Giving people Copperhead's new Venom first, then administering laughing gas once the second stage of the game began, would make the timing of their deaths controllable.
Moreover, this poison seemed to ignore differences in individual physical constitution. It was probably a toxin that attacked the mind, which meant the deadliest component was still the laughing gas.
Having determined that the Venom took effect through the combined action of Copperhead's new poison and Joker's laughing gas, there was naturally a way to counter it.
Batwoman knew the Hall of Justice had vanished. Interrogating Copperhead now, even if she obtained the antidote formula, would leave no time to prepare it.
The only option was to neutralize Joker's laughing gas.
Over all these years, Batwoman and Alfred could not claim absolute confidence against every other toxin, but when it came to laughing gas, they had encountered and countered it far too many times.
Batwoman had Joker's blood, which meant she had the base ingredient for laughing gas: Dionysium. She only needed to develop an antidote around that.
Joker had many varieties of laughing gas, and Batwoman had over a dozen varieties of anti-laughing-gas antidotes. She only needed the Batplane to return to the Batcave and bring back the antidote, then spray it around.
There was enough time.
After using the laughing-gas antidote, the toxins in these people's bodies would be missing half their components. Only Copperhead's poison would remain, and it would no longer be lethal.
They simply had to avoid smelling laughing gas in the future.
It was like a shack supported by two pillars. Remove one, and the shack collapsed.
Batwoman was the kind of person who acted once she had a plan. She had never lacked initiative. That was what she thought, and that was what she did.
Soon, the