

The spinning sword attack is a standard one that's been seen before wait for him to stop and get dizzy before attacking. He'll try a ground pound attack after he's hit from that, so create some distance after you land the blows. You can attack him two or three times while he's dizzy. When he shoots, he'll fire about six times and then get dizzy. The spin kicks are standard melee attacks and he's invincible during the kick. He'll try to shoot you, do spin kicks, or spin with his sword. It's safest to use Superman here since he won't be able to hurt you. You may want to use Batman for this because Wonder Woman and Superman may accidentally fly about, and Flash may be a bit hard to control on the keys.Īfter the song is played, the portrait will collapse and open a door to an arena where you'll engage Kanto himself. Miss one and you'll be electrocuted, and you'll have to start over. As long as the order is done right, you'll be safe. It's safest to jump on the key, then jump off the keyboard entirely, rather than trying to jump from key to key. Simply follow along with the notes as you jump on the keys: green, red, blue, yellow, blue, and green. Behind the keyboard, a large portrait of Kanto hangs on the wall and he holds a simplified music sheet. Switch to Flash and interact it.Īfter the minigame, the Flash will make a four-key keyboard to the right. Either way, destroy the blinking doghouse in that room, then build the resulting blinking model to create a Cosmic Treadmill. The wolf can be ignored but, if you want to take it out, use Superman to either punch it or use his heat vision on it. Double-tap the jump button to make the drone fly, then fly it near the chandelier to open the door.Ī wolf will be unleashed but, unlike the previous stage, you won't have anyone with quick shots.

The drone can't destroy the doghouse but it can destroy the blue chandelier above it. It will appear in a closed off room with a blinking doghouse. Switch to Batman and create a mini Batwing, then drive it through the door. Still as Superman, use his super strength to grab the structure and throw it anywhere to shatter it.īehind the structure is a room with a green drone door. Build it to create two handles on the structure. With the flames extinguished, a small glowing brick pile will appear. Note that if you hold the interact button and Superman uses his heat vision, he'll automatically switch to his cold breath when you target the flames even if you haven't released the button. Switch to Superman and use his cold breath to extinguish the flames. The minions will charge in a cutscene but they'll be taken down by a rolling rock that causes a bunch of flames and debris in one room. Head down and to the right to find a bridge and a few minions. Level 12 : The one with the T.Everything in the first room can be ignored. Minikit 1/5 - After the first section, once you have to shake of a tiny person there are 4 glowing red things in the road, bash into as may cars as possible to slow down, if you miss it you will loop around, however this did take me a few attempts. In order to help out Wonder Woman you need to interact with the stuff on the right, this will trigger a cutscene and the boss battle with Ultraman.

You need to break up batman's fight using a ricochet shot from the breakable floor at the front, then use Solomon on the scale. This will open up the ladder to the next area. Activate the electric panel, below is a sliding box puzzle (it's fairly simple but if you get stuck the next piece to move will begin to glow). You end up in the Hall of Justice, use Cheetah to climb the back wall and make a mirror at the top, with the second mirror being made out of the crystal sculpture in the centre. During the speedster chase you need to avoid the energy balls from Johnny Quick and avoid crashing as much as possible.
