only just opened the door and come in. That made Batman realize the game's balance was actually rather carefully designed. The ghost seemed to get caught on all sorts of things, buying them time to escape.
"Playing the door" was a decent tactic, so Arkham Batman decided to keep circling Schiller inside the castle. There were plenty of doors here, and plenty of obstacles too. They ought to slow him down nicely in the real world.
He sprinted up to the third floor, picked a room at random, and hid inside. He did not linger in the bedroom, but rushed straight out onto the balcony and began checking the camera. The balcony was a good place to attack or defend—if Schiller came in through the room, he would jump down; if Schiller spotted him from outside, he would duck back inside.
When he picked up the camera again, Arkham Batman's vision interface had gained a photo. It was precisely the scene of Schiller walking toward the door with a knife in hand. A skill icon and some description surfaced over the photo:
Blood-Drinking Blade: After hitting the tracked target for the first time, gain 30 Wild Hunt Points; if this hit happens to trigger the "God of the Wild Hunt" state, cancel the cooldown of the next "Hunter's Mark" skill, increase movement speed by 50%, and increase damage by 20%; if the target hit last time is hit again, ignore all of the target's damage immunity effects and health, causing them to enter a near-death state.
Arkham Batman held the camera and stared at it for a long while before finally letting out a deep sigh.