I n j u s t i c e : G o d s A m o n g U s G E N E R A L A R E N A S G U I D E AUTHOR: PAUL MICHAEL (VHAYSTEš) CONTACT: vhayste@gmail.com http://www.facebook.com/pages/vhayste/110018722374948 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Illustrated guide (with screenshots and videos) can be found at: http://www.supercheats.com/walkthrough/injustice-gods-among-us/ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ===================== [ C O P Y R I G H T ] ===================== .---------------------------------------------------------------------. | This document is copyrighted to me, Vhaysteš. It is intended for | | ~PRIVATE~ use only. It cannot be used in ANY form of printed or | | electronic media involved in a commercial business, in part or in | | whole, in any way, shape, or form. 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Expect a prompt response whenever | | possible. | '---------------------------------------------------------------------' ============================================== T A B L E OF C O N T E N T S ============================================== Q01 ------- General Arena Information Q02 ------- Batcave: Gadget Type Q03 ------- Batcave: Power Type Q04 ------- Insurgency: Gadget Type Q05 ------- Insurgency: Power Type Q06 ------- Ferris Aircraft: Gadget Type Q07 ------- Ferris Aircraft: Power Type Q08 ------- Gotham City: Gadget Type Q09 ------- Gotham City: Power Type Q10 ------- Watchtower: Gadget Type Q11 ------- Watchtower: Power Type Q12 ------- Fortress of Solitude: Gadget Type Q13 ------- Fortress of Solitude: Power Type Q14 ------- Themyscira: Gadget Type Q15 ------- Themyscira: Power Type Q16 ------- Stryker's Island: Gadget Type Q17 ------- Stryker's Island: Power Type Q18 ------- Metropolis: Gadget Type Q19 ------- Metropolis: Power Type Q20 ------- Arkham Asylum: Gadget Type Q21 ------- Arkham Asylum: Power Type Q22 ------- Hall of Justice: Gadget Type Q23 ------- Hall of Justice: Power Type Q24 ------- Wayne Manor: Gadget Type Q25 ------- Wayne Manor: Power Type Q26 ------- Joker's Asylum: Gadget Type Q27 ------- Joker's Asylum: Power Type Q28 ------- Atlantis: Gadget Type Q29 ------- Atlantis: Power Type Q30 ------- Wayne Manor Night: Gadget Type Q31 ------- Wayne Manor Night: Power Type ------------------------------- Q01 - General Arena Information ------------------------------- Interactible Objects Interactible Objects or simply known as Interactibles, are done by pressing the Interact button whenever it appears in-game, usually beside the object you are interacting with. It is done by pressing RB for the Xbox 360, or R1 for the PS3. How each character affects the interaction is depending on what type of character he or she is. Power type characters normally just pick up the item and throw it away. Gadget type characters usually flip off the object or use it against the enemy. The attack made by the objects are unblockable but can be beaten by one hit of activated armor. POWER CHARACTERS: - Superman - Wonder Woman - Hawkgirl - Green Lantern - Aquaman - Doomsday - Lex Luthor - Ares - Bane - Black Adam - Cyborg - Shazam - Sinestro - Solomon Grundy GADGET CHARACTERS: - Batman - The Joker - The Flash - Green Arrow - Harley Quinn - Catwoman - Killer Frost - Deathstroke - Nightwing - Raven Transitions Transitions are done by pressing b + 3 if your opponent is located in the particular corner of a certain stage, that has an available level transition. These deal a lot of damage and brings the fight into another area of the stage. There are 13 Arenas but 2 of them are strictly one-level arenas without any transitions. Some have two transition levels while the Metropolis arena alone has three. -------------------------- Q02 - Batcave: Gadget Type -------------------------- To start off, you can pick up grenades at the far left, which you can do from the ground or in the air. You can kick off the enemy to the computers at the middle of the screen. At the far right, you can press the red button to shoot missiles and this is where the transition is located as well. Down the lagoon, for the generator at the left central area, Basic Gadget Types blow it up while Acrobat Types does a divekick. After it has blown up, you can bounce the opponent into the electricity. At the central right area you can destroy the objects by doing b + 3 to expose other places. After the boxes, anyone can throw the barrels at the far right end. You can jump off the elevator at the far left. The transition back to the Crime Lab is at this far left elevator. ------------------------- Q03 - Batcave: Power Type ------------------------- To start off, you can pick up grenades at the far left, which you can do from the ground or in the air. You can kick off the enemy to the computers at the middle of the screen. At the far right, you can press the red button to shoot missiles and this is where the transition is located as well. Down the lagoon, for the generator at the left central area, you can throw it for big damage. After it has blown up, you can bounce the opponent into the electricity. At the central right area you can destroy the objects by doing b + 3 to expose other places. After the boxes, anyone can throw the barrels at the far right end. The transition back to the Crime Lab is at the far left elevator. ----------------------------- Q04 - Insurgency: Gadget Type ----------------------------- At the very beginning of the Command Center, take advantage of the two monitors at the central area, they are perfectly placed for both players. Acrobat Types can divekick non-stop while Basic Gadget Types can set off the monitors to blow up. The turbine at the far right can be used as an electrocution device. You can also pull down the pipe at the far left to let off some steam. At this far left area, the transition is located. Down at Lex's Lab, the Brainiac head at the far right can jumped off and it will shoot beams. The lights above the central left and right area can be thrown by Basic Gadget Types while the Acrobats will divekick these as well. The laser cannon at the far left can be activated to shoot a bigger beam. You can also jump off the armor at the far left as a means of a quick escape. The transition back to the first area is in the far left. ---------------------------- Q05 - Insurgency: Power Type ---------------------------- At the very beginning of the Command Center, take advantage of the two monitors at the central area, they are perfectly placed for both players. You can smash your enemy with this quickly and easily. The turbine at the far right can be used as an electrocution device. You can also pull down the pipe at the far left to let off some steam. At this far left area, the transition is located. Down at Lex's Lab, the Brainiac head at the far right can be thrown into your opponent. The lights above the central left and right area can be thrown as well. The laser cannon at the far left can be activated to shoot a bigger beam. You can also throw the armor at the far left. The transition back to the first area is in the far left. ---------------------------------- Q06 - Ferris Aircraft: Gadget Type ---------------------------------- The enormous missile at the center can be used to be divekicked by Acrobats or be blown up by Gadget-users. A cabinet at the left can be used as well. The turbine located at the left area above can be ridden and pushed for some damage. At the central right area, gas containers can be thrown if you are far away from your foe, or you can kick off your enemy through them if you are up close. The far right area is very abusable since you can keep smashing the missiles into your opponent's face infinitely. --------------------------------- Q07 - Ferris Aircraft: Power Type --------------------------------- The enormous missile at the center can be used to be fire up your foe. A cabinet at the left can be used as well. The turbine located at the left area above can be pushed for some damage. At the central right area, gas containers can be thrown if you are far away from your foe, or you can bounce off your enemy through them if you are up close. The far right area is very abusable since you can keep smashing the missiles into your opponent's face infinitely. ------------------------------ Q08 - Gotham City: Gadget Type ------------------------------ Atop the roofs, you can whip your enemy into the helicopter. You can jump off at the airconditioner at the central left area, as well as on the bat signal at the far left end. The water tower at the far right can be knocked over for further damage. After the shower, it's time for one of the most painful-looking transitions at the far right end. Below at Crime Alley, the fire hydrant at the far right can be used for more water-splashing, while the neon sign above it can be thrown at. The dumpbin at the center area can be kicked into your foe unlimitedly. The Ace Chemicals truck at the far left end can be used to shoot toxic liquids. The transition back to the rooftops is at the far left. ----------------------------- Q09 - Gotham City: Power Type ----------------------------- Atop the roofs, you can whip your enemy into the helicopter. You can throw the airconditioner at the central left area, as well as the bat signal at the far left end. The water tower at the far right can be thrown over as well for further damage. After the shower, it's time for one of the most painful-looking transitions at the far right end. Below at Crime Alley, the fire hydrant at the far right can be used for more water-splashing, while the neon sign above it can be thrown at. The dumpbin at the center area can be smashed into your foe. The Ace Chemicals truck at the far left end can be used to shoot toxic liquids. The transition back to the rooftops is at the far left. ----------------------------- Q10 - Watchtower: Gadget Type ----------------------------- The hologram at the center is a bouncing area for minimal damage. You can press the red button on the left side to activate the spaceship and cook your foe red-hot. The floating globe at the central right location can be jumped off at, and this goes the same with the monitors at the far right end. You can also do some damage by grabbing the floating robots moving across the screen. Transition to the next area is at the far left. Here at the bridge, you can make use of the monitors in the middle to escape. The pipe at the far left can be used. The laser located at the central right area can fry your opponent. Those robots are here as well, use them. The level transition back is on the far right. ---------------------------- Q11 - Watchtower: Power Type ---------------------------- The hologram at the center is a bouncing area for minimal damage. You can press the red button on the left side to activate the spaceship and cook your foe red-hot. The floating globe at the central right location can be thrown over at, and this goes the same with the monitors at the far right end. You can also do some damage by grabbing the floating robots moving across the screen. Transition to the next area is at the far left. Here at the bridge, you can make use of pipe at the far left to inflict some pain. The laser weapon located at the central right area can be smashed to your opponent. Those robots are here as well, use them. The level transition back is on the far right. --------------------------------------- Q12 - Fortress of Solitude: Gadget Type --------------------------------------- At the starting lab, anyone can throw the spiky ball hanging atop the central area. Located at the left area is Doomsday who is shackled and restrained, you can bounce off your enemy through him for a juggle combo. There is a portal at the far right which you can use to damage your foe, after the damage has been done, you can now use the portal as the level transition into the Menagerie. At the Menagerie, the crystal at the central left area is usable for Acrobats as a foothold for divekicks or for Gadget-users as a bomb device. You can use the glass container housing Starro at the mid-right area as a jumping device. A teleporter at the far right can be used for a teleporting attack which unfortunately is blockable. The level transition back to the first area is located at the far left. -------------------------------------- Q13 - Fortress of Solitude: Power Type -------------------------------------- At the starting lab, anyone can throw the spiky ball hanging atop the central area. Located at the left area is Doomsday who is shackled and restrained, you can bounce off your enemy through him for a juggle combo. The spaceship at the far left can also be used for a bouncing attack, you can combo this bouncing attack into the Doomsday bouncing move stated above. There is a portal at the far right which you can use to damage your foe, after the damage has been done, you can now use the portal as the level transition into the Menagerie. At the Menagerie, the crystal at the central left area can be smashed, as well as the glass container housing Starro at the mid-right area. A teleporter at the far right can be used for a teleporting attack which unfortunately is blockable. The level transition back to the first area is located at the far left. ----------------------------- Q14 - Themyscira: Gadget Type ----------------------------- Those goddesses statues at the center doubles up as a wall-bouncing device for juggles. The chains near the lion head statues at the central area can be pulled to shoot out flames. A tree at the far right can be used for a close-ranged grab attack. On the far left, the firebowl can be bounced off while throwing a flaming ember to crisp-fry your foe. This is where the transition takes place as well. Here at the downtown port, the cannon at the far left can be used to shoot your opponent. The cargo hanging at the center can be used as a swinging device. However, if you cut off the rope located at the left holding the cargo you can deal some damage as well. The barrels at the far right can inflict some pain as well. Level transition is at the far right. ---------------------------- Q15 - Themyscira: Power Type ---------------------------- Those goddesses statues at the center doubles up as a wall-bouncing device for juggles. The lion head statues at the central area can be thrown for damage. A tree at the far right can be smashed. On the far left, the firebowl can be smacked into your foe. This is where the transition takes place as well. Here at the downtown port, the cannon at the far left can be smashed as well. The cargo hanging at the center can be slammed to your enemy for major damage. The barrels at the far right can inflict some pain as well. Level transition is at the far right. ----------------------------------- Q16 - Stryker's Island: Gadget Type ----------------------------------- Starting area, Metallo at the center screen can be jumped off at. The container on the far right can be flipped off as well. There is a turret at the left segment of the screen that you can shoot your foe with. Another emergency escape object is the robot at the far left, and near the robot at the far left is the transition area. At the open yard, you can whip your opponent into Gorilla Grodd for some volleyball moments. There are weights around the far left area which can be leaped at, even if they're already destroyed by Power Types. Some barrels can be thrown at the right area. There is a machine at the far right which can be jumped off as well. Transition is at the far right. ---------------------------------- Q17 - Stryker's Island: Power Type ---------------------------------- Starting area, Metallo at the center screen can be destroyed, poor guy. The container on the far right can be destroyed as well. There is a turret at the left segment of the screen that can be smashed. Another object that can be smashed is the robot at the far left, and near the robot at the far left is the transition area. At the open yard, you can whip your opponent into Gorilla Grodd for some volleyball moments. There are weights around the far left area which can be smacked. Some barrels can be thrown at the right area. There is a machine at the far right which can be obliterated as well. Transition is at the far right. ----------------------------- Q18 - Metropolis: Gadget Type ----------------------------- At the rooftops, you can activate the floating robots which are either flamethrowers or a minigun. There is an aircon unit at the far left which you can jump off at. Head to the far right to transition to the next area. Down at the museum, you can throw the airplane propeller at the central left area of the screen. Located at the central right area, there is a floating car which can be jumped off at by Acrobats or be blown up by Gadget-users. At the far right, you can destroy the Robin display by doing b + 3. The level transition to the next area is at the far left. Outside the streets, you can juggle the enemy off the armored vehicle on the far left. Again, there is a floating car at the rightside location which you can interact the same way as you did before. There is another car on the far left taht you jump off as well. Finally, the transition is on the far right area. ---------------------------- Q19 - Metropolis: Power Type ---------------------------- At the rooftops, you can pick up and smash the floating robots. There is an aircon unit at the far left which you can obliterate. Head to the far right to transition to the next area. Down at the museum, you can throw the airplane propeller and the airplane itself afterwards at the central left area of the screen. Located at the central right area, there is a floating car which can be thrown. At the far right, you can destroy the Robin display by doing b + 3. The level transition to the next area is at the far left. Outside the streets, you can juggle the enemy off the armored vehicle on the far left. Again, there is a floating car at the rightside location which you can interact the same way as you did before. There is another car on the far left that can picked up. Finally, the transition is on the far right area. -------------------------------- Q20 - Arkham Asylum: Gadget Type -------------------------------- This starting point is very abusable since you have two perfectly-placed TVs for each player waiting to be used as either a divekick platform or as an exploding device. At the left area watch out for Poison Ivy's flower which you can use by stepping on the floor then making it squirt poison toxins. You can bounce yourself off at the torture device on the far left end. For further torture, use the freezer pipe at the right area, you can combo the transition at the far right after you have managed to freeze your opponent cold. The head statues at the central area can be thrown for some damage. The most infamous object of all - THE PIG can be pushed for good damage with a wide coverage, plus it can be used infinitely. A deep fryer at the far left doubles up as an emergency escape object. That chandelier at the central right area can be swinged at. The brutal transition can be done at the far right. ------------------------------- Q21 - Arkham Asylum: Power Type ------------------------------- This starting point is very abusable since you have two perfectly-placed TVs for each player waiting to be picked up. At the left area watch out for Poison Ivy's flower which you can grab after you jumped up. You can destroy the torture device on the far left end. For further torture, use the freezer pipe at the right area, you can combo the transition at the far right after you have managed to freeze your opponent cold. The head statues at the central area can be thrown for some damage. The most infamous object of all - THE PIG can be pushed for good damage with a wide coverage, plus it can be used infinitely. A deep fryer at the far left doubles up as a smashable object. That chandelier at the central right area can be smacked as well. The brutal transition can be done at the far right. ---------------------------------- Q22 - Hall of Justice: Gadget Type ---------------------------------- You can bounce off the enemy into the central statue. The small, moving tanks can be activated and they will rush towards the enemy and explode. The spear in Star Girl's statue at the far left can be used. The robot at the far right can jumped off from. Transition at the far right end. The Solar System diagram at the center can be divekicked or blown up. The machine above the central right section can be ridden by jumping and holding the interact button. You can teleport at the device on the far right. Transition is on the far right. --------------------------------- Q23 - Hall of Justice: Power Type --------------------------------- You can bounce off the enemy into the central statue. The small, moving tanks can be smashed. The Star Girl statue at the far left can be destroyed, as well as the Orion bust at the central left location. The robot at the far right can tossed. Transition at the far right end. The Solar System diagram at the center can be blown up. The machine above the central right section can be destroyed. You can teleport at the device on the far right. Transition is on the far right. ------------------------------ Q24 - Wayne Manor: Gadget Type ------------------------------ The fountain in the center can be used to juggle your enemy. You can jump off the car at the far left area. At the central right area you can ride the sleek-looking bike and run over your enemy. Another jumping platform is the gargoyle at the far right end. The level transition is located here as well. Here in the hall, you can juggle your enemy into the center table. You can emergency escape from the chandelier at the top in the central area and at the armor on the far left. That brown chair in the central left area can be pushed for some damage. The piano at the central right location can be pushed off for some pain as well. The samurai armor at the far right can jumped off too. Transition is at the far left. ----------------------------- Q25 - Wayne Manor: Power Type ----------------------------- The fountain in the center can be used to juggle your enemy. You can smash the car at the far left area. At the central right area you can throw the sleek-looking bike. Another smashing object is the gargoyle at the far right end. The level transition is located here as well. Here in the hall, you can juggle your enemy into the center table. You can destroy the chandelier at the top in the central area and at the armor on the far left. That brown chair in the central left area can be tossed for some damage as well. The piano at the central right location can be obliterated. The samurai armor at the far right can broken apart as well. Transition is at the far left. --------------------------------- Q26 - Joker's Asylum: Gadget Type --------------------------------- This starting point is very abusable since you have two perfectly-placed TVs for each player waiting to be used as either a divekick platform or as an exploding device. At the left area watch out for Poison Ivy's flower which you can use by stepping on the floor then making it squirt poison toxins. You can bounce yourself off at the torture device on the far left end. For further torture, use the freezer pipe at the right area, you can combo the transition at the far right after you have managed to freeze your opponent cold. The head statues at the central area can be thrown for some damage. The most infamous object of all - THE PIG can be pushed for good damage with a wide coverage, plus it can be used infinitely. A deep fryer at the far left doubles up as an emergency escape object. That chandelier at the central right area can be swinged at. The brutal transition can be done at the far right. -------------------------------- Q27 - Joker's Asylum: Power Type -------------------------------- This starting point is very abusable since you have two perfectly-placed TVs for each player waiting to be picked up. At the left area watch out for Poison Ivy's flower which you can grab after you jumped up. You can destroy the torture device on the far left end. For further torture, use the freezer pipe at the right area, you can combo the transition at the far right after you have managed to freeze your opponent cold. The head statues at the central area can be thrown for some damage. The most infamous object of all - THE PIG can be pushed for good damage with a wide coverage, plus it can be used infinitely. A deep fryer at the far left doubles up as a smashable object. That chandelier at the central right area can be smacked as well. The brutal transition can be done at the far right. --------------------------- Q28 - Atlantis: Gadget Type --------------------------- You can volleyball your foe into Aquaman's throne at the middle for some nice juggles. You can use the water pipe above the central area as a sliding mechanism for quick, easy escapes. The globe at the central left area and the tablet at the central right area can be jumped off from. At both ends of the screen there is a pumping wheel that you can use to unleash a water spray, this has infinite usage so spray away! No transition is available here. -------------------------- Q29 - Atlantis: Power Type -------------------------- You can volleyball your foe into Aquaman's throne at the middle for some nice juggles. The globe at the central left area and the tablet at the central right area can be smashed. At both ends of the screen there are aquariums that you can use to unleash one giant tidal wave! No transition is available here. ------------------------------------ Q30 - Wayne Manor Night: Gadget Type ------------------------------------ The fountain in the center can be used to juggle your enemy. You can jump off the car at the far left area. At the central right area you can ride the sleek-looking bike and run over your enemy. Another jumping platform is the gargoyle at the far right end. The level transition is located here as well. Here in the hall, you can juggle your enemy into the center table. You can emergency escape from the chandelier at the top in the central area and at the armor on the far left. That brown chair in the central left area can be pushed for some damage. The piano at the central right location can be pushed off for some pain as well. The samurai armor at the far right can jumped off too. Transition is at the far left. ----------------------------------- Q31 - Wayne Manor Night: Power Type ----------------------------------- The fountain in the center can be used to juggle your enemy. You can smash the car at the far left area. At the central right area you can throw the sleek-looking bike. Another smashing object is the gargoyle at the far right end. The level transition is located here as well. Here in the hall, you can juggle your enemy into the center table. You can destroy the chandelier at the top in the central area and at the armor on the far left. That brown chair in the central left area can be tossed for some damage as well. The piano at the central right location can be obliterated. The samurai armor at the far right can broken apart as well. Transition is at the far left. .---------------------------------------------------------------------. .---------------------------------------------------------------------. .---------------------------------------------------------------------. .---------------------------------------------------------------------. .---------------------------------------------------------------------. I n j u s t i c e : G o d s A m o n g U s Illustrated guide (with screenshots and videos) can be found at: http://www.supercheats.com/walkthrough/injustice-gods-among-us/ AUTHOR: PAUL MICHAEL (VHAYSTEš) CONTACT: vhayste@gmail.com http://www.facebook.com/pages/vhayste/110018722374948 ALL RIGHTS RESERVED